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forked from 0ad/0ad

Fix tower classes in maps.

e07f12bea6 Changed the class names of Defense Towers, but it forgot to
update maps, this patch fixes that.

Differential Revision: D3063
Reviewed By: @Nescio
This was SVN commit r24147.
This commit is contained in:
Freagarach 2020-11-09 08:02:30 +00:00
parent 61c6da91e8
commit 41570a2dc1
5 changed files with 11 additions and 11 deletions

View File

@ -46,7 +46,7 @@ var gallicBuildingGarrison = [
"unitTemplates": danubiusAttackerTemplates.champions,
},
{
"buildingClasses": ["DefenseTower", "Outpost"],
"buildingClasses": ["Tower", "Outpost"],
"unitTemplates": danubiusAttackerTemplates.champion_infantry
}
];

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@ -88,7 +88,7 @@ Trigger.prototype.GarrisonWoodenTowers = function()
for (let gaiaEnt of Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetEntitiesByPlayer(0))
{
let cmpIdentity = Engine.QueryInterface(gaiaEnt, IID_Identity);
if (!cmpIdentity || !cmpIdentity.HasClass("DefenseTower"))
if (!cmpIdentity || !cmpIdentity.HasClass("Tower"))
continue;
let cmpGarrisonHolder = Engine.QueryInterface(gaiaEnt, IID_GarrisonHolder);

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@ -168,7 +168,7 @@ var jebelBarkal_buildingGarrison = difficulty => [
"capacityRatio": 1
},
{
"buildingClasses": ["DefenseTower"],
"buildingClasses": ["Tower"],
"unitTemplates": jebelBarkal_templates.champion_infantry,
"capacityRatio": 1
},

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@ -263,10 +263,10 @@ Trigger.prototype.tutorialGoals = [
}
},
{
"instructions": markForTranslation("Prepare for an attack by an enemy player. Train more soldiers using the Barracks, and get idle soldiers to build a Defense Tower near your Outpost."),
"instructions": markForTranslation("Prepare for an attack by an enemy player. Train more soldiers using the Barracks, and get idle soldiers to build a Tower near your Outpost."),
"OnPlayerCommand": function(msg)
{
if (msg.cmd.type == "repair" && TriggerHelper.EntityMatchesClassList(msg.cmd.target, "DefenseTower"))
if (msg.cmd.type == "repair" && TriggerHelper.EntityMatchesClassList(msg.cmd.target, "Tower"))
this.NextGoal();
}
},
@ -376,11 +376,11 @@ Trigger.prototype.LaunchAttack = function()
{
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
let entities = cmpRangeManager.GetEntitiesByPlayer(this.playerID);
let target =
let target =
entities.find(e => {
let cmpIdentity = Engine.QueryInterface(e, IID_Identity);
return cmpIdentity && cmpIdentity.HasClass("DefenseTower") && Engine.QueryInterface(e, IID_Position);
}) ||
return cmpIdentity && cmpIdentity.HasClass("Tower") && Engine.QueryInterface(e, IID_Position);
}) ||
entities.find(e => {
let cmpIdentity = Engine.QueryInterface(e, IID_Identity);
return cmpIdentity && cmpIdentity.HasClass("CivilCentre") && Engine.QueryInterface(e, IID_Position);
@ -389,7 +389,7 @@ Trigger.prototype.LaunchAttack = function()
let position = Engine.QueryInterface(target, IID_Position).GetPosition2D();
this.attackers = cmpRangeManager.GetEntitiesByPlayer(this.enemyID).filter(e => {
let cmpIdentity = Engine.QueryInterface(e, IID_Identity);
let cmpIdentity = Engine.QueryInterface(e, IID_Identity);
return Engine.QueryInterface(e, IID_UnitAI) && cmpIdentity && cmpIdentity.HasClass("CitizenSoldier");
});