Fix eslint rule 'prefer-const' in petra/navalManager

eslint --no-config-lookup --fix --rule '"prefer-const": 1' \
    binaries/data/mods/public/simulation/ai/petra/navalManager.js

Ref: #7812
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
This commit is contained in:
Ralph Sennhauser
2025-05-07 19:36:20 +02:00
parent c6b14fbb2c
commit 08e21f3186
@@ -49,10 +49,10 @@ PETRA.NavalManager.prototype.init = function(gameState, deserializing)
this.warShips.registerUpdates();
this.fishShips.registerUpdates();
let availableFishes = {};
for (let fish of gameState.getFishableSupplies().values())
const availableFishes = {};
for (const fish of gameState.getFishableSupplies().values())
{
let sea = this.getFishSea(gameState, fish);
const sea = this.getFishSea(gameState, fish);
if (sea && availableFishes[sea])
availableFishes[sea] += fish.resourceSupplyAmount();
else if (sea)
@@ -103,14 +103,14 @@ PETRA.NavalManager.prototype.init = function(gameState, deserializing)
return;
// determination of the possible landing zones
let width = gameState.getPassabilityMap().width;
let length = width * gameState.getPassabilityMap().height;
const width = gameState.getPassabilityMap().width;
const length = width * gameState.getPassabilityMap().height;
for (let i = 0; i < length; ++i)
{
let land = gameState.ai.accessibility.landPassMap[i];
const land = gameState.ai.accessibility.landPassMap[i];
if (land < 2)
continue;
let naval = gameState.ai.accessibility.navalPassMap[i];
const naval = gameState.ai.accessibility.navalPassMap[i];
if (naval < 2)
continue;
if (!this.landingZones[land])
@@ -120,14 +120,14 @@ PETRA.NavalManager.prototype.init = function(gameState, deserializing)
this.landingZones[land][naval].add(i);
}
// and keep only thoses with enough room around when possible
for (let land in this.landingZones)
for (const land in this.landingZones)
{
for (let sea in this.landingZones[land])
for (const sea in this.landingZones[land])
{
let landing = this.landingZones[land][sea];
let nbaround = {};
const landing = this.landingZones[land][sea];
const nbaround = {};
let nbcut = 0;
for (let i of landing)
for (const i of landing)
{
let nb = 0;
if (landing.has(i-1))
@@ -142,7 +142,7 @@ PETRA.NavalManager.prototype.init = function(gameState, deserializing)
nbcut = Math.max(nb, nbcut);
}
nbcut = Math.min(2, nbcut);
for (let i of landing)
for (const i of landing)
{
if (nbaround[i] < nbcut)
landing.delete(i);
@@ -151,9 +151,9 @@ PETRA.NavalManager.prototype.init = function(gameState, deserializing)
}
// Assign our initial docks and ships
for (let ship of this.ships.values())
for (const ship of this.ships.values())
PETRA.setSeaAccess(gameState, ship);
for (let dock of this.docks.values())
for (const dock of this.docks.values())
PETRA.setSeaAccess(gameState, dock);
};
@@ -179,22 +179,22 @@ PETRA.NavalManager.prototype.getFishSea = function(gameState, fish)
return sea;
const ntry = 4;
const around = [[-0.7, 0.7], [0, 1], [0.7, 0.7], [1, 0], [0.7, -0.7], [0, -1], [-0.7, -0.7], [-1, 0]];
let pos = gameState.ai.accessibility.gamePosToMapPos(fish.position());
let width = gameState.ai.accessibility.width;
let k = pos[0] + pos[1]*width;
const pos = gameState.ai.accessibility.gamePosToMapPos(fish.position());
const width = gameState.ai.accessibility.width;
const k = pos[0] + pos[1]*width;
sea = gameState.ai.accessibility.navalPassMap[k];
fish.setMetadata(PlayerID, "sea", sea);
let radius = 120 / gameState.ai.accessibility.cellSize / ntry;
const radius = 120 / gameState.ai.accessibility.cellSize / ntry;
if (around.every(a => {
for (let t = 0; t < ntry; ++t)
{
let i = pos[0] + Math.round(a[0]*radius*(ntry-t));
let j = pos[1] + Math.round(a[1]*radius*(ntry-t));
const i = pos[0] + Math.round(a[0]*radius*(ntry-t));
const j = pos[1] + Math.round(a[1]*radius*(ntry-t));
if (i < 0 || i >= width || j < 0 || j >= width)
continue;
if (gameState.ai.accessibility.landPassMap[i + j*width] === 1)
{
let navalPass = gameState.ai.accessibility.navalPassMap[i + j*width];
const navalPass = gameState.ai.accessibility.navalPassMap[i + j*width];
if (navalPass == sea)
return true;
else if (navalPass == 1) // we could be outside the map
@@ -215,18 +215,18 @@ PETRA.NavalManager.prototype.canFishSafely = function(gameState, fish)
return true;
const ntry = 2;
const around = [[-0.7, 0.7], [0, 1], [0.7, 0.7], [1, 0], [0.7, -0.7], [0, -1], [-0.7, -0.7], [-1, 0]];
let territoryMap = gameState.ai.HQ.territoryMap;
let width = territoryMap.width;
let radius = 120 / territoryMap.cellSize / ntry;
let pos = territoryMap.gamePosToMapPos(fish.position());
const territoryMap = gameState.ai.HQ.territoryMap;
const width = territoryMap.width;
const radius = 120 / territoryMap.cellSize / ntry;
const pos = territoryMap.gamePosToMapPos(fish.position());
return around.every(a => {
for (let t = 0; t < ntry; ++t)
{
let i = pos[0] + Math.round(a[0]*radius*(ntry-t));
let j = pos[1] + Math.round(a[1]*radius*(ntry-t));
const i = pos[0] + Math.round(a[0]*radius*(ntry-t));
const j = pos[1] + Math.round(a[1]*radius*(ntry-t));
if (i < 0 || i >= width || j < 0 || j >= width)
continue;
let owner = territoryMap.getOwnerIndex(i + j*width);
const owner = territoryMap.getOwnerIndex(i + j*width);
if (owner != 0 && gameState.isPlayerEnemy(owner))
return false;
}
@@ -237,7 +237,7 @@ PETRA.NavalManager.prototype.canFishSafely = function(gameState, fish)
/** get the list of seas (or lands) around this region not connected by a dock */
PETRA.NavalManager.prototype.getUnconnectedSeas = function(gameState, region)
{
let seas = gameState.ai.accessibility.regionLinks[region].slice();
const seas = gameState.ai.accessibility.regionLinks[region].slice();
this.docks.forEach(dock => {
if (!dock.hasClass("Dock") || PETRA.getLandAccess(gameState, dock) != region)
return;
@@ -250,39 +250,39 @@ PETRA.NavalManager.prototype.getUnconnectedSeas = function(gameState, region)
PETRA.NavalManager.prototype.checkEvents = function(gameState, queues, events)
{
for (let evt of events.Create)
for (const evt of events.Create)
{
if (!evt.entity)
continue;
let ent = gameState.getEntityById(evt.entity);
const ent = gameState.getEntityById(evt.entity);
if (ent && ent.isOwn(PlayerID) && ent.foundationProgress() !== undefined && ent.hasClasses(["Dock", "Shipyard"]))
PETRA.setSeaAccess(gameState, ent);
}
for (let evt of events.TrainingFinished)
for (const evt of events.TrainingFinished)
{
if (!evt.entities)
continue;
for (let entId of evt.entities)
for (const entId of evt.entities)
{
let ent = gameState.getEntityById(entId);
const ent = gameState.getEntityById(entId);
if (!ent || !ent.hasClass("Ship") || !ent.isOwn(PlayerID))
continue;
PETRA.setSeaAccess(gameState, ent);
}
}
for (let evt of events.Destroy)
for (const evt of events.Destroy)
{
if (!evt.entityObj || evt.entityObj.owner() !== PlayerID || !evt.metadata || !evt.metadata[PlayerID])
continue;
if (!evt.entityObj.hasClass("Ship") || !evt.metadata[PlayerID].transporter)
continue;
let plan = this.getPlan(evt.metadata[PlayerID].transporter);
const plan = this.getPlan(evt.metadata[PlayerID].transporter);
if (!plan)
continue;
let shipId = evt.entityObj.id();
const shipId = evt.entityObj.id();
if (this.Config.debug > 1)
API3.warn("one ship " + shipId + " from plan " + plan.ID + " destroyed during " + plan.state);
if (plan.state === PETRA.TransportPlan.BOARDING)
@@ -297,13 +297,13 @@ PETRA.NavalManager.prototype.checkEvents = function(gameState, queues, events)
}
else if (plan.state === PETRA.TransportPlan.SAILING)
{
let endIndex = plan.endIndex;
for (let ent of plan.units.values())
const endIndex = plan.endIndex;
for (const ent of plan.units.values())
{
if (!ent.position()) // unit from another ship of this plan ... do nothing
continue;
let access = PETRA.getLandAccess(gameState, ent);
let endPos = ent.getMetadata(PlayerID, "endPos");
const access = PETRA.getLandAccess(gameState, ent);
const endPos = ent.getMetadata(PlayerID, "endPos");
ent.setMetadata(PlayerID, "transport", undefined);
ent.setMetadata(PlayerID, "onBoard", undefined);
ent.setMetadata(PlayerID, "endPos", undefined);
@@ -317,11 +317,11 @@ PETRA.NavalManager.prototype.checkEvents = function(gameState, queues, events)
}
}
for (let evt of events.OwnershipChanged) // capture events
for (const evt of events.OwnershipChanged) // capture events
{
if (evt.to !== PlayerID)
continue;
let ent = gameState.getEntityById(evt.entity);
const ent = gameState.getEntityById(evt.entity);
if (ent && ent.hasClasses(["Dock", "Shipyard"]))
PETRA.setSeaAccess(gameState, ent);
}
@@ -330,7 +330,7 @@ PETRA.NavalManager.prototype.checkEvents = function(gameState, queues, events)
PETRA.NavalManager.prototype.getPlan = function(ID)
{
for (let plan of this.transportPlans)
for (const plan of this.transportPlans)
if (plan.ID === ID)
return plan;
return undefined;
@@ -358,8 +358,8 @@ PETRA.NavalManager.prototype.requireTransport = function(gameState, ent, startIn
return false;
}
let plans = [];
for (let plan of this.transportPlans)
const plans = [];
for (const plan of this.transportPlans)
{
if (plan.startIndex != startIndex || plan.endIndex != endIndex || plan.state !== PETRA.TransportPlan.BOARDING)
continue;
@@ -376,7 +376,7 @@ PETRA.NavalManager.prototype.requireTransport = function(gameState, ent, startIn
return true;
}
let plan = new PETRA.TransportPlan(gameState, [ent], startIndex, endIndex, endPos);
const plan = new PETRA.TransportPlan(gameState, [ent], startIndex, endIndex, endPos);
if (plan.failed)
{
if (this.Config.debug > 1)
@@ -393,7 +393,7 @@ PETRA.NavalManager.prototype.splitTransport = function(gameState, plan)
{
if (this.Config.debug > 1)
API3.warn(">>>> split of transport plan started <<<<");
let newplan = new PETRA.TransportPlan(gameState, [], plan.startIndex, plan.endIndex, plan.endPos);
const newplan = new PETRA.TransportPlan(gameState, [], plan.startIndex, plan.endIndex, plan.endPos);
if (newplan.failed)
{
if (this.Config.debug > 1)
@@ -402,7 +402,7 @@ PETRA.NavalManager.prototype.splitTransport = function(gameState, plan)
}
newplan.init(gameState);
for (let ent of plan.needSplit)
for (const ent of plan.needSplit)
{
if (ent.getMetadata(PlayerID, "onBoard")) // Should never happen.
continue;
@@ -421,23 +421,23 @@ PETRA.NavalManager.prototype.splitTransport = function(gameState, plan)
*/
PETRA.NavalManager.prototype.createTransportIfNeeded = function(gameState, fromPos, toPos, toAccess)
{
let fromAccess = gameState.ai.accessibility.getAccessValue(fromPos);
const fromAccess = gameState.ai.accessibility.getAccessValue(fromPos);
if (fromAccess !== 1)
return;
if (toAccess < 2)
return;
for (let ship of this.ships.values())
for (const ship of this.ships.values())
{
if (!ship.isGarrisonHolder() || !ship.garrisoned().length)
continue;
if (ship.getMetadata(PlayerID, "transporter") !== undefined)
continue;
let units = [];
for (let entId of ship.garrisoned())
const units = [];
for (const entId of ship.garrisoned())
units.push(gameState.getEntityById(entId));
// TODO check that the garrisoned units have not another purpose
let plan = new PETRA.TransportPlan(gameState, units, fromAccess, toAccess, toPos, ship);
const plan = new PETRA.TransportPlan(gameState, units, fromAccess, toAccess, toPos, ship);
if (plan.failed)
continue;
plan.init(gameState);
@@ -463,11 +463,11 @@ PETRA.NavalManager.prototype.checkLevels = function(gameState, queues)
for (let sea = 0; sea < this.neededTransportShips.length; sea++)
this.neededTransportShips[sea] = 0;
for (let plan of this.transportPlans)
for (const plan of this.transportPlans)
{
if (!plan.needTransportShips || plan.units.length < 2)
continue;
let sea = plan.sea;
const sea = plan.sea;
if (gameState.countOwnQueuedEntitiesWithMetadata("sea", sea) > 0 ||
this.seaTransportShips[sea].length < this.wantedTransportShips[sea])
continue;
@@ -500,7 +500,7 @@ PETRA.NavalManager.prototype.maintainFleet = function(gameState, queues)
if (this.seaTransportShips[sea].length < this.wantedTransportShips[sea])
{
let template = this.getBestShip(gameState, sea, "transport");
const template = this.getBestShip(gameState, sea, "transport");
if (template)
{
queues.ships.addPlan(new PETRA.TrainingPlan(gameState, template, { "sea": sea }, 1, 1));
@@ -511,7 +511,7 @@ PETRA.NavalManager.prototype.maintainFleet = function(gameState, queues)
if (this.seaFishShips[sea].length < this.wantedFishShips[sea])
{
let template = this.getBestShip(gameState, sea, "fishing");
const template = this.getBestShip(gameState, sea, "fishing");
if (template)
{
queues.ships.addPlan(new PETRA.TrainingPlan(gameState, template, { "base": 0, "role": PETRA.Worker.ROLE_WORKER, "sea": sea }, 1, 1));
@@ -524,7 +524,7 @@ PETRA.NavalManager.prototype.maintainFleet = function(gameState, queues)
/** assigns free ships to plans that need some */
PETRA.NavalManager.prototype.assignShipsToPlans = function(gameState)
{
for (let plan of this.transportPlans)
for (const plan of this.transportPlans)
if (plan.needTransportShips)
plan.assignShip(gameState);
};
@@ -534,7 +534,7 @@ PETRA.NavalManager.prototype.isShipBoarding = function(ship)
{
if (!ship.position())
return false;
let plan = this.getPlan(ship.getMetadata(PlayerID, "transporter"));
const plan = this.getPlan(ship.getMetadata(PlayerID, "transporter"));
if (!plan || !plan.boardingPos[ship.id()])
return false;
return API3.SquareVectorDistance(plan.boardingPos[ship.id()], ship.position()) < plan.boardingRange;
@@ -546,23 +546,23 @@ PETRA.NavalManager.prototype.isShipBoarding = function(ship)
*/
PETRA.NavalManager.prototype.moveApart = function(gameState)
{
let blockedShips = [];
let blockedIds = [];
const blockedShips = [];
const blockedIds = [];
for (let ship of this.ships.values())
for (const ship of this.ships.values())
{
let shipPosition = ship.position();
const shipPosition = ship.position();
if (!shipPosition)
continue;
if (ship.getMetadata(PlayerID, "transporter") !== undefined && this.isShipBoarding(ship))
continue;
let unitAIState = ship.unitAIState();
const unitAIState = ship.unitAIState();
if (ship.getMetadata(PlayerID, "transporter") !== undefined ||
unitAIState == "INDIVIDUAL.GATHER.APPROACHING" ||
unitAIState == "INDIVIDUAL.GATHER.RETURNINGRESOURCE.APPROACHING")
{
let previousPosition = ship.getMetadata(PlayerID, "previousPosition");
const previousPosition = ship.getMetadata(PlayerID, "previousPosition");
if (!previousPosition || previousPosition[0] != shipPosition[0] ||
previousPosition[1] != shipPosition[1])
{
@@ -579,7 +579,7 @@ PETRA.NavalManager.prototype.moveApart = function(gameState)
}
else if (ship.isIdle())
{
let previousIdlePosition = ship.getMetadata(PlayerID, "previousIdlePosition");
const previousIdlePosition = ship.getMetadata(PlayerID, "previousIdlePosition");
if (!previousIdlePosition || previousIdlePosition[0] != shipPosition[0] ||
previousIdlePosition[1] != shipPosition[1])
{
@@ -594,8 +594,8 @@ PETRA.NavalManager.prototype.moveApart = function(gameState)
if (PETRA.gatherTreasure(gameState, ship, true))
continue;
// Do not stay idle near a dock to not disturb other ships
let sea = ship.getMetadata(PlayerID, "sea");
for (let dock of gameState.getAllyStructures().filter(API3.Filters.byClass("Dock")).values())
const sea = ship.getMetadata(PlayerID, "sea");
for (const dock of gameState.getAllyStructures().filter(API3.Filters.byClass("Dock")).values())
{
if (PETRA.getSeaAccess(gameState, dock) != sea)
continue;
@@ -607,19 +607,19 @@ PETRA.NavalManager.prototype.moveApart = function(gameState)
}
}
for (let ship of gameState.ai.HQ.tradeManager.traders.filter(API3.Filters.byClass("Ship")).values())
for (const ship of gameState.ai.HQ.tradeManager.traders.filter(API3.Filters.byClass("Ship")).values())
{
let shipPosition = ship.position();
const shipPosition = ship.position();
if (!shipPosition)
continue;
let role = ship.getMetadata(PlayerID, "role");
const role = ship.getMetadata(PlayerID, "role");
if (role === undefined || role !== PETRA.Worker.ROLE_TRADER) // already accounted before
continue;
let unitAIState = ship.unitAIState();
const unitAIState = ship.unitAIState();
if (unitAIState == "INDIVIDUAL.TRADE.APPROACHINGMARKET")
{
let previousPosition = ship.getMetadata(PlayerID, "previousPosition");
const previousPosition = ship.getMetadata(PlayerID, "previousPosition");
if (!previousPosition || previousPosition[0] != shipPosition[0] ||
previousPosition[1] != shipPosition[1])
{
@@ -636,7 +636,7 @@ PETRA.NavalManager.prototype.moveApart = function(gameState)
}
else if (ship.isIdle())
{
let previousIdlePosition = ship.getMetadata(PlayerID, "previousIdlePosition");
const previousIdlePosition = ship.getMetadata(PlayerID, "previousIdlePosition");
if (!previousIdlePosition || previousIdlePosition[0] != shipPosition[0] ||
previousIdlePosition[1] != shipPosition[1])
{
@@ -651,8 +651,8 @@ PETRA.NavalManager.prototype.moveApart = function(gameState)
if (PETRA.gatherTreasure(gameState, ship, true))
continue;
// Do not stay idle near a dock to not disturb other ships
let sea = ship.getMetadata(PlayerID, "sea");
for (let dock of gameState.getAllyStructures().filter(API3.Filters.byClass("Dock")).values())
const sea = ship.getMetadata(PlayerID, "sea");
for (const dock of gameState.getAllyStructures().filter(API3.Filters.byClass("Dock")).values())
{
if (PETRA.getSeaAccess(gameState, dock) != sea)
continue;
@@ -663,16 +663,16 @@ PETRA.NavalManager.prototype.moveApart = function(gameState)
}
}
for (let ship of blockedShips)
for (const ship of blockedShips)
{
let shipPosition = ship.position();
let sea = ship.getMetadata(PlayerID, "sea");
for (let blockingShip of this.seaShips[sea].values())
const shipPosition = ship.position();
const sea = ship.getMetadata(PlayerID, "sea");
for (const blockingShip of this.seaShips[sea].values())
{
if (blockedIds.indexOf(blockingShip.id()) != -1 || !blockingShip.position())
continue;
let distSquare = API3.SquareVectorDistance(shipPosition, blockingShip.position());
let unitAIState = blockingShip.unitAIState();
const distSquare = API3.SquareVectorDistance(shipPosition, blockingShip.position());
const unitAIState = blockingShip.unitAIState();
if (blockingShip.getMetadata(PlayerID, "transporter") === undefined &&
unitAIState != "INDIVIDUAL.GATHER.APPROACHING" &&
unitAIState != "INDIVIDUAL.GATHER.RETURNINGRESOURCE.APPROACHING")
@@ -684,17 +684,17 @@ PETRA.NavalManager.prototype.moveApart = function(gameState)
blockingShip.moveToRange(shipPosition[0], shipPosition[1], 30, 35);
}
for (let blockingShip of gameState.ai.HQ.tradeManager.traders.filter(API3.Filters.byClass("Ship")).values())
for (const blockingShip of gameState.ai.HQ.tradeManager.traders.filter(API3.Filters.byClass("Ship")).values())
{
if (blockingShip.getMetadata(PlayerID, "sea") != sea)
continue;
if (blockedIds.indexOf(blockingShip.id()) != -1 || !blockingShip.position())
continue;
let role = blockingShip.getMetadata(PlayerID, "role");
const role = blockingShip.getMetadata(PlayerID, "role");
if (role === undefined || role !== PETRA.Worker.ROLE_TRADER) // already accounted before
continue;
let distSquare = API3.SquareVectorDistance(shipPosition, blockingShip.position());
let unitAIState = blockingShip.unitAIState();
const distSquare = API3.SquareVectorDistance(shipPosition, blockingShip.position());
const unitAIState = blockingShip.unitAIState();
if (unitAIState != "INDIVIDUAL.TRADE.APPROACHINGMARKET")
{
if (distSquare < 1600)
@@ -724,12 +724,12 @@ PETRA.NavalManager.prototype.buildNavalStructures = function(gameState, queues)
break;
if (!base.anchor || base.constructing)
continue;
let remaining = this.getUnconnectedSeas(gameState, base.accessIndex);
for (let sea of remaining)
const remaining = this.getUnconnectedSeas(gameState, base.accessIndex);
for (const sea of remaining)
{
if (!gameState.ai.HQ.navalRegions[sea])
continue;
let wantedLand = {};
const wantedLand = {};
wantedLand[base.accessIndex] = true;
queues.dock.addPlan(new PETRA.ConstructionPlan(gameState, "structures/{civ}/dock", { "land": wantedLand, "sea": sea }));
dockStarted = true;
@@ -756,26 +756,26 @@ PETRA.NavalManager.prototype.buildNavalStructures = function(gameState, queues)
template = "structures/{civ}/shipyard";
else
return;
let wantedLand = {};
const wantedLand = {};
for (const base of gameState.ai.HQ.baseManagers())
if (base.anchor)
wantedLand[base.accessIndex] = true;
let sea = this.docks.toEntityArray()[0].getMetadata(PlayerID, "sea");
const sea = this.docks.toEntityArray()[0].getMetadata(PlayerID, "sea");
queues.militaryBuilding.addPlan(new PETRA.ConstructionPlan(gameState, template, { "land": wantedLand, "sea": sea }));
};
/** goal can be either attack (choose ship with best arrowCount) or transport (choose ship with best capacity) */
PETRA.NavalManager.prototype.getBestShip = function(gameState, sea, goal)
{
let civ = gameState.getPlayerCiv();
let trainableShips = [];
const civ = gameState.getPlayerCiv();
const trainableShips = [];
gameState.getOwnTrainingFacilities().filter(API3.Filters.byMetadata(PlayerID, "sea", sea)).forEach(function(ent) {
let trainables = ent.trainableEntities(civ);
for (let trainable of trainables)
const trainables = ent.trainableEntities(civ);
for (const trainable of trainables)
{
if (gameState.isTemplateDisabled(trainable))
continue;
let template = gameState.getTemplate(trainable);
const template = gameState.getTemplate(trainable);
if (template && template.hasClass("Ship") && trainableShips.indexOf(trainable) === -1)
trainableShips.push(trainable);
}
@@ -783,19 +783,19 @@ PETRA.NavalManager.prototype.getBestShip = function(gameState, sea, goal)
let best = 0;
let bestShip;
let limits = gameState.getEntityLimits();
let current = gameState.getEntityCounts();
for (let trainable of trainableShips)
const limits = gameState.getEntityLimits();
const current = gameState.getEntityCounts();
for (const trainable of trainableShips)
{
let template = gameState.getTemplate(trainable);
const template = gameState.getTemplate(trainable);
if (!template.available(gameState))
continue;
let category = template.trainingCategory();
const category = template.trainingCategory();
if (category && limits[category] && current[category] >= limits[category])
continue;
let arrows = +(template.getDefaultArrow() || 0);
const arrows = +(template.getDefaultArrow() || 0);
if (goal === "attack") // choose the maximum default arrows
{
if (best > arrows)
@@ -829,7 +829,7 @@ PETRA.NavalManager.prototype.update = function(gameState, queues, events)
// close previous transport plans if finished
for (let i = 0; i < this.transportPlans.length; ++i)
{
let remaining = this.transportPlans[i].update(gameState);
const remaining = this.transportPlans[i].update(gameState);
if (remaining)
continue;
if (this.Config.debug > 1)
@@ -855,7 +855,7 @@ PETRA.NavalManager.prototype.update = function(gameState, queues, events)
PETRA.NavalManager.prototype.Serialize = function()
{
let properties = {
const properties = {
"wantedTransportShips": this.wantedTransportShips,
"wantedWarShips": this.wantedWarShips,
"wantedFishShips": this.wantedFishShips,
@@ -864,8 +864,8 @@ PETRA.NavalManager.prototype.Serialize = function()
"landingZones": this.landingZones
};
let transports = {};
for (let plan in this.transportPlans)
const transports = {};
for (const plan in this.transportPlans)
transports[plan] = this.transportPlans[plan].Serialize();
return { "properties": properties, "transports": transports };
@@ -873,14 +873,14 @@ PETRA.NavalManager.prototype.Serialize = function()
PETRA.NavalManager.prototype.Deserialize = function(gameState, data)
{
for (let key in data.properties)
for (const key in data.properties)
this[key] = data.properties[key];
this.transportPlans = [];
for (let i in data.transports)
for (const i in data.transports)
{
let dataPlan = data.transports[i];
let plan = new PETRA.TransportPlan(gameState, [], dataPlan.startIndex, dataPlan.endIndex, dataPlan.endPos);
const dataPlan = data.transports[i];
const plan = new PETRA.TransportPlan(gameState, [], dataPlan.startIndex, dataPlan.endIndex, dataPlan.endPos);
plan.Deserialize(dataPlan);
plan.init(gameState);
this.transportPlans.push(plan);