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binaries/data/mods/public/simulation/components/GuiInterface.js
Show First 20 Lines • Show All 430 Lines • ▼ Show 20 Lines | for (let type of types) | ||||
else | else | ||||
{ | { | ||||
// not in world, set a default? | // not in world, set a default? | ||||
ret.attack[type].elevationAdaptedRange = ret.attack.maxRange; | ret.attack[type].elevationAdaptedRange = ret.attack.maxRange; | ||||
} | } | ||||
} | } | ||||
} | } | ||||
let cmpArmour = Engine.QueryInterface(ent, IID_Resistance); | let cmpResistance = Engine.QueryInterface(ent, IID_Resistance); | ||||
if (cmpArmour) | if (cmpResistance) | ||||
ret.armour = cmpArmour.GetArmourStrengths("Damage"); | { | ||||
wraitii: Think I'd rather you called different functions directly. | |||||
ret.resistance = {} | |||||
Object.assign(ret.resistance, cmpResistance.GetResistanceStrengths("Damage")); | |||||
Done Inline ActionsI guess all resistance strengths should be passed to the gui, so I suppose we should pass everything in guiinterface bb: I guess all resistance strengths should be passed to the gui, so I suppose we should pass… | |||||
Object.assign(ret.resistance, cmpResistance.GetResistanceStrengths("Capture")); | |||||
} | |||||
let cmpBuildingAI = Engine.QueryInterface(ent, IID_BuildingAI); | let cmpBuildingAI = Engine.QueryInterface(ent, IID_BuildingAI); | ||||
if (cmpBuildingAI) | if (cmpBuildingAI) | ||||
ret.buildingAI = { | ret.buildingAI = { | ||||
"defaultArrowCount": cmpBuildingAI.GetDefaultArrowCount(), | "defaultArrowCount": cmpBuildingAI.GetDefaultArrowCount(), | ||||
"maxArrowCount": cmpBuildingAI.GetMaxArrowCount(), | "maxArrowCount": cmpBuildingAI.GetMaxArrowCount(), | ||||
"garrisonArrowMultiplier": cmpBuildingAI.GetGarrisonArrowMultiplier(), | "garrisonArrowMultiplier": cmpBuildingAI.GetGarrisonArrowMultiplier(), | ||||
"garrisonArrowClasses": cmpBuildingAI.GetGarrisonArrowClasses(), | "garrisonArrowClasses": cmpBuildingAI.GetGarrisonArrowClasses(), | ||||
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Wildfire Games · Phabricator
Think I'd rather you called different functions directly.