forked from 0ad/0ad
petra: test on cc existence before trying to build
This was SVN commit r15187.
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e0fb1223d6
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@ -1157,7 +1157,7 @@ m.HQ.prototype.buildDock = function(gameState, queues)
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{
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{
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if (this.navalRegions.indexOf(sea) !== -1)
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if (this.navalRegions.indexOf(sea) !== -1)
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{
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{
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queues.economicBuilding.addItem(new m.ConstructionPlan(gameState, "structures/{civ}_dock", { "base": 1, "sea": sea }));
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queues.economicBuilding.addItem(new m.ConstructionPlan(gameState, "structures/{civ}_dock", { "sea": sea }));
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break;
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break;
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}
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}
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}
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}
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@ -1264,7 +1264,7 @@ m.HQ.prototype.buildMoreHouses = function(gameState,queues)
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}
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}
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else
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else
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var priority = this.Config.priorities.house;
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var priority = this.Config.priorities.house;
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if (priority !== gameState.ai.queueManager.getPriority("house"))
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if (priority && priority !== gameState.ai.queueManager.getPriority("house"))
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gameState.ai.queueManager.changePriority("house", priority);
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gameState.ai.queueManager.changePriority("house", priority);
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};
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};
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@ -1679,6 +1679,8 @@ m.HQ.prototype.update = function(gameState, queues, events)
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else if (gameState.ai.playedTurn - this.lastTerritoryUpdate > 100)
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else if (gameState.ai.playedTurn - this.lastTerritoryUpdate > 100)
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this.updateTerritories(gameState);
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this.updateTerritories(gameState);
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if (this.baseManagers[1])
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{
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this.trainMoreWorkers(gameState, queues);
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this.trainMoreWorkers(gameState, queues);
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if (gameState.ai.playedTurn % 2 === 1)
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if (gameState.ai.playedTurn % 2 === 1)
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@ -1692,6 +1694,7 @@ m.HQ.prototype.update = function(gameState, queues, events)
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if (queues.minorTech.length() === 0 && gameState.ai.playedTurn % 5 === 1)
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if (queues.minorTech.length() === 0 && gameState.ai.playedTurn % 5 === 1)
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this.tryResearchTechs(gameState,queues);
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this.tryResearchTechs(gameState,queues);
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}
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if (gameState.currentPhase() > 1)
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if (gameState.currentPhase() > 1)
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{
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{
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