diff --git a/binaries/data/mods/public/maps/tutorials/Introductory_Tutorial.js b/binaries/data/mods/public/maps/tutorials/Introductory_Tutorial.js index 273eb1328c..651623f553 100644 --- a/binaries/data/mods/public/maps/tutorials/Introductory_Tutorial.js +++ b/binaries/data/mods/public/maps/tutorials/Introductory_Tutorial.js @@ -202,7 +202,7 @@ Trigger.prototype.tutorialGoals = [ } }, { - "instructions": markForTranslation("While waiting for the phasing up, you may reaffect your idle workers to gathering the resources you are short of."), + "instructions": markForTranslation("While waiting for the phasing up, you may reassign your idle workers to gathering the resources you are short of."), "IsDone": function() { let cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); diff --git a/binaries/data/mods/public/simulation/ai/petra/attackPlan.js b/binaries/data/mods/public/simulation/ai/petra/attackPlan.js index f354142cd1..7ede80f7b7 100644 --- a/binaries/data/mods/public/simulation/ai/petra/attackPlan.js +++ b/binaries/data/mods/public/simulation/ai/petra/attackPlan.js @@ -1468,7 +1468,7 @@ m.AttackPlan.prototype.update = function(gameState, events) let ent = gameState.getEntityById(this.unitCollUpdateArray[check]); if (!ent || !ent.position()) continue; - // Do not reaffect units which have reacted to an attack in that same turn + // Do not reassign units which have reacted to an attack in that same turn if (ent.getMetadata(PlayerID, "lastAttackPlanUpdateTime") == time) continue; diff --git a/binaries/data/mods/public/simulation/ai/petra/baseManager.js b/binaries/data/mods/public/simulation/ai/petra/baseManager.js index b2260f6103..41e998bc00 100644 --- a/binaries/data/mods/public/simulation/ai/petra/baseManager.js +++ b/binaries/data/mods/public/simulation/ai/petra/baseManager.js @@ -106,7 +106,7 @@ m.BaseManager.prototype.setAnchor = function(gameState, anchorEntity) return true; }; -/* we lost our anchor. Let's reaffect our units and buildings */ +/* we lost our anchor. Let's reassign our units and buildings */ m.BaseManager.prototype.anchorLost = function(gameState, ent) { this.anchor = undefined; diff --git a/binaries/data/mods/public/simulation/ai/petra/headquarters.js b/binaries/data/mods/public/simulation/ai/petra/headquarters.js index 60a49dad12..b9be73eec0 100644 --- a/binaries/data/mods/public/simulation/ai/petra/headquarters.js +++ b/binaries/data/mods/public/simulation/ai/petra/headquarters.js @@ -2436,7 +2436,7 @@ m.HQ.prototype.resetBaseCache = function() /** * Count gatherers returning resources in the number of gatherers of resourceSupplies - * to prevent the AI always reaffecting idle workers to these resourceSupplies (specially in naval maps). + * to prevent the AI always reassigning idle workers to these resourceSupplies (specially in naval maps). */ m.HQ.prototype.assignGatherers = function() { diff --git a/binaries/data/mods/public/simulation/ai/petra/tradeManager.js b/binaries/data/mods/public/simulation/ai/petra/tradeManager.js index 0878f6c642..d505da9d22 100644 --- a/binaries/data/mods/public/simulation/ai/petra/tradeManager.js +++ b/binaries/data/mods/public/simulation/ai/petra/tradeManager.js @@ -63,7 +63,7 @@ m.TradeManager.prototype.trainMoreTraders = function(gameState, queues) let metadata = { "role": "trader" }; if (this.tradeRoute.sea) { - // if we have some merchand ships affected to transport, try first to reaffect them + // if we have some merchand ships assigned to transport, try first to reassign them // May-be, there were produced at an early stage when no other ship were available // and the naval manager will train now more appropriate ships. let already = false;