forked from 0ad/0ad
Clean up some formatting and comments.
This was SVN commit r9602.
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902b33a181
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5132f814e3
@ -2006,9 +2006,6 @@ UnitAI.prototype.WalkToTarget = function(target, queued)
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UnitAI.prototype.LeaveFoundation = function(target)
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{
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// TODO: we should verify this is a friendly foundation, otherwise
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// there's no reason we should let them build here
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// If we're already being told to leave a foundation, then
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// ignore this new request so we don't end up being too indecisive
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// to ever actually move anywhere
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@ -191,27 +191,38 @@ function QueryPlayerIDInterface(id, iid)
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return Engine.QueryInterface(playerEnt, iid);
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}
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/**
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* Returns true if the entity 'target' is owned by an ally of
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* the owner of 'entity'.
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*/
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function IsOwnedByAlly(entity, target)
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{
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//figure out which player controls us
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var cmpOwnership = Engine.QueryInterface(entity, IID_Ownership);
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var owner = 0;
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if (cmpOwnership)
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owner = cmpOwnership.GetOwner();
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// Figure out which player controls us
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var owner = 0;
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var cmpOwnership = Engine.QueryInterface(entity, IID_Ownership);
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if (cmpOwnership)
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owner = cmpOwnership.GetOwner();
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var playerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
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var player = Engine.QueryInterface(playerMan.GetPlayerByID(owner), IID_Player);
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// Get our diplomacy array
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var diplomacy = player.GetDiplomacy();
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// Figure out which player controls the foundation being built
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var targetOwner = 0;
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var cmpOwnershipTarget = Engine.QueryInterface(target, IID_Ownership);
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if (cmpOwnershipTarget)
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targetOwner = cmpOwnershipTarget.GetOwner();
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//figure out which player controls the foundation being built
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var cmpOwnershipTarget = Engine.QueryInterface(target, IID_Ownership);
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var targetOwner = 0;
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if (cmpOwnershipTarget)
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targetOwner = cmpOwnershipTarget.GetOwner();
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// Players are always implicitly their own ally
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if (owner == targetOwner)
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return true;
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//If we don't like the guy with the building, ignore their request to move
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return owner==targetOwner || diplomacy[targetOwner - 1] > 0;
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// Get our diplomacy array
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var playerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
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var player = Engine.QueryInterface(playerMan.GetPlayerByID(owner), IID_Player);
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var diplomacy = player.GetDiplomacy();
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// Check for allied diplomacy status
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if (diplomacy[targetOwner - 1] > 0)
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return true;
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return false;
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}
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Engine.RegisterGlobal("LoadPlayerSettings", LoadPlayerSettings);
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