forked from Mirrors/openclonk
Base Material: Rename 'plr' to 'player'
parent
1d211c9466
commit
548d2a7b13
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@ -2,12 +2,12 @@
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Base Material & Production
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Library to control the players base material and production. The initial values are read
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from the Scenario.txt entries and per script one can modify these by:
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* GetBaseMaterial(int plr, id def, int index, int category)
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* SetBaseMaterial(int plr, id def, int cnt)
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* DoBaseMaterial(int plr, id def, int change)
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* GetBaseProduction(int plr, id def, int index, int category)
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* SetBaseProduction(int plr, id def, int cnt)
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* DoBaseProduction(int plr, id def, int change)
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* GetBaseMaterial(int player, id def, int index, int category)
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* SetBaseMaterial(int player, id def, int cnt)
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* DoBaseMaterial(int player, id def, int change)
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* GetBaseProduction(int player, id def, int index, int category)
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* SetBaseProduction(int player, id def, int cnt)
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* DoBaseProduction(int player, id def, int change)
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Performs also two callbacks to a base of the player:
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* OnBaseMaterialChange(id def, int change);
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* OnBaseProductionChange(id def, int change);
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@ -32,56 +32,56 @@ static const BASEMATERIAL_ProductionRate = 2160;
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/*-- Global interface --*/
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global func GetBaseMaterial(int plr, id def, int index, int category)
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global func GetBaseMaterial(int player, id def, int index, int category)
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{
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var base = FindObject(Find_ID(Library_BaseMaterial), Find_AnyLayer(), Find_Owner(plr));
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var base = FindObject(Find_ID(Library_BaseMaterial), Find_AnyLayer(), Find_Owner(player));
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if (!base)
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base = CreateObject(Library_BaseMaterial, 0, 0, plr);
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base = CreateObject(Library_BaseMaterial, 0, 0, player);
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if (base)
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return base->GetBaseMat(def, index, category);
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}
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global func SetBaseMaterial(int plr, id def, int cnt)
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global func SetBaseMaterial(int player, id def, int cnt)
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{
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var base = FindObject(Find_ID(Library_BaseMaterial), Find_AnyLayer(), Find_Owner(plr));
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var base = FindObject(Find_ID(Library_BaseMaterial), Find_AnyLayer(), Find_Owner(player));
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if (!base)
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base = CreateObject(Library_BaseMaterial, 0, 0, plr);
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base = CreateObject(Library_BaseMaterial, 0, 0, player);
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if (base)
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return base->SetBaseMat(def, cnt);
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}
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global func DoBaseMaterial(int plr, id def, int change)
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global func DoBaseMaterial(int player, id def, int change)
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{
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var base = FindObject(Find_ID(Library_BaseMaterial), Find_AnyLayer(), Find_Owner(plr));
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var base = FindObject(Find_ID(Library_BaseMaterial), Find_AnyLayer(), Find_Owner(player));
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if (!base)
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base = CreateObject(Library_BaseMaterial, 0, 0, plr);
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base = CreateObject(Library_BaseMaterial, 0, 0, player);
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if (base)
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return base->DoBaseMat(def, change);
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}
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global func GetBaseProduction(int plr, id def, int index, int category)
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global func GetBaseProduction(int player, id def, int index, int category)
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{
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var base = FindObject(Find_ID(Library_BaseMaterial), Find_AnyLayer(), Find_Owner(plr));
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var base = FindObject(Find_ID(Library_BaseMaterial), Find_AnyLayer(), Find_Owner(player));
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if (!base)
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base = CreateObject(Library_BaseMaterial, 0, 0, plr);
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base = CreateObject(Library_BaseMaterial, 0, 0, player);
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if (base)
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return base->GetBaseProd(def, index, category);
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}
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global func SetBaseProduction(int plr, id def, int cnt)
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global func SetBaseProduction(int player, id def, int cnt)
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{
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var base = FindObject(Find_ID(Library_BaseMaterial), Find_AnyLayer(), Find_Owner(plr));
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var base = FindObject(Find_ID(Library_BaseMaterial), Find_AnyLayer(), Find_Owner(player));
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if (!base)
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base = CreateObject(Library_BaseMaterial, 0, 0, plr);
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base = CreateObject(Library_BaseMaterial, 0, 0, player);
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if (base)
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return base->SetBaseProd(def, cnt);
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}
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global func DoBaseProduction(int plr, id def, int change)
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global func DoBaseProduction(int player, id def, int change)
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{
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var base = FindObject(Find_ID(Library_BaseMaterial), Find_AnyLayer(), Find_Owner(plr));
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var base = FindObject(Find_ID(Library_BaseMaterial), Find_AnyLayer(), Find_Owner(player));
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if (!base)
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base = CreateObject(Library_BaseMaterial, 0, 0, plr);
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base = CreateObject(Library_BaseMaterial, 0, 0, player);
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if (base)
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return base->DoBaseProd(def, change);
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}
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@ -93,8 +93,8 @@ protected func Initialize()
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{
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// Gather base materials based on Scenario.txt player entries.
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// TODO: Check teams and get the fitting player section
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var plr = GetOwner() % 4 + 1;
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var section = Format("Player%d", plr);
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var player = GetOwner() % 4 + 1;
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var section = Format("Player%d", player);
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// Initialize arrays for material and production.
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base_material = [];
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