mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-07-04 05:55:47 -07:00
Fix eslint rule 'prefer-const' in gamesettings
eslint --no-config-lookup --fix --rule '"prefer-const": 1' \
binaries/data/mods/public/gamesettings
Ref: #7812
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
This commit is contained in:
parent
bc5f42d4a4
commit
dc16f1ce82
16 changed files with 52 additions and 52 deletions
|
|
@ -13,7 +13,7 @@ class GameSetting extends Observable /* ProfilableMixin(Observable) /* Replace t
|
|||
|
||||
getDefaultValue(settingsProp, dataProp)
|
||||
{
|
||||
for (let index in g_Settings[settingsProp])
|
||||
for (const index in g_Settings[settingsProp])
|
||||
if (g_Settings[settingsProp][index].Default)
|
||||
return g_Settings[settingsProp][index][dataProp];
|
||||
return undefined;
|
||||
|
|
|
|||
|
|
@ -33,14 +33,14 @@ class GameSettings
|
|||
});
|
||||
|
||||
// Load attributes as regular enumerable (i.e. iterable) properties.
|
||||
for (let comp in GameSettings.prototype.Attributes)
|
||||
for (const comp in GameSettings.prototype.Attributes)
|
||||
{
|
||||
let name = comp[0].toLowerCase() + comp.substr(1);
|
||||
const name = comp[0].toLowerCase() + comp.substr(1);
|
||||
if (name in this)
|
||||
error("Game Settings attribute '" + name + "' is already used.");
|
||||
this[name] = new GameSettings.prototype.Attributes[comp](this);
|
||||
}
|
||||
for (let comp in this)
|
||||
for (const comp in this)
|
||||
if (this[comp].init)
|
||||
this[comp].init();
|
||||
|
||||
|
|
@ -64,10 +64,10 @@ class GameSettings
|
|||
*/
|
||||
toInitAttributes()
|
||||
{
|
||||
let attribs = {
|
||||
const attribs = {
|
||||
"settings": {}
|
||||
};
|
||||
for (let comp in this)
|
||||
for (const comp in this)
|
||||
if (this[comp].toInitAttributes)
|
||||
this[comp].toInitAttributes(attribs);
|
||||
|
||||
|
|
|
|||
|
|
@ -22,7 +22,7 @@ GameSettings.prototype.Attributes.Daytime = class Daytime extends GameSetting
|
|||
|
||||
onMapChange()
|
||||
{
|
||||
let mapData = this.settings.map.data;
|
||||
const mapData = this.settings.map.data;
|
||||
if (!mapData || !mapData.settings || !mapData.settings.Daytime)
|
||||
{
|
||||
this.setDataValueHelper(undefined, undefined);
|
||||
|
|
|
|||
|
|
@ -47,8 +47,8 @@ GameSettings.prototype.Attributes.Landscape = class Landscape extends GameSettin
|
|||
{
|
||||
if (!this.value)
|
||||
return undefined;
|
||||
for (let group of this.data)
|
||||
for (let item of group.Items)
|
||||
for (const group of this.data)
|
||||
for (const item of group.Items)
|
||||
if (item.Id == this.value)
|
||||
return item.Preview;
|
||||
return undefined;
|
||||
|
|
@ -63,7 +63,7 @@ GameSettings.prototype.Attributes.Landscape = class Landscape extends GameSettin
|
|||
let items = [];
|
||||
if (this.value.indexOf("_") !== -1)
|
||||
{
|
||||
let subgroup = this.data.find(x => x.Id == this.value);
|
||||
const subgroup = this.data.find(x => x.Id == this.value);
|
||||
items = subgroup.Items.map(x => x.Id);
|
||||
}
|
||||
else
|
||||
|
|
|
|||
|
|
@ -29,8 +29,8 @@ GameSettings.prototype.Attributes.MapPreview = class MapPreview extends GameSett
|
|||
{
|
||||
if (!subtype)
|
||||
return undefined;
|
||||
let substr = subtype.substr(subtype.lastIndexOf("/") + 1);
|
||||
let path = basepath + "_" + substr + ".png";
|
||||
const substr = subtype.substr(subtype.lastIndexOf("/") + 1);
|
||||
const path = basepath + "_" + substr + ".png";
|
||||
if (this.settings.mapCache.previewExists(path))
|
||||
return this.settings.mapCache.getMapPreview(this.settings.map.type,
|
||||
this.settings.map.map, path);
|
||||
|
|
@ -39,7 +39,7 @@ GameSettings.prototype.Attributes.MapPreview = class MapPreview extends GameSett
|
|||
|
||||
getLandscapePreview()
|
||||
{
|
||||
let filename = this.settings.landscape.getPreviewFilename();
|
||||
const filename = this.settings.landscape.getPreviewFilename();
|
||||
if (!filename)
|
||||
return undefined;
|
||||
return this.settings.mapCache.getMapPreview(this.settings.map.type,
|
||||
|
|
@ -55,7 +55,7 @@ GameSettings.prototype.Attributes.MapPreview = class MapPreview extends GameSett
|
|||
}
|
||||
|
||||
// This handles "random" map type (mostly for convenience).
|
||||
let mapPath = basename(this.settings.map.map);
|
||||
const mapPath = basename(this.settings.map.map);
|
||||
this.value = this.getPreviewForSubtype(mapPath, this.settings.biome.biome) ||
|
||||
this.getLandscapePreview() ||
|
||||
this.getPreviewForSubtype(mapPath, this.settings.daytime.value) ||
|
||||
|
|
|
|||
|
|
@ -84,7 +84,7 @@ GameSettings.prototype.Attributes.PlayerAI = class PlayerAI extends GameSetting
|
|||
|
||||
setAI(playerIndex, ai)
|
||||
{
|
||||
let old = this.values[playerIndex] ? this.values[playerIndex].bot : undefined;
|
||||
const old = this.values[playerIndex] ? this.values[playerIndex].bot : undefined;
|
||||
if (!ai)
|
||||
this.values[playerIndex] = undefined;
|
||||
else
|
||||
|
|
|
|||
|
|
@ -18,7 +18,7 @@ GameSettings.prototype.Attributes.PlayerCiv = class PlayerCiv extends GameSettin
|
|||
attribs.settings.PlayerData = [];
|
||||
while (attribs.settings.PlayerData.length < this.values.length)
|
||||
attribs.settings.PlayerData.push({});
|
||||
for (let i in this.values)
|
||||
for (const i in this.values)
|
||||
if (this.values[i])
|
||||
attribs.settings.PlayerData[i].Civ = this.values[i];
|
||||
}
|
||||
|
|
@ -76,7 +76,7 @@ GameSettings.prototype.Attributes.PlayerCiv = class PlayerCiv extends GameSettin
|
|||
const civs = Object.keys(this.settings.civData).filter(civ => this.settings.civData[civ].SelectableInGameSetup);
|
||||
|
||||
let picked = false;
|
||||
for (let i in this.values)
|
||||
for (const i in this.values)
|
||||
{
|
||||
if (this.values[i] != "random")
|
||||
continue;
|
||||
|
|
@ -91,7 +91,7 @@ GameSettings.prototype.Attributes.PlayerCiv = class PlayerCiv extends GameSettin
|
|||
|
||||
_getMapData(i)
|
||||
{
|
||||
let data = this.settings.map.data;
|
||||
const data = this.settings.map.data;
|
||||
if (!data || !data.settings || !data.settings.PlayerData)
|
||||
return undefined;
|
||||
if (data.settings.PlayerData.length <= i)
|
||||
|
|
@ -101,7 +101,7 @@ GameSettings.prototype.Attributes.PlayerCiv = class PlayerCiv extends GameSettin
|
|||
|
||||
_set(playerIndex, value)
|
||||
{
|
||||
let map = this._getMapData(playerIndex);
|
||||
const map = this._getMapData(playerIndex);
|
||||
if (!!map)
|
||||
{
|
||||
this.values[playerIndex] = map;
|
||||
|
|
|
|||
|
|
@ -21,7 +21,7 @@ GameSettings.prototype.Attributes.PlayerColor = class PlayerColor extends GameSe
|
|||
attribs.settings.PlayerData = [];
|
||||
while (attribs.settings.PlayerData.length < this.values.length)
|
||||
attribs.settings.PlayerData.push({});
|
||||
for (let i in this.values)
|
||||
for (const i in this.values)
|
||||
if (this.values[i])
|
||||
attribs.settings.PlayerData[i].Color = this.values[i];
|
||||
}
|
||||
|
|
@ -71,13 +71,13 @@ GameSettings.prototype.Attributes.PlayerColor = class PlayerColor extends GameSe
|
|||
|
||||
_set(playerIndex, color)
|
||||
{
|
||||
let inUse = this.values.findIndex((otherColor, i) =>
|
||||
const inUse = this.values.findIndex((otherColor, i) =>
|
||||
color && otherColor &&
|
||||
sameColor(color, otherColor));
|
||||
if (inUse != -1 && inUse != playerIndex)
|
||||
{
|
||||
// Swap colors.
|
||||
let col = this.values[playerIndex];
|
||||
const col = this.values[playerIndex];
|
||||
this.values[playerIndex] = undefined;
|
||||
this._set(inUse, col);
|
||||
}
|
||||
|
|
@ -113,7 +113,7 @@ GameSettings.prototype.Attributes.PlayerColor = class PlayerColor extends GameSe
|
|||
|
||||
_getMapData(i)
|
||||
{
|
||||
let data = this.settings.map.data;
|
||||
const data = this.settings.map.data;
|
||||
if (!data || !data.settings || !data.settings.PlayerData)
|
||||
return undefined;
|
||||
if (data.settings.PlayerData.length <= i)
|
||||
|
|
@ -126,11 +126,11 @@ GameSettings.prototype.Attributes.PlayerColor = class PlayerColor extends GameSe
|
|||
// Pick colors that the map specifies, add most unsimilar default colors
|
||||
// Provide the access to all the colors defined in simulation/data/settings/player_defaults.json,
|
||||
// regardless of current playercount.
|
||||
let values = [];
|
||||
const values = [];
|
||||
let mapColors = false;
|
||||
for (let i = 0; i < this.DefaultColors.length; ++i)
|
||||
{
|
||||
let col = this._getMapData(i);
|
||||
const col = this._getMapData(i);
|
||||
if (col)
|
||||
mapColors = true;
|
||||
if (mapColors)
|
||||
|
|
@ -145,9 +145,9 @@ GameSettings.prototype.Attributes.PlayerColor = class PlayerColor extends GameSe
|
|||
{
|
||||
let closestColor;
|
||||
let closestColorDistance = 0;
|
||||
for (let color of colors)
|
||||
for (const color of colors)
|
||||
{
|
||||
let dist = colorDistance(targetColor, color);
|
||||
const dist = colorDistance(targetColor, color);
|
||||
if (!closestColor || dist < closestColorDistance)
|
||||
{
|
||||
closestColor = color;
|
||||
|
|
@ -162,12 +162,12 @@ GameSettings.prototype.Attributes.PlayerColor = class PlayerColor extends GameSe
|
|||
let farthestColor;
|
||||
let farthestDistance = 0;
|
||||
|
||||
for (let defaultColor of this.DefaultColors)
|
||||
for (const defaultColor of this.DefaultColors)
|
||||
{
|
||||
let smallestDistance = Infinity;
|
||||
for (let usedColor of values)
|
||||
for (const usedColor of values)
|
||||
{
|
||||
let distance = colorDistance(usedColor, defaultColor);
|
||||
const distance = colorDistance(usedColor, defaultColor);
|
||||
if (distance < smallestDistance)
|
||||
smallestDistance = distance;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -22,7 +22,7 @@ GameSettings.prototype.Attributes.PlayerName = class PlayerName extends GameSett
|
|||
while (attribs.settings.PlayerData.length < this.values.length)
|
||||
attribs.settings.PlayerData.push({});
|
||||
|
||||
for (let i in this.values)
|
||||
for (const i in this.values)
|
||||
if (this.values[i])
|
||||
attribs.settings.PlayerData[i].Name = this.values[i];
|
||||
}
|
||||
|
|
@ -69,17 +69,17 @@ GameSettings.prototype.Attributes.PlayerName = class PlayerName extends GameSett
|
|||
{
|
||||
const AIPlayerNamesList = [];
|
||||
let picked = false;
|
||||
for (let i in this.values)
|
||||
for (const i in this.values)
|
||||
{
|
||||
if (!!this.values[i] &&
|
||||
this.values[i] !== g_Settings.PlayerDefaults[+i + 1].Name)
|
||||
continue;
|
||||
|
||||
let ai = this.settings.playerAI.values[i];
|
||||
const ai = this.settings.playerAI.values[i];
|
||||
if (!ai)
|
||||
continue;
|
||||
|
||||
let civ = this.settings.playerCiv.values[i];
|
||||
const civ = this.settings.playerCiv.values[i];
|
||||
if (!civ || civ == "random")
|
||||
continue;
|
||||
|
||||
|
|
@ -125,7 +125,7 @@ GameSettings.prototype.Attributes.PlayerName = class PlayerName extends GameSett
|
|||
|
||||
_getMapData(i)
|
||||
{
|
||||
let data = this.settings.map.data;
|
||||
const data = this.settings.map.data;
|
||||
if (!data || !data.settings || !data.settings.PlayerData)
|
||||
return undefined;
|
||||
if (data.settings.PlayerData.length <= i)
|
||||
|
|
|
|||
|
|
@ -18,7 +18,7 @@ GameSettings.prototype.Attributes.PlayerTeam = class PlayerTeam extends GameSett
|
|||
attribs.settings.PlayerData = [];
|
||||
while (attribs.settings.PlayerData.length < this.values.length)
|
||||
attribs.settings.PlayerData.push({});
|
||||
for (let i in this.values)
|
||||
for (const i in this.values)
|
||||
if (this.values[i] !== undefined)
|
||||
attribs.settings.PlayerData[i].Team = this.values[i];
|
||||
}
|
||||
|
|
|
|||
|
|
@ -22,7 +22,7 @@ GameSettings.prototype.Attributes.Population = class Population extends GameSett
|
|||
attribs.settings.PlayerData = [];
|
||||
while (attribs.settings.PlayerData.length < this.perPlayer.length)
|
||||
attribs.settings.PlayerData.push({});
|
||||
for (let i in this.perPlayer)
|
||||
for (const i in this.perPlayer)
|
||||
if (this.perPlayer[i])
|
||||
attribs.settings.PlayerData[i].PopulationLimit = this.perPlayer[i];
|
||||
}
|
||||
|
|
|
|||
|
|
@ -27,7 +27,7 @@ GameSettings.prototype.Attributes.SeaLevelRise = class SeaLevelRise extends Game
|
|||
this.value = undefined;
|
||||
return;
|
||||
}
|
||||
let mapData = this.settings.map.data;
|
||||
const mapData = this.settings.map.data;
|
||||
this.min = mapData.settings.SeaLevelRise.Min;
|
||||
this.max = mapData.settings.SeaLevelRise.Max;
|
||||
this.value = mapData.settings.SeaLevelRise.Default;
|
||||
|
|
|
|||
|
|
@ -46,9 +46,9 @@ GameSettings.prototype.Attributes.StartingCamera = class StartingCamera extends
|
|||
|
||||
onMapChange()
|
||||
{
|
||||
let pData = this.getMapSetting("PlayerData");
|
||||
const pData = this.getMapSetting("PlayerData");
|
||||
this._resize(pData?.length || 0);
|
||||
for (let i in pData)
|
||||
for (const i in pData)
|
||||
this.values[i] = pData?.[i]?.StartingCamera;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -19,7 +19,7 @@ GameSettings.prototype.Attributes.StartingResources = class StartingResources ex
|
|||
attribs.settings.PlayerData = [];
|
||||
while (attribs.settings.PlayerData.length < this.perPlayer.length)
|
||||
attribs.settings.PlayerData.push({});
|
||||
for (let i in this.perPlayer)
|
||||
for (const i in this.perPlayer)
|
||||
if (this.perPlayer[i])
|
||||
attribs.settings.PlayerData[i].Resources = this.perPlayer[i];
|
||||
}
|
||||
|
|
|
|||
|
|
@ -22,9 +22,9 @@ GameSettings.prototype.Attributes.TriggerScripts = class TriggerScripts extends
|
|||
|
||||
updateVictoryScripts()
|
||||
{
|
||||
let setting = this.settings.victoryConditions;
|
||||
let scripts = new Set();
|
||||
for (let cond of setting.active)
|
||||
const setting = this.settings.victoryConditions;
|
||||
const scripts = new Set();
|
||||
for (const cond of setting.active)
|
||||
setting.conditions[cond].Scripts.forEach(script => scripts.add(script));
|
||||
this.victoryScripts = scripts;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -13,12 +13,12 @@ GameSettings.prototype.Attributes.VictoryConditions = class VictoryConditions ex
|
|||
{
|
||||
this.settings.map.watch(() => this.onMapChange(), ["map"]);
|
||||
|
||||
let conditions = loadVictoryConditions();
|
||||
for (let cond of conditions)
|
||||
const conditions = loadVictoryConditions();
|
||||
for (const cond of conditions)
|
||||
this.conditions[cond.Name] = cond;
|
||||
|
||||
let defaults = [];
|
||||
for (let cond in this.conditions)
|
||||
const defaults = [];
|
||||
for (const cond in this.conditions)
|
||||
if (this.conditions[cond].Default)
|
||||
defaults.push(this.conditions[cond].Name);
|
||||
this._add(this.active, this.disabled, defaults);
|
||||
|
|
@ -57,8 +57,8 @@ GameSettings.prototype.Attributes.VictoryConditions = class VictoryConditions ex
|
|||
|
||||
_reconstructDisabled(active)
|
||||
{
|
||||
let disabled = new Set();
|
||||
for (let cond of active)
|
||||
const disabled = new Set();
|
||||
for (const cond of active)
|
||||
if (this.conditions[cond].DisabledWhenChecked)
|
||||
this.conditions[cond].DisabledWhenChecked.forEach(x => disabled.add(x));
|
||||
|
||||
|
|
@ -67,7 +67,7 @@ GameSettings.prototype.Attributes.VictoryConditions = class VictoryConditions ex
|
|||
|
||||
_add(currentActive, currentDisabled, names)
|
||||
{
|
||||
let active = clone(currentActive);
|
||||
const active = clone(currentActive);
|
||||
for (const name of names)
|
||||
{
|
||||
if (currentDisabled.has(name))
|
||||
|
|
@ -84,7 +84,7 @@ GameSettings.prototype.Attributes.VictoryConditions = class VictoryConditions ex
|
|||
|
||||
_delete(names)
|
||||
{
|
||||
let active = clone(this.active);
|
||||
const active = clone(this.active);
|
||||
for (const name of names)
|
||||
active.delete(name);
|
||||
// TODO: sanity check
|
||||
|
|
|
|||
Loading…
Reference in a new issue