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var playerData.primaryTarget = null; for (var p=0; p<playerData.length; p++) { // Add a hidden and read-only .id property that returns the player number playerData[p].uAddProperty( DATA_READONLY_HIDDEN, "id", p ); // Add a read-only .isAlly property that returns true if this player is an ally // Note: No setter function (fSet) means read only playerData[p].uAddProperty( ACCESSOR_NORMAL, "isAlly", allianceExistsBetween.uCurry(me,p) ); // Add a read-only .isMe property that returns true if this player is me playerData[p].uAddProperty( ACCESSOR_NORMAL, "isMe", function() { return (this.id==me); } ); // Add a read-only .isEnemy property that returns true if this player is an enemy playerData[p].uAddProperty( ACCESSOR_NORMAL, "isEnemy", function() { return (!(this.isAlly || this.isMe)); } ); // Add a read-write .isPrimaryTarget boolean property playerData[p].uAddProperty( ACCESSOR_NORMAL, "isPrimaryTarget", function() { return (playerData.primaryTarget == this.id); }, function(bool) { playerData.primaryTarget = (!!bool) ? this.id : null; return (!!bool); } ); } |
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