Changes between Initial Version and Version 1 of Ticket #999, comment 21
- Timestamp:
- Mar 18, 2012, 9:44:57 PM (12 years ago)
Legend:
- Unmodified
- Added
- Removed
- Modified
-
Ticket #999, comment 21
initial v1 1 1 Few comments from reviewing the patch: 2 2 * `Garrison.js`: Are we sure that "healing" is the same concept for garrisoning and healers? I've never thought of it that way, but maybe it's logical. 3 * `Heal.js`: When I see `HP` I think of the unit's max hitpoints, would another name be more suitable, like `HealthIncrease` or `HPIncrease `? Garrison also has some confusing element names that we should clean up some day.3 * `Heal.js`: When I see `HP` I think of the unit's max hitpoints, would another name be more suitable, like `HealthIncrease` or `HPIncreasePerHeal`? Garrison also has some confusing element names that we should clean up some day. 4 4 * `Heal.GetUnhealableClasses` seems to be confusing the return types, sometimes it will return an array but if the classes are not defined it returns an empty string. I think you should return an empty array `[]` instead (or `undefined` but then you'd have to check for that everywhere). 5 * What if we combined thislogic into `Health.IsUnhealable`:5 * What if we combined all the healability logic into `Health.IsUnhealable`: 6 6 {{{ 7 7 this.template.Unhealable == "true" || this.GetHitpoints() <= 0 || this.GetHitpoints() >= this.GetMaxHitpoints()