Fixes the tutorial AI and updates the tutorial with the blacksmith.
This was SVN commit r15016.
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@ -71,7 +71,7 @@ var introductoryTutorial = [
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"time": 34 //TODO: This is a hack, should be when town phase is researched
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},
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{
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"instructions": markForTranslation("Build a barracks nearby. Whenever your population limit is reached, build an extra house using any available builder units."),
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"instructions": markForTranslation("Build a Barracks nearby. Whenever your population limit is reached, build an extra house using any available builder units."),
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"trigger": "entity_count",
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"template": "units/spart_support_female_citizen",
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"count": 8
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@ -83,12 +83,18 @@ var introductoryTutorial = [
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"count": 1
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},
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{
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"instructions": markForTranslation("Select the Barracks and research the Infantry Training technology (sword icon) to improve infantry hack attack."),
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"action": introductory_tutorial_attack,
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"instructions": markForTranslation("Build a Blacksmith and research the Infantry Training technology (sword icon) to improve infantry hack attack."),
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"trigger": "entity_count",
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"template": "structures/spart_defense_tower",
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"count": 1
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},
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{
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"instructions": markForTranslation("The enemy is coming. Build more soldiers to fight off the enemies."),
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"action": introductory_tutorial_attack,
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"trigger": "entity_count",
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"template": "structures/spart_blacksmith",
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"count": 1
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},
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{
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"instructions": markForTranslation("The enemy's attack has been defeated. Now build a market and temple while assigning new units to gather any required resources."),
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"trigger": "dead_enemy_units",
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@ -123,7 +129,7 @@ var introductoryTutorial = [
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}
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];
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var introductory_tutorial_attack = function(gameState) {
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function introductory_tutorial_attack (gameState) {
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var units = gameState.updatingCollection(
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"intro_tutorial_attackers",
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API3.Filters.or(
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@ -141,7 +147,7 @@ var introductory_tutorial_attack = function(gameState) {
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units.move(towerPos[0]+5, towerPos[1]+15);
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}
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var introductory_tutorial_remove_champions = function(gameState) {
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function introductory_tutorial_remove_champions (gameState) {
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var units = gameState.updatingCollection(
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"intro_tutorial_champions",
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API3.Filters.or(
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@ -160,4 +166,4 @@ var introductory_tutorial_remove_champions = function(gameState) {
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);
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units.destroy();
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}
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}
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@ -135,7 +135,12 @@ m.TutorialAI.prototype.OnUpdate = function() {
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}
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break;
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case "dead_enemy_units":
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var ents = gameState.updatingCollection(nextState.collectionId);
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var ents = gameState.updatingCollection(nextState.collectionId,
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API3.Filters.or(
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API3.Filters.byType("units/athen_infantry_spearman_b"),
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API3.Filters.byType("units/athen_infantry_javelinist_b")
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),
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gameState.getOwnEntities());
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if (ents.length === 0) {
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doNext = true;
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}
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@ -159,7 +164,6 @@ m.TutorialAI.prototype.OnUpdate = function() {
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this.currentState = this.tutorial[this.currentPos];
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this.chat(this.currentState.instructions);
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this.lastChat = gameState.getTimeElapsed();
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if (this.currentState.action) {
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this.currentState.action(gameState);
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}
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