Ticket #2206: correct_backtowork.3.diff
File correct_backtowork.3.diff, 6.7 KB (added by , 11 years ago) |
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binaries/data/mods/public/gui/session/input.js
2108 2108 // Filter out all entities that can't go back to work. 2109 2109 var workers = g_Selection.toList().filter(function(e) { 2110 2110 var state = GetEntityState(e); 2111 return (state && state.unitAI && state.unitAI. lastWorkOrder);2111 return (state && state.unitAI && state.unitAI.hasWorkOrders); 2112 2112 }); 2113 2113 2114 2114 Engine.PostNetworkCommand({"type": "back-to-work", "workers": workers}); -
binaries/data/mods/public/gui/session/utility_functions.js
294 294 }); 295 295 } 296 296 297 if (entState.unitAI && entState.unitAI. lastWorkOrder)297 if (entState.unitAI && entState.unitAI.hasWorkOrders) 298 298 { 299 299 commands.push({ 300 300 "name": "back-to-work", -
binaries/data/mods/public/simulation/components/GuiInterface.js
347 347 { 348 348 ret.unitAI = { 349 349 "state": cmpUnitAI.GetCurrentState(), 350 "orders": cmpUnitAI.Get Orders(),351 " lastWorkOrder": cmpUnitAI.GetLastWorkOrder(),350 "orders": cmpUnitAI.GetWorkOrders(), 351 "hasWorkOrders": cmpUnitAI.HasWorkOrders(), 352 352 }; 353 353 // Add some information needed for ungarrisoning 354 354 if (cmpUnitAI.isGarrisoned && ret.player !== undefined) -
binaries/data/mods/public/simulation/components/Promotion.js
78 78 cmpPromotedUnitAI.Cheer(); 79 79 var orders = cmpCurrentUnitAI.GetOrders(); 80 80 cmpPromotedUnitAI.AddOrders(orders); 81 var lastWorkOrder = cmpCurrentUnitAI.GetLastWorkOrder();82 cmpPromotedUnitAI.Set LastWorkOrder(lastWorkOrder);81 var workOrders = cmpCurrentUnitAI.GetWorkOrders(); 82 cmpPromotedUnitAI.SetWorkOrders(workOrders); 83 83 84 84 Engine.BroadcastMessage(MT_EntityRenamed, { entity: this.entity, newentity: promotedUnitEntity }); 85 85 -
binaries/data/mods/public/simulation/components/UnitAI.js
2526 2526 this.lastFormationName = ""; 2527 2527 this.finishedOrder = false; // used to find if all formation members finished the order 2528 2528 2529 // To go back to work later2530 this. lastWorkOrder = undefined;2529 // Queue of remembered works 2530 this.workOrders = []; 2531 2531 2532 2532 // For preventing increased action rate due to Stop orders or target death. 2533 2533 this.lastAttacked = undefined; … … 2804 2804 Engine.PostMessage(this.entity, MT_UnitAIStateChanged, { "to": state }); 2805 2805 }; 2806 2806 2807 UnitAI.prototype.BackToWork = function()2808 {2809 if(this.lastWorkOrder)2810 {2811 this.ReplaceOrder(this.lastWorkOrder.type, this.lastWorkOrder.data);2812 return true;2813 }2814 else2815 return false;2816 };2817 2818 2807 /** 2819 2808 * Call when the current order has been completed (or failed). 2820 2809 * Removes the current order from the queue, and processes the … … 2831 2820 error("FinishOrder called for entity " + this.entity + " (" + template + ") when order queue is empty\n" + stack); 2832 2821 } 2833 2822 2834 // Remove the order from the queue , then forget it if it was a work to avoid trying to go back to it later.2823 // Remove the order from the queue 2835 2824 var finishedOrder = this.orderQueue.shift(); 2836 if(finishedOrder.type == "Gather" || finishedOrder.type == "Trade" || finishedOrder.type == "Repair")2837 this.lastWorkOrder = undefined;2838 2839 2825 this.order = this.orderQueue[0]; 2840 // If the worker was returning a resource, we shall2841 // -> (if the worker is gathering) keep remembering the "Gather" order which is this.order2842 // -> (if the worker was directly ordered to return a resource) forget the "ReturnResource" order which is finished2843 if(finishedOrder.type == "ReturnResource" && (!this.order || this.order.type != "Gather"))2844 this.lastWorkOrder = undefined;2845 2826 2846 2827 if (this.orderQueue.length) 2847 2828 { … … 2892 2873 { 2893 2874 var order = { "type": type, "data": data }; 2894 2875 this.orderQueue.push(order); 2895 2896 if(type == "Gather" || type == "Trade" || type == "Repair" || type == "ReturnResource")2897 this.lastWorkOrder = order;2898 2876 2899 2877 // If we didn't already have an order, then process this new one 2900 2878 if (this.orderQueue.length == 1) … … 2952 2930 2953 2931 UnitAI.prototype.ReplaceOrder = function(type, data) 2954 2932 { 2933 // Keep the previous orders if needed 2934 if (data && data.force) 2935 { 2936 if (type == "Gather" || type == "Trade" || type == "Repair" || type == "ReturnResource") 2937 this.workOrders = []; 2938 else 2939 { 2940 var i0 = 0; 2941 if (this.order && this.order.type == "Cheering") 2942 i0 = 1; 2943 for (var i = i0; i < this.orderQueue.length; ++i) 2944 { 2945 var ordertype = this.orderQueue[i].type; 2946 if (ordertype == "Gather" || ordertype == "Trade" || ordertype == "Repair" || ordertype == "ReturnResource") 2947 { 2948 this.workOrders = this.orderQueue.slice(i); 2949 break; 2950 } 2951 } 2952 } 2953 } 2954 2955 2955 // Special cases of orders that shouldn't be replaced: 2956 2956 // 1. Cheering - we're invulnerable, add order after we finish 2957 2957 // 2. Packing/unpacking - we're immobile, add order after we finish (unless it's cancel) … … 2998 2998 return orders; 2999 2999 }; 3000 3000 3001 UnitAI.prototype. GetLastWorkOrder= function()3001 UnitAI.prototype.BackToWork = function() 3002 3002 { 3003 return this.lastWorkOrder; 3003 if(this.workOrders.length) 3004 { 3005 // Clear the order queue considering special orders not to avoid 3006 if (this.order && this.order.type == "Cheering") 3007 { 3008 var cheeringOrder = this.orderQueue.shift(); 3009 this.orderQueue = [ cheeringOrder ]; 3010 } 3011 else 3012 this.orderQueue = []; 3013 3014 this.AddOrders(this.workOrders); 3015 this.workOrders = []; 3016 return true; 3017 } 3018 else 3019 return false; 3004 3020 }; 3005 3021 3006 UnitAI.prototype. SetLastWorkOrder = function(order)3022 UnitAI.prototype.HasWorkOrders = function() 3007 3023 { 3008 this.lastWorkOrder = order;3024 return (this.workOrders.length > 0); 3009 3025 }; 3010 3026 3027 UnitAI.prototype.GetWorkOrders = function() 3028 { 3029 return this.workOrders; 3030 }; 3031 3032 UnitAI.prototype.SetWorkOrders = function(orders) 3033 { 3034 this.workOrders = orders; 3035 }; 3036 3011 3037 UnitAI.prototype.TimerHandler = function(data, lateness) 3012 3038 { 3013 3039 // Reset the timer