Index: ps/trunk/binaries/data/mods/public/gui/session/messages.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/session/messages.js (revision 18368) +++ ps/trunk/binaries/data/mods/public/gui/session/messages.js (revision 18369) @@ -1,921 +1,934 @@ /** * All known cheat commands. * @type {Object} */ const g_Cheats = getCheatsData(); /** * Number of seconds after which chatmessages will disappear. */ const g_ChatTimeout = 30; /** * Maximum number of lines to display simultaneously. */ const g_ChatLines = 20; /** * The strings to be displayed including sender and formating. */ var g_ChatMessages = []; /** * Holds the timer-IDs used for hiding the chat after g_ChatTimeout seconds. */ var g_ChatTimers = []; /** * Handle all netmessage types that can occur. */ var g_NetMessageTypes = { "netstatus": msg => handleNetStatusMessage(msg), "netwarn": msg => addNetworkWarning(msg), "players": msg => handlePlayerAssignmentsMessage(msg), "paused": msg => setClientPauseState(msg.guid, msg.pause), "rejoined": msg => addChatMessage({ "type": "rejoined", "guid": msg.guid }), "kicked": msg => addChatMessage({ "type": "system", "text": sprintf(translate("%(username)s has been kicked"), { "username": msg.username }) }), "banned": msg => addChatMessage({ "type": "system", "text": sprintf(translate("%(username)s has been banned"), { "username": msg.username }) }), "chat": msg => addChatMessage({ "type": "message", "guid": msg.guid, "text": msg.text }), "aichat": msg => addChatMessage({ "type": "message", "guid": msg.guid, "text": msg.text, "translate": true }), "gamesetup": msg => "", // Needed for autostart "start": msg => "" }; var g_FormatChatMessage = { "system": msg => msg.text, "connect": msg => sprintf(translate("%(player)s is starting to rejoin the game."), { "player": colorizePlayernameByGUID(msg.guid) }), "disconnect": msg => sprintf(translate("%(player)s has left the game."), { "player": colorizePlayernameByGUID(msg.guid) }), "rejoined": msg => sprintf(translate("%(player)s has rejoined the game."), { "player": colorizePlayernameByGUID(msg.guid) }), "clientlist": msg => getUsernameList(), "message": msg => formatChatCommand(msg), "defeat": msg => formatDefeatMessage(msg), "diplomacy": msg => formatDiplomacyMessage(msg), "tribute": msg => formatTributeMessage(msg), "attack": msg => formatAttackMessage(msg) }; /** * Show a label and grey overlay or hide both on connection change. */ var g_StatusMessageTypes = { "authenticated": msg => translate("Connection to the server has been authenticated."), "connected": msg => translate("Connected to the server."), "disconnected": msg => translate("Connection to the server has been lost.") + "\n" + // Translation: States the reason why the client disconnected from the server. sprintf(translate("Reason: %(reason)s."), { "reason": getDisconnectReason(msg.reason, true) }), "waiting_for_players": msg => translate("Waiting for other players to connect..."), "join_syncing": msg => translate("Synchronising gameplay with other players..."), "active": msg => "" }; /** * Chatmessage shown after commands like /me or /enemies. */ var g_ChatCommands = { "regular": { "context": translate("(%(context)s) %(userTag)s %(message)s"), "no-context": translate("%(userTag)s %(message)s") }, "me": { "context": translate("(%(context)s) * %(user)s %(message)s"), "no-context": translate("* %(user)s %(message)s") } }; var g_ChatAddresseeContext = { "/team": translate("Team"), "/allies": translate("Ally"), "/enemies": translate("Enemy"), "/observers": translate("Observer"), "/msg": translate("Private") }; /** * Returns true if the current player is an addressee, given the chat message type and sender. */ var g_IsChatAddressee = { "/team": senderID => g_Players[senderID] && g_Players[Engine.GetPlayerID()] && g_Players[Engine.GetPlayerID()].team != -1 && g_Players[Engine.GetPlayerID()].team == g_Players[senderID].team, "/allies": senderID => g_Players[senderID] && g_Players[Engine.GetPlayerID()] && g_Players[senderID].isMutualAlly[Engine.GetPlayerID()], "/enemies": senderID => g_Players[senderID] && g_Players[Engine.GetPlayerID()] && g_Players[senderID].isEnemy[Engine.GetPlayerID()], "/observers": senderID => g_IsObserver, "/msg": (senderID, addresseeGUID) => addresseeGUID == Engine.GetPlayerGUID() }; /** * Chatmessage shown on diplomacy change. */ var g_DiplomacyMessages = { "active": { "ally": translate("You are now allied with %(player)s."), "enemy": translate("You are now at war with %(player)s."), "neutral": translate("You are now neutral with %(player)s.") }, "passive": { "ally": translate("%(player)s is now allied with you."), "enemy": translate("%(player)s is now at war with you."), "neutral": translate("%(player)s is now neutral with you.") }, "observer": { "ally": translate("%(player)s is now allied with %(player2)s."), "enemy": translate("%(player)s is now at war with %(player2)s."), "neutral": translate("%(player)s is now neutral with %(player2)s.") } }; /** * Defines how the GUI reacts to notifications that are sent by the simulation. */ var g_NotificationsTypes = { "chat": function(notification, player) { let message = { "type": "message", "guid": findGuidForPlayerID(player) || -1, "text": notification.message }; if (message.guid == -1) message.player = player; addChatMessage(message); }, "aichat": function(notification, player) { let message = { "guid": findGuidForPlayerID(player) || -1, "type": "message", "text": notification.message, "translate": true }; if (message.guid == -1) message.player = player; if (notification.translateParameters) { message.translateParameters = notification.translateParameters; message.parameters = notification.parameters; // special case for formatting of player names which are transmitted as _player_num for (let param in message.parameters) { if (!param.startsWith("_player_")) continue; message.parameters[param] = colorizePlayernameByID(message.parameters[param]); } } addChatMessage(message); }, "defeat": function(notification, player) { addChatMessage({ "type": "defeat", "guid": findGuidForPlayerID(player), "player": player, "resign": !!notification.resign }); updateDiplomacy(); updateChatAddressees(); }, "diplomacy": function(notification, player) { addChatMessage({ "type": "diplomacy", "sourcePlayer": player, "targetPlayer": notification.targetPlayer, "status": notification.status }); updateDiplomacy(); }, "quit": function(notification, player) { Engine.Exit(); }, "tribute": function(notification, player) { addChatMessage({ "type": "tribute", "sourcePlayer": notification.donator, "targetPlayer": player, "amounts": notification.amounts }); }, "attack": function(notification, player) { if (player != g_ViewedPlayer) return; // Focus camera on attacks if (g_FollowPlayer) { setCameraFollow(notification.target); g_Selection.reset(); if (notification.target) g_Selection.addList([notification.target]); } if (Engine.ConfigDB_GetValue("user", "gui.session.attacknotificationmessage") !== "true") return; addChatMessage({ "type": "attack", "player": player, "attacker": notification.attacker, "targetIsDomesticAnimal": notification.targetIsDomesticAnimal }); }, "dialog": function(notification, player) { if (player == Engine.GetPlayerID()) openDialog(notification.dialogName, notification.data, player); }, "resetselectionpannel": function(notification, player) { if (player != Engine.GetPlayerID()) return; g_Selection.rebuildSelection({}); }, "playercommand": function(notification, player) { // For observers, focus the camera on units commanded by the selected player if (!g_FollowPlayer || player != g_ViewedPlayer) return; let cmd = notification.cmd; // Ignore boring animals let entState = cmd.entities && cmd.entities[0] && GetEntityState(cmd.entities[0]); if (entState && entState.identity && entState.identity.classes && entState.identity.classes.indexOf("Animal") != -1) return; // Focus the building to construct if (cmd.type == "repair") { let targetState = GetEntityState(cmd.target); if (targetState) Engine.CameraMoveTo(targetState.position.x, targetState.position.z); } // Focus commanded entities, but don't lose previous focus when training units else if (cmd.type != "train" && cmd.type != "research" && entState) setCameraFollow(cmd.entities[0]); // Select units affected by that command let selection = []; if (cmd.entities) selection = cmd.entities; if (cmd.target) selection.push(cmd.target); // Allow gaia in selection when gathering g_Selection.reset(); g_Selection.addList(selection, false, cmd.type == "gather"); } }; /** * Loads all known cheat commands. * * @returns {Object} */ function getCheatsData() { let cheats = {}; for (let fileName of getJSONFileList("simulation/data/cheats/")) { let currentCheat = Engine.ReadJSONFile("simulation/data/cheats/"+fileName+".json"); if (!currentCheat) continue; if (Object.keys(cheats).indexOf(currentCheat.Name) !== -1) warn("Cheat name '" + currentCheat.Name + "' is already present"); else cheats[currentCheat.Name] = currentCheat.Data; } return cheats; } /** * Reads userinput from the chat and sends a simulation command in case it is a known cheat. * * @returns {boolean} - True if a cheat was executed. */ function executeCheat(text) { if (!controlsPlayer(Engine.GetPlayerID()) || !g_Players[Engine.GetPlayerID()].cheatsEnabled) return false; // Find the cheat code that is a prefix of the user input let cheatCode = Object.keys(g_Cheats).find(cheatCode => text.indexOf(cheatCode) == 0); if (!cheatCode) return false; let cheat = g_Cheats[cheatCode]; let parameter = text.substr(cheatCode.length); if (cheat.isNumeric) parameter = +parameter; if (cheat.DefaultParameter && (isNaN(parameter) || parameter <= 0)) parameter = cheat.DefaultParameter; Engine.PostNetworkCommand({ "type": "cheat", "action": cheat.Action, "text": cheat.Type, "player": Engine.GetPlayerID(), "parameter": parameter, "templates": cheat.Templates, "selected": g_Selection.toList() }); return true; } function findGuidForPlayerID(playerID) { return Object.keys(g_PlayerAssignments).find(guid => g_PlayerAssignments[guid].player == playerID); } /** * Processes all pending notifications sent from the GUIInterface simulation component. */ function handleNotifications() { let notifications = Engine.GuiInterfaceCall("GetNotifications"); for (let notification of notifications) { if (!notification.players || !notification.type || !g_NotificationsTypes[notification.type]) { error("Invalid GUI notification: " + uneval(notification)); continue; } for (let player of notification.players) g_NotificationsTypes[notification.type](notification, player); } } /** * Updates playerdata cache and refresh diplomacy panel. */ function updateDiplomacy() { g_Players = getPlayerData(g_Players); if (g_IsDiplomacyOpen) openDiplomacy(); } /** * Displays all active counters (messages showing the remaining time) for wonder-victory, ceasefire etc. */ function updateTimeNotifications() { let notifications = Engine.GuiInterfaceCall("GetTimeNotifications", g_ViewedPlayer); let notificationText = ""; for (let n of notifications) { let message = n.message; if (n.translateMessage) message = translate(message); let parameters = n.parameters || {}; if (n.translateParameters) translateObjectKeys(parameters, n.translateParameters); parameters.time = timeToString(n.endTime - g_SimState.timeElapsed); notificationText += sprintf(message, parameters) + "\n"; } Engine.GetGUIObjectByName("notificationText").caption = notificationText; } /** * Process every CNetMessage (see NetMessage.h, NetMessages.h) sent by the CNetServer. * Saves the received object to mainlog.html. */ function handleNetMessages() { while (true) { let msg = Engine.PollNetworkClient(); if (!msg) return; log("Net message: " + uneval(msg)); if (g_NetMessageTypes[msg.type]) g_NetMessageTypes[msg.type](msg); else error("Unrecognised net message type '" + msg.type + "'"); } } /** * @param {Object} message */ function handleNetStatusMessage(message) { if (g_Disconnected) return; if (!g_StatusMessageTypes[message.status]) { error("Unrecognised netstatus type '" + message.status + "'"); return; } let label = Engine.GetGUIObjectByName("netStatus"); let statusMessage = g_StatusMessageTypes[message.status](message); label.caption = statusMessage; label.hidden = !statusMessage; if (message.status == "disconnected") { // Hide the pause overlay, and pause animations. Engine.GetGUIObjectByName("pauseOverlay").hidden = true; Engine.SetPaused(true, false); g_Disconnected = true; closeOpenDialogs(); } } function handlePlayerAssignmentsMessage(message) { for (let guid in g_PlayerAssignments) if (!message.newAssignments[guid]) onClientLeave(guid); let joins = Object.keys(message.newAssignments).filter(guid => !g_PlayerAssignments[guid]); g_PlayerAssignments = message.newAssignments; joins.forEach(guid => { onClientJoin(guid); }); updateChatAddressees(); // Update lobby gamestatus if (g_IsController && Engine.HasXmppClient()) { let players = Object.keys(g_PlayerAssignments).map(guid => g_PlayerAssignments[guid].name); Engine.SendChangeStateGame(Object.keys(g_PlayerAssignments).length, players.join(", ")); } } function onClientJoin(guid) { let playerID = g_PlayerAssignments[guid].player; if (g_Players[playerID]) { g_Players[playerID].guid = guid; g_Players[playerID].name = g_PlayerAssignments[guid].name; g_Players[playerID].offline = false; } addChatMessage({ "type": "connect", "guid": guid }); } function onClientLeave(guid) { setClientPauseState(guid, false); for (let id in g_Players) if (g_Players[id].guid == guid) g_Players[id].offline = true; addChatMessage({ "type": "disconnect", "guid": guid }); } function updateChatAddressees() { + // Remember previously selected item + let chatAddressee = Engine.GetGUIObjectByName("chatAddressee"); + let selectedName = chatAddressee.list_data[chatAddressee.selected] || ""; + selectedName = selectedName.substr(0, 4) == "/msg" && selectedName.substr(5); + let addressees = [ { "label": translateWithContext("chat addressee", "Everyone"), "cmd": "" } ]; if (!g_IsObserver) { addressees.push({ "label": translateWithContext("chat addressee", "Allies"), "cmd": "/allies" }); addressees.push({ "label": translateWithContext("chat addressee", "Enemies"), "cmd": "/enemies" }); } addressees.push({ "label": translateWithContext("chat addressee", "Observers"), "cmd": "/observers" }); // Add playernames for private messages - for (let guid of sortGUIDsByPlayerID()) + let guids = sortGUIDsByPlayerID(); + for (let guid of guids) { if (guid == Engine.GetPlayerGUID()) continue; let playerID = g_PlayerAssignments[guid].player; // Don't provide option for PM from observer to player if (g_IsObserver && !isPlayerObserver(playerID)) continue; let colorBox = isPlayerObserver(playerID) ? "" : colorizePlayernameHelper("■", playerID) + " "; addressees.push({ "cmd": "/msg " + g_PlayerAssignments[guid].name, "label": colorBox + g_PlayerAssignments[guid].name }); } - let chatAddressee = Engine.GetGUIObjectByName("chatAddressee"); + // Select mock item if the selected addressee went offline + if (selectedName && guids.every(guid => g_PlayerAssignments[guid].name != selectedName)) + addressees.push({ + "cmd": "/msg " + selectedName, + "label": sprintf(translate("\\[OFFLINE] %(player)s"), { "player": selectedName }) + }); + + let oldChatAddressee = chatAddressee.list_data[chatAddressee.selected]; chatAddressee.list = addressees.map(adressee => adressee.label); chatAddressee.list_data = addressees.map(adressee => adressee.cmd); - chatAddressee.selected = 0; + chatAddressee.selected = Math.max(0, chatAddressee.list_data.indexOf(oldChatAddressee)); } /** * Send text as chat. Don't look for commands. * * @param {string} text */ function submitChatDirectly(text) { if (!text.length) return; if (g_IsNetworked) Engine.SendNetworkChat(text); else addChatMessage({ "type": "message", "guid": "local", "text": text }); } /** * Loads the text from the GUI window, checks if it is a local command * or cheat and executes it. Otherwise sends it as chat. */ function submitChatInput() { let input = Engine.GetGUIObjectByName("chatInput"); let text = input.caption; input.blur(); // Remove focus input.caption = ""; // Clear chat input toggleChatWindow(); if (!text.length) return; if (executeNetworkCommand(text)) return; if (executeCheat(text)) return; let chatAddressee = Engine.GetGUIObjectByName("chatAddressee"); if (chatAddressee.selected > 0 && (text.indexOf("/") != 0 || text.indexOf("/me ") == 0)) text = chatAddressee.list_data[chatAddressee.selected] + " " + text; submitChatDirectly(text); } /** * Displays the prepared chatmessage. * * @param msg {Object} */ function addChatMessage(msg) { if (!g_FormatChatMessage[msg.type]) return; let formatted = g_FormatChatMessage[msg.type](msg); if (!formatted) return; g_ChatMessages.push(formatted); g_ChatTimers.push(setTimeout(removeOldChatMessage, g_ChatTimeout * 1000)); if (g_ChatMessages.length > g_ChatLines) removeOldChatMessage(); else Engine.GetGUIObjectByName("chatText").caption = g_ChatMessages.join("\n"); } /** * Called when the timer has run out for the oldest chatmessage or when the message limit is reached. */ function removeOldChatMessage() { clearTimeout(g_ChatTimers[0]); g_ChatTimers.shift(); g_ChatMessages.shift(); Engine.GetGUIObjectByName("chatText").caption = g_ChatMessages.join("\n"); } /** * This function is used for AIs, whose names don't exist in g_PlayerAssignments. */ function colorizePlayernameByID(playerID) { let username = g_Players[playerID] && escapeText(g_Players[playerID].name); return colorizePlayernameHelper(username, playerID); } function colorizePlayernameByGUID(guid) { let username = g_PlayerAssignments[guid] ? g_PlayerAssignments[guid].name : ""; let playerID = g_PlayerAssignments[guid] ? g_PlayerAssignments[guid].player : -1; return colorizePlayernameHelper(username, playerID); } function colorizePlayernameHelper(username, playerID) { let playerColor = playerID > -1 ? rgbToGuiColor(g_Players[playerID].color) : "white"; return '[color="' + playerColor + '"]' + (username || translate("Unknown Player")) + "[/color]"; } function formatDefeatMessage(msg) { return sprintf( msg.resign ? translate("%(player)s has resigned.") : translate("%(player)s has been defeated."), { "player": colorizePlayernameByID(msg.player) } ); } function formatDiplomacyMessage(msg) { let messageType; if (g_IsObserver) messageType = "observer"; else if (Engine.GetPlayerID() == msg.sourcePlayer) messageType = "active"; else if (Engine.GetPlayerID() == msg.targetPlayer) messageType = "passive"; else return ""; return sprintf(g_DiplomacyMessages[messageType][msg.status], { "player": colorizePlayernameByID(messageType == "active" ? msg.targetPlayer : msg.sourcePlayer), "player2": colorizePlayernameByID(messageType == "active" ? msg.sourcePlayer : msg.targetPlayer) }); } function formatTributeMessage(msg) { // Check observer first, since we also want to see if the selected player in the developer-overlay has sent tributes let message = ""; if (g_IsObserver) message = translate("%(player)s has sent %(player2)s %(amounts)s."); else if (msg.targetPlayer == Engine.GetPlayerID()) message = translate("%(player)s has sent you %(amounts)s."); return sprintf(message, { "player": colorizePlayernameByID(msg.sourcePlayer), "player2": colorizePlayernameByID(msg.targetPlayer), "amounts": getLocalizedResourceAmounts(msg.amounts) }); } function formatAttackMessage(msg) { if (msg.player != g_ViewedPlayer) return ""; let message = msg.targetIsDomesticAnimal ? translate("Your livestock has been attacked by %(attacker)s!") : translate("You have been attacked by %(attacker)s!"); return sprintf(message, { "attacker": colorizePlayernameByID(msg.attacker) }); } function formatChatCommand(msg) { if (!msg.text) return ""; let isMe = msg.text.indexOf("/me ") == 0; if (!isMe && !parseChatAddressee(msg)) return ""; isMe = msg.text.indexOf("/me ") == 0; if (isMe) msg.text = msg.text.substr("/me ".length); // Translate or escape text if (!msg.text) return ""; if (msg.translate) { msg.text = translate(msg.text); if (msg.translateParameters) { let parameters = msg.parameters || {}; translateObjectKeys(parameters, msg.translateParameters); msg.text = sprintf(msg.text, parameters); } } else msg.text = escapeText(msg.text); // GUID for players, playerID for AIs let coloredUsername = msg.guid != -1 ? colorizePlayernameByGUID(msg.guid) : colorizePlayernameByID(msg.player); return sprintf(g_ChatCommands[isMe ? "me" : "regular"][msg.context ? "context" : "no-context"], { "message": msg.text, "context": msg.context || undefined, "user": coloredUsername, "userTag": sprintf(translate("<%(user)s>"), { "user": coloredUsername }) }); } /** * Checks if the current user is an addressee of the chatmessage sent by another player. * Sets the context of that message. * Returns true if the message should be displayed. * * @param {Object} msg */ function parseChatAddressee(msg) { if (msg.text[0] != '/') return true; // Split addressee command and message-text let cmd = msg.text.split(/\s/)[0]; msg.text = msg.text.substr(cmd.length + 1); if (cmd == "/ally") cmd = "/allies"; if (cmd == "/enemy") cmd = "/enemies"; if (cmd == "/observer") cmd = "/observers"; // GUID for players and observers, ID for bots let senderID = (g_PlayerAssignments[msg.guid] || msg).player; let isSender = msg.guid ? msg.guid == Engine.GetPlayerGUID() : senderID == Engine.GetPlayerID(); // Parse private message let isPM = cmd == "/msg"; let addresseeGUID; let addresseeIndex; if (isPM) { addresseeGUID = matchUsername(msg.text); let addressee = g_PlayerAssignments[addresseeGUID]; if (!addressee) { if (isSender) warn("Couldn't match username: " + msg.text); return false; } // Prohibit PM if addressee and sender are identical if (isSender && addresseeGUID == Engine.GetPlayerGUID()) return false; msg.text = msg.text.substr(addressee.name.length + 1); addresseeIndex = addressee.player; } // Set context string if (!g_ChatAddresseeContext[cmd]) { if (isSender) warn("Unknown chat command: " + cmd); return false; } msg.context = g_ChatAddresseeContext[cmd]; // For observers only permit public- and observer-chat and PM to observers if (isPlayerObserver(senderID) && (isPM && !isPlayerObserver(addresseeIndex) || !isPM && cmd != "/observers")) return false; return isSender || g_IsChatAddressee[cmd](senderID, addresseeGUID); } /** * Returns the guid of the user with the longest name that is a prefix of the given string. */ function matchUsername(text) { if (!text) return ""; let match = ""; let playerGUID = ""; for (let guid in g_PlayerAssignments) { let pName = g_PlayerAssignments[guid].name; if (text.indexOf(pName + " ") == 0 && pName.length > match.length) { match = pName; playerGUID = guid; } } return playerGUID; } /** * Custom dialog response handling, usable by trigger maps. */ function sendDialogAnswer(guiObject, dialogName) { Engine.GetGUIObjectByName(dialogName+"-dialog").hidden = true; Engine.PostNetworkCommand({ "type": "dialog-answer", "dialog": dialogName, "answer": guiObject.name.split("-").pop(), }); resumeGame(); } /** * Custom dialog opening, usable by trigger maps. */ function openDialog(dialogName, data, player) { let dialog = Engine.GetGUIObjectByName(dialogName + "-dialog"); if (!dialog) { warn("messages.js: Unknow dialog with name " + dialogName); return; } dialog.hidden = false; for (let objName in data) { let obj = Engine.GetGUIObjectByName(dialogName + "-dialog-" + objName); if (!obj) { warn("messages.js: Key '" + objName + "' not found in '" + dialogName + "' dialog."); continue; } for (let key in data[objName]) { let n = data[objName][key]; if (typeof n == "object" && n.message) { let message = n.message; if (n.translateMessage) message = translate(message); let parameters = n.parameters || {}; if (n.translateParameters) translateObjectKeys(parameters, n.translateParameters); obj[key] = sprintf(message, parameters); } else obj[key] = n; } } pauseGame(); }