diff --git a/scripts/scr_inquisition_fleet_functions/scr_inquisition_fleet_functions.gml b/scripts/scr_inquisition_fleet_functions/scr_inquisition_fleet_functions.gml index b66c5f7bcf..02fc72d9b5 100644 --- a/scripts/scr_inquisition_fleet_functions/scr_inquisition_fleet_functions.gml +++ b/scripts/scr_inquisition_fleet_functions/scr_inquisition_fleet_functions.gml @@ -93,78 +93,78 @@ function inquisition_fleet_inspection_chase(){ // Sets up an inquisitor ship to do an inspection on the HomeWorld function new_inquisitor_inspection(){ - var inspection_set = false; var target_system = "none"; var new_inquis_fleet; - if (obj_ini.fleet_type==ePlayerBase.home_world){ + if (obj_ini.fleet_type == ePlayerBase.home_world) { var monestary_system = "none"; // If player does not own their homeworld than do a fleet inspection instead var player_stars = []; - with(obj_star){ - if (owner==eFACTION.Player) then array_push(player_stars,id); - if (system_feature_bool(p_feature, P_features.Monastery)){ - monestary_system=self; + with(obj_star) { + if (owner == eFACTION.Player) { + array_push(player_stars, id); + } + if (system_feature_bool(p_feature, P_features.Monastery)) { + monestary_system = self; } } - if (monestary_system!="none"){ - target_system=monestary_system; - } else if (array_length(player_stars)>0){ - target_system=player_stars[0]; + if (monestary_system != "none"){ + target_system = monestary_system; + } else if (array_length(player_stars) > 0) { + target_system = player_stars[0]; } - if (target_system!="none"){ - inspection_set = true; + if (target_system != "none") { var target_star = target_system; - var tar,new_inquis_fleet; - var xx=target_star.x; - var yy=target_star.y; + var tar, new_inquis_fleet; + var xx = target_star.x; + var yy = target_star.y; //get the second or third closest planet to launch inquisitor from - var from_star = distance_removed_star(target_star.x,target_star.y); - new_inquis_fleet=instance_create(from_star.x,from_star.y,obj_en_fleet); + var from_star = distance_removed_star(target_star.x, target_star.y); + new_inquis_fleet = instance_create(from_star.x, from_star.y, obj_en_fleet); - with (new_inquis_fleet){ - base_inquis_fleet(); - action_x=xx; - action_y=yy; - set_fleet_movement(); + with (new_inquis_fleet) { + base_inquis_fleet(); + action_x = xx; + action_y = yy; + set_fleet_movement(); } - var mess=$"Inquisitor {obj_controller.inquisitor[new_inquis_fleet.inquisitor]}"; - mess += " wishes to inspect your chapter base at "+string(target_star.name); - scr_alert("green","inspect",mess,target_star.x,target_star.y); - obj_controller.last_world_inspection=obj_controller.turn; + var mess = $"Inquisitor {obj_controller.inquisitor[new_inquis_fleet.inquisitor]}"; + mess += " wishes to inspect your chapter base at " + string(target_star.name); + scr_alert("green", "inspect", mess, target_star.x, target_star.y); + obj_controller.last_world_inspection = obj_controller.turn; + // we sent an inspection, we are done + return; } } - if (obj_ini.fleet_type = ePlayerBase.home_world || !inspection_set){ - // If player does not own their homeworld than do a fleet inspection instead + // otherwise, do a fleet inspection. - var target_player_fleet = get_largest_player_fleet(); - if (target_player_fleet != "none"){ + var target_player_fleet = get_largest_player_fleet(); + if (target_player_fleet != "none") { - //get the second or third closest planet to launch inquisitor from - var from_star = distance_removed_star(target_player_fleet.x,target_player_fleet.y); + //get the second or third closest planet to launch inquisitor from + var from_star = distance_removed_star(target_player_fleet.x, target_player_fleet.y); - new_inquis_fleet=instance_create(from_star.x,from_star.y,obj_en_fleet); - var obj; - with (new_inquis_fleet){ - base_inquis_fleet(); - target = target_player_fleet; - chase_fleet_target_set(); - obj=instance_nearest(action_x,action_y,obj_star); - trade_goods+="_fleet"; - } + new_inquis_fleet = instance_create(from_star.x, from_star.y, obj_en_fleet); + var obj; + with (new_inquis_fleet) { + base_inquis_fleet(); + target = target_player_fleet; + chase_fleet_target_set(); + obj = instance_nearest(action_x, action_y, obj_star); + trade_goods += "_fleet"; + } - var mess=$"Inquisitor {obj_controller.inquisitor[new_inquis_fleet.inquisitor]}"; + var mess = $"Inquisitor {obj_controller.inquisitor[new_inquis_fleet.inquisitor]}"; - mess+=" wishes to inspect your fleet at "+string(obj.name); - scr_alert("green","inspect",mess,obj.x,obj.y); + mess += " wishes to inspect your fleet at " + string(obj.name); + scr_alert("green", "inspect", mess, obj.x, obj.y); - obj_controller.last_fleet_inspection=obj_controller.turn; + obj_controller.last_fleet_inspection = obj_controller.turn; - instance_activate_object(obj_star); - } - } + instance_activate_object(obj_star); + } } function inquisition_inspection_logic(){