diff --git a/binaries/data/mods/public/simulation/ai/petra/attackPlan.js b/binaries/data/mods/public/simulation/ai/petra/attackPlan.js index fac92e0fe2..e6bf1d5c49 100644 --- a/binaries/data/mods/public/simulation/ai/petra/attackPlan.js +++ b/binaries/data/mods/public/simulation/ai/petra/attackPlan.js @@ -57,7 +57,7 @@ m.AttackPlan = function(gameState, Config, uniqueID, type, enemy, target) this.overseas = false; this.paused = false; - this.completingTurn = 0; + this.maxCompletingTurn = 0; // priority of the queues we'll create. var priority = 70; @@ -300,7 +300,7 @@ m.AttackPlan.prototype.updatePreparation = function(gameState, events) if (this.waitingForTransport()) return 1; // bloqued units which cannot finish their order should not stop the attack - if (this.completingTurn + 60 < gameState.ai.playedTurn && this.hasForceOrder()) + if (gameState.ai.playedTurn < this.maxCompletingTurn && this.hasForceOrder()) return 1; return 2; } @@ -434,7 +434,7 @@ m.AttackPlan.prototype.updatePreparation = function(gameState, events) // if we're here, it means we must start (and have no units in training left). this.state = "completing"; - this.completingTurn = gameState.ai.playedTurn; + this.maxCompletingTurn = gameState.ai.playedTurn + 60; var rallyPoint = this.rallyPoint; var rallyIndex = gameState.ai.accessibility.getAccessValue(rallyPoint);