Differential D2564 Diff 11011 ps/trunk/binaries/data/mods/public/gui/gamesetup/GameSettings/Single/Dropdowns/Landscape.js
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Changeset View
Standalone View
Standalone View
ps/trunk/binaries/data/mods/public/gui/gamesetup/GameSettings/Single/Dropdowns/Landscape.js
Property | Old Value | New Value |
---|---|---|
svn:eol-style | null | native \ No newline at end of property |
GameSettingControls.Landscape = class extends GameSettingControlDropdown | |||||
{ | |||||
constructor(...args) | |||||
{ | |||||
super(...args); | |||||
this.values = undefined; | |||||
this.lastLandscape = undefined; | |||||
this.mapData = undefined; | |||||
} | |||||
onHoverChange() | |||||
{ | |||||
this.dropdown.tooltip = this.values.Description[this.dropdown.hovered] || this.Tooltip; | |||||
} | |||||
onMapChange(mapData) | |||||
{ | |||||
this.mapData = mapData; | |||||
if (mapData && mapData.settings && mapData.settings.Landscapes) | |||||
{ | |||||
let randomItems = []; | |||||
for (let item of this.RandomItems) | |||||
if (item.Id == "random" || mapData.settings.Landscapes.land && mapData.settings.Landscapes.naval) | |||||
randomItems.push({ | |||||
"Id": item.Id, | |||||
"Name": setStringTags(item.Name, this.RandomItemTags), | |||||
"Description": item.Description, | |||||
"Preview": mapData.settings.Preview || this.mapCache.DefaultPreview | |||||
}); | |||||
let sort = (item1, item2) => item1.Name > item2.Name; | |||||
this.values = prepareForDropdown([ | |||||
...randomItems, | |||||
...mapData.settings.Landscapes.land.sort(sort), | |||||
...mapData.settings.Landscapes.naval.sort(sort) | |||||
]); | |||||
this.dropdown.list = this.values.Name; | |||||
this.dropdown.list_data = this.values.Id; | |||||
} | |||||
else | |||||
this.values = undefined; | |||||
this.lastLandscape = undefined; | |||||
this.setHidden(!this.values); | |||||
} | |||||
onGameAttributesChange() | |||||
{ | |||||
if (this.values) | |||||
{ | |||||
if (this.values.Id.indexOf(g_GameAttributes.settings.Landscape || undefined) == -1) | |||||
{ | |||||
g_GameAttributes.settings.Landscape = "random"; | |||||
this.gameSettingsControl.updateGameAttributes(); | |||||
} | |||||
if (this.lastLandscape != g_GameAttributes.settings.Landscape) | |||||
{ | |||||
g_GameAttributes.settings.Preview = this.values.Preview[this.values.Id.indexOf(g_GameAttributes.settings.Landscape)]; | |||||
this.lastLandscape = g_GameAttributes.settings.Biome; | |||||
} | |||||
} | |||||
else if (g_GameAttributes.settings.Landscape !== undefined) | |||||
{ | |||||
delete g_GameAttributes.settings.Landscape; | |||||
this.gameSettingsControl.updateGameAttributes(); | |||||
} | |||||
} | |||||
onGameAttributesBatchChange() | |||||
{ | |||||
if (g_GameAttributes.settings.Landscape) | |||||
this.setSelectedValue(g_GameAttributes.settings.Landscape); | |||||
} | |||||
getAutocompleteEntries() | |||||
{ | |||||
return this.values.Name; | |||||
} | |||||
onSelectionChange(itemIdx) | |||||
{ | |||||
g_GameAttributes.settings.Landscape = this.values.Id[itemIdx]; | |||||
this.gameSettingsControl.updateGameAttributes(); | |||||
this.gameSettingsControl.setNetworkGameAttributes(); | |||||
} | |||||
onPickRandomItems() | |||||
{ | |||||
let items; | |||||
let landscapes = this.mapData.settings.Landscapes; | |||||
switch (g_GameAttributes.settings.Landscape || undefined) | |||||
{ | |||||
case "random": | |||||
items = [...landscapes.land, ...landscapes.naval]; | |||||
break; | |||||
case "random_land": | |||||
items = landscapes.land; | |||||
break; | |||||
case "random_naval": | |||||
items = landscapes.naval; | |||||
break; | |||||
default: | |||||
return; | |||||
} | |||||
g_GameAttributes.settings.Landscape = pickRandom(items).Id; | |||||
this.gameSettingsControl.updateGameAttributes(); | |||||
this.gameSettingsControl.pickRandomItems(); | |||||
} | |||||
}; | |||||
GameSettingControls.Landscape.prototype.TitleCaption = | |||||
translate("Landscape"); | |||||
GameSettingControls.Landscape.prototype.Tooltip = | |||||
translate("Select one of the landscapes of this map."); | |||||
GameSettingControls.Landscape.prototype.RandomItems = | |||||
[ | |||||
{ | |||||
"Id": "random", | |||||
"Name": translateWithContext("landscape selection", "Random Land or Naval"), | |||||
"Description": translateWithContext("landscape selection", "Select a random land or naval map generation.") | |||||
}, | |||||
{ | |||||
"Id": "random_land", | |||||
"Name": translateWithContext("landscape selection", "Random Land"), | |||||
"Description": translateWithContext("landscape selection", "Select a random land map generation.") | |||||
}, | |||||
{ | |||||
"Id": "random_naval", | |||||
"Name": translateWithContext("landscape selection", "Random Naval"), | |||||
"Description": translateWithContext("landscape selection", "Select a random naval map generation.") | |||||
} | |||||
]; | |||||
GameSettingControls.Landscape.prototype.AutocompleteOrder = 0; |
Wildfire Games · Phabricator