fix a bug in petra attack preparation

This was SVN commit r15392.
This commit is contained in:
mimo
2014-06-18 20:22:18 +00:00
parent c9f2ac4b12
commit 12c7fe2bc7
@@ -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);