Some more vars

This was SVN commit r13408.
This commit is contained in:
leper 2013-05-16 16:17:37 +00:00
parent 1ea0bac280
commit 09108e6a97
3 changed files with 13 additions and 13 deletions

View File

@ -183,7 +183,7 @@ var nbCreeks = scaleByMapSize(6,15);
var islandX = [SardiniaX,CorsicaX];
var islandZ = [SardiniaZ,CorsicaZ];
// first: the creeks
for (island = 0; island <= 1; island++)
for (var island = 0; island <= 1; island++)
for (var i = 0; i <= nbCreeks; i++)
{
var radius = fractionToTiles( (Math.random()/17) + 0.49);
@ -206,7 +206,7 @@ for (island = 0; island <= 1; island++)
}
var nbBeaches = scaleByMapSize(2,5);
for (island = 0; island <= 1; island++)
for (var island = 0; island <= 1; island++)
{
for (var i = 0; i <= nbBeaches; i++)
{

View File

@ -640,7 +640,7 @@ EconomyManager.prototype.updateResourceMaps = function(gameState, events) {
}
} else if (ent && ent.position() && ent.resourceDropsiteTypes) {
var resources = ent.resourceDropsiteTypes();
for (i in resources) {
for (var i in resources) {
var resource = resources[i];
needUpdate[resource] = true;
}

View File

@ -273,14 +273,14 @@ MilitaryAttackManager.prototype.ungarrisonAll = function(gameState) {
};
MilitaryAttackManager.prototype.pausePlan = function(gameState, planName) {
for (attackType in this.upcomingAttacks) {
for (var attackType in this.upcomingAttacks) {
for (var i in this.upcomingAttacks[attackType]) {
var attack = this.upcomingAttacks[attackType][i];
if (attack.getName() == planName)
attack.setPaused(gameState, true);
}
}
for (attackType in this.startedAttacks) {
for (var attackType in this.startedAttacks) {
for (var i in this.startedAttacks[attackType]) {
var attack = this.startedAttacks[attackType][i];
if (attack.getName() == planName)
@ -289,14 +289,14 @@ MilitaryAttackManager.prototype.pausePlan = function(gameState, planName) {
}
}
MilitaryAttackManager.prototype.unpausePlan = function(gameState, planName) {
for (attackType in this.upcomingAttacks) {
for (var attackType in this.upcomingAttacks) {
for (var i in this.upcomingAttacks[attackType]) {
var attack = this.upcomingAttacks[attackType][i];
if (attack.getName() == planName)
attack.setPaused(gameState, false);
}
}
for (attackType in this.startedAttacks) {
for (var attackType in this.startedAttacks) {
for (var i in this.startedAttacks[attackType]) {
var attack = this.startedAttacks[attackType][i];
if (attack.getName() == planName)
@ -305,13 +305,13 @@ MilitaryAttackManager.prototype.unpausePlan = function(gameState, planName) {
}
}
MilitaryAttackManager.prototype.pauseAllPlans = function(gameState) {
for (attackType in this.upcomingAttacks) {
for (var attackType in this.upcomingAttacks) {
for (var i in this.upcomingAttacks[attackType]) {
var attack = this.upcomingAttacks[attackType][i];
attack.setPaused(gameState, true);
}
}
for (attackType in this.startedAttacks) {
for (var attackType in this.startedAttacks) {
for (var i in this.startedAttacks[attackType]) {
var attack = this.startedAttacks[attackType][i];
attack.setPaused(gameState, true);
@ -319,13 +319,13 @@ MilitaryAttackManager.prototype.pauseAllPlans = function(gameState) {
}
}
MilitaryAttackManager.prototype.unpauseAllPlans = function(gameState) {
for (attackType in this.upcomingAttacks) {
for (var attackType in this.upcomingAttacks) {
for (var i in this.upcomingAttacks[attackType]) {
var attack = this.upcomingAttacks[attackType][i];
attack.setPaused(gameState, false);
}
}
for (attackType in this.startedAttacks) {
for (var attackType in this.startedAttacks) {
for (var i in this.startedAttacks[attackType]) {
var attack = this.startedAttacks[attackType][i];
attack.setPaused(gameState, false);
@ -351,7 +351,7 @@ MilitaryAttackManager.prototype.update = function(gameState, queues, events) {
Engine.ProfileStart("Looping through attack plans");
// TODO: implement some form of check before starting a new attack plans. Sometimes it is not the priority.
if (1) {
for (attackType in this.upcomingAttacks) {
for (var attackType in this.upcomingAttacks) {
for (var i = 0;i < this.upcomingAttacks[attackType].length; ++i) {
var attack = this.upcomingAttacks[attackType][i];
@ -403,7 +403,7 @@ MilitaryAttackManager.prototype.update = function(gameState, queues, events) {
}
}
}
for (attackType in this.startedAttacks) {
for (var attackType in this.startedAttacks) {
for (var i = 0; i < this.startedAttacks[attackType].length; ++i) {
var attack = this.startedAttacks[attackType][i];
// okay so then we'll update the attack.