Use map function instead of deprecated for-each.

This was SVN commit r17419.
This commit is contained in:
elexis
2015-12-10 13:06:36 +00:00
parent 63fa889fcd
commit 7a8c37a885
@@ -498,8 +498,8 @@ function handleNetMessage(message)
case "start":
if (g_IsController && Engine.HasXmppClient())
{
var players = [ assignment.name for each (assignment in g_PlayerAssignments) ];
Engine.SendChangeStateGame(Object.keys(g_PlayerAssignments).length, players.join(", "));
let playerNames = Object.keys(g_PlayerAssignments).map(guid => g_PlayerAssignments[guid].name);
Engine.SendChangeStateGame(playerNames.length, playerNames.join(", "));
}
Engine.SwitchGuiPage("page_loading.xml", {
"attribs": g_GameAttributes,
@@ -634,8 +634,8 @@ function initMapNameList()
translateObjectKeys(mapList, ["name"]);
mapList.sort(sortNameIgnoreCase);
var mapListNames = [ map.name for each (map in mapList) ];
var mapListFiles = [ map.file for each (map in mapList) ];
var mapListNames = mapList.map(map => map.name);
var mapListFiles = mapList.map(map => map.file);
// Select the default map
var selected = mapListFiles.indexOf(g_GameAttributes.map);
@@ -2016,7 +2016,7 @@ function sendRegisterGameStanza()
var victoryCondition = Engine.GetGUIObjectByName("victoryCondition").list[selectedVictoryCondition];
var numberOfPlayers = Object.keys(g_PlayerAssignments).length;
var players = [ assignment.name for each (assignment in g_PlayerAssignments) ].join(", ");
var playerNames = Object.keys(g_PlayerAssignments).map(guid => g_PlayerAssignments[guid].name);
var nbp = numberOfPlayers ? numberOfPlayers : 1;
var tnbp = g_GameAttributes.settings.PlayerData.length;
@@ -2030,7 +2030,7 @@ function sendRegisterGameStanza()
"victoryCondition": victoryCondition,
"nbp": nbp,
"tnbp": tnbp,
"players": players
"players": playerNames.join(", ")
};
Engine.SendRegisterGame(gameData);
}