ai: remove a useless argument

This was SVN commit r18525.
This commit is contained in:
mimo
2016-07-17 17:10:01 +00:00
parent ea3492a9a5
commit df55f73894
2 changed files with 11 additions and 11 deletions
@@ -195,7 +195,7 @@ m.SharedScript.prototype.init = function(state, deserialization)
this.ccInfluenceRadius = { "1": 60, "2": 120 };
this.resourceMaps = {}; // Contains maps showing the density of resources
this.ccResourceMaps = {}; // Contains maps showing the density of resources, optimized for CC placement.
this.createResourceMaps(this);
this.createResourceMaps();
/** Keep in sync with gui/common/l10n.js */
this.resourceNames = {
@@ -251,7 +251,7 @@ m.SharedScript.prototype.onUpdate = function(state)
this.gameState[i].update(this);
// TODO: merge this with "ApplyEntitiesDelta" since after all they do the same.
this.updateResourceMaps(this, this.events);
this.updateResourceMaps(this.events);
Engine.ProfileStop();
};
@@ -381,7 +381,7 @@ m.Accessibility.prototype.floodFill = function(startIndex, value, onWater)
};
/** creates a map of resource density */
m.SharedScript.prototype.createResourceMaps = function(sharedScript)
m.SharedScript.prototype.createResourceMaps = function()
{
for (let resource of this.resourceList)
{
@@ -392,10 +392,10 @@ m.SharedScript.prototype.createResourceMaps = function(sharedScript)
continue;
// We're creating them 8-bit. Things could go above 255 if there are really tons of resources
// But at that point the precision is not really important anyway. And it saves memory.
this.resourceMaps[resource] = new m.Map(sharedScript, "resource");
this.ccResourceMaps[resource] = new m.Map(sharedScript, "resource");
this.resourceMaps[resource] = new m.Map(this, "resource");
this.ccResourceMaps[resource] = new m.Map(this, "resource");
}
for (let ent of sharedScript._entities.values())
for (let ent of this._entities.values())
{
if (!ent || !ent.position() || !ent.resourceSupplyType() || ent.resourceSupplyType().generic === "treasure")
continue;
@@ -418,7 +418,7 @@ m.SharedScript.prototype.createResourceMaps = function(sharedScript)
* this also takes dropsites into account.
* resources that are "part" of a dropsite are not counted.
*/
m.SharedScript.prototype.updateResourceMaps = function(sharedScript, events)
m.SharedScript.prototype.updateResourceMaps = function(events)
{
for (let resource of this.resourceList)
{
@@ -429,8 +429,8 @@ m.SharedScript.prototype.updateResourceMaps = function(sharedScript, events)
continue;
// We're creating them 8-bit. Things could go above 255 if there are really tons of resources
// But at that point the precision is not really important anyway. And it saves memory.
this.resourceMaps[resource] = new m.Map(sharedScript, "resource");
this.ccResourceMaps[resource] = new m.Map(sharedScript, "resource");
this.resourceMaps[resource] = new m.Map(this, "resource");
this.ccResourceMaps[resource] = new m.Map(this, "resource");
}
// Look for destroy (or create) events and subtract (or add) the entities original influence from the resourceMap
@@ -455,9 +455,9 @@ m.SharedScript.prototype.updateResourceMaps = function(sharedScript, events)
}
for (let e of events.Create)
{
if (!e.entity || !sharedScript._entities.has(e.entity))
if (!e.entity || !this._entities.has(e.entity))
continue;
let ent = sharedScript._entities.get(e.entity);
let ent = this._entities.get(e.entity);
if (!ent || !ent.position() || !ent.resourceSupplyType() || ent.resourceSupplyType().generic === "treasure")
continue;
let resource = ent.resourceSupplyType().generic;