Fix some Petra whitespace; with b59198524f/D2103 fixes all ESLint issues in petra/, refs #5524.
Differential Revision: https://code.wildfiregames.com/D1993 Patch By: Krinkle This was SVN commit r22835.
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@ -136,23 +136,23 @@ PETRA.AttackPlan = function(gameState, Config, uniqueID, type, data)
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{
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priority = 90;
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// basically we want a mix of citizen soldiers so our barracks have a purpose, and champion units.
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this.unitStat.RangedInfantry = { "priority": 0.7, "minSize": 5, "targetSize": 20, "batchSize": 5, "classes": ["Infantry", "Ranged", "CitizenSoldier"],
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this.unitStat.RangedInfantry = { "priority": 0.7, "minSize": 5, "targetSize": 20, "batchSize": 5, "classes": ["Infantry", "Ranged", "CitizenSoldier"],
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"interests": [["strength", 3]] };
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this.unitStat.MeleeInfantry = { "priority": 0.7, "minSize": 5, "targetSize": 20, "batchSize": 5, "classes": ["Infantry", "Melee", "CitizenSoldier"],
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this.unitStat.MeleeInfantry = { "priority": 0.7, "minSize": 5, "targetSize": 20, "batchSize": 5, "classes": ["Infantry", "Melee", "CitizenSoldier"],
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"interests": [["strength", 3]] };
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this.unitStat.ChampRangedInfantry = { "priority": 1, "minSize": 3, "targetSize": 18, "batchSize": 3, "classes": ["Infantry", "Ranged", "Champion"],
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"interests": [["strength", 3]] };
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this.unitStat.ChampMeleeInfantry = { "priority": 1, "minSize": 3, "targetSize": 18, "batchSize": 3, "classes": ["Infantry", "Melee", "Champion"],
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this.unitStat.ChampMeleeInfantry = { "priority": 1, "minSize": 3, "targetSize": 18, "batchSize": 3, "classes": ["Infantry", "Melee", "Champion"],
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"interests": [["strength", 3]] };
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this.unitStat.RangedCavalry = { "priority": 0.7, "minSize": 4, "targetSize": 20, "batchSize": 4, "classes": ["Cavalry", "Ranged", "CitizenSoldier"],
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this.unitStat.RangedCavalry = { "priority": 0.7, "minSize": 4, "targetSize": 20, "batchSize": 4, "classes": ["Cavalry", "Ranged", "CitizenSoldier"],
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"interests": [["strength", 2]] };
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this.unitStat.MeleeCavalry = { "priority": 0.7, "minSize": 4, "targetSize": 20, "batchSize": 4, "classes": ["Cavalry", "Melee", "CitizenSoldier"],
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this.unitStat.MeleeCavalry = { "priority": 0.7, "minSize": 4, "targetSize": 20, "batchSize": 4, "classes": ["Cavalry", "Melee", "CitizenSoldier"],
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"interests": [["strength", 2]] };
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this.unitStat.ChampRangedCavalry = { "priority": 1, "minSize": 3, "targetSize": 15, "batchSize": 3, "classes": ["Cavalry", "Ranged", "Champion"],
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this.unitStat.ChampRangedCavalry = { "priority": 1, "minSize": 3, "targetSize": 15, "batchSize": 3, "classes": ["Cavalry", "Ranged", "Champion"],
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"interests": [["strength", 3]] };
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this.unitStat.ChampMeleeCavalry = { "priority": 1, "minSize": 3, "targetSize": 15, "batchSize": 3, "classes": ["Cavalry", "Melee", "Champion"],
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this.unitStat.ChampMeleeCavalry = { "priority": 1, "minSize": 3, "targetSize": 15, "batchSize": 3, "classes": ["Cavalry", "Melee", "Champion"],
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"interests": [["strength", 2]] };
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this.unitStat.Hero = { "priority": 1, "minSize": 0, "targetSize": 1, "batchSize": 1, "classes": ["Hero"],
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this.unitStat.Hero = { "priority": 1, "minSize": 0, "targetSize": 1, "batchSize": 1, "classes": ["Hero"],
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"interests": [["strength", 2]] };
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this.neededShips = 5;
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}
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@ -161,7 +161,7 @@ PETRA.AttackPlan = function(gameState, Config, uniqueID, type, data)
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priority = 70;
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this.unitStat.RangedInfantry = { "priority": 1, "minSize": 6, "targetSize": 16, "batchSize": 3, "classes": ["Infantry", "Ranged"],
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"interests": [["canGather", 1], ["strength", 1.6], ["costsResource", 0.3, "stone"], ["costsResource", 0.3, "metal"]] };
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this.unitStat.MeleeInfantry = { "priority": 1, "minSize": 6, "targetSize": 16, "batchSize": 3, "classes": ["Infantry", "Melee"],
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this.unitStat.MeleeInfantry = { "priority": 1, "minSize": 6, "targetSize": 16, "batchSize": 3, "classes": ["Infantry", "Melee"],
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"interests": [["canGather", 1], ["strength", 1.6], ["costsResource", 0.3, "stone"], ["costsResource", 0.3, "metal"]] };
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this.unitStat.Cavalry = { "priority": 1, "minSize": 2, "targetSize": 6, "batchSize": 2, "classes": ["Cavalry", "CitizenSoldier"],
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"interests": [["strength", 1]] };
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@ -1140,12 +1140,8 @@ PETRA.AttackPlan.prototype.checkTargetObstruction = function(gameState, target,
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if (blocker && blocker.hasClass("StoneWall"))
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{
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/* if (this.hasSiegeUnits())
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{ */
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this.isBlocked = true;
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return blocker;
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/* }
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return undefined; */
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this.isBlocked = true;
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return blocker;
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}
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else if (blocker)
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{
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@ -1538,7 +1534,7 @@ PETRA.AttackPlan.prototype.update = function(gameState, events)
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range = 30 + ent.attackRange("Ranged").max;
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else if (ent.hasClass("Cavalry"))
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range += 30;
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range = range * range;
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range *= range;
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let entAccess = PETRA.getLandAccess(gameState, ent);
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// Checking for gates if we're a siege unit.
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if (siegeUnit)
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@ -192,7 +192,8 @@ PETRA.BaseManager.prototype.assignResourceToDropsite = function(gameState, drops
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medium.sort((r1, r2) => r1.dist - r2.dist);
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faraway.sort((r1, r2) => r1.dist - r2.dist);
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/* let debug = false;
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/*
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let debug = false;
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if (debug)
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{
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faraway.forEach(function(res){
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@ -204,7 +205,8 @@ PETRA.BaseManager.prototype.assignResourceToDropsite = function(gameState, drops
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nearby.forEach(function(res){
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Engine.PostCommand(PlayerID,{"type": "set-shading-color", "entities": [res.ent.id()], "rgb": [0,0,2]});
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});
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} */
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}
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*/
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}
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// Allows all allies to use this dropsite except if base anchor to be sure to keep
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@ -51,7 +51,7 @@ PETRA.Config = function(difficulty, behavior)
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"armyMergeSize": 1400 // squared.
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};
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// Additional buildings that the AI does not yet know when to build
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// Additional buildings that the AI does not yet know when to build
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// and that it will try to build on phase 3 when enough resources.
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this.buildings =
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{
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@ -167,7 +167,7 @@ PETRA.DefenseArmy.prototype.removeOwn = function(gameState, id, Entity)
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plan.removeUnit(gameState, ent);
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}
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/*
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/*
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// TODO be sure that all units in the transport need the cancelation
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if (!ent.position()) // this unit must still be in a transport plan ... try to cancel it
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{
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@ -1088,7 +1088,7 @@ PETRA.HQ.prototype.findEconomicCCLocation = function(gameState, template, resour
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val += gameState.sharedScript.ccResourceMaps[res].map[j];
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val *= norm;
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// If oversea, be just above threshold to be accepted if nothing else
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// If oversea, be just above threshold to be accepted if nothing else
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if (oversea)
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val = Math.max(val, cut + 0.1);
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@ -2679,14 +2679,16 @@ PETRA.HQ.prototype.update = function(gameState, queues, events)
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this.phasing = 0;
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}
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/* if (this.Config.debug > 1)
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/*
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if (this.Config.debug > 1)
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{
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gameState.getOwnUnits().forEach (function (ent) {
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if (!ent.position())
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return;
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PETRA.dumpEntity(ent);
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});
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} */
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}
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*/
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this.checkEvents(gameState, events);
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this.navalManager.checkEvents(gameState, queues, events);
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@ -2754,7 +2756,7 @@ PETRA.HQ.prototype.update = function(gameState, queues, events)
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this.currentBase %= this.baseManagers.length;
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activeBase = this.baseManagers[this.currentBase++].update(gameState, queues, events);
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--nbBases;
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// TODO what to do with this.reassignTerritories(this.baseManagers[this.currentBase]);
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// TODO what to do with this.reassignTerritories(this.baseManagers[this.currentBase]);
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}
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while (!activeBase && nbBases != 0);
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@ -190,7 +190,7 @@ PETRA.createBorderMap = function(gameState)
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}
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}
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// map.dumpIm("border.png", 5);
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// map.dumpIm("border.png", 5);
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return map;
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};
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@ -741,7 +741,7 @@ PETRA.ConstructionPlan.prototype.checkDockPlacement = function(gameState, x, z,
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* if wantedSea is given, this tile should be inside this sea
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*/
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const around = [[ 1.0, 0.0], [ 0.87, 0.50], [ 0.50, 0.87], [ 0.0, 1.0], [-0.50, 0.87], [-0.87, 0.50],
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[-1.0, 0.0], [-0.87,-0.50], [-0.50,-0.87], [ 0.0,-1.0], [ 0.50,-0.87], [ 0.87,-0.50]];
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[-1.0, 0.0], [-0.87, -0.50], [-0.50, -0.87], [ 0.0, -1.0], [ 0.50, -0.87], [ 0.87, -0.50]];
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PETRA.ConstructionPlan.prototype.isDockLocation = function(gameState, j, dimension, wantedLand, wantedSea)
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{
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@ -420,7 +420,7 @@ PETRA.TradeManager.prototype.checkRoutes = function(gameState, accessIndex)
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let candidate = { "gain": 0 };
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let potential = { "gain": 0 };
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let bestIndex = { "gain": 0 };
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let bestLand = { "gain": 0 };
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let bestLand = { "gain": 0 };
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let mapSize = gameState.sharedScript.mapSize;
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let traderTemplatesGains = gameState.getTraderTemplatesGains();
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@ -237,7 +237,7 @@ PETRA.TransportPlan.prototype.releaseAll = function()
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ent.setMetadata(PlayerID, "endPos", undefined);
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ent.setMetadata(PlayerID, "onBoard", undefined);
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ent.setMetadata(PlayerID, "transport", undefined);
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// TODO if the index of the endPos of the entity is !=,
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// TODO if the index of the endPos of the entity is !=,
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// require again another transport (we could need land-sea-land-sea-land)
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}
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