From e0218fff8de1eb7cb3a14cf23b5bbf4e52d01108 Mon Sep 17 00:00:00 2001 From: sanderd17 Date: Tue, 27 May 2014 14:54:51 +0000 Subject: [PATCH] New final fix? This was SVN commit r15242. --- .../public/simulation/helpers/Commands.js | 46 +++++++++---------- 1 file changed, 23 insertions(+), 23 deletions(-) diff --git a/binaries/data/mods/public/simulation/helpers/Commands.js b/binaries/data/mods/public/simulation/helpers/Commands.js index de1c766c23..c51875ab62 100644 --- a/binaries/data/mods/public/simulation/helpers/Commands.js +++ b/binaries/data/mods/public/simulation/helpers/Commands.js @@ -39,36 +39,36 @@ function ProcessCommand(player, cmd) var commands = { - "debug-print": function(player, cmd) + "debug-print": function(player, cmd, data) { print(cmd.message); }, - "chat": function(player, cmd) + "chat": function(player, cmd, data) { var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification({"type": cmd.type, "player": player, "message": cmd.message}); }, - "aichat": function(player, cmd) + "aichat": function(player, cmd, data) { var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification({"type": cmd.type, "player": player, "message": cmd.message}); }, - "cheat": function(player, cmd) + "cheat": function(player, cmd, data) { Cheat(cmd); }, - "quit": function(player, cmd) + "quit": function(player, cmd, data) { // Let the AI exit the game for testing purposes var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification({"type": "quit"}); }, - "diplomacy": function(player, cmd) + "diplomacy": function(player, cmd, data) { switch(cmd.to) { @@ -88,17 +88,17 @@ var commands = { cmpGuiInterface.PushNotification({"type": "diplomacy", "player": player, "player1": cmd.player, "status": cmd.to}); }, - "tribute": function(player, cmd) + "tribute": function(player, cmd, data) { data.cmpPlayer.TributeResource(cmd.player, cmd.amounts); }, - "control-all": function(player, cmd) + "control-all": function(player, cmd, data) { data.cmpPlayer.SetControlAllUnits(cmd.flag); }, - "reveal-map": function(player, cmd) + "reveal-map": function(player, cmd, data) { // Reveal the map for all players, not just the current player, // primarily to make it obvious to everyone that the player is cheating @@ -278,10 +278,10 @@ var commands = { } }, - "research": function(player, cmd) + "research": function(player, cmd, data) { // Verify that the building can be controlled by the player - if (CanControlUnit(cmd.entity, player, controlAllUnits)) + if (CanControlUnit(cmd.entity, player, data.controlAllUnits)) { var cmpTechnologyManager = QueryOwnerInterface(cmd.entity, IID_TechnologyManager); if (cmpTechnologyManager.CanResearch(cmd.template)) @@ -301,10 +301,10 @@ var commands = { } }, - "stop-production": function(player, cmd) + "stop-production": function(player, cmd, data) { // Verify that the building can be controlled by the player - if (CanControlUnit(cmd.entity, player, controlAllUnits)) + if (CanControlUnit(cmd.entity, player, data.controlAllUnits)) { var queue = Engine.QueryInterface(cmd.entity, IID_ProductionQueue); if (queue) @@ -316,14 +316,14 @@ var commands = { } }, - "construct": function(player, cmd) + "construct": function(player, cmd, data) { - TryConstructBuilding(player, data.cmpPlayer, controlAllUnits, cmd); + TryConstructBuilding(player, data.cmpPlayer, data.controlAllUnits, cmd); }, "construct-wall": function(player, cmd, data) { - TryConstructWall(player, data.cmpPlayer, controlAllUnits, cmd); + TryConstructWall(player, data.cmpPlayer, data.controlAllUnits, cmd); }, "delete-entities": function(player, cmd, data) @@ -377,7 +377,7 @@ var commands = { "garrison": function(player, cmd, data) { // Verify that the building can be controlled by the player or is mutualAlly - if (CanControlUnitOrIsAlly(cmd.target, player, controlAllUnits)) + if (CanControlUnitOrIsAlly(cmd.target, player, data.controlAllUnits)) { GetFormationUnitAIs(data.entities, player).forEach(function(cmpUnitAI) { cmpUnitAI.Garrison(cmd.target, cmd.queued); @@ -392,7 +392,7 @@ var commands = { "guard": function(player, cmd, data) { // Verify that the target can be controlled by the player or is mutualAlly - if (CanControlUnitOrIsAlly(cmd.target, player, controlAllUnits)) + if (CanControlUnitOrIsAlly(cmd.target, player, data.controlAllUnits)) { GetFormationUnitAIs(data.entities, player).forEach(function(cmpUnitAI) { cmpUnitAI.Guard(cmd.target, cmd.queued); @@ -414,7 +414,7 @@ var commands = { "unload": function(player, cmd, data) { // Verify that the building can be controlled by the player or is mutualAlly - if (CanControlUnitOrIsAlly(cmd.garrisonHolder, player, controlAllUnits)) + if (CanControlUnitOrIsAlly(cmd.garrisonHolder, player, data.controlAllUnits)) { var cmpGarrisonHolder = Engine.QueryInterface(cmd.garrisonHolder, IID_GarrisonHolder); var notUngarrisoned = 0; @@ -442,14 +442,14 @@ var commands = { if (index == -1) return; - var entities = FilterEntityListWithAllies(cmd.garrisonHolders, player, controlAllUnits); + var entities = FilterEntityListWithAllies(cmd.garrisonHolders, player, data.controlAllUnits); for each (var garrisonHolder in entities) { var cmpGarrisonHolder = Engine.QueryInterface(garrisonHolder, IID_GarrisonHolder); if (cmpGarrisonHolder) { // Only the owner of the garrisonHolder may unload entities from any owners - if (!IsOwnedByPlayer(player, garrisonHolder) && !controlAllUnits + if (!IsOwnedByPlayer(player, garrisonHolder) && !data.controlAllUnits && player != +cmd.template.slice(1,index)) continue; @@ -461,7 +461,7 @@ var commands = { "unload-all-own": function(player, cmd, data) { - var entities = FilterEntityList(cmd.garrisonHolders, player, controlAllUnits); + var entities = FilterEntityList(cmd.garrisonHolders, player, data.controlAllUnits); for each (var garrisonHolder in entities) { var cmpGarrisonHolder = Engine.QueryInterface(garrisonHolder, IID_GarrisonHolder); @@ -472,7 +472,7 @@ var commands = { "unload-all": function(player, cmd, data) { - var entities = FilterEntityList(cmd.garrisonHolders, player, controlAllUnits); + var entities = FilterEntityList(cmd.garrisonHolders, player, data.controlAllUnits); for each (var garrisonHolder in entities) { var cmpGarrisonHolder = Engine.QueryInterface(garrisonHolder, IID_GarrisonHolder);