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binaries/data/mods/public/simulation/components/UnitAI.js
Show First 20 Lines • Show All 339 Lines • ▼ Show 20 Lines | if (this.CanPack()) | ||||
return; | return; | ||||
} | } | ||||
if (this.CheckRange(this.order.data)) | if (this.CheckRange(this.order.data)) | ||||
{ | { | ||||
// We are already at the target, or can't move at all | // We are already at the target, or can't move at all | ||||
this.FinishOrder(); | this.FinishOrder(); | ||||
return true; | return true; | ||||
Lint: ESLintBear (consistent-return): `Method 'Order.WalkToTarget' expected no return value.` | |||||
} | } | ||||
this.order.data.relaxed = true; | this.order.data.relaxed = true; | ||||
if (this.IsAnimal()) | if (this.IsAnimal()) | ||||
this.SetNextState("ANIMAL.WALKING"); | this.SetNextState("ANIMAL.WALKING"); | ||||
else | else | ||||
this.SetNextState("INDIVIDUAL.WALKING"); | this.SetNextState("INDIVIDUAL.WALKING"); | ||||
▲ Show 20 Lines • Show All 425 Lines • ▼ Show 20 Lines | "Order.Garrison": function(msg) { | ||||
if (!this.CheckGarrisonRange(msg.data.target)) | if (!this.CheckGarrisonRange(msg.data.target)) | ||||
{ | { | ||||
if (!this.CheckTargetVisible(msg.data.target)) | if (!this.CheckTargetVisible(msg.data.target)) | ||||
{ | { | ||||
this.FinishOrder(); | this.FinishOrder(); | ||||
return; | return; | ||||
} | } | ||||
else | else | ||||
{ | { | ||||
Lint: ESLintBear (no-else-return) Unnecessary 'else' after 'return'. Lint: ESLintBear (no-else-return): `Unnecessary 'else' after 'return'.` | |||||
this.SetNextState("GARRISON.APPROACHING"); | this.SetNextState("GARRISON.APPROACHING"); | ||||
return; | return; | ||||
} | } | ||||
} | } | ||||
this.SetNextState("GARRISON.GARRISONING"); | this.SetNextState("GARRISON.GARRISONING"); | ||||
}, | }, | ||||
▲ Show 20 Lines • Show All 1,352 Lines • ▼ Show 20 Lines | "COMBAT": { | ||||
this.SetNextState("FINDINGNEWTARGET"); | this.SetNextState("FINDINGNEWTARGET"); | ||||
}, | }, | ||||
// TODO: respond to target deaths immediately, rather than waiting | // TODO: respond to target deaths immediately, rather than waiting | ||||
// until the next Timer event | // until the next Timer event | ||||
"Attacked": function(msg) { | "Attacked": function(msg) { | ||||
if (this.order.data.attackType == "Capture" && (this.GetStance().targetAttackersAlways || !this.order.data.force) | if (this.order.data.attackType == "Capture" && (this.GetStance().targetAttackersAlways || !this.order.data.force) | ||||
&& this.order.data.target != msg.data.attacker && this.GetBestAttackAgainst(msg.data.attacker, true) != "Capture") | && this.order.data.target != msg.data.attacker && this.GetBestAttackAgainst(msg.data.attacker, true) != "Capture") | ||||
Lint: ESLintBear (operator-linebreak) '&&' should be placed at the end of the line. Lint: ESLintBear (operator-linebreak): `'&&' should be placed at the end of the line.` | |||||
this.RespondToTargetedEntities([msg.data.attacker]); | this.RespondToTargetedEntities([msg.data.attacker]); | ||||
}, | }, | ||||
}, | }, | ||||
"FINDINGNEWTARGET": { | "FINDINGNEWTARGET": { | ||||
"Order.Cheer": function() { | "Order.Cheer": function() { | ||||
if (!this.cheeringTime) | if (!this.cheeringTime) | ||||
return { "discardOrder": true }; | return { "discardOrder": true }; | ||||
▲ Show 20 Lines • Show All 256 Lines • ▼ Show 20 Lines | "GATHER": { | ||||
"GATHERING": { | "GATHERING": { | ||||
"enter": function() { | "enter": function() { | ||||
this.gatheringTarget = this.order.data.target || INVALID_ENTITY; // deleted in "leave". | this.gatheringTarget = this.order.data.target || INVALID_ENTITY; // deleted in "leave". | ||||
// Check if the resource is full. | // Check if the resource is full. | ||||
// Will only be added if we're not already in. | // Will only be added if we're not already in. | ||||
let cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply); | let cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply); | ||||
if (!cmpSupply || !cmpSupply.AddGatherer(this.entity)) | if (!cmpSupply || !cmpSupply.AddActiveGatherer(this.entity)) | ||||
{ | { | ||||
this.SetNextState("FINDINGNEWTARGET"); | this.SetNextState("FINDINGNEWTARGET"); | ||||
return true; | return true; | ||||
} | } | ||||
// If this order was forced, the player probably gave it, but now we've reached the target | // If this order was forced, the player probably gave it, but now we've reached the target | ||||
// switch to an unforced order (can be interrupted by attacks) | // switch to an unforced order (can be interrupted by attacks) | ||||
this.order.data.force = false; | this.order.data.force = false; | ||||
▲ Show 20 Lines • Show All 4,153 Lines • Show Last 20 Lines |
Wildfire Games · Phabricator
Method 'Order.WalkToTarget' expected no return value.