#3465: Improved code for disabling minimap and design screen when no HQs are
present.
-------------------------+-------------------------------------------------
Reporter: | Type: patch (an actual patch, not a
Shadow Wolf TJC | request for one)
Status: new | Priority: normal
Milestone: | Component: Data: Scripts (MultiPlayer)
unspecified | Keywords:
Version: 3.1 | Blocking:
and master |
Blocked By: |
Operating System: All |
/Non-Specific |
-------------------------+-------------------------------------------------
I've managed to write up a new piece of code in rules.js that would allow
modders to afford to allow players to have more than 1 HQ present at any
given time. It replaces this piece of code:
{{{
function eventDestroyed(victim)
{
if (victim.player == selectedPlayer && victim.type == STRUCTURE &&
victim.stattype == HQ)
{
setMiniMap(false); // hide minimap if HQ is destroyed
setDesign(false); // and disallow design
}
}
}}}
...with this piece of code:
{{{
function eventDestroyed(victim)
{
if (victim.player == selectedPlayer && victim.type == STRUCTURE &&
victim.stattype == HQ)
{
var HQs = enumStruct(selectedPlayer,HQ).length;
if (HQs < 1)
{
setMiniMap(false); // hide minimap if HQ is
destroyed
setDesign(false); // and disallow design
}
}
}
}}}
What this does is that, instead of disabling the minimap and design screen
whenever ANY of the player's HQs are destroyed (even if the player had a
spare HQ on the map), it'll only disable them if the player has no HQs on
the field.
--
Ticket URL: <http://developer.wz2100.net/ticket/3465>
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