From bb3b52fb82476efb5289960a5433a72d2fa5b17a Mon Sep 17 00:00:00 2001 From: Jubal Date: Sat, 24 Sep 2011 16:37:31 +0000 Subject: [PATCH] This finishes the militia recalling section - militiamen are now recalled every 30 seconds or so. This was SVN commit r10311. --- binaries/data/mods/public/simulation/ai/jubot/military.js | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/binaries/data/mods/public/simulation/ai/jubot/military.js b/binaries/data/mods/public/simulation/ai/jubot/military.js index b9322b7096..a0d55d7e1c 100644 --- a/binaries/data/mods/public/simulation/ai/jubot/military.js +++ b/binaries/data/mods/public/simulation/ai/jubot/military.js @@ -223,7 +223,7 @@ var MilitaryAttackManager = Class({ }); }, - combatcheck_militia: function(gameState, planGroups, assaultgroup) + combatcheckMilitia: function(gameState, planGroups, assaultgroup) { var regroupneeded = gameState.getOwnEntitiesWithRole(assaultgroup); regroupneeded.forEach(function(troop) { @@ -240,7 +240,7 @@ var MilitaryAttackManager = Class({ } }); // Check that some of our own buildings are nearby - var ownbuildings = gameState.getOwnEntities.filter(function(ent) { + var ownbuildings = gameState.getOwnEntities().filter(function(ent) { var foeposition = ent.position(); if (foeposition){ var dist = VectorDistance(foeposition, currentPosition); @@ -701,7 +701,7 @@ var MilitaryAttackManager = Class({ this.combatcheck(gameState, planGroups, "attack_3p1"); this.combatcheck(gameState, planGroups, "attack_3p2"); this.combatcheck(gameState, planGroups, "attack_3p3"); - this.combatcheck(gameState, planGroups, "militia"); + this.combatcheckMilitia(gameState, planGroups, "militia"); //this.trainDefenderSquad(gameState, planGroups); this.trainAttackSquad(gameState, planGroups); this.regroup(gameState, planGroups);