forked from 0ad/0ad
a couple a bugfixes
This was SVN commit r14881.
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@ -173,6 +173,8 @@ m.BaseManager.prototype.checkEvents = function (gameState, events, queues) {
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for (var i in renameEvents)
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{
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var ent = gameState.getEntityById(renameEvents[i].newentity);
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if (!ent)
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continue;
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var workerObject = ent.getMetadata(PlayerID, "worker-object");
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if (workerObject)
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workerObject.ent = ent;
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@ -1026,12 +1026,13 @@ m.HQ.prototype.tryBartering = function(gameState)
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continue;
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var barterRateMin = 70;
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if (available > 1000)
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if (available[sell] > 1000)
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barterRateMin = 50;
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if (sell === "food")
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barterRateMin -= 40;
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else if (buy === "food")
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barterRateMin += 10;
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barterRateMin += 20;
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var barterRate = getBarterRate(prices, buy, sell);
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if (barterRate > bestRate && barterRate > barterRateMin)
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@ -1227,6 +1228,8 @@ m.HQ.prototype.buildMoreHouses = function(gameState,queues)
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// checks the status of the territory expansion. If no new economic bases created, build some strategic ones.
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m.HQ.prototype.checkBaseExpansion = function(gameState,queues)
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{
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if (queues.civilCentre.length() > 0)
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return;
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// first expand if we have not enough room available for buildings
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if (this.stopBuilding.length > 1)
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{
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@ -73,7 +73,7 @@ m.QueueManager.prototype.currentNeeds = function(gameState)
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}
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// get out current resources, not removing accounts.
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var current = this.getAvailableResources(gameState, true);
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for each (var ress in needed.type)
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for each (var ress in needed.types)
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needed[ress] = Math.max(0, needed[ress] - current[ress]);
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return needed;
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@ -55,7 +55,7 @@ m.ConstructionPlan.prototype.start = function(gameState)
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gameState.ai.HQ.stopBuilding.push(this.type);
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return;
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}
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this.buildingsBuilt++;
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gameState.buildingsBuilt++;
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if (this.metadata === undefined)
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this.metadata = { "base": pos.base };
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