diff --git a/binaries/data/mods/public/gui/gamesetup/gamesetup_mp.js b/binaries/data/mods/public/gui/gamesetup/gamesetup_mp.js index fc99eec17c..75197137f1 100644 --- a/binaries/data/mods/public/gui/gamesetup/gamesetup_mp.js +++ b/binaries/data/mods/public/gui/gamesetup/gamesetup_mp.js @@ -176,7 +176,7 @@ function startHost(playername, servername) // Disallow identically named games in the multiplayer lobby if (Engine.HasXmppClient()) { - for each (g in Engine.GetGameList()) + for each (var g in Engine.GetGameList()) { if (g.name === servername) { diff --git a/binaries/data/mods/public/gui/lobby/lobby.js b/binaries/data/mods/public/gui/lobby/lobby.js index a141bc7569..366c11b7a1 100644 --- a/binaries/data/mods/public/gui/lobby/lobby.js +++ b/binaries/data/mods/public/gui/lobby/lobby.js @@ -193,7 +193,7 @@ function updateGameList() var showFullFilter = showFullFilterCB.checked; var c = 0; - for each (g in gameList) + for each (var g in gameList) { if(displayGame(g, mapSizeFilter, playersNumberFilter, mapTypeFilter, showFullFilter)) { diff --git a/binaries/data/mods/public/simulation/ai/aegis/aegis.js b/binaries/data/mods/public/simulation/ai/aegis/aegis.js index c262178463..f317c3c86b 100644 --- a/binaries/data/mods/public/simulation/ai/aegis/aegis.js +++ b/binaries/data/mods/public/simulation/ai/aegis/aegis.js @@ -21,7 +21,7 @@ m.AegisBot = function AegisBot(settings) { // this.queues can only be modified by the queue manager or things will go awry. this.queues = {}; - for (i in this.priorities) + for (var i in this.priorities) this.queues[i] = new m.Queue(); this.queueManager = new m.QueueManager(this.Config, this.queues, this.priorities); diff --git a/binaries/data/mods/public/simulation/ai/aegis/base-manager.js b/binaries/data/mods/public/simulation/ai/aegis/base-manager.js index e718c0b129..1d1dbdb579 100644 --- a/binaries/data/mods/public/simulation/ai/aegis/base-manager.js +++ b/binaries/data/mods/public/simulation/ai/aegis/base-manager.js @@ -134,7 +134,7 @@ m.BaseManager.prototype.initGatheringFunctions = function(HQ, gameState, specTyp var self = this; var count = 0; - for (i in types) + for (var i in types) { var type = types[i]; // TODO: set us as "X" gatherer @@ -148,7 +148,7 @@ m.BaseManager.prototype.initGatheringFunctions = function(HQ, gameState, specTyp { var needFarm = true; // Let's check again for food - for (base in HQ.baseManagers) + for (var base in HQ.baseManagers) if (HQ.baseManagers[base].willGather["food"] === 1) needFarm = false; if (needFarm) @@ -161,7 +161,7 @@ m.BaseManager.prototype.initGatheringFunctions = function(HQ, gameState, specTyp } m.BaseManager.prototype.checkEvents = function (gameState, events, queues) { - for (i in events) + for (var i in events) { if (events[i].type == "Destroy") { @@ -197,7 +197,7 @@ m.BaseManager.prototype.checkEvents = function (gameState, events, queues) { } } } - for (i in events) + for (var i in events) { if (events[i].type == "ConstructionFinished") { @@ -216,7 +216,7 @@ m.BaseManager.prototype.checkEvents = function (gameState, events, queues) { if(ent.hasTerritoryInfluence()) this.territoryBuildings.push(ent.id()); if (ent.resourceDropsiteTypes()) - for (ress in ent.resourceDropsiteTypes()) + for (var ress in ent.resourceDropsiteTypes()) this.initializeDropsite(gameState, ent, ent.resourceDropsiteTypes()[ress]); if (ent.resourceSupplyAmount() && ent.resourceSupplyType()["specific"] == "grain") this.assignResourceToDP(gameState,ent); @@ -249,7 +249,7 @@ m.BaseManager.prototype.assignResourceToDP = function (gameState, supply, specif { var closest = -1; var dist = Math.min(); - for (i in this.dropsites) + for (var i in this.dropsites) { var dp = gameState.getEntityById(i); var distance = API3.SquareVectorDistance(supply.position(), dp.position()); @@ -378,7 +378,7 @@ m.BaseManager.prototype.scrapDropsite = function (gameState, ent) { if (this.dropsites[ent.id()] === undefined) return true; - for (i in this.dropsites[ent.id()]) + for (var i in this.dropsites[ent.id()]) { var type = i; var dp = this.dropsites[ent.id()][i]; @@ -495,9 +495,9 @@ m.BaseManager.prototype.updateDropsite = function (gameState, ent, type) { // Updates dropsites. m.BaseManager.prototype.updateDropsites = function (gameState) { // for each dropsite, recalculate - for (i in this.dropsites) + for (var i in this.dropsites) { - for (type in this.dropsites[i]) + for (var type in this.dropsites[i]) { this.updateDropsite(gameState,gameState.getEntityById(i),type); } @@ -516,7 +516,7 @@ m.BaseManager.prototype.getWorkerCapacity = function (gameState, type) { return 1000000; // TODO: perhaps return something sensible here. if (type === "stone" || type === "metal") { - for (id in this.dropsites) + for (var id in this.dropsites) if (this.dropsites[id][type]) this.dropsites[id][type][1].forEach(function (ent) {// }){ if (ent.resourceSupplyAmount() > 500) @@ -524,7 +524,7 @@ m.BaseManager.prototype.getWorkerCapacity = function (gameState, type) { }); } else if (type === "wood") { - for (id in this.dropsites) + for (var id in this.dropsites) if (this.dropsites[id][type] && (this.dropsites[id][type][4]) > 1000) count += Math.min(15, this.dropsites[id][type][4] / 200); } @@ -546,7 +546,7 @@ m.BaseManager.prototype.getResourceLevel = function (gameState, type, searchType if (searchType == "dropsites") { // for each dropsite, recalculate - for (i in this.dropsites) + for (var i in this.dropsites) if (this.dropsites[i][type] !== undefined) count += this.dropsites[i][type][4]; return count; @@ -554,7 +554,7 @@ m.BaseManager.prototype.getResourceLevel = function (gameState, type, searchType if (searchType == "dropsitesClose") { // for each dropsite, recalculate - for (i in this.dropsites) + for (var i in this.dropsites) if (this.dropsites[i][type] !== undefined) count += this.dropsites[i][type][3]; return count; @@ -565,7 +565,7 @@ m.BaseManager.prototype.getResourceLevel = function (gameState, type, searchType if (threshold) seuil = threshold; // for each dropsite, recalculate - for (i in this.dropsites) + for (var i in this.dropsites) if (this.dropsites[i][type] !== undefined) { if (this.dropsites[i][type][4] > seuil) @@ -578,7 +578,7 @@ m.BaseManager.prototype.getResourceLevel = function (gameState, type, searchType // check our resource levels and react accordingly m.BaseManager.prototype.checkResourceLevels = function (gameState,queues) { - for (type in this.willGather) + for (var type in this.willGather) { if (this.willGather[type] === 0) continue; @@ -600,7 +600,7 @@ m.BaseManager.prototype.checkResourceLevels = function (gameState,queues) { } } else if (!this.isFarming && count < 650) { - for (i in queues.field.queue) + for (var i in queues.field.queue) queues.field.queue[i].isGo = function() { return true; }; // start them this.isFarming = true; } @@ -674,12 +674,12 @@ m.BaseManager.prototype.setWorkersIdleByPriority = function(gameState){ var avgOverdraft = 0; - for (i in types.types) + for (var i in types.types) avgOverdraft += types[types.types[i]]; avgOverdraft /= 4; - for (i in types.types) + for (var i in types.types) if (types[types.types[i]] > avgOverdraft + 200 || (types[types.types[i]] > avgOverdraft && avgOverdraft > 200)) if (this.gatherersByType(gameState,types.types[i]).length > 0) { diff --git a/binaries/data/mods/public/simulation/ai/aegis/headquarters.js b/binaries/data/mods/public/simulation/ai/aegis/headquarters.js index 884e3fd73b..f6f29a2373 100644 --- a/binaries/data/mods/public/simulation/ai/aegis/headquarters.js +++ b/binaries/data/mods/public/simulation/ai/aegis/headquarters.js @@ -78,7 +78,7 @@ m.HQ.prototype.init = function(gameState, events, queues){ if (hasCC) { var CC = ents.filter(API3.Filters.byClass("CivCentre")).toEntityArray()[0]; - for (i in treasureAmount) + for (var i in treasureAmount) gameState.getResourceSupplies(i).forEach( function (ent) { if (ent.resourceSupplyType().generic === "treasure" && API3.SquareVectorDistance(ent.position(), CC.position()) < 5000) treasureAmount[i] += ent.resourceSupplyMax(); @@ -178,7 +178,7 @@ m.HQ.prototype.init = function(gameState, events, queues){ }; m.HQ.prototype.checkEvents = function (gameState, events, queues) { - for (i in events) + for (var i in events) { if (events[i].type == "Destroy") { @@ -452,7 +452,7 @@ m.HQ.prototype.bulkPickWorkers = function(gameState, newBaseID, number) { return 1; return 0; }); - for (i in baseBest) + for (var i in baseBest) { if (baseBest[i].workers.length > number) { @@ -471,7 +471,7 @@ m.HQ.prototype.GetCurrentGatherRates = function(gameState) { for (var type in this.wantedRates) currentRates[type] = 0; - for (i in this.baseManagers) + for (var i in this.baseManagers) this.baseManagers[i].getGatherRates(gameState, currentRates); return currentRates; @@ -488,7 +488,7 @@ m.HQ.prototype.pickMostNeededResources = function(gameState) { for (var type in this.wantedRates) currentRates[type] = 0; - for (i in this.baseManagers) + for (var i in this.baseManagers) { var base = this.baseManagers[i]; for (var type in this.wantedRates) @@ -528,7 +528,7 @@ m.HQ.prototype.buildNewCC= function(gameState, queues) { // no use trying to lay foundations that will be destroyed if (gameState.defcon() > 2) - for ( var i = numCCs; i < 1; i++) { + for (var i = numCCs; i < 1; i++) { gameState.ai.queueManager.clear(); this.baseNeed["food"] = 0; this.baseNeed["wood"] = 50; @@ -789,10 +789,10 @@ m.HQ.prototype.checkBasesRessLevel = function(gameState,queues) { var need = { "wood" : true, "stone" : true, "metal" : true }; var posss = []; - for (i in this.baseManagers) + for (var i in this.baseManagers) { var base = this.baseManagers[i]; - for (type in count) + for (var type in count) { if (base.getResourceLevel(gameState, type, "all") > 1500*Math.max(this.Config.difficulty,2)) count[type]++; @@ -801,7 +801,7 @@ m.HQ.prototype.checkBasesRessLevel = function(gameState,queues) { need[type] = false; } } - for (type in count) + for (var type in count) { if (count[type] === 0 || need[type] || capacity[type] < gameState.getOwnEntities().filter(API3.Filters.and(API3.Filters.byMetadata(PlayerID, "subrole", "gatherer"), API3.Filters.byMetadata(PlayerID, "gather-type", type))).length * 1.05) @@ -833,9 +833,9 @@ m.HQ.prototype.buildDefences = function(gameState, queues){ if (gameState.countEntitiesAndQueuedByType(gameState.applyCiv('structures/{civ}_defense_tower')) + queues.defenceBuilding.length() < gameState.getEntityLimits()["DefenseTower"] && queues.defenceBuilding.length() < 4 && gameState.currentPhase() > 1) { - for (i in this.baseManagers) + for (var i in this.baseManagers) { - for (j in this.baseManagers[i].dropsites) + for (var j in this.baseManagers[i].dropsites) { var amnts = this.baseManagers[i].dropsites[j]; var dpEnt = gameState.getEntityById(j); @@ -1092,7 +1092,7 @@ m.HQ.prototype.update = function(gameState, queues, events) { this.buildDefences(gameState, queues); Engine.ProfileStop(); - for (i in this.baseManagers) + for (var i in this.baseManagers) { this.baseManagers[i].checkEvents(gameState, events, queues) if ( ( (+i + gameState.ai.playedTurn) % (m.playerGlobals[PlayerID].uniqueIDBases - 1)) === 0) diff --git a/binaries/data/mods/public/simulation/ai/aegis/naval-manager.js b/binaries/data/mods/public/simulation/ai/aegis/naval-manager.js index e8f48dbb42..5a4c9f2c29 100644 --- a/binaries/data/mods/public/simulation/ai/aegis/naval-manager.js +++ b/binaries/data/mods/public/simulation/ai/aegis/naval-manager.js @@ -112,7 +112,7 @@ m.NavalManager.prototype.canReach = function (gameState, regionA, regionB) { m.NavalManager.prototype.checkEvents = function (gameState, queues, events) { - for (i in events) + for (var i in events) { if (events[i].type == "Destroy") { @@ -155,7 +155,7 @@ m.NavalManager.prototype.askForTransport = function(entity, startPos, endPos) { m.NavalManager.prototype.createPlans = function(gameState) { var startID = {}; - for (i in this.askedPlans) + for (var i in this.askedPlans) { var plan = this.askedPlans[i]; var startIndex = gameState.ai.accessibility.getAccessValue(plan[1]); @@ -227,7 +227,7 @@ m.NavalManager.prototype.assignToPlans = function(gameState, queues, events) { var zone = plan.neededShipsZone(); if (zone) { - for each (ship in this.seaTpShips[zone]._entities) + for each (var ship in this.seaTpShips[zone]._entities) { if (!ship.getMetadata(PlayerID, "tpplan")) { diff --git a/binaries/data/mods/public/simulation/ai/aegis/plan-transport.js b/binaries/data/mods/public/simulation/ai/aegis/plan-transport.js index f7800f746d..e62c7eb030 100644 --- a/binaries/data/mods/public/simulation/ai/aegis/plan-transport.js +++ b/binaries/data/mods/public/simulation/ai/aegis/plan-transport.js @@ -340,7 +340,7 @@ m.TransportPlan.prototype.carryOn = function(gameState, navalManager) { // could have died or could have be full // we'll pick a new one, one that isn't full - for (i in this.transportShips._entities) + for (var i in this.transportShips._entities) { if (this.transportShips._entities[i].canGarrisonInside()) { diff --git a/binaries/data/mods/public/simulation/ai/aegis/queue-manager.js b/binaries/data/mods/public/simulation/ai/aegis/queue-manager.js index 7282bd8ec2..13be00fb78 100644 --- a/binaries/data/mods/public/simulation/ai/aegis/queue-manager.js +++ b/binaries/data/mods/public/simulation/ai/aegis/queue-manager.js @@ -137,7 +137,7 @@ m.QueueManager.prototype.wantedGatherRates = function(gameState) { { // assume 2 minutes. // TODO work on this. - for (type in qCosts) + for (var type in qCosts) qCosts[type] += cost[type]; qTime += 120000; break; // disregard other stuffs. @@ -146,20 +146,20 @@ m.QueueManager.prototype.wantedGatherRates = function(gameState) { { // estimate time based on priority + cost + nb // TODO: work on this. - for (type in qCosts) + for (var type in qCosts) { qCosts[type] += (cost[type] + Math.min(cost[type],this.priorities[name])); } qTime += 30000; } else { // TODO: work on this. - for (type in qCosts) + for (var type in qCosts) qCosts[type] += (cost[type] + Math.min(cost[type],this.priorities[name])); // TODO: refine based on % completed. qTime += (elem.endTime-elem.startTime); } } - for (j in qCosts) + for (var j in qCosts) { qCosts[j] -= this.accounts[name][j]; var diff = Math.min(qCosts[j], currentRess[j]); @@ -191,7 +191,7 @@ m.QueueManager.prototype.wantedGatherRates = function(gameState) { var currentRates = {}; for (var type in array) currentRates[type] = 0; - for (i in gameState.ai.HQ.baseManagers) + for (var i in gameState.ai.HQ.baseManagers) { var base = gameState.ai.HQ.baseManagers[i]; for (var type in array) @@ -222,7 +222,7 @@ m.QueueManager.prototype.wantedGatherRates = function(gameState) { if (gameState.getTimeElapsed() > 20*60*1000 && !this.once) { this.once = true; - for (j in array) + for (var j in array) { log (j + ";"); for (var i = 0; i < this.totor.length; ++i) @@ -231,7 +231,7 @@ m.QueueManager.prototype.wantedGatherRates = function(gameState) { } } log(); - for (j in array) + for (var j in array) { log (j + ";"); for (var i = 0; i < this.totor.length; ++i) @@ -240,7 +240,7 @@ m.QueueManager.prototype.wantedGatherRates = function(gameState) { } } log(); - for (j in array) + for (var j in array) { log (j + ";"); for (var i = 0; i < this.totor.length; ++i) @@ -249,7 +249,7 @@ m.QueueManager.prototype.wantedGatherRates = function(gameState) { } } log(); - for (j in array) + for (var j in array) { log (j + ";"); for (var i = 0; i < this.totor.length; ++i) @@ -296,7 +296,7 @@ m.QueueManager.prototype.HTMLprintQueues = function(gameState){ var q = this.queues[i]; var str = "" + i +"
"; - for each (k in this.accounts[i].types) + for each (var k in this.accounts[i].types) if(k != "population") { str += this.accounts[i][k] + k.substr(0,1).toUpperCase() ; @@ -375,7 +375,7 @@ m.QueueManager.prototype.update = function(gameState) { // check that we're not too forward in this resource compared to others. /*var maxp = this.accounts[j][ress] / (queueCost[ress]+1); var tooFull = false; - for (tempRess in availableRes) + for (var tempRess in availableRes) if (tempRess !== ress && queueCost[tempRess] > 0 && (this.accounts[j][tempRess] / (queueCost[tempRess]+1)) - maxp < -0.2) tooFull = true; if (tooFull) diff --git a/binaries/data/mods/public/simulation/ai/common-api-v3/terrain-analysis.js b/binaries/data/mods/public/simulation/ai/common-api-v3/terrain-analysis.js index b47d34ad65..bb9bcea798 100644 --- a/binaries/data/mods/public/simulation/ai/common-api-v3/terrain-analysis.js +++ b/binaries/data/mods/public/simulation/ai/common-api-v3/terrain-analysis.js @@ -334,7 +334,7 @@ m.Accessibility.prototype.getAccessValue = function(position, onWater) { { // quick spiral search. var indx = [ [-1,-1],[-1,0],[-1,1],[0,1],[1,1],[1,0],[1,-1],[0,-1]] - for (i in indx) + for (var i in indx) { ret = this.landPassMap[gamePos[0]+indx[0] + this.width*(gamePos[1]+indx[0])] if (ret !== undefined && ret !== 1) @@ -431,7 +431,7 @@ m.Accessibility.prototype.getTrajectToIndex = function(istart, iend, noBound){ else { var rgs = this.regionLinks[startRegion]; - for (p in rgs) + for (var p in rgs) { if (this.regionLinks[rgs[p]].indexOf(endRegion) !== -1) return [startRegion, rgs[p], endRegion];