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function printGameSettings()
{
//add human readable method
var human = {
scavengers : function () {
switch (scavengers) {
case ULTIMATE_SCAVENGERS: return _("Ultimate Scavengers");
case SCAVENGERS: return _("Scavengers");
case NO_SCAVENGERS: return _("No Scavengers");
}
},
alliancesType : function () {
switch (alliancesType) {
case NO_ALLIANCES: return _("No Alliances");
case ALLIANCES: return _("Allow Alliances");
case ALLIANCES_TEAMS: return _("Locked Teams");
case ALLIANCES_UNSHARED: return _("Locked Teams, No Shared Research");
}
},
powerType : function () {
switch (powerType) {
case 0: return _("Low Power Levels");
case 1: return _("Medium Power Levels");
case 2: return _("High Power Levels");
}
},
baseType : function () {
switch (baseType) {
case CAMP_CLEAN: return _("Start with No Bases");
case CAMP_BASE: return _("Start with Bases");
case CAMP_WALLS: return _("Start with Advanced Bases");
}
},
};
// debug([mapName, human.scavengers(), human.alliancesType(), human.powerType(), human.baseType(), "T" + getMultiTechLevel(), version ].join("\n"));
console([mapName, human.scavengers(), human.alliancesType(), human.powerType(), human.baseType() ].join("\n"));
}
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