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Changeset 9602 for ps


Ignore:
Timestamp:
06/09/11 19:01:01 (14 years ago)
Author:
philip
Message:

Clean up some formatting and comments.

Location:
ps/trunk/binaries/data/mods/public/simulation
Files:
2 edited

Legend:

Unmodified
Added
Removed
  • ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js

    r9601 r9602  
    20072007UnitAI.prototype.LeaveFoundation = function(target)
    20082008{
    2009     // TODO: we should verify this is a friendly foundation, otherwise
    2010     // there's no reason we should let them build here
    2011 
    20122009    // If we're already being told to leave a foundation, then
    20132010    // ignore this new request so we don't end up being too indecisive
  • ps/trunk/binaries/data/mods/public/simulation/helpers/Player.js

    r9532 r9602  
    192192}
    193193
     194/**
     195 * Returns true if the entity 'target' is owned by an ally of
     196 * the owner of 'entity'.
     197 */
    194198function IsOwnedByAlly(entity, target)
    195199{
    196   //figure out which player controls us
    197   var cmpOwnership = Engine.QueryInterface(entity, IID_Ownership);
    198   var owner = 0;
    199   if (cmpOwnership)
    200     owner = cmpOwnership.GetOwner();
    201 
    202   var playerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
    203   var player = Engine.QueryInterface(playerMan.GetPlayerByID(owner), IID_Player);
    204   // Get our diplomacy array
    205   var diplomacy = player.GetDiplomacy();
    206 
    207   //figure out which player controls the foundation being built
    208   var cmpOwnershipTarget = Engine.QueryInterface(target, IID_Ownership);
    209   var targetOwner = 0;
    210   if (cmpOwnershipTarget)
    211     targetOwner = cmpOwnershipTarget.GetOwner();
    212 
    213   //If we don't like the guy with the building, ignore their request to move
    214   return owner==targetOwner || diplomacy[targetOwner - 1] > 0;
     200    // Figure out which player controls us
     201    var owner = 0;
     202    var cmpOwnership = Engine.QueryInterface(entity, IID_Ownership);
     203    if (cmpOwnership)
     204        owner = cmpOwnership.GetOwner();
     205
     206    // Figure out which player controls the foundation being built
     207    var targetOwner = 0;
     208    var cmpOwnershipTarget = Engine.QueryInterface(target, IID_Ownership);
     209    if (cmpOwnershipTarget)
     210        targetOwner = cmpOwnershipTarget.GetOwner();
     211
     212    // Players are always implicitly their own ally
     213    if (owner == targetOwner)
     214        return true;
     215
     216    // Get our diplomacy array
     217    var playerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
     218    var player = Engine.QueryInterface(playerMan.GetPlayerByID(owner), IID_Player);
     219    var diplomacy = player.GetDiplomacy();
     220
     221    // Check for allied diplomacy status
     222    if (diplomacy[targetOwner - 1] > 0)
     223        return true;
     224
     225    return false;
    215226}
    216227
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