Index: ps/trunk/binaries/data/mods/public/gui/common/gamedescription.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/common/gamedescription.js (revision 19651) +++ ps/trunk/binaries/data/mods/public/gui/common/gamedescription.js (revision 19652) @@ -1,421 +1,423 @@ /** * Highlights the victory condition in the game-description. */ var g_DescriptionHighlight = "orange"; /** * The rating assigned to lobby players who didn't complete a ranked 1v1 yet. */ var g_DefaultLobbyRating = 1200; /** * XEP-0172 doesn't restrict nicknames, but our lobby policy does. * So use this human readable delimiter to separate buddy names in the config file. */ var g_BuddyListDelimiter = ","; /** * Returns the nickname without the lobby rating. */ function splitRatingFromNick(playerName) { let result = /^(\S+)\ \((\d+)\)$/g.exec(playerName); if (!result) return [playerName, g_DefaultLobbyRating]; return [result[1], +result[2]]; } /** * Array of playernames that the current user has marked as buddies. */ var g_Buddies = Engine.ConfigDB_GetValue("user", "lobby.buddies").split(g_BuddyListDelimiter); /** * Denotes which players are a lobby buddy of the current user. */ var g_BuddySymbol = '•'; /** * Returns map description and preview image or placeholder. */ function getMapDescriptionAndPreview(mapType, mapName) { let mapData; if (mapType == "random" && mapName == "random") mapData = { "settings": { "Description": translate("A randomly selected map.") } }; else if (mapType == "random" && Engine.FileExists(mapName + ".json")) mapData = Engine.ReadJSONFile(mapName + ".json"); else if (Engine.FileExists(mapName + ".xml")) mapData = Engine.LoadMapSettings(mapName + ".xml"); return { "description": mapData && mapData.settings && mapData.settings.Description ? translate(mapData.settings.Description) : translate("Sorry, no description available."), "preview": mapData && mapData.settings && mapData.settings.Preview ? mapData.settings.Preview : "nopreview.png" }; } /** * Sets the mappreview image correctly. * It needs to be cropped as the engine only allows loading square textures. * * @param {string} guiObject * @param {string} filename */ function setMapPreviewImage(guiObject, filename) { Engine.GetGUIObjectByName(guiObject).sprite = "cropped:" + 400/512 + "," + 300/512 + ":" + "session/icons/mappreview/" + filename; } /** * Returns a formatted string describing the player assignments. * Needs g_CivData to translate! * * @param {object} playerDataArray - As known from gamesetup and simstate. * @param {(string[]|false)} playerStates - One of "won", "defeated", "active" for each player. * @returns {string} */ function formatPlayerInfo(playerDataArray, playerStates) { let playerDescriptions = {}; let playerIdx = 0; for (let playerData of playerDataArray) { if (playerData == null || playerData.Civ && playerData.Civ == "gaia") continue; ++playerIdx; let teamIdx = playerData.Team; let isAI = playerData.AI && playerData.AI != ""; let playerState = playerStates && playerStates[playerIdx] || playerData.State; let isActive = !playerState || playerState == "active"; let playerDescription; if (isAI) { if (playerData.Civ) { if (isActive) // Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu playerDescription = translate("%(playerName)s (%(civ)s, %(AIdifficulty)s %(AIname)s)"); else // Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu playerDescription = translate("%(playerName)s (%(civ)s, %(AIdifficulty)s %(AIname)s, %(state)s)"); } else { if (isActive) // Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu playerDescription = translate("%(playerName)s (%(AIdifficulty)s %(AIname)s)"); else // Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu playerDescription = translate("%(playerName)s (%(AIdifficulty)s %(AIname)s, %(state)s)"); } } else { if (playerData.Offline) { // Can only occur in the lobby for now, so no strings with civ needed if (isActive) // Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu playerDescription = translate("%(playerName)s (OFFLINE)"); else // Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu playerDescription = translate("%(playerName)s (OFFLINE, %(state)s)"); } else { if (playerData.Civ) if (isActive) // Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu playerDescription = translate("%(playerName)s (%(civ)s)"); else // Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu playerDescription = translate("%(playerName)s (%(civ)s, %(state)s)"); else if (isActive) // Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu playerDescription = translate("%(playerName)s"); else // Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu playerDescription = translate("%(playerName)s (%(state)s)"); } } // Sort player descriptions by team if (!playerDescriptions[teamIdx]) playerDescriptions[teamIdx] = []; playerDescriptions[teamIdx].push(sprintf(playerDescription, { "playerName": '[color="' + (typeof getPlayerColor == 'function' ? (isAI ? "white" : getPlayerColor(playerData.Name)) : rgbToGuiColor(playerData.Color || g_Settings.PlayerDefaults[playerIdx].Color)) + '"]' + (g_Buddies.indexOf(splitRatingFromNick(playerData.Name)[0]) != -1 ? g_BuddySymbol + " " : "") + escapeText(playerData.Name) + "[/color]", "civ": !playerData.Civ ? translate("Unknown Civilization") : g_CivData && g_CivData[playerData.Civ] && g_CivData[playerData.Civ].Name ? translate(g_CivData[playerData.Civ].Name) : playerData.Civ, "state": playerState == "defeated" ? translateWithContext("playerstate", "defeated") : translateWithContext("playerstate", "won"), "AIname": isAI ? translateAIName(playerData.AI) : "", "AIdifficulty": isAI ? translateAIDifficulty(playerData.AIDiff) : "" })); } let teams = Object.keys(playerDescriptions); if (teams.indexOf("observer") > -1) teams.splice(teams.indexOf("observer"), 1); let teamDescription = []; // If there are no teams, merge all playersDescriptions if (teams.length == 1) teamDescription.push(playerDescriptions[teams[0]].join("\n")); // If there are teams, merge "Team N:" + playerDescriptions else teamDescription = teams.map(team => { let teamCaption = team == -1 ? translate("No Team") : sprintf(translate("Team %(team)s"), { "team": +team + 1 }); // Translation: Describe players of one team in a selected game, f.e. in the replay- or savegame menu or lobby return sprintf(translate("%(team)s:\n%(playerDescriptions)s"), { "team": '[font="sans-bold-14"]' + teamCaption + "[/font]", "playerDescriptions": playerDescriptions[team].join("\n") }); }); if (playerDescriptions.observer) teamDescription.push(sprintf(translate("%(team)s:\n%(playerDescriptions)s"), { "team": '[font="sans-bold-14"]' + translatePlural("Observer", "Observers", playerDescriptions.observer.length) + "[/font]", "playerDescriptions": playerDescriptions.observer.join("\n") })); return teamDescription.join("\n\n"); } /** * Sets an additional map label, map preview image and describes the chosen gamesettings more closely. * * Requires g_GameAttributes and g_VictoryConditions. */ function getGameDescription(extended = false) { let titles = []; let victoryIdx = g_VictoryConditions.Name.indexOf(g_GameAttributes.settings.GameType || g_VictoryConditions.Default); if (victoryIdx != -1) { let title = g_VictoryConditions.Title[victoryIdx]; if (g_VictoryConditions.Name[victoryIdx] == "wonder") title = sprintf( translatePluralWithContext( "victory condition", "Wonder (%(min)s minute)", "Wonder (%(min)s minutes)", g_GameAttributes.settings.VictoryDuration ), { "min": g_GameAttributes.settings.VictoryDuration } ); let isCaptureTheRelic = g_VictoryConditions.Name[victoryIdx] == "capture_the_relic"; if (isCaptureTheRelic) title = sprintf( translatePluralWithContext( "victory condition", "Capture The Relic (%(min)s minute)", "Capture The Relic (%(min)s minutes)", g_GameAttributes.settings.VictoryDuration ), { "min": g_GameAttributes.settings.VictoryDuration } ); titles.push({ "label": title, "value": g_VictoryConditions.Description[victoryIdx] }); if (isCaptureTheRelic) titles.push({ "label": translate("Relic Count"), "value": g_GameAttributes.settings.RelicCount }); if (g_VictoryConditions.Name[victoryIdx] == "regicide") if (g_GameAttributes.settings.RegicideGarrison) titles.push({ "label": translate("Hero Garrison"), "value": translate("Heroes can be garrisoned.") }); else titles.push({ "label": translate("Exposed Heroes"), "value": translate("Heroes cannot be garrisoned, and they are vulnerable to raids.") }); } if (g_GameAttributes.settings.RatingEnabled && g_GameAttributes.settings.PlayerData.length == 2) titles.push({ "label": translate("Rated game"), "value": translate("When the winner of this match is determined, the lobby score will be adapted.") }); if (g_GameAttributes.settings.LockTeams) titles.push({ "label": translate("Locked Teams"), "value": translate("Players can't change the initial teams.") }); else titles.push({ "label": translate("Diplomacy"), "value": translate("Players can make alliances and declare war on allies.") }); if (g_GameAttributes.settings.LastManStanding) titles.push({ "label": translate("Last Man Standing"), "value": translate("Only one player can win the game. If the remaining players are allies, the game continues until only one remains.") }); else titles.push({ "label": translate("Allied Victory"), "value": translate("If one player wins, his or her allies win too. If one group of allies remains, they win.") }); if (extended) { titles.push({ "label": translate("Ceasefire"), "value": g_GameAttributes.settings.Ceasefire == 0 ? translate("disabled") : sprintf(translatePlural( "For the first minute, enemies will stay neutral.", "For the first %(min)s minutes, enemies will stay neutral.", g_GameAttributes.settings.Ceasefire), { "min": g_GameAttributes.settings.Ceasefire }) }); titles.push({ "label": translate("Map Name"), "value": translate(g_GameAttributes.settings.Name) }); titles.push({ "label": translate("Map Type"), "value": g_MapTypes.Title[g_MapTypes.Name.indexOf(g_GameAttributes.mapType)] }); if (g_GameAttributes.mapType == "random") { let mapSize = g_MapSizes.Name[g_MapSizes.Tiles.indexOf(g_GameAttributes.settings.Size)]; if (mapSize) titles.push({ "label": translate("Map Size"), "value": mapSize }); } } titles.push({ "label": translate("Map Description"), "value": g_GameAttributes.map == "random" ? translate("Randomly selects a map from the list") : g_GameAttributes.settings.Description ? translate(g_GameAttributes.settings.Description) : translate("Sorry, no description available."), }); if (extended) { titles.push({ "label": translate("Starting Resources"), "value": sprintf(translate("%(startingResourcesTitle)s (%(amount)s)"), { "startingResourcesTitle": g_StartingResources.Title[ g_StartingResources.Resources.indexOf( g_GameAttributes.settings.StartingResources)], "amount": g_GameAttributes.settings.StartingResources }) }); titles.push({ "label": translate("Population Limit"), "value": g_PopulationCapacities.Title[ g_PopulationCapacities.Population.indexOf( g_GameAttributes.settings.PopulationCap)] }); titles.push({ - "label": translate("Disable Treasure"), - "value": g_GameAttributes.settings.DisableTreasure + "label": translate("Treasure"), + "value": g_GameAttributes.settings.DisableTreasures ? + translateWithContext("treasure", "Disabled") : + translateWithContext("treasure", "If the map places it.") }); titles.push({ "label": translate("Revealed Map"), "value": g_GameAttributes.settings.RevealMap }); titles.push({ "label": translate("Explored Map"), "value": g_GameAttributes.settings.ExploreMap }); titles.push({ "label": translate("Cheats"), "value": g_GameAttributes.settings.CheatsEnabled }); } return titles.map(title => sprintf(translate("%(label)s %(details)s"), { "label": "[color=\"" + g_DescriptionHighlight + "\"]" + title.label + ":" + "[/color]", "details": title.value === true ? translateWithContext("gamesetup option", "enabled") : !title.value ? translateWithContext("gamesetup option", "disabled") : title.value })).join("\n"); } /** * Sets the win/defeat icon to indicate current player's state. * @param {string} state - The current in-game state of the player. * @param {string} imageID - The name of the XML image object to update. */ function setOutcomeIcon(state, imageID) { let image = Engine.GetGUIObjectByName(imageID); if (state == "won") { image.sprite = "stretched:session/icons/victory.png"; image.tooltip = translate("Victorious"); } else if (state == "defeated") { image.sprite = "stretched:session/icons/defeat.png"; image.tooltip = translate("Defeated"); } }