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binaries/data/mods/public/simulation/components/GuiInterface.js
Show First 20 Lines • Show All 1,857 Lines • ▼ Show 20 Lines | result = { | ||||
"gain": cmpEntityTrader.CalculateGain(firstMarket, data.target), | "gain": cmpEntityTrader.CalculateGain(firstMarket, data.target), | ||||
}; | }; | ||||
else | else | ||||
result = { "type": "set first" }; | result = { "type": "set first" }; | ||||
return result; | return result; | ||||
}; | }; | ||||
GuiInterface.prototype.CanAttack = function(player, data) | GuiInterface.prototype.CanAttack = function(player, data) | ||||
Stan: In antoher diff since player is unused I guess it could be removed ? | |||||
Done Inline ActionsNot really, the GUI always sends player first, even though it is often unused. Freagarach: Not really, the GUI always sends `player` first, even though it is often unused. | |||||
{ | { | ||||
let cmpAttack = Engine.QueryInterface(data.entity, IID_Attack); | let cmpAttack = Engine.QueryInterface(data.entity, IID_Attack); | ||||
return cmpAttack && cmpAttack.CanAttack(data.target, data.types || undefined); | if (cmpAttack) | ||||
return cmpAttack.CanAttack(data.target, data.types || undefined); | |||||
let cmpTurretHolder = Engine.QueryInterface(data.entity, IID_TurretHolder); | |||||
return cmpTurretHolder && cmpTurretHolder.CanAnySubunitPerform("Attack", data.target, data.types || undefined); | |||||
}; | |||||
GuiInterface.prototype.CanHeal = function(player, data) | |||||
Done Inline ActionsThese changes seem unrelated? wraitii: These changes seem unrelated? | |||||
Done Inline ActionsSame as above, we allow to have healers as turrets now. Freagarach: Same as above, we allow to have healers as turrets now. | |||||
{ | |||||
let cmpHeal = Engine.QueryInterface(data.entity, IID_Heal); | |||||
if (cmpHeal) | |||||
return cmpHeal.CanHeal(data.target); | |||||
let cmpTurretHolder = Engine.QueryInterface(data.entity, IID_TurretHolder); | |||||
return cmpTurretHolder && cmpTurretHolder.CanAnySubunitPerform("Heal", data.target, data.types || undefined); | |||||
Done Inline ActionsI'd reverse those two checks. The natural condition is having a cmpAttack, and then only check for UnitAI. wraitii: I'd reverse those two checks. The natural condition is having a cmpAttack, and then only check… | |||||
}; | }; | ||||
/* | /* | ||||
* Returns batch build time. | * Returns batch build time. | ||||
*/ | */ | ||||
GuiInterface.prototype.GetBatchTime = function(player, data) | GuiInterface.prototype.GetBatchTime = function(player, data) | ||||
{ | { | ||||
let cmpProductionQueue = Engine.QueryInterface(data.entity, IID_ProductionQueue); | let cmpProductionQueue = Engine.QueryInterface(data.entity, IID_ProductionQueue); | ||||
if (!cmpProductionQueue) | if (!cmpProductionQueue) | ||||
return 0; | return 0; | ||||
Done Inline ActionsSame here. wraitii: Same here. | |||||
return cmpProductionQueue.GetBatchTime(data.batchSize); | return cmpProductionQueue.GetBatchTime(data.batchSize); | ||||
}; | }; | ||||
GuiInterface.prototype.IsMapRevealed = function(player) | GuiInterface.prototype.IsMapRevealed = function(player) | ||||
{ | { | ||||
return Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetLosRevealAll(player); | return Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetLosRevealAll(player); | ||||
}; | }; | ||||
▲ Show 20 Lines • Show All 123 Lines • ▼ Show 20 Lines | let exposedFunctions = { | ||||
"SetWallPlacementPreview": 1, | "SetWallPlacementPreview": 1, | ||||
"GetFoundationSnapData": 1, | "GetFoundationSnapData": 1, | ||||
"PlaySound": 1, | "PlaySound": 1, | ||||
"FindIdleUnits": 1, | "FindIdleUnits": 1, | ||||
"HasIdleUnits": 1, | "HasIdleUnits": 1, | ||||
"GetTradingRouteGain": 1, | "GetTradingRouteGain": 1, | ||||
"GetTradingDetails": 1, | "GetTradingDetails": 1, | ||||
"CanAttack": 1, | "CanAttack": 1, | ||||
"CanHeal": 1, | |||||
"GetBatchTime": 1, | "GetBatchTime": 1, | ||||
"IsMapRevealed": 1, | "IsMapRevealed": 1, | ||||
"SetPathfinderDebugOverlay": 1, | "SetPathfinderDebugOverlay": 1, | ||||
"SetPathfinderHierDebugOverlay": 1, | "SetPathfinderHierDebugOverlay": 1, | ||||
"SetObstructionDebugOverlay": 1, | "SetObstructionDebugOverlay": 1, | ||||
"SetMotionDebugOverlay": 1, | "SetMotionDebugOverlay": 1, | ||||
"SetRangeDebugOverlay": 1, | "SetRangeDebugOverlay": 1, | ||||
Show All 20 Lines |
Wildfire Games · Phabricator
In antoher diff since player is unused I guess it could be removed ?