ai: remove some unneeded parentheses
This was SVN commit r18186.
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@ -85,7 +85,7 @@ m.Template = m.Class({
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if (!this._classes)
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this._classes = this.classes();
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var classes = this._classes;
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return (classes && classes.indexOf(name) != -1);
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return classes && classes.indexOf(name) !== -1;
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},
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hasClasses: function(array) {
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@ -505,7 +505,7 @@ m.Template = m.Class({
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hasBuildTerritory: function(territory) {
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var territories = this.buildTerritories();
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return (territories && territories.indexOf(territory) != -1);
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return territories && territories.indexOf(territory) !== -1;
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},
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hasTerritoryInfluence: function() {
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@ -531,15 +531,15 @@ m.Template = m.Class({
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},
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territoryDecayRate: function() {
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return (this.get("TerritoryDecay") ? +this.get("TerritoryDecay/DecayRate") : 0);
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return this.get("TerritoryDecay") ? +this.get("TerritoryDecay/DecayRate") : 0;
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},
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defaultRegenRate: function() {
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return (this.get("Capturable") ? +this.get("Capturable/RegenRate") : 0);
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return this.get("Capturable") ? +this.get("Capturable/RegenRate") : 0;
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},
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garrisonRegenRate: function() {
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return (this.get("Capturable") ? +this.get("Capturable/GarrisonRegenRate") : 0);
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return this.get("Capturable") ? +this.get("Capturable/GarrisonRegenRate") : 0;
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},
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visionRange: function() {
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@ -616,32 +616,32 @@ m.Entity = m.Class({
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return this._entity.idle;
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},
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unitAIState: function() { return ((this._entity.unitAIState !== undefined) ? this._entity.unitAIState : undefined); },
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unitAIOrderData: function() { return ((this._entity.unitAIOrderData !== undefined) ? this._entity.unitAIOrderData : undefined); },
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unitAIState: function() { return (this._entity.unitAIState !== undefined) ? this._entity.unitAIState : undefined; },
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unitAIOrderData: function() { return (this._entity.unitAIOrderData !== undefined) ? this._entity.unitAIOrderData : undefined; },
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hitpoints: function() { return ((this._entity.hitpoints !== undefined) ? this._entity.hitpoints : undefined); },
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isHurt: function() { return (this.hitpoints() < this.maxHitpoints()); },
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healthLevel: function() { return (this.hitpoints() / this.maxHitpoints()); },
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hitpoints: function() { return (this._entity.hitpoints !== undefined) ? this._entity.hitpoints : undefined; },
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isHurt: function() { return this.hitpoints() < this.maxHitpoints(); },
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healthLevel: function() { return this.hitpoints() / this.maxHitpoints(); },
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needsHeal: function() { return this.isHurt() && this.isHealable(); },
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needsRepair: function() { return this.isHurt() && this.isRepairable(); },
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decaying: function() { return ((this._entity.decaying !== undefined) ? this._entity.decaying : undefined); },
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capturePoints: function() {return ((this._entity.capturePoints !== undefined) ? this._entity.capturePoints : undefined); },
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decaying: function() { return (this._entity.decaying !== undefined) ? this._entity.decaying : undefined; },
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capturePoints: function() {return (this._entity.capturePoints !== undefined) ? this._entity.capturePoints : undefined; },
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/**
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* Returns the current training queue state, of the form
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* [ { "id": 0, "template": "...", "count": 1, "progress": 0.5, "metadata": ... }, ... ]
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*/
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trainingQueue: function() {
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var queue = this._entity.trainingQueue;
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let queue = this._entity.trainingQueue;
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return queue;
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},
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trainingQueueTime: function() {
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var queue = this._entity.trainingQueue;
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let queue = this._entity.trainingQueue;
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if (!queue)
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return undefined;
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var time = 0;
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for (var item of queue)
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let time = 0;
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for (let item of queue)
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time += item.timeRemaining;
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return time/1000;
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},
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@ -679,7 +679,7 @@ m.Entity = m.Class({
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},
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resourceSupplyAmount: function() {
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if(this._entity.resourceSupplyAmount === undefined)
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if (this._entity.resourceSupplyAmount === undefined)
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return undefined;
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return this._entity.resourceSupplyAmount;
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},
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@ -694,13 +694,13 @@ m.Entity = m.Class({
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isFull: function()
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{
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if (this._entity.resourceSupplyNumGatherers !== undefined)
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return (this.maxGatherers() === this._entity.resourceSupplyNumGatherers);
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return this.maxGatherers() === this._entity.resourceSupplyNumGatherers;
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return undefined;
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},
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resourceCarrying: function() {
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if(this._entity.resourceCarrying === undefined)
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if (this._entity.resourceCarrying === undefined)
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return undefined;
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return this._entity.resourceCarrying;
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},
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@ -806,8 +806,8 @@ m.Entity = m.Class({
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// moveApart from a point in the opposite direction with a distance dist
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moveApart: function(point, dist) {
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if (this.position() !== undefined) {
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var direction = [this.position()[0] - point[0], this.position()[1] - point[1]];
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var norm = m.VectorDistance(point, this.position());
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let direction = [this.position()[0] - point[0], this.position()[1] - point[1]];
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let norm = m.VectorDistance(point, this.position());
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if (norm === 0)
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direction = [1, 0];
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else
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@ -823,8 +823,9 @@ m.Entity = m.Class({
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// Flees from a unit in the opposite direction.
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flee: function(unitToFleeFrom) {
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if (this.position() !== undefined && unitToFleeFrom.position() !== undefined) {
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var FleeDirection = [this.position()[0] - unitToFleeFrom.position()[0],this.position()[1] - unitToFleeFrom.position()[1]];
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var dist = m.VectorDistance(unitToFleeFrom.position(), this.position() );
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let FleeDirection = [this.position()[0] - unitToFleeFrom.position()[0],
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this.position()[1] - unitToFleeFrom.position()[1]];
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let dist = m.VectorDistance(unitToFleeFrom.position(), this.position() );
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FleeDirection[0] = (FleeDirection[0]/dist) * 8;
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FleeDirection[1] = (FleeDirection[1]/dist) * 8;
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@ -929,10 +930,10 @@ m.Entity = m.Class({
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},
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stopAllProduction: function(percentToStopAt) {
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var queue = this._entity.trainingQueue;
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let queue = this._entity.trainingQueue;
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if (!queue)
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return true; // no queue, so technically we stopped all production.
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for (var item of queue)
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for (let item of queue)
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if (item.progress < percentToStopAt)
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Engine.PostCommand(PlayerID,{ "type": "stop-production", "entity": this.id(), "id": item.id });
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return this;
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@ -38,7 +38,7 @@ m.Filters = {
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byMetadata: function(player, key, value){
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return {"func" : function(ent){
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return (ent.getMetadata(player, key) == value);
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return ent.getMetadata(player, key) == value;
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},
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"dynamicProperties": ['metadata.' + key]};
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},
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@ -46,14 +46,14 @@ m.Filters = {
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// can be used for stuffs which won't change once entities are created.
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byStaticMetadata: function(player, key, value){
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return {"func" : function(ent){
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return (ent.getMetadata(player, key) == value);
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return ent.getMetadata(player, key) == value;
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},
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"dynamicProperties": []};
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},
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byHasMetadata: function(player, key){
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return {"func" : function(ent){
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return (ent.getMetadata(player, key) != undefined);
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return ent.getMetadata(player, key) != undefined;
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},
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"dynamicProperties": ['metadata.' + key]};
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},
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@ -81,14 +81,14 @@ m.Filters = {
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byOwner: function(owner){
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return {"func" : function(ent){
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return (ent.owner() === owner);
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return ent.owner() === owner;
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},
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"dynamicProperties": ['owner']};
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},
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byNotOwner: function(owner){
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return {"func" : function(ent){
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return (ent.owner() !== owner);
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return ent.owner() !== owner;
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},
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"dynamicProperties": ['owner']};
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},
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@ -123,7 +123,7 @@ m.Filters = {
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},
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byTargetedEntity: function(targetID){
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return {"func": function(ent) {
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return (ent.unitAIOrderData().length && ent.unitAIOrderData()[0].target && ent.unitAIOrderData()[0].target == targetID);
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return ent.unitAIOrderData().length && ent.unitAIOrderData()[0].target && ent.unitAIOrderData()[0].target == targetID;
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},
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"dynamicProperties": ['unitAIOrderData']};
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},
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@ -181,7 +181,7 @@ m.Filters = {
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return {"func": function(ent){
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if (!ent.position())
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return false;
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return (m.SquareVectorDistance(startPoint, ent.position()) < dist*dist);
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return m.SquareVectorDistance(startPoint, ent.position()) < dist*dist;
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},
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"dynamicProperties": ['position']};
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},
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@ -205,7 +205,7 @@ m.Filters = {
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isDropsite: function(resourceType){
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return {"func": function(ent){
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return (ent.resourceDropsiteTypes() && (resourceType === undefined || ent.resourceDropsiteTypes().indexOf(resourceType) !== -1));
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return ent.resourceDropsiteTypes() && (resourceType === undefined || ent.resourceDropsiteTypes().indexOf(resourceType) !== -1);
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},
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"dynamicProperties": []};
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},
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@ -233,7 +233,7 @@ m.Filters = {
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return false;
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if (type.generic == "treasure")
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return (resourceType == type.specific);
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return resourceType == type.specific;
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return resourceType == type.generic;
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},
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@ -188,7 +188,8 @@ m.GameState.prototype.isResearched = function(template)
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// true if started or queued
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m.GameState.prototype.isResearching = function(template)
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{
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return (this.playerData.researchStarted[template] !== undefined || this.playerData.researchQueued[template] !== undefined);
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return this.playerData.researchStarted[template] !== undefined ||
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this.playerData.researchQueued[template] !== undefined;
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};
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// this is an "in-absolute" check that doesn't check if we have a building to research from.
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@ -199,7 +200,9 @@ m.GameState.prototype.canResearch = function(techTemplateName, noRequirementChec
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return false;
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// researching or already researched: NOO.
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if (this.playerData.researchQueued[techTemplateName] || this.playerData.researchStarted[techTemplateName] || this.playerData.researchedTechs[techTemplateName])
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if (this.playerData.researchQueued[techTemplateName] ||
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this.playerData.researchStarted[techTemplateName] ||
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this.playerData.researchedTechs[techTemplateName])
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return false;
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if (noRequirementCheck === true)
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@ -217,7 +220,9 @@ m.GameState.prototype.canResearch = function(techTemplateName, noRequirementChec
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if (template.pair())
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{
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let other = template.pairedWith();
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if (this.playerData.researchQueued[other] || this.playerData.researchStarted[other] || this.playerData.researchedTechs[other])
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if (this.playerData.researchQueued[other] ||
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this.playerData.researchStarted[other] ||
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this.playerData.researchedTechs[other])
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return false;
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}
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@ -790,9 +795,10 @@ m.GameState.prototype.isDisabledTemplates = function(template)
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// Checks whether the maximum number of buildings have been cnstructed for a certain catergory
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m.GameState.prototype.isEntityLimitReached = function(category)
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{
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if(this.playerData.entityLimits[category] === undefined || this.playerData.entityCounts[category] === undefined)
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if (this.playerData.entityLimits[category] === undefined ||
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this.playerData.entityCounts[category] === undefined)
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return false;
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return (this.playerData.entityCounts[category] >= this.playerData.entityLimits[category]);
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return this.playerData.entityCounts[category] >= this.playerData.entityLimits[category];
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};
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m.GameState.prototype.getTraderTemplatesGains = function()
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@ -281,8 +281,8 @@ m.Map.prototype.sumInfluence = function(cx, cy, radius)
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*/
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m.Map.prototype.expandInfluences = function(maximum, map)
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{
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maximum = (maximum !== undefined) ? maximum : this.maxVal;
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let grid = (map !== undefined) ? map : this.map;
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maximum = maximum !== undefined ? maximum : this.maxVal;
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let grid = map !== undefined ? map : this.map;
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let w = this.width;
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let h = this.height;
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@ -402,7 +402,7 @@ m.Map.prototype.getNonObstructedTile = function(i, radius, obstruction)
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continue;
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if (obstruction.isObstructedTile(kx, ky, radius))
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continue;
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return (kx + ky*w);
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return kx + ky*w;
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}
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}
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return -1;
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@ -416,7 +416,7 @@ m.Map.prototype.isObstructedTile = function(kx, ky, radius)
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return true;
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for (let dy = 0; dy <= radius; ++dy)
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{
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let dxmax = (dy == 0) ? radius : Math.ceil(Math.sqrt(radius*radius - (dy-0.5)*(dy-0.5)));
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let dxmax = dy === 0 ? radius : Math.ceil(Math.sqrt(radius*radius - (dy-0.5)*(dy-0.5)));
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let xp = kx + (ky + dy)*w;
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let xm = kx + (ky - dy)*w;
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for (let dx = -dxmax; dx <= dxmax; ++dx)
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@ -433,7 +433,7 @@ m.Map.prototype.findNearestObstructed = function(k, radius)
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var w = this.width;
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var ix = k % w;
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var iy = Math.floor(k / w);
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var n = (this.cellSize > 8) ? 1 : Math.floor(8 / this.cellSize);
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var n = this.cellSize > 8 ? 1 : Math.floor(8 / this.cellSize);
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for (let i = 1; i <= n; ++i)
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{
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let kx = ix - i;
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@ -458,7 +458,7 @@ m.Map.prototype.findNearestObstructed = function(k, radius)
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else
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++ky;
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}
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return (kx + w*ky);
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return kx + w*ky;
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}
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if (j < 2*i+1)
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++kx;
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@ -6,7 +6,7 @@ m.Resources = function(amounts = {}, population = 0)
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for (let key of this.types)
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this[key] = amounts[key] || 0;
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this.population = (population > 0) ? population : 0;
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this.population = population > 0 ? population : 0;
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};
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m.Resources.prototype.types = [ "food", "wood", "stone", "metal" ];
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