Reported by kingu on Transifex.
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- Repository
- rP 0 A.D. Public Repository
- Lint
Lint Skipped - Unit
Unit Tests Skipped - Build Status
Buildable 6197 Build 10295: Vulcan Build Jenkins
Event Timeline
Successful build - Chance fights ever on the side of the prudent.
Linter detected issues: Executing section Default... Executing section Source... Executing section JS... | | [NORMAL] ESLintBear (curly): | | Unnecessary { after 'if' condition. |----| | /mnt/data/jenkins-phabricator/workspace/differential/binaries/data/mods/public/maps/tutorials/starting_economy_walkthrough.js | |++++| /mnt/data/jenkins-phabricator/workspace/differential/binaries/data/mods/public/maps/tutorials/starting_economy_walkthrough.js | 430| 430| "OnPlayerCommand": function(msg) | 431| 431| { | 432| 432| if (msg.cmd.type == "gather" && msg.cmd.target) | 433| |- { | | 433|+ | 434| 434| if (TriggerHelper.GetResourceType(msg.cmd.target).generic == "stone") | 435| 435| this.stone = true; | 436| 436| else if (TriggerHelper.GetResourceType(msg.cmd.target).generic == "metal") | 437| 437| this.metal = true; | 438| |- } | | 438|+ | 439| 439| if (this.IsDone()) | 440| 440| this.NextGoal(); | 441| 441| },
Link to build: https://jenkins.wildfiregames.com/job/differential/588/display/redirect
Have a look at these also: (AI comments can be left out in imo)
./binaries/data/mods/public/maps/tutorials/Introductory_Tutorial.js: "instructions": markForTranslation("While waiting for the phase change, you may train more soldiers at the barracks."),
./binaries/data/mods/public/simulation/templates/structures/ptol_mercenary_camp.xml: <Tooltip>Cheap barracks-like structure that is buildable in neutral territory, but casts no territory influence. Train Mercenaries.</Tooltip>
./binaries/data/mods/public/simulation/data/technologies/unlock_champion_units.json: "tooltip": "Unlock the ability to train Champions at the barracks.",
./binaries/data/mods/public/simulation/data/technologies/training_conscription.json: "description": "Significantly increase training speed of soldiers at the barracks by training them in large batches or battalions.",
./binaries/data/mods/public/simulation/data/technologies/heal_barracks.json: "description": "Units garrisoned in barracks heal over time.",
./binaries/data/mods/public/simulation/data/technologies/heal_barracks.json: "tooltip": "Units gain health over time while garrisoned in barracks.",
./binaries/data/mods/public/simulation/data/technologies/persians/training_conscription_infantry.json: "description": "Significantly increase training speed of soldiers at the barracks by training them in large batches or battalions.",
./binaries/data/mods/public/simulation/data/civs/ptol.json: "Description":"The Ptolemies receive the Mercenary Camp, a barracks that is constructed in neutral territory and trains mercenary soldiers."
Successful build - Chance fights ever on the side of the prudent.
Linter detected issues: Executing section Default... Executing section Source... Executing section JS... | | [NORMAL] ESLintBear (curly): | | Unnecessary { after 'if' condition. |----| | /mnt/data/jenkins-phabricator/workspace/differential/binaries/data/mods/public/maps/tutorials/starting_economy_walkthrough.js | |++++| /mnt/data/jenkins-phabricator/workspace/differential/binaries/data/mods/public/maps/tutorials/starting_economy_walkthrough.js | 430| 430| "OnPlayerCommand": function(msg) | 431| 431| { | 432| 432| if (msg.cmd.type == "gather" && msg.cmd.target) | 433| |- { | | 433|+ | 434| 434| if (TriggerHelper.GetResourceType(msg.cmd.target).generic == "stone") | 435| 435| this.stone = true; | 436| 436| else if (TriggerHelper.GetResourceType(msg.cmd.target).generic == "metal") | 437| 437| this.metal = true; | 438| |- } | | 438|+ | 439| 439| if (this.IsDone()) | 440| 440| this.NextGoal(); | 441| 441| }, | | [NORMAL] ESLintBear (indent): | | Expected indentation of 2 tabs but found 3. |----| | /mnt/data/jenkins-phabricator/workspace/differential/binaries/data/mods/public/maps/tutorials/Introductory_Tutorial.js | |++++| /mnt/data/jenkins-phabricator/workspace/differential/binaries/data/mods/public/maps/tutorials/Introductory_Tutorial.js | 381| 381| let position = Engine.QueryInterface(target, IID_Position).GetPosition2D(); | 382| 382| | 383| 383| this.attackers = cmpRangeManager.GetEntitiesByPlayer(this.enemyID).filter(e => | 384| |- Engine.QueryInterface(e, IID_Identity) && Engine.QueryInterface(e, IID_UnitAI) && | | 384|+ Engine.QueryInterface(e, IID_Identity) && Engine.QueryInterface(e, IID_UnitAI) && | 385| 385| Engine.QueryInterface(e, IID_Identity).HasClass("CitizenSoldier") | 386| 386| ); | 387| 387| this.attackers.forEach(e => { Engine.QueryInterface(e, IID_UnitAI).WalkAndFight(position.x, position.y, { "attack": ["Unit"] }, false); }); | | [NORMAL] ESLintBear (indent): | | Expected indentation of 1 tab but found 2. |----| | /mnt/data/jenkins-phabricator/workspace/differential/binaries/data/mods/public/maps/tutorials/Introductory_Tutorial.js | |++++| /mnt/data/jenkins-phabricator/workspace/differential/binaries/data/mods/public/maps/tutorials/Introductory_Tutorial.js | 383| 383| this.attackers = cmpRangeManager.GetEntitiesByPlayer(this.enemyID).filter(e => | 384| 384| Engine.QueryInterface(e, IID_Identity) && Engine.QueryInterface(e, IID_UnitAI) && | 385| 385| Engine.QueryInterface(e, IID_Identity).HasClass("CitizenSoldier") | 386| |- ); | | 386|+ ); | 387| 387| this.attackers.forEach(e => { Engine.QueryInterface(e, IID_UnitAI).WalkAndFight(position.x, position.y, { "attack": ["Unit"] }, false); }); | 388| 388| }; | 389| 389|
Link to build: https://jenkins.wildfiregames.com/job/differential/611/display/redirect