forked from Mirrors/openclonk
Goal Resource: Improved variable names
Renamed indices, removed unused variables.liquid_container
parent
5c2dcf41a3
commit
d9e75aaaba
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@ -25,12 +25,12 @@ protected func Initialize()
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public func SetResource(string resource)
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{
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var pos = GetLength(resource_list);
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resource_list[pos] = resource;
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var list_end = GetLength(resource_list);
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resource_list[list_end] = resource;
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var material = Material(resource);
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var mat_cnt = GetMaterialCount(material);
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var blast_ratio = GetBlastRatio(material);
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tolerance_list[pos] = Max(1, mat_cnt / blast_ratio / 20);
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tolerance_list[list_end] = Max(1, mat_cnt / blast_ratio / 20);
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return;
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}
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@ -38,9 +38,9 @@ public func SetResource(string resource)
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public func SaveResource(string resource, int init_cnt)
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{
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var pos = GetLength(resource_list);
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resource_list[pos] = resource;
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tolerance_list[pos] = init_cnt;
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var list_end = GetLength(resource_list);
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resource_list[list_end] = resource;
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tolerance_list[list_end] = init_cnt;
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return;
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}
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@ -60,9 +60,8 @@ public func IsFulfilled()
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{
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for (var i = 0; i < GetLength(resource_list); i++)
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{
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var mat = resource_list[i];
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var material = Material(resource_list[i]);
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var tol = tolerance_list[i];
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var material = Material(mat);
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var mat_cnt = GetMaterialCount(material);
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var blast_ratio = GetBlastRatio(material);
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// Still solid material to be mined.
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@ -90,9 +89,8 @@ public func GetDescription(int plr)
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message = "$MsgGoalExtraction$";
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for (var i = 0; i < GetLength(resource_list); i++)
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{
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var mat = resource_list[i];
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var material = Material(resource_list[i]);
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var tol = tolerance_list[i];
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var material = Material(mat);
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var mat_cnt = GetMaterialCount(material);
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var res_id = GetBlastID(material);
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var res_cnt = ObjectCount(Find_ID(res_id));
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@ -126,9 +124,8 @@ public func Activate(int plr)
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message = "@$MsgGoalExtraction$";
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for (var i = 0; i < GetLength(resource_list); i++)
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{
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var mat = resource_list[i];
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var material = Material(resource_list[i]);
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var tol = tolerance_list[i];
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var material = Material(mat);
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var mat_cnt = GetMaterialCount(material) * 10 / 11; // subtract some that gets lost on blasting
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var res_id = GetBlastID(material);
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var res_cnt = ObjectCount(Find_ID(res_id));
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@ -149,9 +146,8 @@ public func GetShortDescription(int plr)
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var msg = "";
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for (var i = 0; i < GetLength(resource_list); i++)
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{
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var mat = resource_list[i];
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var material = Material(resource_list[i]);
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var tol = tolerance_list[i];
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var material = Material(mat);
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var mat_cnt = GetMaterialCount(material);
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var res_id = GetBlastID(material);
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var res_cnt = ObjectCount(Find_ID(res_id));
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