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0ad/binaries/data/mods/public/gui/session/placement.js
T
Gallaecio 9b9410c923 [gui] building → structure
This patch corrects occurrences of “building” into “structure”.
Whilst “constructing a building” is proper English, it is important to
refer to one and the same thing with a single term, to avoid potential
misunderstandings (see
https://trac.wildfiregames.com/wiki/EnglishStyleGuide ), thence
“building a structure”, because the unit action is “build” and the
entity is a “structure” (see `simulation/templates/`).

Patch By: Nescio
Reviewed By: Gallaecio
Differential Revision: https://code.wildfiregames.com/D2429
This was SVN commit r23366.
2020-01-11 10:58:43 +00:00

43 lines
1.3 KiB
JavaScript

function PlacementSupport()
{
this.Reset();
}
PlacementSupport.DEFAULT_ANGLE = Math.PI * 3 / 4;
/**
* Reset the structure placement support state. Use this to cancel construction of an entity.
*/
PlacementSupport.prototype.Reset = function()
{
this.mode = null;
this.position = null;
this.template = null;
this.tooltipMessage = ""; // tooltip text to show while the user is placing a structure
this.tooltipError = false;
this.wallSet = null; // maps types of wall pieces ("tower", "long", "short", ...) to template names
this.wallSnapEntities = null; // list of candidate entities to snap the starting and (!) ending positions to when building walls
this.wallEndPosition = null;
this.wallSnapEntitiesIncludeOffscreen = false; // should the next update of the snap candidate list include offscreen towers?
this.SetDefaultAngle();
this.RandomizeActorSeed();
this.attack = null;
Engine.GuiInterfaceCall("SetBuildingPlacementPreview", { "template": "" });
Engine.GuiInterfaceCall("SetWallPlacementPreview", { "wallSet": null });
};
PlacementSupport.prototype.SetDefaultAngle = function()
{
this.angle = PlacementSupport.DEFAULT_ANGLE;
};
PlacementSupport.prototype.RandomizeActorSeed = function()
{
this.actorSeed = randIntExclusive(0, Math.pow(2, 16));
};
var placementSupport = new PlacementSupport();