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https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-20 15:23:56 -07:00
Up to now `eslint-plugin-brace-rules` was used to enforce a common brace style for JavaScript code. This plugin was however updated the last time over 9 years ago and will be incompatible with ESLint v10, as that [removes `context.getSourceCode()`][1], the plugin relies on. To keep the eslint config working with ESLint v10, this replaces `eslint-plugin-brace-rules` with the [`@stylistic/brace-style`][2] rule from `@stylistic/eslint-plugin`, a package we already use. While `@stylistic/brace-style` doesn't offer an option to format braces in exactly the same way as before, the "allman" style seems to be the one closest to the existing code. [1]: https://eslint.org/blog/2025/11/eslint-v10.0.0-alpha.0-released/#removed-deprecated-rule-context-members [2]: https://eslint.style/rules/brace-style
85 lines
2.3 KiB
JavaScript
85 lines
2.3 KiB
JavaScript
Resources = {
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"GetCodes": () => ["food", "metal", "stone", "wood"],
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"GetTradableCodes": () => ["food", "metal", "stone", "wood"],
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"GetBarterableCodes": () => ["food", "metal", "stone", "wood"],
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"BuildSchema": () =>
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{
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let schema = "";
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for (const res of ["food", "metal"])
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{
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for (const subtype in ["meat", "grain"])
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schema += "<value>" + res + "." + subtype + "</value>";
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schema += "<value> treasure." + res + "</value>";
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}
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return "<choice>" + schema + "</choice>";
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},
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"GetResource": (type) =>
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{
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return {
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"subtypes": {
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"meat": "meat",
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"grain": "grain"
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}
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};
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}
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};
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Engine.LoadHelperScript("Player.js");
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Engine.LoadComponentScript("interfaces/Player.js");
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Engine.LoadComponentScript("interfaces/StatisticsTracker.js");
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Engine.LoadComponentScript("interfaces/Treasure.js");
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Engine.LoadComponentScript("interfaces/TreasureCollector.js");
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Engine.LoadComponentScript("interfaces/Timer.js");
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Engine.LoadComponentScript("interfaces/Trigger.js");
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Engine.LoadComponentScript("interfaces/UnitAI.js");
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Engine.LoadComponentScript("Player.js");
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Engine.LoadComponentScript("Timer.js");
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Engine.LoadComponentScript("Treasure.js");
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Engine.LoadComponentScript("TreasureCollector.js");
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Engine.LoadComponentScript("Trigger.js");
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const cmpTimer = ConstructComponent(SYSTEM_ENTITY, "Timer", {});
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Engine.RegisterGlobal("ApplyValueModificationsToEntity", (prop, oVal, ent) => oVal);
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ConstructComponent(SYSTEM_ENTITY, "Trigger", {});
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const treasure = 11;
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const treasurer = 12;
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const owner = 1;
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AddMock(treasurer, IID_Ownership, {
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"GetOwner": () => owner
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});
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AddMock(SYSTEM_ENTITY, IID_PlayerManager, {
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"GetPlayerByID": (id) => owner
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});
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AddMock(SYSTEM_ENTITY, IID_ObstructionManager, {
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"IsInTargetRange": (ent, target, min, max, invert) => true
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});
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const cmpPlayer = ConstructComponent(owner, "Player", {
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"SpyCostMultiplier": 1,
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"BarterMultiplier": {
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"Buy": {},
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"Sell": {}
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},
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"Formations": { "_string": "" }
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});
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const playerSpy = new Spy(cmpPlayer, "AddResources");
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const cmpTreasure = ConstructComponent(treasure, "Treasure", {
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"CollectTime": "1000",
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"Resources": {
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"Food": "10"
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}
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});
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cmpTreasure.OnOwnershipChanged({ "to": 0 });
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const cmpTreasurer = ConstructComponent(treasurer, "TreasureCollector", {
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"MaxDistance": "2.0"
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});
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TS_ASSERT(cmpTreasurer.StartCollecting(treasure));
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cmpTimer.OnUpdate({ "turnLength": 1 });
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TS_ASSERT_EQUALS(playerSpy._called, 1);
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