forked from mirrors/0ad
Session cleanup. Patch by Stan.
Eliminate the deprecated for-each. This was SVN commit r17520.
This commit is contained in:
@@ -459,7 +459,8 @@ function checkPlayerState()
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let m_simState = GetSimState();
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let playerState = m_simState.players[Engine.GetPlayerID()];
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let tempStates = "";
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for each (var player in m_simState.players) {tempStates += player.state + ",";}
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for (let player of m_simState.players)
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tempStates += player.state + ",";
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if (g_CachedLastStates != tempStates)
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{
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@@ -812,8 +813,8 @@ function recalculateStatusBarDisplay()
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else
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{
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let selected = g_Selection.toList();
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for each (var ent in g_Selection.highlighted)
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selected.push(ent);
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for (let ent in g_Selection.highlighted)
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selected.push(g_Selection.highlighted[ent]);
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// Remove selected entities from the 'all entities' array, to avoid disabling their status bars.
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entities = Engine.GuiInterfaceCall("GetPlayerEntities").filter(idx => selected.indexOf(idx) == -1);
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@@ -828,19 +829,19 @@ function updateAdditionalHighlight()
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let entsAdd = []; // list of entities units to be highlighted
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let entsRemove = [];
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let highlighted = g_Selection.toList();
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for each (var ent in g_Selection.highlighted)
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highlighted.push(ent);
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for (let ent in g_Selection.highlighted)
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highlighted.push(g_Selection.highlighted[ent]);
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if (g_ShowGuarding)
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{
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// flag the guarding entities to add in this additional highlight
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for each (var sel in g_Selection.selected)
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for (let sel in g_Selection.selected)
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{
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let state = GetEntityState(sel);
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let state = GetEntityState(g_Selection.selected[sel]);
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if (!state.guard || !state.guard.entities.length)
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continue;
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for each (var ent in state.guard.entities)
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for (let ent of state.guard.entities)
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if (highlighted.indexOf(ent) == -1 && entsAdd.indexOf(ent) == -1)
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entsAdd.push(ent);
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}
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@@ -849,9 +850,9 @@ function updateAdditionalHighlight()
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if (g_ShowGuarded)
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{
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// flag the guarded entities to add in this additional highlight
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for each (var sel in g_Selection.selected)
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for (let sel in g_Selection.selected)
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{
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let state = GetEntityState(sel);
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let state = GetEntityState(g_Selection.selected[sel]);
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if (!state.unitAI || !state.unitAI.isGuarding)
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continue;
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let ent = state.unitAI.isGuarding;
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@@ -861,8 +862,8 @@ function updateAdditionalHighlight()
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}
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// flag the entities to remove (from the previously added) from this additional highlight
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for each (var ent in g_AdditionalHighlight)
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if (highlighted.indexOf(ent) == -1 && entsAdd.indexOf(ent) == -1 && entsRemove.indexOf(ent) == -1)
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for (let ent of g_AdditionalHighlight)
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if (highlighted.indexOf(ent) == -1 && entsAdd.indexOf(ent) == -1 && entsRemove.indexOf(ent) == -1)
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entsRemove.push(ent);
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_setHighlight(entsAdd, g_HighlightedAlpha, true);
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@@ -945,33 +946,33 @@ function reportGame(extendedSimState)
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let playerStatistics = {};
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// Unit Stats
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for each (var unitCounterType in unitsCountersTypes)
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for (let unitCounterType of unitsCountersTypes)
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{
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if (!playerStatistics[unitCounterType])
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playerStatistics[unitCounterType] = { };
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for each (var unitsClass in unitsClasses)
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for (let unitsClass of unitsClasses)
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playerStatistics[unitCounterType][unitsClass] = "";
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}
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playerStatistics.unitsLostValue = "";
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playerStatistics.unitsKilledValue = "";
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// Building stats
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for each (var buildingCounterType in buildingsCountersTypes)
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for (let buildingCounterType of buildingsCountersTypes)
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{
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if (!playerStatistics[buildingCounterType])
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playerStatistics[buildingCounterType] = { };
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for each (var buildingsClass in buildingsClasses)
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for (let buildingsClass of buildingsClasses)
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playerStatistics[buildingCounterType][buildingsClass] = "";
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}
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playerStatistics.buildingsLostValue = "";
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playerStatistics.enemyBuildingsDestroyedValue = "";
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// Resources
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for each (var resourcesCounterType in resourcesCounterTypes)
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for (let resourcesCounterType of resourcesCounterTypes)
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{
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if (!playerStatistics[resourcesCounterType])
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playerStatistics[resourcesCounterType] = { };
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for each (var resourcesType in resourcesTypes)
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for (let resourcesType of resourcesTypes)
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playerStatistics[resourcesCounterType][resourcesType] = "";
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}
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playerStatistics.resourcesGathered.vegetarianFood = "";
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@@ -1006,21 +1007,22 @@ function reportGame(extendedSimState)
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playerCivs += player.civ + ",";
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teams += player.team + ",";
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teamsLocked = teamsLocked && player.teamsLocked;
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for each (var resourcesCounterType in resourcesCounterTypes)
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for each (var resourcesType in resourcesTypes)
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for (let resourcesCounterType of resourcesCounterTypes)
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for (let resourcesType of resourcesTypes)
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playerStatistics[resourcesCounterType][resourcesType] += player.statistics[resourcesCounterType][resourcesType] + ",";
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playerStatistics.resourcesGathered.vegetarianFood += player.statistics.resourcesGathered.vegetarianFood + ",";
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for each (var unitCounterType in unitsCountersTypes)
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for each (var unitsClass in unitsClasses)
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for (let unitCounterType of unitsCountersTypes)
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for (let unitsClass of unitsClasses)
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playerStatistics[unitCounterType][unitsClass] += player.statistics[unitCounterType][unitsClass] + ",";
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for each (var buildingCounterType in buildingsCountersTypes)
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for each (var buildingsClass in buildingsClasses)
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for (let buildingCounterType of buildingsCountersTypes)
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for (let buildingsClass of buildingsClasses)
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playerStatistics[buildingCounterType][buildingsClass] += player.statistics[buildingCounterType][buildingsClass] + ",";
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var total = 0;
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for each (var res in player.statistics.resourcesGathered)
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let total = 0;
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for (let res of player.statistics.resourcesGathered)
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total += res;
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playerStatistics.economyScore += total + ",";
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playerStatistics.militaryScore += Math.round((player.statistics.enemyUnitsKilledValue +
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player.statistics.enemyBuildingsDestroyedValue) / 10) + ",";
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@@ -1049,21 +1051,21 @@ function reportGame(extendedSimState)
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reportObject.economyScore = playerStatistics.economyScore;
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reportObject.militaryScore = playerStatistics.militaryScore;
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reportObject.totalScore = playerStatistics.totalScore;
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for each (var rct in resourcesCounterTypes)
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for (let rct of resourcesCounterTypes)
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{
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for each (var rt in resourcesTypes)
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for (let rt of resourcesTypes)
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reportObject[rt+rct.substr(9)] = playerStatistics[rct][rt];
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// eg. rt = food rct.substr = Gathered rct = resourcesGathered
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}
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reportObject.vegetarianFoodGathered = playerStatistics.resourcesGathered.vegetarianFood;
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for each (var type in unitsClasses)
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for (let type of unitsClasses)
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{
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// eg. type = Infantry (type.substr(0,1)).toLowerCase()+type.substr(1) = infantry
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reportObject[(type.substr(0,1)).toLowerCase()+type.substr(1)+"UnitsTrained"] = playerStatistics.unitsTrained[type];
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reportObject[(type.substr(0,1)).toLowerCase()+type.substr(1)+"UnitsLost"] = playerStatistics.unitsLost[type];
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reportObject["enemy"+type+"UnitsKilled"] = playerStatistics.enemyUnitsKilled[type];
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}
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for each (var type in buildingsClasses)
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for (let type of buildingsClasses)
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{
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reportObject[(type.substr(0,1)).toLowerCase()+type.substr(1)+"BuildingsConstructed"] = playerStatistics.buildingsConstructed[type];
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reportObject[(type.substr(0,1)).toLowerCase()+type.substr(1)+"BuildingsLost"] = playerStatistics.buildingsLost[type];
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