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forked from 0ad/0ad

Clean up line endings.

This was SVN commit r17010.
This commit is contained in:
leper 2015-09-12 20:58:59 +00:00
parent bdd6dd0f2f
commit 73c210f6fb

View File

@ -1,8 +1,8 @@
function StatisticsTracker() {}
StatisticsTracker.prototype.Schema =
"<a:component type='system'/><empty/>";
function StatisticsTracker() {}
StatisticsTracker.prototype.Schema =
"<a:component type='system'/><empty/>";
StatisticsTracker.prototype.Init = function()
{
// units
@ -13,8 +13,8 @@ StatisticsTracker.prototype.Init = function()
"Cavalry",
"Champion",
"Hero",
"Ship",
"Trader"
"Ship",
"Trader"
];
this.unitsTrained = {
"Infantry": 0,
@ -24,7 +24,7 @@ StatisticsTracker.prototype.Init = function()
"Champion": 0,
"Hero": 0,
"Ship": 0,
"Trader": 0,
"Trader": 0,
"total": 0
};
this.unitsLost = {
@ -35,7 +35,7 @@ StatisticsTracker.prototype.Init = function()
"Champion": 0,
"Hero": 0,
"Ship": 0,
"Trader": 0,
"Trader": 0,
"total": 0
};
this.unitsLostValue = 0;
@ -47,7 +47,7 @@ StatisticsTracker.prototype.Init = function()
"Champion": 0,
"Hero": 0,
"Ship": 0,
"Trader": 0,
"Trader": 0,
"total": 0
};
this.enemyUnitsKilledValue = 0;
@ -121,57 +121,57 @@ StatisticsTracker.prototype.Init = function()
};
this.tributesSent = 0;
this.tributesReceived = 0;
this.tradeIncome = 0;
this.treasuresCollected = 0;
this.tradeIncome = 0;
this.treasuresCollected = 0;
this.lootCollected = 0;
this.peakPercentMapControlled = 0;
this.teamPeakPercentMapControlled = 0;
};
/**
* Returns a subset of statistics that will be added to the simulation state,
* thus called each turn. Basic statistics should not contain data that would
* be expensive to compute.
*
* Note: as of now, nothing in the game needs that, but some AIs developed by
* modders need it in the API.
*/
StatisticsTracker.prototype.GetBasicStatistics = function()
{
return {
"resourcesGathered": this.resourcesGathered,
"percentMapExplored": this.GetPercentMapExplored()
};
};
StatisticsTracker.prototype.GetStatistics = function()
{
return {
"unitsTrained": this.unitsTrained,
"unitsLost": this.unitsLost,
"unitsLostValue": this.unitsLostValue,
"enemyUnitsKilled": this.enemyUnitsKilled,
"enemyUnitsKilledValue": this.enemyUnitsKilledValue,
"buildingsConstructed": this.buildingsConstructed,
"buildingsLost": this.buildingsLost,
this.teamPeakPercentMapControlled = 0;
};
/**
* Returns a subset of statistics that will be added to the simulation state,
* thus called each turn. Basic statistics should not contain data that would
* be expensive to compute.
*
* Note: as of now, nothing in the game needs that, but some AIs developed by
* modders need it in the API.
*/
StatisticsTracker.prototype.GetBasicStatistics = function()
{
return {
"resourcesGathered": this.resourcesGathered,
"percentMapExplored": this.GetPercentMapExplored()
};
};
StatisticsTracker.prototype.GetStatistics = function()
{
return {
"unitsTrained": this.unitsTrained,
"unitsLost": this.unitsLost,
"unitsLostValue": this.unitsLostValue,
"enemyUnitsKilled": this.enemyUnitsKilled,
"enemyUnitsKilledValue": this.enemyUnitsKilledValue,
"buildingsConstructed": this.buildingsConstructed,
"buildingsLost": this.buildingsLost,
"buildingsLostValue": this.buildingsLostValue,
"enemyBuildingsDestroyed": this.enemyBuildingsDestroyed,
"enemyBuildingsDestroyedValue": this.enemyBuildingsDestroyedValue,
"resourcesGathered": this.resourcesGathered,
"resourcesUsed": this.resourcesUsed,
"resourcesSold": this.resourcesSold,
"resourcesBought": this.resourcesBought,
"tributesSent": this.tributesSent,
"tributesReceived": this.tributesReceived,
"tradeIncome": this.tradeIncome,
"treasuresCollected": this.treasuresCollected,
"lootCollected": this.lootCollected,
"percentMapExplored": this.GetPercentMapExplored(),
"resourcesBought": this.resourcesBought,
"tributesSent": this.tributesSent,
"tributesReceived": this.tributesReceived,
"tradeIncome": this.tradeIncome,
"treasuresCollected": this.treasuresCollected,
"lootCollected": this.lootCollected,
"percentMapExplored": this.GetPercentMapExplored(),
"teamPercentMapExplored": this.GetTeamPercentMapExplored(),
"percentMapControlled": this.GetPercentMapControlled(),
"teamPercentMapControlled": this.GetTeamPercentMapControlled(),
"peakPercentMapControlled": this.peakPercentMapControlled,
"teamPeakPercentMapControlled": this.teamPeakPercentMapControlled
"teamPeakPercentMapControlled": this.teamPeakPercentMapControlled
};
};
@ -227,7 +227,7 @@ StatisticsTracker.prototype.IncreaseConstructedBuildingsCounter = function(const
};
StatisticsTracker.prototype.KilledEntity = function(targetEntity)
{
{
var cmpTargetEntityIdentity = Engine.QueryInterface(targetEntity, IID_Identity);
var cmpCost = Engine.QueryInterface(targetEntity, IID_Cost);
var costs = cmpCost.GetResourceCosts();
@ -269,8 +269,8 @@ StatisticsTracker.prototype.KilledEntity = function(targetEntity)
}
};
StatisticsTracker.prototype.LostEntity = function(lostEntity)
{
StatisticsTracker.prototype.LostEntity = function(lostEntity)
{
var cmpLostEntityIdentity = Engine.QueryInterface(lostEntity, IID_Identity);
var cmpCost = Engine.QueryInterface(lostEntity, IID_Cost);
var costs = cmpCost.GetResourceCosts();
@ -306,13 +306,13 @@ StatisticsTracker.prototype.LostEntity = function(lostEntity)
}
};
/**
* @param type Generic type of resource (string)
* @param amount Amount of resource, whick should be added (integer)
* @param specificType Specific type of resource (string, optional)
*/
StatisticsTracker.prototype.IncreaseResourceGatheredCounter = function(type, amount, specificType)
{
/**
* @param type Generic type of resource (string)
* @param amount Amount of resource, whick should be added (integer)
* @param specificType Specific type of resource (string, optional)
*/
StatisticsTracker.prototype.IncreaseResourceGatheredCounter = function(type, amount, specificType)
{
this.resourcesGathered[type] += amount;
if (type == "food" && (specificType == "fruit" || specificType == "grain"))
@ -320,25 +320,25 @@ StatisticsTracker.prototype.IncreaseResourceGatheredCounter = function(type, amo
};
/**
* @param type Generic type of resource (string)
* @param amount Amount of resource, which should be added (integer)
*/
StatisticsTracker.prototype.IncreaseResourceUsedCounter = function(type, amount)
{
this.resourcesUsed[type] += amount;
};
* @param type Generic type of resource (string)
* @param amount Amount of resource, which should be added (integer)
*/
StatisticsTracker.prototype.IncreaseResourceUsedCounter = function(type, amount)
{
this.resourcesUsed[type] += amount;
};
StatisticsTracker.prototype.IncreaseTreasuresCollectedCounter = function()
{
this.treasuresCollected++;
};
StatisticsTracker.prototype.IncreaseLootCollectedCounter = function(amount)
{
for (let type in amount)
this.lootCollected += amount[type];
};
StatisticsTracker.prototype.IncreaseLootCollectedCounter = function(amount)
{
for (let type in amount)
this.lootCollected += amount[type];
};
StatisticsTracker.prototype.IncreaseResourcesSoldCounter = function(type, amount)
{
this.resourcesSold[type] += amount;
@ -366,38 +366,38 @@ StatisticsTracker.prototype.IncreaseTradeIncomeCounter = function(amount)
StatisticsTracker.prototype.GetPercentMapExplored = function()
{
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var cmpPlayer = Engine.QueryInterface(this.entity, IID_Player);
return cmpRangeManager.GetPercentMapExplored(cmpPlayer.GetPlayerID());
};
/**
* Note: cmpRangeManager.GetUnionPercentMapExplored computes statistics from scratch!
* As a consequence, this function should not be called too often.
*/
StatisticsTracker.prototype.GetTeamPercentMapExplored = function()
{
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var cmpPlayer = Engine.QueryInterface(this.entity, IID_Player);
if (!cmpPlayer)
return 0;
var team = cmpPlayer.GetTeam();
// If teams are not locked, this statistic won't be displayed, so don't bother computing
if (team == -1 || !cmpPlayer.GetLockTeams())
return cmpRangeManager.GetPercentMapExplored(cmpPlayer.GetPlayerID());
var teamPlayers = [];
for (var i = 1; i < cmpPlayerManager.GetNumPlayers(); ++i)
{
let cmpOtherPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(i), IID_Player);
if (cmpOtherPlayer && cmpOtherPlayer.GetTeam() == team)
teamPlayers.push(i);
}
return cmpRangeManager.GetUnionPercentMapExplored(teamPlayers);
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var cmpPlayer = Engine.QueryInterface(this.entity, IID_Player);
return cmpRangeManager.GetPercentMapExplored(cmpPlayer.GetPlayerID());
};
/**
* Note: cmpRangeManager.GetUnionPercentMapExplored computes statistics from scratch!
* As a consequence, this function should not be called too often.
*/
StatisticsTracker.prototype.GetTeamPercentMapExplored = function()
{
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var cmpPlayer = Engine.QueryInterface(this.entity, IID_Player);
if (!cmpPlayer)
return 0;
var team = cmpPlayer.GetTeam();
// If teams are not locked, this statistic won't be displayed, so don't bother computing
if (team == -1 || !cmpPlayer.GetLockTeams())
return cmpRangeManager.GetPercentMapExplored(cmpPlayer.GetPlayerID());
var teamPlayers = [];
for (var i = 1; i < cmpPlayerManager.GetNumPlayers(); ++i)
{
let cmpOtherPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(i), IID_Player);
if (cmpOtherPlayer && cmpOtherPlayer.GetTeam() == team)
teamPlayers.push(i);
}
return cmpRangeManager.GetUnionPercentMapExplored(teamPlayers);
};
StatisticsTracker.prototype.GetPercentMapControlled = function()
@ -444,4 +444,4 @@ StatisticsTracker.prototype.OnTerritoriesChanged = function(msg)
this.teamPeakPercentMapControlled = newPercent;
};
Engine.RegisterComponentType(IID_StatisticsTracker, "StatisticsTracker", StatisticsTracker);
Engine.RegisterComponentType(IID_StatisticsTracker, "StatisticsTracker", StatisticsTracker);