diff --git a/binaries/data/mods/public/simulation/helpers/Commands.js b/binaries/data/mods/public/simulation/helpers/Commands.js index 5aeb4802f1..fb7f41ec12 100644 --- a/binaries/data/mods/public/simulation/helpers/Commands.js +++ b/binaries/data/mods/public/simulation/helpers/Commands.js @@ -469,7 +469,7 @@ var g_Commands = { for (let ent of data.entities) if (!cmpGarrisonHolder || !cmpGarrisonHolder.Unload(ent)) - notUngarrisoned++; + ++notUngarrisoned; if (notUngarrisoned != 0) notifyUnloadFailure(player, cmd.garrisonHolder); @@ -482,7 +482,7 @@ var g_Commands = { return; var entities = FilterEntityListWithAllies(cmd.garrisonHolders, player, data.controlAllUnits); - for each (var garrisonHolder in entities) + for (let garrisonHolder of entities) { var cmpGarrisonHolder = Engine.QueryInterface(garrisonHolder, IID_GarrisonHolder); if (cmpGarrisonHolder) @@ -553,7 +553,7 @@ var g_Commands = { var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification({"type": "chat", "players": [player], "message": "(Cheat - promoted units)"}); - for each (var ent in cmd.entities) + for (let ent of cmd.entities) { var cmpPromotion = Engine.QueryInterface(ent, IID_Promotion); if (cmpPromotion) @@ -625,7 +625,7 @@ var g_Commands = { "set-shading-color": function(player, cmd, data) { // Debug command to make an entity brightly colored - for each (var ent in cmd.entities) + for (let ent in cmd.entities) { var cmpVisual = Engine.QueryInterface(ent, IID_Visual); if (cmpVisual) @@ -798,7 +798,7 @@ function GetDockAngle(template, x, z) for (var i = 0; i < length; ++i) { var count = 0; - for (var j = 0; j < (length-1); ++j) + for (let j = 0; j < length - 1; ++j) { if (((waterPoints[(i + j) % length]+1) % numPoints) == waterPoints[(i + j + 1) % length]) ++count; @@ -1358,13 +1358,13 @@ function GetFormationUnitAIs(ents, player, formationTemplate) var formationSeparation = 60; var clusters = ClusterEntities(formation.entities, formationSeparation); var formationEnts = []; - for each (var cluster in clusters) + for (let cluster of clusters) { if (!formationTemplate || !CanMoveEntsIntoFormation(cluster, formationTemplate)) { // get the most recently used formation, or default to line closed var lastFormationTemplate = undefined; - for each (var ent in cluster) + for (let ent of cluster) { var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if (cmpUnitAI) @@ -1394,7 +1394,7 @@ function GetFormationUnitAIs(ents, player, formationTemplate) cmpFormation.SetFormationSeparation(formationSeparation); cmpFormation.SetMembers(cluster); - for each (var ent in formationEnts) + for (let ent of formationEnts) cmpFormation.RegisterTwinFormation(ent); formationEnts.push(formationEnt); @@ -1420,13 +1420,13 @@ function ClusterEntities(ents, separationDistance) // triangular matrix with the (squared) distances between the different clusters // the other half is not initialised var matrix = []; - for (var i = 0; i < ents.length; i++) + for (let i = 0; i < ents.length; ++i) { matrix[i] = []; clusters.push([ents[i]]); var cmpPosition = Engine.QueryInterface(ents[i], IID_Position); positions.push(cmpPosition.GetPosition2D()); - for (var j = 0; j < i; j++) + for (let j = 0; j < i; ++j) matrix[i][j] = positions[i].distanceToSquared(positions[j]); } while (clusters.length > 1) @@ -1450,7 +1450,7 @@ function ClusterEntities(ents, separationDistance) // calculate the minimum distance between the new cluster and all other remaining // clusters by taking the minimum of the two distances. var distances = []; - for (var i = 0; i < clusters.length; i++) + for (let i = 0; i < clusters.length; ++i) { if (i == closeClusters[1] || i == closeClusters[0]) continue; @@ -1464,7 +1464,7 @@ function ClusterEntities(ents, separationDistance) clusters.splice(closeClusters[1],1); matrix.splice(closeClusters[0],1); matrix.splice(closeClusters[1],1); - for (var i = 0; i < matrix.length; i++) + for (let i = 0; i < matrix.length; ++i) { if (matrix[i].length > closeClusters[0]) matrix[i].splice(closeClusters[0],1); @@ -1506,7 +1506,7 @@ function CanMoveEntsIntoFormation(ents, formationTemplate) if (!cmpIdentity || !cmpIdentity.CanUseFormation(formationTemplate)) continue; - count++; + ++count; } return count >= requirements.minCount;