Check the length of the unit collection in started attack plans to avoid errors. Fixes #1620

This was SVN commit r12531.
This commit is contained in:
wraitii 2012-08-26 11:25:39 +00:00
parent 576761c05e
commit 2bdb8f75ff
2 changed files with 6 additions and 2 deletions

View File

@ -513,6 +513,10 @@ CityAttack.prototype.update = function(gameState, militaryManager, events){
var bool_attacked = false;
// raids don't care about attacks much
// we're over, abort immediately.
if (this.unitCollection.length === 0)
return 0;
this.position = this.unitCollection.getCentrePosition();
var IDs = this.unitCollection.toIdArray();

View File

@ -570,7 +570,7 @@ aStarPath.prototype.continuePath = function(gamestate)
this.gCostArray[index] = this.gCostArray[this.currentSquare] + cost[i] * Sampling;// - this.map[index];
if (!this.onWater && this.passabilityMap.map[index] === 200) {
this.gCostArray[index] += this.width*this.width*2;
this.gCostArray[index] += this.width*this.width*3;
} else if (this.onWater && this.passabilityMap.map[index] !== 200) {
this.gCostArray[index] += this.fCostArray[index];
} else if (!this.onWater && this.passabilityMap.map[index] === 100) {
@ -594,7 +594,7 @@ aStarPath.prototype.continuePath = function(gamestate)
} else {
var addCost = 0;
if (!this.onWater && this.passabilityMap.map[index] === 200) {
addCost = this.width*this.width*2;
addCost = this.width*this.width*3;
} else if (this.onWater && this.passabilityMap.map[index] !== 200) {
addCost = this.fCostArray[index];
} else if (!this.onWater && this.passabilityMap.map[index] === 100) {