Stops qBot training heroes and makes it build a market after abuot 10 minutes.
This was SVN commit r11557.
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@ -355,11 +355,21 @@ EconomyManager.prototype.checkResourceConcentrations = function(gameState, resou
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return count;
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};
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EconomyManager.prototype.buildMarket = function(gameState, queues){
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if (gameState.getTimeElapsed() > 600 * 1000){
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if (queues.economicBuilding.totalLength() === 0 &&
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gameState.countEntitiesAndQueuedByType(gameState.applyCiv("structures/{civ}_market")) === 0){
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//only ever build one mill/CC/market at a time
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queues.economicBuilding.addItem(new BuildingConstructionPlan(gameState, "structures/{civ}_market"));
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}
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}
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};
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EconomyManager.prototype.buildDropsites = function(gameState, queues){
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if (queues.economicBuilding.totalLength() === 0 &&
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gameState.countFoundationsWithType(gameState.applyCiv("structures/{civ}_mill")) === 0 &&
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gameState.countFoundationsWithType(gameState.applyCiv("structures/{civ}_civil_centre")) === 0){
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//only ever build one mill/CC at a time
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//only ever build one mill/CC/market at a time
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if (gameState.getTimeElapsed() > 30 * 1000){
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for (var resource in this.dropsiteNumbers){
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if (this.checkResourceConcentrations(gameState, resource) < this.dropsiteNumbers[resource]){
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@ -423,6 +433,8 @@ EconomyManager.prototype.update = function(gameState, queues, events) {
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this.buildDropsites(gameState, queues);
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Engine.ProfileStop();
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this.buildMarket(gameState, queues);
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// TODO: implement a timer based system for this
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this.setCount += 1;
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if (this.setCount >= 20){
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@ -93,7 +93,7 @@ MilitaryAttackManager.prototype.findTrainableUnits = function(gameState, soldier
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MilitaryAttackManager.prototype.getSoldierType = function(ent){
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if (ent.hasClass("CitizenSoldier") && !ent.hasClass("Cavalry")){
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return "citizenSoldier";
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}else if (ent.hasClass("Super") || ent.hasClass("Hero") || ent.hasClass("CitizenSoldier")){
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}else if (ent.hasClass("Super") || ent.hasClass("CitizenSoldier")){
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return "advanced";
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}else if (ent.hasClass("Siege")){
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return "siege";
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