Ticket #1215: finalPatch2.patch
File finalPatch2.patch, 4.7 KB (added by , 12 years ago) |
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input.js
269 269 break; 270 270 case "setup-trade-route": 271 271 // If ground or sea trade possible 272 if (( entState.trader && hasClass(entState, "Organic") && (playerOwned || allyOwned) && hasClass(targetState, "Market")) ||273 (entState.trader && hasClass(entState, "Ship") && (playerOwned || allyOwned) && hasClass(targetState, "NavalMarket"))) 272 if ((!targetState.foundation)&&((entState.trader && hasClass(entState, "Organic") && (playerOwned || allyOwned) && hasClass(targetState, "Market")) || 273 (entState.trader && hasClass(entState, "Ship") && (playerOwned || allyOwned) && hasClass(targetState, "NavalMarket")))) 274 274 { 275 275 var tradingData = {"trader": entState.id, "target": target}; 276 276 var tradingDetails = Engine.GuiInterfaceCall("GetTradingDetails", tradingData); 277 277 var tooltip; 278 switch (tradingDetails.type)278 if (tradingDetails !== null) 279 279 { 280 case "is first": 281 tooltip = "First trade market."; 282 if (tradingDetails.hasBothMarkets) 283 tooltip += " Gain: " + tradingDetails.gain + " " + tradingDetails.goods + ". Click to establish another route." 284 else 285 tooltip += " Click on another market to establish a trade route." 286 break; 287 case "is second": 288 tooltip = "Second trade market. Gain: " + tradingDetails.gain + " " + tradingDetails.goods + "." + " Click to establish another route."; 289 break; 290 case "set first": 291 tooltip = "Set as first trade market"; 292 break; 293 case "set second": 294 tooltip = "Set as second trade market. Gain: " + tradingDetails.gain + " " + tradingDetails.goods + "."; 295 break; 280 switch (tradingDetails.type) 281 { 282 case "is first": 283 tooltip = "First trade market."; 284 if (tradingDetails.hasBothMarkets) 285 tooltip += " Gain: " + tradingDetails.gain + " " + tradingDetails.goods + ". Click to establish another route." 286 else 287 tooltip += " Click on another market to establish a trade route." 288 break; 289 case "is second": 290 tooltip = "Second trade market. Gain: " + tradingDetails.gain + " " + tradingDetails.goods + "." + " Click to establish another route."; 291 break; 292 case "set first": 293 tooltip = "Set as first trade market"; 294 break; 295 case "set second": 296 tooltip = "Set as second trade market. Gain: " + tradingDetails.gain + " " + tradingDetails.goods + "."; 297 break; 298 } 299 return {"possible": true, "tooltip": tooltip}; 296 300 } 297 return {"possible": true, "tooltip": tooltip}; 301 else 302 { 303 return {"possible": false}; 304 } 298 305 } 299 306 break; 300 307 case "gather": … … 376 383 { 377 384 target = targets[0]; 378 385 } 379 386 //targetState = target; 380 387 if (preSelectedAction != ACTION_NONE) 381 388 { 382 389 switch (preSelectedAction) … … 1175 1182 } 1176 1183 1177 1184 // Called by GUI when user clicks training button 1178 function addToTrainingQueue(entity, trainEntType )1185 function addToTrainingQueue(entity, trainEntType, selection) 1179 1186 { 1187 var selectionUnits = new Array(0); 1188 for (var j = 0; j < selection.length; ++j) 1189 { 1190 selectionUnits.push (GetEntityState(selection[j]).id); 1191 } 1180 1192 if (Engine.HotkeyIsPressed("session.batchtrain")) 1181 1193 { 1182 if ( inputState == INPUT_BATCHTRAINING)1194 if (selection.length == 1) 1183 1195 { 1184 // If we're already creating a batch of this unit, then just extend it 1185 if (batchTrainingEntity == entity && batchTrainingType == trainEntType) 1196 if (inputState == INPUT_BATCHTRAINING) 1186 1197 { 1187 batchTrainingCount += batchIncrementSize; 1188 return; 1198 // If we're already creating a batch of this unit, then just extend it 1199 if (batchTrainingEntity == entity && batchTrainingType == trainEntType) 1200 { 1201 batchTrainingCount += batchIncrementSize; 1202 return; 1203 } 1204 // Otherwise start a new one 1205 else 1206 { 1207 flushTrainingQueueBatch(); 1208 // fall through to create the new batch 1209 } 1189 1210 } 1190 // Otherwise start a new one1191 else1192 {1193 flushTrainingQueueBatch();1194 // fall through to create the new batch1195 }1196 1211 } 1212 else 1213 { 1214 //create a new batch 1215 Engine.PostNetworkCommand({"type": "train", "entity": entity, "template": trainEntType, "count": batchIncrementSize, "entities": selectionUnits}); 1216 } 1197 1217 inputState = INPUT_BATCHTRAINING; 1198 1218 batchTrainingEntity = entity; 1199 1219 batchTrainingType = trainEntType; … … 1202 1222 else 1203 1223 { 1204 1224 // Non-batched - just create a single entity 1205 Engine.PostNetworkCommand({"type": "train", "entity": entity, "template": trainEntType, "count": 1 });1225 Engine.PostNetworkCommand({"type": "train", "entity": entity, "template": trainEntType, "count": 1, "entities": selectionUnits}); 1206 1226 } 1207 1227 } 1208 1228