Ticket #2206: correct_backtowork_mod.diff
File correct_backtowork_mod.diff, 6.1 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; … … 2806 2806 2807 2807 UnitAI.prototype.BackToWork = function() 2808 2808 { 2809 if(this. lastWorkOrder)2809 if(this.workOrders.length) 2810 2810 { 2811 this.ReplaceOrder(this.lastWorkOrder.type, this.lastWorkOrder.data); 2811 this.AddOrders(this.workOrders); 2812 this.workOrders = []; 2812 2813 return true; 2813 2814 } 2814 2815 else … … 2831 2832 error("FinishOrder called for entity " + this.entity + " (" + template + ") when order queue is empty\n" + stack); 2832 2833 } 2833 2834 2834 // Remove the order from the queue , then forget it if it was a work to avoid trying to go back to it later.2835 // Remove the order from the queue 2835 2836 var finishedOrder = this.orderQueue.shift(); 2836 if(finishedOrder.type == "Gather" || finishedOrder.type == "Trade" || finishedOrder.type == "Repair")2837 this.lastWorkOrder = undefined;2838 2839 2837 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 2838 2846 2839 if (this.orderQueue.length) 2847 2840 { … … 2892 2885 { 2893 2886 var order = { "type": type, "data": data }; 2894 2887 this.orderQueue.push(order); 2895 2896 if(type == "Gather" || type == "Trade" || type == "Repair" || type == "ReturnResource")2897 this.lastWorkOrder = order;2898 2888 2899 2889 // If we didn't already have an order, then process this new one 2900 2890 if (this.orderQueue.length == 1) … … 2952 2942 2953 2943 UnitAI.prototype.ReplaceOrder = function(type, data) 2954 2944 { 2945 // Keep the previous orders if needed 2946 if (data && data.force) 2947 { 2948 if (type == "Gather" || type == "Trade" || type == "Repair" || type == "ReturnResource") 2949 this.workOrders = []; 2950 else 2951 { 2952 var i0 = 0; 2953 if (this.order && this.order.type == "Cheering") 2954 i0 = 1; 2955 for (var i = i0; i < this.orderQueue.length; ++i) 2956 { 2957 var ordertype = this.orderQueue[i].type; 2958 if (ordertype == "Gather" || ordertype == "Trade" || ordertype == "Repair" || ordertype == "ReturnResource") 2959 { 2960 this.workOrders = this.orderQueue.slice(i0); 2961 break; 2962 } 2963 } 2964 } 2965 } 2966 2955 2967 // Special cases of orders that shouldn't be replaced: 2956 2968 // 1. Cheering - we're invulnerable, add order after we finish 2957 2969 // 2. Packing/unpacking - we're immobile, add order after we finish (unless it's cancel) … … 2998 3010 return orders; 2999 3011 }; 3000 3012 3001 UnitAI.prototype. GetLastWorkOrder= function()3013 UnitAI.prototype.HasWorkOrders = function() 3002 3014 { 3003 return this.lastWorkOrder;3015 return (this.workOrders.length > 0); 3004 3016 }; 3005 3017 3006 UnitAI.prototype. SetLastWorkOrder = function(order)3018 UnitAI.prototype.GetWorkOrders = function() 3007 3019 { 3008 this.lastWorkOrder = order;3020 return this.workOrders; 3009 3021 }; 3010 3022 3023 UnitAI.prototype.SetWorkOrders = function(orders) 3024 { 3025 this.workOrders = orders; 3026 }; 3027 3011 3028 UnitAI.prototype.TimerHandler = function(data, lateness) 3012 3029 { 3013 3030 // Reset the timer