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binaries/data/mods/public/simulation/helpers/InitGame.js
Show First 20 Lines • Show All 58 Lines • ▼ Show 20 Lines | if (settings.PlayerData[i] && settings.PlayerData[i].AI && settings.PlayerData[i].AI != "") | ||||
cmpPlayer.SetAI(true); | cmpPlayer.SetAI(true); | ||||
AIDiff = Math.min(AIDiff, rate.length - 1); | AIDiff = Math.min(AIDiff, rate.length - 1); | ||||
cmpModifiersManager.AddModifiers("AI Bonus", { | cmpModifiersManager.AddModifiers("AI Bonus", { | ||||
"ResourceGatherer/BaseSpeed": [{ "affects": ["Unit", "Structure"], "multiply": rate[AIDiff] }], | "ResourceGatherer/BaseSpeed": [{ "affects": ["Unit", "Structure"], "multiply": rate[AIDiff] }], | ||||
"Trader/GainMultiplier": [{ "affects": ["Unit", "Structure"], "multiply": rate[AIDiff] }], | "Trader/GainMultiplier": [{ "affects": ["Unit", "Structure"], "multiply": rate[AIDiff] }], | ||||
"Cost/BuildTime": [{ "affects": ["Unit", "Structure"], "multiply": time[AIDiff] }], | "Cost/BuildTime": [{ "affects": ["Unit", "Structure"], "multiply": time[AIDiff] }], | ||||
}, cmpPlayer.entity); | }, cmpPlayer.entity); | ||||
} | } | ||||
if (settings.PopulationCap) | |||||
if (settings.PopulationCap && !settings.WorldPopulation) | |||||
cmpPlayer.SetMaxPopulation(settings.PopulationCap); | cmpPlayer.SetMaxPopulation(settings.PopulationCap); | ||||
if (settings.PopulationCapWorld && settings.WorldPopulation) | |||||
{ | |||||
let popCap = settings.PopulationCapWorld; | |||||
Silier: inline | |||||
let cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); | |||||
cmpPlayerManager.SetMaxWorldPopulation(popCap); | |||||
// Exclude GAIA. | |||||
StanUnsubmitted Done Inline ActionsGaia? What if a player with 300 soldiers resigns? Stan: Gaia?
What if a player with 300 soldiers resigns? | |||||
FreagarachAuthorUnsubmitted Done Inline ActionsThen there are 300 GAIA soldiers? Trees and such are also entities so discriminating which entities to count for GAIA and which not is not really feasable, IMHO. Freagarach: Then there are 300 GAIA soldiers? Trees and such are also entities so discriminating which… | |||||
popCap /= settings.PlayerData.length - 1; | |||||
cmpPlayer.SetMaxPopulation(popCap); | |||||
} | |||||
if (settings.mapType !== "scenario" && settings.StartingResources) | if (settings.mapType !== "scenario" && settings.StartingResources) | ||||
{ | { | ||||
let resourceCounts = cmpPlayer.GetResourceCounts(); | let resourceCounts = cmpPlayer.GetResourceCounts(); | ||||
let newResourceCounts = {}; | let newResourceCounts = {}; | ||||
for (let resouces in resourceCounts) | for (let resouces in resourceCounts) | ||||
newResourceCounts[resouces] = settings.StartingResources; | newResourceCounts[resouces] = settings.StartingResources; | ||||
cmpPlayer.SetResourceCounts(newResourceCounts); | cmpPlayer.SetResourceCounts(newResourceCounts); | ||||
Show All 11 Lines |
Wildfire Games · Phabricator
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