Remove trailing whitespace and simplify some length checks. Refs #252.
This was SVN commit r18214.
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@ -488,7 +488,7 @@ function getPreferredEntities(ents)
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for (var i = 0; i < filters.length; ++i)
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for (var i = 0; i < filters.length; ++i)
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{
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{
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preferredEnts = ents.filter(filters[i]);
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preferredEnts = ents.filter(filters[i]);
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if (preferredEnts.length > 0)
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if (preferredEnts.length)
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break;
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break;
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}
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}
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return preferredEnts;
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return preferredEnts;
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@ -728,7 +728,7 @@ var g_EntityCommands =
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return;
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return;
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var selection = g_Selection.toList();
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var selection = g_Selection.toList();
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if (selection.length < 1)
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if (!selection.length)
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return;
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return;
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if (!entState.resourceSupply || !entState.resourceSupply.killBeforeGather || g_DevSettings.controlAll)
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if (!entState.resourceSupply || !entState.resourceSupply.killBeforeGather || g_DevSettings.controlAll)
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openDeleteDialog(selection);
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openDeleteDialog(selection);
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@ -748,7 +748,7 @@ var g_EntityCommands =
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"execute": function(entState)
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"execute": function(entState)
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{
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{
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var selection = g_Selection.toList();
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var selection = g_Selection.toList();
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if (selection.length > 0)
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if (selection.length)
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stopUnits(selection);
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stopUnits(selection);
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},
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},
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},
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},
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@ -950,7 +950,7 @@ var g_AllyEntityCommands =
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{
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{
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var state = GetEntityState(entity);
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var state = GetEntityState(entity);
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if (state.player == player)
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if (state.player == player)
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count++;
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++count;
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}
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}
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}
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}
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}
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}
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@ -111,7 +111,7 @@ function getTradingTooltip(gain)
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function getEntityOrHolder(ent)
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function getEntityOrHolder(ent)
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{
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{
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var entState = GetEntityState(ent);
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var entState = GetEntityState(ent);
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if (entState && !entState.position && entState.unitAI && entState.unitAI.orders.length > 0 &&
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if (entState && !entState.position && entState.unitAI && entState.unitAI.orders.length &&
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(entState.unitAI.orders[0].type == "Garrison" || entState.unitAI.orders[0].type == "Autogarrison"))
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(entState.unitAI.orders[0].type == "Garrison" || entState.unitAI.orders[0].type == "Autogarrison"))
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return entState.unitAI.orders[0].data.target;
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return entState.unitAI.orders[0].data.target;
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@ -208,7 +208,7 @@ function loadTechnology(techName)
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break;
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break;
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case "all":
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case "all":
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if (req[0].length < 1)
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if (!req[0].length)
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tech.reqs.generic = req[1];
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tech.reqs.generic = req[1];
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else
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else
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for (let r of req[0])
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for (let r of req[0])
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@ -36,7 +36,7 @@ m.ResearchPlan.prototype.start = function(gameState)
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// Prefer training buildings with short queues
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// Prefer training buildings with short queues
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// (TODO: this should also account for units added to the queue by
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// (TODO: this should also account for units added to the queue by
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// plans that have already been executed this turn)
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// plans that have already been executed this turn)
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if (trainers.length > 0)
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if (trainers.length)
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{
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{
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trainers.sort((a, b) => a.trainingQueueTime() - b.trainingQueueTime());
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trainers.sort((a, b) => a.trainingQueueTime() - b.trainingQueueTime());
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// drop anything in the queue if we rush it.
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// drop anything in the queue if we rush it.
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@ -53,7 +53,7 @@ m.TrainingPlan.prototype.start = function(gameState)
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// Prefer training buildings with short queues
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// Prefer training buildings with short queues
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// (TODO: this should also account for units added to the queue by
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// (TODO: this should also account for units added to the queue by
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// plans that have already been executed this turn)
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// plans that have already been executed this turn)
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if (trainersColl.length > 0)
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if (trainersColl.length)
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{
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{
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let trainers = trainersColl.toEntityArray();
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let trainers = trainersColl.toEntityArray();
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let wantedIndex;
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let wantedIndex;
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@ -51,9 +51,8 @@ m.TutorialAI.prototype.OnUpdate = function() {
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return;
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return;
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}
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}
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if (this.events.length > 0){
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if (this.events.length)
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this.savedEvents = this.savedEvents.concat(this.events);
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this.savedEvents = this.savedEvents.concat(this.events);
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}
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Engine.ProfileStart("tutorialBot");
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Engine.ProfileStart("tutorialBot");
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