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forked from 0ad/0ad

Clean up some formatting and comments.

This was SVN commit r9602.
This commit is contained in:
Ykkrosh 2011-06-09 17:01:01 +00:00
parent 902b33a181
commit 5132f814e3
2 changed files with 27 additions and 19 deletions

View File

@ -2006,9 +2006,6 @@ UnitAI.prototype.WalkToTarget = function(target, queued)
UnitAI.prototype.LeaveFoundation = function(target)
{
// TODO: we should verify this is a friendly foundation, otherwise
// there's no reason we should let them build here
// If we're already being told to leave a foundation, then
// ignore this new request so we don't end up being too indecisive
// to ever actually move anywhere

View File

@ -191,27 +191,38 @@ function QueryPlayerIDInterface(id, iid)
return Engine.QueryInterface(playerEnt, iid);
}
/**
* Returns true if the entity 'target' is owned by an ally of
* the owner of 'entity'.
*/
function IsOwnedByAlly(entity, target)
{
//figure out which player controls us
var cmpOwnership = Engine.QueryInterface(entity, IID_Ownership);
var owner = 0;
if (cmpOwnership)
owner = cmpOwnership.GetOwner();
// Figure out which player controls us
var owner = 0;
var cmpOwnership = Engine.QueryInterface(entity, IID_Ownership);
if (cmpOwnership)
owner = cmpOwnership.GetOwner();
var playerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var player = Engine.QueryInterface(playerMan.GetPlayerByID(owner), IID_Player);
// Get our diplomacy array
var diplomacy = player.GetDiplomacy();
// Figure out which player controls the foundation being built
var targetOwner = 0;
var cmpOwnershipTarget = Engine.QueryInterface(target, IID_Ownership);
if (cmpOwnershipTarget)
targetOwner = cmpOwnershipTarget.GetOwner();
//figure out which player controls the foundation being built
var cmpOwnershipTarget = Engine.QueryInterface(target, IID_Ownership);
var targetOwner = 0;
if (cmpOwnershipTarget)
targetOwner = cmpOwnershipTarget.GetOwner();
// Players are always implicitly their own ally
if (owner == targetOwner)
return true;
//If we don't like the guy with the building, ignore their request to move
return owner==targetOwner || diplomacy[targetOwner - 1] > 0;
// Get our diplomacy array
var playerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var player = Engine.QueryInterface(playerMan.GetPlayerByID(owner), IID_Player);
var diplomacy = player.GetDiplomacy();
// Check for allied diplomacy status
if (diplomacy[targetOwner - 1] > 0)
return true;
return false;
}
Engine.RegisterGlobal("LoadPlayerSettings", LoadPlayerSettings);