forked from 0ad/0ad
Matei
77c59070c1
- Added per-player resource pool and modified the GUI and entity scripts to work with it. - Modified unit creation functions so the unit is always assigned a player before firing its initialize event, so that this event can deduct population, etc from the right player. - Fixed various small bugs, like a unit not cancelling all of its queued items when it dies, or buildings not costing anything. This was SVN commit r3998.
45 lines
999 B
JavaScript
45 lines
999 B
JavaScript
/*
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DESCRIPTION : Script called when the game is started, which should initialize the players and their units based on the game settings.
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NOTES :
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*/
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// Assign the players resources
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for(var i=0; i<players.length; i++)
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{
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var p = players[i];
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p.resources = new Object();
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switch( g_GameAttributes.resourceLevel.toLowerCase() )
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{
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case "high":
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p.resources.food = 1000;
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p.resources.wood = 1000;
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p.resources.ore = 500;
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p.resources.stone = 500;
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break;
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default:
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p.resources.food = 200;
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p.resources.wood = 200;
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p.resources.ore = 100;
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p.resources.stone = 100;
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break;
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}
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p.resources.population = 0;
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p.resources.housing = 0;
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}
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// Give the players their civ techs (which will set up their civ bonuses)
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for(var i=0; i<players.length; i++)
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{
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var tech = getTechnology( "civ_" + players[i].civilization.toLowerCase() );
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if( tech != null )
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{
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tech.applyEffects( i, false, false );
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}
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}
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console.write( "Game startup script done." );
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