Index: ps/trunk/binaries/data/mods/public/simulation/data/settings/wonder_times.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/settings/wonder_times.json (revision 19344) +++ ps/trunk/binaries/data/mods/public/simulation/data/settings/wonder_times.json (nonexistent) @@ -1,4 +0,0 @@ -{ - "Times": [0, 1, 3, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 75, 90, 105, 120], - "Default": 20 -} Property changes on: ps/trunk/binaries/data/mods/public/simulation/data/settings/wonder_times.json ___________________________________________________________________ Deleted: svn:eol-style ## -1 +0,0 ## -native \ No newline at end of property Index: ps/trunk/binaries/data/mods/public/gui/common/gamedescription.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/common/gamedescription.js (revision 19344) +++ ps/trunk/binaries/data/mods/public/gui/common/gamedescription.js (revision 19345) @@ -1,352 +1,364 @@ /** * Highlights the victory condition in the game-description. */ var g_DescriptionHighlight = "orange"; /** * 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)) + '"]' + 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.WonderDuration + g_GameAttributes.settings.VictoryDuration ), - { "min": g_GameAttributes.settings.WonderDuration } + { "min": g_GameAttributes.settings.VictoryDuration } ); + + else if (g_VictoryConditions.Name[victoryIdx] == "capture_the_relic") + 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 (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 }); 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"); } } Index: ps/trunk/binaries/data/mods/public/gui/common/settings.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/common/settings.js (revision 19344) +++ ps/trunk/binaries/data/mods/public/gui/common/settings.js (revision 19345) @@ -1,378 +1,378 @@ /** * The maximum number of players that the engine supports. * TODO: Maybe we can support more than 8 players sometime. */ const g_MaxPlayers = 8; /** * The maximum number of teams allowed. */ const g_MaxTeams = 4; /** * Directory containing all editable settings. */ const g_SettingsDirectory = "simulation/data/settings/"; /** * An object containing all values given by setting name. * Used by lobby, gamesetup, session, summary screen and replay menu. */ const g_Settings = loadSettingsValues(); /** * Loads and translates all values of all settings which * can be configured by dropdowns in the gamesetup. * * @returns {Object|undefined} */ function loadSettingsValues() { var settings = { "AIDescriptions": loadAIDescriptions(), "AIDifficulties": loadAIDifficulties(), "Ceasefire": loadCeasefire(), - "WonderDurations": loadWonderDuration(), + "VictoryDurations": loadVictoryDuration(), "GameSpeeds": loadSettingValuesFile("game_speeds.json"), "MapTypes": loadMapTypes(), "MapSizes": loadSettingValuesFile("map_sizes.json"), "PlayerDefaults": loadPlayerDefaults(), "PopulationCapacities": loadPopulationCapacities(), "StartingResources": loadSettingValuesFile("starting_resources.json"), "VictoryConditions": loadVictoryConditions() }; if (Object.keys(settings).some(key => settings[key] === undefined)) return undefined; return settings; } /** * Returns an array of objects reflecting all possible values for a given setting. * * @param {string} filename * @see simulation/data/settings/ * @returns {Array|undefined} */ function loadSettingValuesFile(filename) { var json = Engine.ReadJSONFile(g_SettingsDirectory + filename); if (!json || !json.Data) { error("Could not load " + filename + "!"); return undefined; } if (json.TranslatedKeys) { let keyContext = json.TranslatedKeys; if (json.TranslationContext) { keyContext = {}; for (let key of json.TranslatedKeys) keyContext[key] = json.TranslationContext; } translateObjectKeys(json.Data, keyContext); } return json.Data; } /** * Loads the descriptions as defined in simulation/ai/.../data.json and loaded by ICmpAIManager.cpp. * * @returns {Array} */ function loadAIDescriptions() { var ais = Engine.GetAIs(); translateObjectKeys(ais, ["name", "description"]); return ais.sort((a, b) => a.data.name.localeCompare(b.data.name)); } /** * Hardcoded, as modding is not supported without major changes. * Notice the AI code parses the difficulty level by the index, not by name. * * @returns {Array} */ function loadAIDifficulties() { return [ { "Name": "sandbox", "Title": translateWithContext("aiDiff", "Sandbox") }, { "Name": "very easy", "Title": translateWithContext("aiDiff", "Very Easy") }, { "Name": "easy", "Title": translateWithContext("aiDiff", "Easy") }, { "Name": "medium", "Title": translateWithContext("aiDiff", "Medium"), "Default": true }, { "Name": "hard", "Title": translateWithContext("aiDiff", "Hard") }, { "Name": "very hard", "Title": translateWithContext("aiDiff", "Very Hard") } ]; } /** - * Loads available wonder-victory times + * Loads available victory times for victory conditions like Wonder and Capture The Relic. */ -function loadWonderDuration() +function loadVictoryDuration() { - var jsonFile = "wonder_times.json"; + var jsonFile = "victory_times.json"; var json = Engine.ReadJSONFile(g_SettingsDirectory + jsonFile); if (!json || json.Default === undefined || !json.Times || !Array.isArray(json.Times)) { error("Could not load " + jsonFile); return undefined; } return json.Times.map(duration => ({ "Duration": duration, "Default": duration == json.Default, - "Title": sprintf(translatePluralWithContext("wonder victory", "%(min)s minute", "%(min)s minutes", duration), { "min": duration }) + "Title": sprintf(translatePluralWithContext("victory duration", "%(min)s minute", "%(min)s minutes", duration), { "min": duration }) })); } /** * Loads available ceasefire settings. * * @returns {Array|undefined} */ function loadCeasefire() { var json = Engine.ReadJSONFile(g_SettingsDirectory + "ceasefire.json"); if (!json || json.Default === undefined || !json.Times || !Array.isArray(json.Times)) { error("Could not load ceasefire.json"); return undefined; } return json.Times.map(timeout => ({ "Duration": timeout, "Default": timeout == json.Default, "Title": timeout == 0 ? translateWithContext("ceasefire", "No ceasefire") : sprintf(translatePluralWithContext("ceasefire", "%(minutes)s minute", "%(minutes)s minutes", timeout), { "minutes": timeout }) })); } /** * Hardcoded, as modding is not supported without major changes. * * @returns {Array} */ function loadMapTypes() { return [ { "Name": "skirmish", "Title": translateWithContext("map", "Skirmish"), "Default": true }, { "Name": "random", "Title": translateWithContext("map", "Random") }, { "Name": "scenario", "Title": translateWithContext("map", "Scenario") } ]; } /** * Loads available gametypes. * * @returns {Array|undefined} */ function loadVictoryConditions() { const subdir = "victory_conditions/"; const files = Engine.BuildDirEntList(g_SettingsDirectory + subdir, "*.json", false).map( file => file.substr(g_SettingsDirectory.length)); var victoryConditions = files.map(file => { let vc = loadSettingValuesFile(file); if (vc) vc.Name = file.substr(subdir.length, file.length - (subdir + ".json").length); return vc; }); if (victoryConditions.some(vc => vc == undefined)) return undefined; // TODO: We might support enabling victory conditions separately sometime. // Until then, we supplement the endless gametype here. victoryConditions.push({ "Name": "endless", "Title": translateWithContext("victory condition", "None"), "Description": translate("Endless game."), "Scripts": [] }); return victoryConditions; } /** * Loads the default player settings (like civs and colors). * * @returns {Array|undefined} */ function loadPlayerDefaults() { var json = Engine.ReadJSONFile(g_SettingsDirectory + "player_defaults.json"); if (!json || !json.PlayerData) { error("Could not load player_defaults.json"); return undefined; } return json.PlayerData; } /** * Loads available population capacities. * * @returns {Array|undefined} */ function loadPopulationCapacities() { var json = Engine.ReadJSONFile(g_SettingsDirectory + "population_capacities.json"); if (!json || json.Default === undefined || !json.PopulationCapacities || !Array.isArray(json.PopulationCapacities)) { error("Could not load population_capacities.json"); return undefined; } return json.PopulationCapacities.map(population => ({ "Population": population, "Default": population == json.Default, "Title": population < 10000 ? population : translate("Unlimited") })); } /** * Creates an object with all values of that property of the given setting and * finds the index of the default value. * * This allows easy copying of setting values to dropdown lists. * * @param {Array} settingValues * @returns {Object|undefined} */ function prepareForDropdown(settingValues) { if (!settingValues) return undefined; var settings = { "Default": 0 }; for (let index in settingValues) { for (let property in settingValues[index]) { if (property == "Default") continue; if (!settings[property]) settings[property] = []; // Switch property and index settings[property][index] = settingValues[index][property]; } // Copy default value if (settingValues[index].Default) settings.Default = +index; } return settings; } /** * Returns title or placeholder. * * @param {string} aiName - for example "petra" */ function translateAIName(aiName) { var description = g_Settings.AIDescriptions.find(ai => ai.id == aiName); return description ? translate(description.data.name) : translateWithContext("AI name", "Unknown"); } /** * Returns title or placeholder. * * @param {Number} index - index of AIDifficulties */ function translateAIDifficulty(index) { var difficulty = g_Settings.AIDifficulties[index]; return difficulty ? difficulty.Title : translateWithContext("AI difficulty", "Unknown"); } /** * Returns title or placeholder. * * @param {string} mapType - for example "skirmish" * @returns {string} */ function translateMapType(mapType) { var type = g_Settings.MapTypes.find(t => t.Name == mapType); return type ? type.Title : translateWithContext("map type", "Unknown"); } /** * Returns title or placeholder "Default". * * @param {Number} mapSize - tilecount * @returns {string} */ function translateMapSize(tiles) { var mapSize = g_Settings.MapSizes.find(mapSize => mapSize.Tiles == +tiles); return mapSize ? mapSize.Name : translateWithContext("map size", "Default"); } /** * Returns title or placeholder. * * @param {Number} population - for example 300 * @returns {string} */ function translatePopulationCapacity(population) { var popCap = g_Settings.PopulationCapacities.find(p => p.Population == population); return popCap ? popCap.Title : translateWithContext("population capacity", "Unknown"); } /** * Returns title or placeholder. * * @param {string} gameType - for example "conquest" * @returns {string} */ function translateVictoryCondition(gameType) { var vc = g_Settings.VictoryConditions.find(vc => vc.Name == gameType); return vc ? vc.Title : translateWithContext("victory condition", "Unknown"); } Index: ps/trunk/binaries/data/mods/public/gui/gamesetup/gamesetup.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/gamesetup/gamesetup.js (revision 19344) +++ ps/trunk/binaries/data/mods/public/gui/gamesetup/gamesetup.js (revision 19345) @@ -1,2040 +1,2040 @@ const g_MatchSettings_SP = "config/matchsettings.json"; const g_MatchSettings_MP = "config/matchsettings.mp.json"; const g_Ceasefire = prepareForDropdown(g_Settings && g_Settings.Ceasefire); const g_GameSpeeds = prepareForDropdown(g_Settings && g_Settings.GameSpeeds.filter(speed => !speed.ReplayOnly)); const g_MapSizes = prepareForDropdown(g_Settings && g_Settings.MapSizes); const g_MapTypes = prepareForDropdown(g_Settings && g_Settings.MapTypes); const g_PopulationCapacities = prepareForDropdown(g_Settings && g_Settings.PopulationCapacities); const g_StartingResources = prepareForDropdown(g_Settings && g_Settings.StartingResources); const g_VictoryConditions = prepareForDropdown(g_Settings && g_Settings.VictoryConditions); -const g_WonderDurations = prepareForDropdown(g_Settings && g_Settings.WonderDurations); +const g_VictoryDurations = prepareForDropdown(g_Settings && g_Settings.VictoryDurations); /** * All selectable playercolors except gaia. */ const g_PlayerColors = g_Settings && g_Settings.PlayerDefaults.slice(1).map(pData => pData.Color); /** * Directory containing all maps of the given type. */ const g_MapPath = { "random": "maps/random/", "scenario": "maps/scenarios/", "skirmish": "maps/skirmishes/" }; /** * Containing the colors to highlight the ready status of players, * the chat ready messages and * the tooltips and captions for the ready button */ const g_ReadyData = [ { "color": "", "chat": translate("* %(username)s is not ready."), "caption": translate("I'm ready"), "tooltip": translate("State that you are ready to play.") }, { "color": "green", "chat": translate("* %(username)s is ready!"), "caption": translate("Stay ready"), "tooltip": translate("Stay ready even when the game settings change.") }, { "color": "150 150 250", "chat": "", "caption": translate("I'm not ready!"), "tooltip": translate("State that you are not ready to play.") } ]; /** * Processes a CNetMessage (see NetMessage.h, NetMessages.h) sent by the CNetServer. */ const g_NetMessageTypes = { "netstatus": msg => handleNetStatusMessage(msg), "netwarn": msg => addNetworkWarning(msg), "gamesetup": msg => handleGamesetupMessage(msg), "players": msg => handlePlayerAssignmentMessage(msg), "ready": msg => handleReadyMessage(msg), "start": msg => handleGamestartMessage(msg), "kicked": msg => addChatMessage({ "type": msg.banned ? "banned" : "kicked", "username": msg.username }), "chat": msg => addChatMessage({ "type": "chat", "guid": msg.guid, "text": msg.text }) }; const g_FormatChatMessage = { "system": (msg, user) => systemMessage(msg.text), "settings": (msg, user) => systemMessage(translate('Game settings have been changed')), "connect": (msg, user) => systemMessage(sprintf(translate("%(username)s has joined"), { "username": user })), "disconnect": (msg, user) => systemMessage(sprintf(translate("%(username)s has left"), { "username": user })), "kicked": (msg, user) => systemMessage(sprintf(translate("%(username)s has been kicked"), { "username": user })), "banned": (msg, user) => systemMessage(sprintf(translate("%(username)s has been banned"), { "username": user })), "chat": (msg, user) => sprintf(translate("%(username)s %(message)s"), { "username": senderFont(sprintf(translate("<%(username)s>"), { "username": user })), "message": escapeText(msg.text || "") }), "ready": (msg, user) => sprintf(g_ReadyData[msg.status].chat, { "username": user }), "clientlist": (msg, user) => getUsernameList() }; /** * The dropdownlist items will appear in the order they are added. */ const g_MapFilters = [ { "id": "default", "name": translateWithContext("map filter", "Default"), "filter": mapKeywords => mapKeywords.every(keyword => ["naval", "demo", "hidden"].indexOf(keyword) == -1) }, { "id": "naval", "name": translate("Naval Maps"), "filter": mapKeywords => mapKeywords.indexOf("naval") != -1 }, { "id": "demo", "name": translate("Demo Maps"), "filter": mapKeywords => mapKeywords.indexOf("demo") != -1 }, { "id": "new", "name": translate("New Maps"), "filter": mapKeywords => mapKeywords.indexOf("new") != -1 }, { "id": "trigger", "name": translate("Trigger Maps"), "filter": mapKeywords => mapKeywords.indexOf("trigger") != -1 }, { "id": "all", "name": translate("All Maps"), "filter": mapKeywords => true } ]; /** * Used for generating the botnames. */ const g_RomanNumbers = [undefined, "I", "II", "III", "IV", "V", "VI", "VII", "VIII"]; /** * Offer users to select playable civs only. * Load unselectable civs as they could appear in scenario maps. */ const g_CivData = loadCivData(); /** * Used for highlighting the sender of chat messages. */ const g_SenderFont = "sans-bold-13"; /** * Highlight the "random" dropdownlist item. */ const g_ColorRandom = "orange"; /** * Highlight AIs in the player-dropdownlist. */ const g_AIColor = "70 150 70"; /** * Color for "Unassigned"-placeholder item in the dropdownlist. */ const g_UnassignedColor = "140 140 140"; /** * Highlight observer players in the dropdownlist. */ const g_UnassignedPlayerColor = "170 170 250"; /** * Placeholder item for the map-dropdownlist. */ const g_RandomMap = '[color="' + g_ColorRandom + '"]' + translateWithContext("map selection", "Random") + "[/color]"; /** * Placeholder item for the civ-dropdownlists. */ const g_RandomCiv = '[color="' + g_ColorRandom + '"]' + translateWithContext("civilization", "Random") + '[/color]'; /** * Whether this is a single- or multiplayer match. */ var g_IsNetworked; /** * Is this user in control of game settings (i.e. singleplayer or host of a multiplayergame). */ var g_IsController; /** * To report the game to the lobby bot. */ var g_ServerName; var g_ServerPort; /** * States whether the GUI is currently updated in response to network messages instead of user input * and therefore shouldn't send further messages to the network. */ var g_IsInGuiUpdate; /** * Whether the current player is ready to start the game. * 0 - not ready * 1 - ready * 2 - stay ready */ var g_IsReady; /** * Ignore duplicate ready commands on init. */ var g_ReadyInit = true; /** * If noone has changed the ready status, we have no need to spam the settings changed message. * * <=0 - Suppressed settings message * 1 - Will show settings message * 2 - Host's initial ready, suppressed settings message */ var g_ReadyChanged = 2; /** * Used to prevent calling resetReadyData when starting a game. */ var g_GameStarted = false; var g_PlayerAssignments = {}; var g_DefaultPlayerData = []; var g_GameAttributes = { "settings": {} }; var g_ChatMessages = []; /** * Cache containing the mapsettings for scenario/skirmish maps. Just-in-time loading. */ var g_MapData = {}; /** * Wait one tick before initializing the GUI objects and * don't process netmessages prior to that. */ var g_LoadingState = 0; /** * Only send a lobby update if something actually changed. */ var g_LastGameStanza; /** * Remembers if the current player viewed the AI settings of some playerslot. */ var g_LastViewedAIPlayer = -1; /** * Initializes some globals without touching the GUI. * * @param {Object} attribs - context data sent by the lobby / mainmenu */ function init(attribs) { if (!g_Settings) { cancelSetup(); return; } if (["offline", "server", "client"].indexOf(attribs.type) == -1) { error("Unexpected 'type' in gamesetup init: " + attribs.type); cancelSetup(); return; } g_IsNetworked = attribs.type != "offline"; g_IsController = attribs.type != "client"; g_ServerName = attribs.serverName; g_ServerPort = attribs.serverPort; // Replace empty playername when entering a singleplayermatch for the first time if (!g_IsNetworked) { Engine.ConfigDB_CreateValue("user", "playername.singleplayer", singleplayerName()); Engine.ConfigDB_WriteValueToFile("user", "playername.singleplayer", singleplayerName(), "config/user.cfg"); } // Get default player data - remove gaia g_DefaultPlayerData = g_Settings.PlayerDefaults; g_DefaultPlayerData.shift(); for (let i in g_DefaultPlayerData) g_DefaultPlayerData[i].Civ = "random"; setTimeout(displayGamestateNotifications, 1000); } /** * Called after the first tick. */ function initGUIObjects() { Engine.GetGUIObjectByName("cancelGame").tooltip = Engine.HasXmppClient() ? translate("Return to the lobby.") : translate("Return to the main menu."); initCivNameList(); initMapTypes(); initMapFilters(); if (g_IsController) { g_GameAttributes.settings.CheatsEnabled = !g_IsNetworked; g_GameAttributes.settings.RatingEnabled = Engine.IsRankedGame() || undefined; initMapNameList(); initNumberOfPlayers(); initGameSpeed(); initPopulationCaps(); initStartingResources(); initCeasefire(); - initWonderDurations(); initVictoryConditions(); + initVictoryDurations(); initMapSizes(); initRadioButtons(); } else hideControls(); initMultiplayerSettings(); initPlayerAssignments(); resizeMoreOptionsWindow(); Engine.GetGUIObjectByName("chatInput").tooltip = colorizeAutocompleteHotkey(); if (g_IsNetworked) Engine.GetGUIObjectByName("chatInput").focus(); else initSPTips(); if (g_IsController) { loadPersistMatchSettings(); if (g_IsInGuiUpdate) warn("initGUIObjects() called while in GUI update"); updateGameAttributes(); } } function initMapTypes() { let mapTypes = Engine.GetGUIObjectByName("mapType"); mapTypes.list = g_MapTypes.Title; mapTypes.list_data = g_MapTypes.Name; mapTypes.onSelectionChange = function() { if (this.selected != -1) selectMapType(this.list_data[this.selected]); }; if (g_IsController) mapTypes.selected = g_MapTypes.Default; } function initMapFilters() { let mapFilters = Engine.GetGUIObjectByName("mapFilter"); mapFilters.list = g_MapFilters.map(mapFilter => mapFilter.name); mapFilters.list_data = g_MapFilters.map(mapFilter => mapFilter.id); mapFilters.onSelectionChange = function() { if (this.selected != -1) selectMapFilter(this.list_data[this.selected]); }; if (g_IsController) mapFilters.selected = 0; g_GameAttributes.mapFilter = "default"; } function initSPTips() { if (Engine.ConfigDB_GetValue("user", "gui.gamesetup.enabletips") !== "true") return; Engine.GetGUIObjectByName("spTips").hidden = false; Engine.GetGUIObjectByName("displaySPTips").checked = true; Engine.GetGUIObjectByName("aiTips").caption = Engine.TranslateLines(Engine.ReadFile("gui/gamesetup/ai.txt")); } function saveSPTipsSetting() { let enabled = String(Engine.GetGUIObjectByName("displaySPTips").checked); Engine.ConfigDB_CreateValue("user", "gui.gamesetup.enabletips", enabled); Engine.ConfigDB_WriteValueToFile("user", "gui.gamesetup.enabletips", enabled, "config/user.cfg"); } /** - * Remove empty space in case of hidden options (like cheats, rating or wonder duration) + * Remove empty space in case of hidden options (like cheats, rating or victory duration) */ function resizeMoreOptionsWindow() { const elementHeight = 30; let yPos = undefined; for (let guiOption of Engine.GetGUIObjectByName("moreOptions").children) { if (guiOption.name == "moreOptionsLabel") continue; let gSize = guiOption.size; yPos = yPos || gSize.top; if (guiOption.hidden) continue; gSize.top = yPos; gSize.bottom = yPos + elementHeight - 2; guiOption.size = gSize; yPos += elementHeight; } // Resize the vertically centered window containing the options let moreOptions = Engine.GetGUIObjectByName("moreOptions"); let mSize = moreOptions.size; mSize.bottom = mSize.top + yPos + 20; moreOptions.size = mSize; } function initNumberOfPlayers() { let playersArray = Array(g_MaxPlayers).fill(0).map((v, i) => i + 1); // 1, 2, ..., MaxPlayers let numPlayers = Engine.GetGUIObjectByName("numPlayers"); numPlayers.list = playersArray; numPlayers.list_data = playersArray; numPlayers.onSelectionChange = function() { if (this.selected != -1) selectNumPlayers(this.list_data[this.selected]); }; numPlayers.selected = g_MaxPlayers - 1; } function initGameSpeed() { let gameSpeed = Engine.GetGUIObjectByName("gameSpeed"); gameSpeed.hidden = false; Engine.GetGUIObjectByName("gameSpeedText").hidden = true; gameSpeed.list = g_GameSpeeds.Title; gameSpeed.list_data = g_GameSpeeds.Speed; gameSpeed.onSelectionChange = function() { if (this.selected != -1) g_GameAttributes.gameSpeed = g_GameSpeeds.Speed[this.selected]; updateGameAttributes(); }; gameSpeed.selected = g_GameSpeeds.Default; } function initPopulationCaps() { let populationCaps = Engine.GetGUIObjectByName("populationCap"); populationCaps.list = g_PopulationCapacities.Title; populationCaps.list_data = g_PopulationCapacities.Population; populationCaps.selected = g_PopulationCapacities.Default; populationCaps.onSelectionChange = function() { if (this.selected != -1) g_GameAttributes.settings.PopulationCap = g_PopulationCapacities.Population[this.selected]; updateGameAttributes(); }; } function initStartingResources() { let startingResourcesL = Engine.GetGUIObjectByName("startingResources"); startingResourcesL.list = g_StartingResources.Title; startingResourcesL.list_data = g_StartingResources.Resources; startingResourcesL.selected = g_StartingResources.Default; startingResourcesL.onSelectionChange = function() { if (this.selected != -1) g_GameAttributes.settings.StartingResources = g_StartingResources.Resources[this.selected]; updateGameAttributes(); }; } function initCeasefire() { let ceasefireL = Engine.GetGUIObjectByName("ceasefire"); ceasefireL.list = g_Ceasefire.Title; ceasefireL.list_data = g_Ceasefire.Duration; ceasefireL.selected = g_Ceasefire.Default; ceasefireL.onSelectionChange = function() { if (this.selected != -1) g_GameAttributes.settings.Ceasefire = g_Ceasefire.Duration[this.selected]; updateGameAttributes(); }; } function initVictoryConditions() { let victoryConditions = Engine.GetGUIObjectByName("victoryCondition"); victoryConditions.list = g_VictoryConditions.Title; victoryConditions.list_data = g_VictoryConditions.Name; victoryConditions.onSelectionChange = function() { if (this.selected != -1) { g_GameAttributes.settings.GameType = g_VictoryConditions.Name[this.selected]; g_GameAttributes.settings.VictoryScripts = g_VictoryConditions.Scripts[this.selected]; } updateGameAttributes(); }; victoryConditions.selected = g_VictoryConditions.Default; } -function initWonderDurations() +function initVictoryDurations() { - let wonderConditions = Engine.GetGUIObjectByName("wonderDuration"); - wonderConditions.list = g_WonderDurations.Title; - wonderConditions.list_data = g_WonderDurations.Duration; - wonderConditions.onSelectionChange = function() + let victoryDurationsConditions = Engine.GetGUIObjectByName("victoryDuration"); + victoryDurationsConditions.list = g_VictoryDurations.Title; + victoryDurationsConditions.list_data = g_VictoryDurations.Duration; + victoryDurationsConditions.onSelectionChange = function() { if (this.selected != -1) - g_GameAttributes.settings.WonderDuration = g_WonderDurations.Duration[this.selected]; + g_GameAttributes.settings.VictoryDuration = g_VictoryDurations.Duration[this.selected]; updateGameAttributes(); }; - wonderConditions.selected = g_WonderDurations.Default; + victoryDurationsConditions.selected = g_VictoryDurations.Default; } function initMapSizes() { let mapSize = Engine.GetGUIObjectByName("mapSize"); mapSize.list = g_MapSizes.Name; mapSize.list_data = g_MapSizes.Tiles; mapSize.onSelectionChange = function() { if (this.selected != -1) g_GameAttributes.settings.Size = g_MapSizes.Tiles[this.selected]; updateGameAttributes(); }; mapSize.selected = 0; } /** * Assign update-functions to all checkboxes. */ function initRadioButtons() { let options = { "RevealMap": "revealMap", "ExploreMap": "exploreMap", "DisableTreasures": "disableTreasures", "DisableSpies": "disableSpies", "LockTeams": "lockTeams", "LastManStanding" : "lastManStanding", "CheatsEnabled": "enableCheats" }; Object.keys(options).forEach(attribute => { Engine.GetGUIObjectByName(options[attribute]).onPress = function() { g_GameAttributes.settings[attribute] = this.checked; updateGameAttributes(); }; }); Engine.GetGUIObjectByName("enableRating").onPress = function() { g_GameAttributes.settings.RatingEnabled = this.checked; Engine.SetRankedGame(this.checked); Engine.GetGUIObjectByName("enableCheats").enabled = !this.checked; Engine.GetGUIObjectByName("lockTeams").enabled = !this.checked; updateGameAttributes(); }; Engine.GetGUIObjectByName("lockTeams").onPress = function() { g_GameAttributes.settings.LockTeams = this.checked; g_GameAttributes.settings.LastManStanding = false; updateGameAttributes(); }; } function hideStartGameButton(hidden) { const offset = 10; let startGame = Engine.GetGUIObjectByName("startGame"); startGame.hidden = hidden; let right = hidden ? startGame.size.right : startGame.size.left - offset; let cancelGame = Engine.GetGUIObjectByName("cancelGame"); let cancelGameSize = cancelGame.size; let xButtonSize = cancelGameSize.right - cancelGameSize.left; cancelGameSize.right = right; right -= xButtonSize; for (let element of ["cheatWarningText", "onscreenToolTip"]) { let elementSize = Engine.GetGUIObjectByName(element).size; elementSize.right = right - (cancelGameSize.left - elementSize.right); Engine.GetGUIObjectByName(element).size = elementSize; } cancelGameSize.left = right; cancelGame.size = cancelGameSize; } /** * If we're a network client, hide the controls and show the text instead. */ function hideControls() { for (let ctrl of ["mapType", "mapFilter", "mapSelection", "victoryCondition", "gameSpeed", "numPlayers"]) hideControl(ctrl, ctrl + "Text"); // TODO: Shouldn't players be able to choose their own assignment? for (let i = 0; i < g_MaxPlayers; ++i) { Engine.GetGUIObjectByName("playerAssignment["+i+"]").hidden = true; Engine.GetGUIObjectByName("playerCiv["+i+"]").hidden = true; Engine.GetGUIObjectByName("playerTeam["+i+"]").hidden = true; } // The start game button should be hidden until the player assignments are received // and it is known whether the local player is an observer. hideStartGameButton(true); Engine.GetGUIObjectByName("startGame").enabled = true; } /** * Hides the GUI controls for clients and shows the read-only label instead. * * @param {string} control - name of the GUI object able to change a setting * @param {string} label - name of the GUI object displaying a setting * @param {boolean} [allowControl] - Whether the current user is allowed to change the control. */ function hideControl(control, label, allowControl = g_IsController) { Engine.GetGUIObjectByName(control).hidden = !allowControl; Engine.GetGUIObjectByName(label).hidden = allowControl; } /** * Checks a boolean checkbox for the host and sets the text of the label for the client. * * @param {string} control - name of the GUI object able to change a setting * @param {string} label - name of the GUI object displaying a setting * @param {boolean} checked - Whether the setting is active / enabled. */ function setGUIBoolean(control, label, checked) { Engine.GetGUIObjectByName(control).checked = checked; Engine.GetGUIObjectByName(label).caption = checked ? translate("Yes") : translate("No"); } /** * Hide and set some elements depending on whether we play single- or multiplayer. */ function initMultiplayerSettings() { Engine.GetGUIObjectByName("chatPanel").hidden = !g_IsNetworked; Engine.GetGUIObjectByName("optionCheats").hidden = !g_IsNetworked; Engine.GetGUIObjectByName("optionRating").hidden = !Engine.HasXmppClient(); Engine.GetGUIObjectByName("enableCheats").enabled = !Engine.IsRankedGame(); Engine.GetGUIObjectByName("lockTeams").enabled = !Engine.IsRankedGame(); Engine.GetGUIObjectByName("enableCheats").checked = g_GameAttributes.settings.CheatsEnabled; Engine.GetGUIObjectByName("enableRating").checked = !!g_GameAttributes.settings.RatingEnabled; for (let ctrl of ["enableCheats", "enableRating"]) hideControl(ctrl, ctrl + "Text"); } /** * Populate team-, color- and civ-dropdowns. */ function initPlayerAssignments() { let boxSpacing = 32; for (let i = 0; i < g_MaxPlayers; ++i) { let box = Engine.GetGUIObjectByName("playerBox["+i+"]"); let boxSize = box.size; let h = boxSize.bottom - boxSize.top; boxSize.top = i * boxSpacing; boxSize.bottom = i * boxSpacing + h; box.size = boxSize; let team = Engine.GetGUIObjectByName("playerTeam["+i+"]"); let teamsArray = Array(g_MaxTeams).fill(0).map((v, i) => i + 1); // 1, 2, ... MaxTeams team.list = [translateWithContext("team", "None")].concat(teamsArray); // "None", 1, 2, ..., maxTeams team.list_data = [-1].concat(teamsArray.map(team => team - 1)); // -1, 0, ..., (maxTeams-1) team.selected = 0; let playerSlot = i; // declare for inner function use team.onSelectionChange = function() { if (this.selected != -1) g_GameAttributes.settings.PlayerData[playerSlot].Team = this.selected - 1; updateGameAttributes(); }; let colorPicker = Engine.GetGUIObjectByName("playerColorPicker["+i+"]"); colorPicker.list = g_PlayerColors.map(color => ' ' + '[color="' + rgbToGuiColor(color) + '"]■[/color]'); colorPicker.list_data = g_PlayerColors.map((color, index) => index); colorPicker.selected = -1; colorPicker.onSelectionChange = function() { selectPlayerColor(playerSlot, this.selected); }; Engine.GetGUIObjectByName("playerCiv["+i+"]").onSelectionChange = function() { if ((this.selected != -1)&&(g_GameAttributes.mapType !== "scenario")) g_GameAttributes.settings.PlayerData[playerSlot].Civ = this.list_data[this.selected]; updateGameAttributes(); }; } } /** * Called when the client disconnects. * The other cases from NetClient should never occur in the gamesetup. * @param {Object} message */ function handleNetStatusMessage(message) { if (message.status != "disconnected") { error("Unrecognised netstatus type " + message.status); return; } cancelSetup(); reportDisconnect(message.reason, true); } /** * Called whenever a client clicks on ready (or not ready). * @param {Object} message */ function handleReadyMessage(message) { --g_ReadyChanged; if (g_ReadyChanged < 1 && g_PlayerAssignments[message.guid].player != -1) addChatMessage({ "type": "ready", "status": message.status, "guid": message.guid }); if (!g_IsController) return; g_PlayerAssignments[message.guid].status = message.status; updateReadyUI(); } /** * Called after every player is ready and the host decided to finally start the game. * @param {Object} message */ function handleGamestartMessage(message) { // Immediately inform the lobby server instead of waiting for the load to finish if (g_IsController && Engine.HasXmppClient()) { let clients = formatClientsForStanza(); Engine.SendChangeStateGame(clients.connectedPlayers, clients.list); } Engine.SwitchGuiPage("page_loading.xml", { "attribs": g_GameAttributes, "isNetworked" : g_IsNetworked, "playerAssignments": g_PlayerAssignments, "isController": g_IsController }); } /** * Called whenever the host changed any setting. * @param {Object} message */ function handleGamesetupMessage(message) { if (!message.data) return; g_GameAttributes = message.data; if (!!g_GameAttributes.settings.RatingEnabled) { g_GameAttributes.settings.CheatsEnabled = false; g_GameAttributes.settings.LockTeams = true; g_GameAttributes.settings.LastManStanding = false; } Engine.SetRankedGame(!!g_GameAttributes.settings.RatingEnabled); updateGUIObjects(); } /** * Called whenever a client joins/leaves or any gamesetting is changed. * @param {Object} message */ function handlePlayerAssignmentMessage(message) { for (let guid in message.newAssignments) if (!g_PlayerAssignments[guid]) onClientJoin(guid, message.newAssignments); for (let guid in g_PlayerAssignments) if (!message.newAssignments[guid]) onClientLeave(guid); g_PlayerAssignments = message.newAssignments; hideStartGameButton(!g_IsController && g_PlayerAssignments[Engine.GetPlayerGUID()].player == -1); updatePlayerList(); updateReadyUI(); sendRegisterGameStanza(); } function onClientJoin(newGUID, newAssignments) { addChatMessage({ "type": "connect", "guid": newGUID, "username": newAssignments[newGUID].name }); let freeSlot = g_GameAttributes.settings.PlayerData.findIndex((v,i) => Object.keys(g_PlayerAssignments).every(guid => g_PlayerAssignments[guid].player != i+1) ); // Client is not and cannot assigned as player if (newAssignments[newGUID].player == -1 && freeSlot == -1) return; // Assign the joining client to the free slot if (g_IsController && newAssignments[newGUID].player == -1) Engine.AssignNetworkPlayer(freeSlot + 1, newGUID); resetReadyData(); } function onClientLeave(guid) { addChatMessage({ "type": "disconnect", "guid": guid }); if (g_PlayerAssignments[guid].player != -1) resetReadyData(); } /** * Doesn't translate, so that lobby clients can do that locally * (even if they don't have that map). */ function getMapDisplayName(map) { if (map == "random") return map; let mapData = loadMapData(map); if (!mapData || !mapData.settings || !mapData.settings.Name) return map; return mapData.settings.Name; } function getMapPreview(map) { let mapData = loadMapData(map); if (!mapData || !mapData.settings || !mapData.settings.Preview) return "nopreview.png"; return mapData.settings.Preview; } /** * Get a playersetting or return the default if it wasn't set. */ function getSetting(settings, defaults, property) { if (settings && (property in settings)) return settings[property]; if (defaults && (property in defaults)) return defaults[property]; return undefined; } /** * Initialize the dropdowns containing all selectable civs (including random). */ function initCivNameList() { let civList = Object.keys(g_CivData).filter(civ => g_CivData[civ].SelectableInGameSetup).map(civ => ({ "name": g_CivData[civ].Name, "code": civ })).sort(sortNameIgnoreCase); let civListNames = [g_RandomCiv].concat(civList.map(civ => civ.name)); let civListCodes = ["random"].concat(civList.map(civ => civ.code)); for (let i = 0; i < g_MaxPlayers; ++i) { let civ = Engine.GetGUIObjectByName("playerCiv["+i+"]"); civ.list = civListNames; civ.list_data = civListCodes; civ.selected = 0; } } /** * Initialize the dropdown containing all maps for the selected maptype and mapfilter. */ function initMapNameList() { if (!g_MapPath[g_GameAttributes.mapType]) { error("Unexpected map type: " + g_GameAttributes.mapType); return; } let mapFiles = g_GameAttributes.mapType == "random" ? getJSONFileList(g_GameAttributes.mapPath) : getXMLFileList(g_GameAttributes.mapPath); // Apply map filter, if any defined // TODO: Should verify these are valid maps before adding to list let mapList = []; for (let mapFile of mapFiles) { let file = g_GameAttributes.mapPath + mapFile; let mapData = loadMapData(file); let mapFilter = g_MapFilters.find(mapFilter => mapFilter.id == (g_GameAttributes.mapFilter || "all")); if (!!mapData.settings && mapFilter && mapFilter.filter(mapData.settings.Keywords || [])) mapList.push({ "name": getMapDisplayName(file), "file": file }); } translateObjectKeys(mapList, ["name"]); mapList.sort(sortNameIgnoreCase); let mapListNames = mapList.map(map => map.name); let mapListFiles = mapList.map(map => map.file); if (g_GameAttributes.mapType == "random") { mapListNames.unshift(g_RandomMap); mapListFiles.unshift("random"); } let mapSelectionBox = Engine.GetGUIObjectByName("mapSelection"); mapSelectionBox.list = mapListNames; mapSelectionBox.list_data = mapListFiles; mapSelectionBox.onSelectionChange = function() { if (this.list_data[this.selected]) selectMap(this.list_data[this.selected]); }; mapSelectionBox.selected = Math.max(0, mapListFiles.indexOf(g_GameAttributes.map || "")); } function loadMapData(name) { if (!name || !g_MapPath[g_GameAttributes.mapType]) return undefined; if (name == "random") return { "settings": { "Name": "", "Description": "" } }; if (!g_MapData[name]) g_MapData[name] = g_GameAttributes.mapType == "random" ? Engine.ReadJSONFile(name + ".json") : Engine.LoadMapSettings(name); return g_MapData[name]; } /** * Sets the gameattributes the way they were the last time the user left the gamesetup. */ function loadPersistMatchSettings() { if (Engine.ConfigDB_GetValue("user", "persistmatchsettings") != "true") return; let settingsFile = g_IsNetworked ? g_MatchSettings_MP : g_MatchSettings_SP; if (!Engine.FileExists(settingsFile)) return; let attrs = Engine.ReadJSONFile(settingsFile); if (!attrs || !attrs.settings) return; g_IsInGuiUpdate = true; let mapName = attrs.map || ""; let mapSettings = attrs.settings; g_GameAttributes = attrs; if (!g_IsNetworked) mapSettings.CheatsEnabled = true; // Replace unselectable civs with random civ let playerData = mapSettings.PlayerData; if (playerData && g_GameAttributes.mapType != "scenario") for (let i in playerData) if (!g_CivData[playerData[i].Civ] || !g_CivData[playerData[i].Civ].SelectableInGameSetup) playerData[i].Civ = "random"; // Apply map settings let newMapData = loadMapData(mapName); if (newMapData && newMapData.settings) { for (let prop in newMapData.settings) mapSettings[prop] = newMapData.settings[prop]; if (playerData) mapSettings.PlayerData = playerData; } if (mapSettings.PlayerData) sanitizePlayerData(mapSettings.PlayerData); // Reload, as the maptype or mapfilter might have changed initMapNameList(); g_GameAttributes.settings.RatingEnabled = Engine.HasXmppClient(); Engine.SetRankedGame(g_GameAttributes.settings.RatingEnabled); updateGUIObjects(); } function savePersistMatchSettings() { let attributes = Engine.ConfigDB_GetValue("user", "persistmatchsettings") == "true" ? g_GameAttributes : {}; Engine.WriteJSONFile(g_IsNetworked ? g_MatchSettings_MP : g_MatchSettings_SP, attributes); } function sanitizePlayerData(playerData) { // Remove gaia if (playerData.length && !playerData[0]) playerData.shift(); playerData.forEach((pData, index) => { pData.Color = pData.Color || g_PlayerColors[index]; pData.Civ = pData.Civ || "random"; // Use default AI if the map doesn't specify any explicitly if (!("AI" in pData)) pData.AI = g_DefaultPlayerData[index].AI; if (!("AIDiff" in pData)) pData.AIDiff = g_DefaultPlayerData[index].AIDiff; }); // Replace colors with the best matching color of PlayerDefaults if (g_GameAttributes.mapType != "scenario") { playerData.forEach((pData, index) => { let colorDistances = g_PlayerColors.map(color => colorDistance(color, pData.Color)); let smallestDistance = colorDistances.find(distance => colorDistances.every(distance2 => (distance2 >= distance))); pData.Color = g_PlayerColors.find(color => colorDistance(color, pData.Color) == smallestDistance); }); } ensureUniquePlayerColors(playerData); } function cancelSetup() { if (g_IsController) savePersistMatchSettings(); Engine.DisconnectNetworkGame(); if (Engine.HasXmppClient()) { Engine.LobbySetPlayerPresence("available"); if (g_IsController) Engine.SendUnregisterGame(); Engine.SwitchGuiPage("page_lobby.xml"); } else Engine.SwitchGuiPage("page_pregame.xml"); } /** * Can't init the GUI before the first tick. * Process netmessages afterwards. */ function onTick() { if (!g_Settings) return; // First tick happens before first render, so don't load yet if (g_LoadingState == 0) { ++g_LoadingState; } else if (g_LoadingState == 1) { Engine.GetGUIObjectByName("loadingWindow").hidden = true; Engine.GetGUIObjectByName("setupWindow").hidden = false; initGUIObjects(); ++g_LoadingState; } else if (g_LoadingState == 2) { while (true) { let message = Engine.PollNetworkClient(); if (!message) break; log("Net message: " + uneval(message)); if (g_NetMessageTypes[message.type]) g_NetMessageTypes[message.type](message); else error("Unrecognised net message type " + message.type); } } updateTimers(); } /** * Called when the map or the number of players changes. */ function unassignInvalidPlayers(maxPlayers) { if (g_IsNetworked) { // Remove invalid playerIDs from the servers playerassignments copy for (let playerID = +maxPlayers + 1; playerID <= g_MaxPlayers; ++playerID) Engine.AssignNetworkPlayer(playerID, ""); } else if (!g_PlayerAssignments.local || g_PlayerAssignments.local.player > maxPlayers) g_PlayerAssignments = { "local": { "name": singleplayerName(), "player": 1 } }; } /** * Called when the host choses the number of players on a random map. * @param {Number} num */ function selectNumPlayers(num) { if (g_IsInGuiUpdate || !g_IsController || g_GameAttributes.mapType != "random") return; let pData = g_GameAttributes.settings.PlayerData; g_GameAttributes.settings.PlayerData = num > pData.length ? pData.concat(g_DefaultPlayerData.slice(pData.length, num)) : pData.slice(0, num); unassignInvalidPlayers(num); sanitizePlayerData(g_GameAttributes.settings.PlayerData); updateGameAttributes(); } /** * Assigns the given color to that player. */ function selectPlayerColor(playerSlot, colorIndex) { if (colorIndex == -1) return; let playerData = g_GameAttributes.settings.PlayerData; // If someone else has that color, give that player the old color let pData = playerData.find(pData => sameColor(g_PlayerColors[colorIndex], pData.Color)); if (pData) pData.Color = playerData[playerSlot].Color; // Assign the new color playerData[playerSlot].Color = g_PlayerColors[colorIndex]; // Ensure colors are not used twice after increasing the number of players ensureUniquePlayerColors(playerData); if (!g_IsInGuiUpdate) updateGameAttributes(); } function ensureUniquePlayerColors(playerData) { for (let i = playerData.length - 1; i >= 0; --i) // If someone else has that color, assign an unused color if (playerData.some((pData, j) => i != j && sameColor(playerData[i].Color, pData.Color))) playerData[i].Color = g_PlayerColors.find(color => playerData.every(pData => !sameColor(color, pData.Color))); } /** * Called when the user selects a map type from the list. * * @param {string} type - scenario, skirmish or random */ function selectMapType(type) { if (g_IsInGuiUpdate || !g_IsController) return; if (!g_MapPath[type]) { error("selectMapType: Unexpected map type " + type); return; } g_MapData = {}; g_GameAttributes.map = ""; g_GameAttributes.mapType = type; g_GameAttributes.mapPath = g_MapPath[type]; if (type != "scenario") g_GameAttributes.settings = { "PlayerData": g_DefaultPlayerData.slice(0, 4), "CheatsEnabled": g_GameAttributes.settings.CheatsEnabled }; initMapNameList(); updateGameAttributes(); } function selectMapFilter(id) { if (g_IsInGuiUpdate || !g_IsController) return; g_GameAttributes.mapFilter = id; initMapNameList(); updateGameAttributes(); } function selectMap(name) { if (g_IsInGuiUpdate || !g_IsController || !name) return; // Reset some map specific properties which are not necessarily redefined on each map for (let prop of ["TriggerScripts", "CircularMap", "Garrison"]) g_GameAttributes.settings[prop] = undefined; let mapData = loadMapData(name); let mapSettings = mapData && mapData.settings ? deepcopy(mapData.settings) : {}; // Reset victory conditions if (g_GameAttributes.mapType != "random") { let victoryIdx = g_VictoryConditions.Name.indexOf(mapSettings.GameType || "") != -1 ? g_VictoryConditions.Name.indexOf(mapSettings.GameType) : g_VictoryConditions.Default; g_GameAttributes.settings.GameType = g_VictoryConditions.Name[victoryIdx]; g_GameAttributes.settings.VictoryScripts = g_VictoryConditions.Scripts[victoryIdx]; } if (g_GameAttributes.mapType == "scenario") { - delete g_GameAttributes.settings.WonderDuration; + delete g_GameAttributes.settings.VictoryDuration; delete g_GameAttributes.settings.LastManStanding; } if (mapSettings.PlayerData) sanitizePlayerData(mapSettings.PlayerData); // Copy any new settings g_GameAttributes.map = name; g_GameAttributes.script = mapSettings.Script; if (g_GameAttributes.map !== "random") for (let prop in mapSettings) g_GameAttributes.settings[prop] = mapSettings[prop]; unassignInvalidPlayers(g_GameAttributes.settings.PlayerData.length); updateGameAttributes(); } function launchGame() { if (!g_IsController) { error("Only host can start game"); return; } if (!g_GameAttributes.map) return; savePersistMatchSettings(); // Select random map if (g_GameAttributes.map == "random") { let victoryScriptsSelected = g_GameAttributes.settings.VictoryScripts; let gameTypeSelected = g_GameAttributes.settings.GameType; selectMap(pickRandom(Engine.GetGUIObjectByName("mapSelection").list_data.slice(1))); g_GameAttributes.settings.VictoryScripts = victoryScriptsSelected; g_GameAttributes.settings.GameType = gameTypeSelected; } g_GameAttributes.settings.TriggerScripts = g_GameAttributes.settings.VictoryScripts.concat(g_GameAttributes.settings.TriggerScripts || []); // Prevent reseting the readystate g_GameStarted = true; g_GameAttributes.settings.mapType = g_GameAttributes.mapType; // Get a unique array of selectable cultures let cultures = Object.keys(g_CivData).filter(civ => g_CivData[civ].SelectableInGameSetup).map(civ => g_CivData[civ].Culture); cultures = cultures.filter((culture, index) => cultures.indexOf(culture) === index); // Determine random civs and botnames for (let i in g_GameAttributes.settings.PlayerData) { // Pick a random civ of a random culture let chosenCiv = g_GameAttributes.settings.PlayerData[i].Civ || "random"; if (chosenCiv == "random") { let culture = pickRandom(cultures); chosenCiv = pickRandom(Object.keys(g_CivData).filter(civ => g_CivData[civ].Culture == culture)); } g_GameAttributes.settings.PlayerData[i].Civ = chosenCiv; // Pick one of the available botnames for the chosen civ if (g_GameAttributes.mapType === "scenario" || !g_GameAttributes.settings.PlayerData[i].AI) continue; let chosenName = pickRandom(g_CivData[chosenCiv].AINames); if (!g_IsNetworked) chosenName = translate(chosenName); // Count how many players use the chosenName let usedName = g_GameAttributes.settings.PlayerData.filter(pData => pData.Name && pData.Name.indexOf(chosenName) !== -1).length; g_GameAttributes.settings.PlayerData[i].Name = !usedName ? chosenName : sprintf(translate("%(playerName)s %(romanNumber)s"), { "playerName": chosenName, "romanNumber": g_RomanNumbers[usedName+1] }); } // Copy playernames for the purpose of replays for (let guid in g_PlayerAssignments) { let player = g_PlayerAssignments[guid]; if (player.player > 0) // not observer or GAIA g_GameAttributes.settings.PlayerData[player.player - 1].Name = player.name; } // Seed used for both map generation and simulation g_GameAttributes.settings.Seed = randIntExclusive(0, Math.pow(2, 32)); g_GameAttributes.settings.AISeed = randIntExclusive(0, Math.pow(2, 32)); // Used for identifying rated game reports for the lobby g_GameAttributes.matchID = Engine.GetMatchID(); if (g_IsNetworked) { Engine.SetNetworkGameAttributes(g_GameAttributes); Engine.StartNetworkGame(); } else { // Find the player ID which the user has been assigned to let playerID = -1; for (let i in g_GameAttributes.settings.PlayerData) { let assignBox = Engine.GetGUIObjectByName("playerAssignment["+i+"]"); if (assignBox.list_data[assignBox.selected] == "local") playerID = +i+1; } Engine.StartGame(g_GameAttributes, playerID); Engine.SwitchGuiPage("page_loading.xml", { "attribs": g_GameAttributes, "isNetworked" : g_IsNetworked, "playerAssignments": g_PlayerAssignments }); } } /** * Don't set any attributes here, just show the changes in the GUI. * * Unless the mapsettings don't specify a property and the user didn't set it in g_GameAttributes previously. */ function updateGUIObjects() { g_IsInGuiUpdate = true; let mapSettings = g_GameAttributes.settings; // These dropdowns don't set values while g_IsInGuiUpdate let mapName = g_GameAttributes.map || ""; let mapFilterIdx = g_MapFilters.findIndex(mapFilter => mapFilter.id == (g_GameAttributes.mapFilter || "default")); let mapTypeIdx = g_GameAttributes.mapType !== undefined ? g_MapTypes.Name.indexOf(g_GameAttributes.mapType) : g_MapTypes.Default; let gameSpeedIdx = g_GameAttributes.gameSpeed !== undefined ? g_GameSpeeds.Speed.indexOf(g_GameAttributes.gameSpeed) : g_GameSpeeds.Default; // These dropdowns might set the default (as they ignore g_IsInGuiUpdate) let mapSizeIdx = mapSettings.Size !== undefined ? g_MapSizes.Tiles.indexOf(mapSettings.Size) : g_MapSizes.Default; let victoryIdx = mapSettings.GameType !== undefined ? g_VictoryConditions.Name.indexOf(mapSettings.GameType) : g_VictoryConditions.Default; - let wonderDurationIdx = mapSettings.WonderDuration !== undefined ? g_WonderDurations.Duration.indexOf(mapSettings.WonderDuration) : g_WonderDurations.Default; + let victoryDurationIdx = mapSettings.VictoryDuration !== undefined ? g_VictoryDurations.Duration.indexOf(mapSettings.VictoryDuration) : g_VictoryDurations.Default; let popIdx = mapSettings.PopulationCap !== undefined ? g_PopulationCapacities.Population.indexOf(mapSettings.PopulationCap) : g_PopulationCapacities.Default; let startingResIdx = mapSettings.StartingResources !== undefined ? g_StartingResources.Resources.indexOf(mapSettings.StartingResources) : g_StartingResources.Default; let ceasefireIdx = mapSettings.Ceasefire !== undefined ? g_Ceasefire.Duration.indexOf(mapSettings.Ceasefire) : g_Ceasefire.Default; let numPlayers = mapSettings.PlayerData ? mapSettings.PlayerData.length : g_MaxPlayers; if (g_IsController) { Engine.GetGUIObjectByName("mapType").selected = mapTypeIdx; Engine.GetGUIObjectByName("mapFilter").selected = mapFilterIdx; Engine.GetGUIObjectByName("mapSelection").selected = Engine.GetGUIObjectByName("mapSelection").list_data.indexOf(mapName); Engine.GetGUIObjectByName("mapSize").selected = mapSizeIdx; Engine.GetGUIObjectByName("numPlayers").selected = numPlayers - 1; Engine.GetGUIObjectByName("victoryCondition").selected = victoryIdx; - Engine.GetGUIObjectByName("wonderDuration").selected = wonderDurationIdx; + Engine.GetGUIObjectByName("victoryDuration").selected = victoryDurationIdx; Engine.GetGUIObjectByName("populationCap").selected = popIdx; Engine.GetGUIObjectByName("gameSpeed").selected = gameSpeedIdx; Engine.GetGUIObjectByName("ceasefire").selected = ceasefireIdx; Engine.GetGUIObjectByName("startingResources").selected = startingResIdx; } else { Engine.GetGUIObjectByName("mapTypeText").caption = g_MapTypes.Title[mapTypeIdx]; Engine.GetGUIObjectByName("mapFilterText").caption = g_MapFilters[mapFilterIdx].name; Engine.GetGUIObjectByName("mapSelectionText").caption = mapName == "random" ? g_RandomMap : translate(getMapDisplayName(mapName)); initMapNameList(); } // Can be visible to both host and clients Engine.GetGUIObjectByName("mapSizeText").caption = g_GameAttributes.mapType == "random" ? g_MapSizes.Name[mapSizeIdx] : translateWithContext("map size", "Default"); Engine.GetGUIObjectByName("numPlayersText").caption = numPlayers; Engine.GetGUIObjectByName("victoryConditionText").caption = g_VictoryConditions.Title[victoryIdx]; - Engine.GetGUIObjectByName("wonderDurationText").caption = g_WonderDurations.Title[wonderDurationIdx]; + Engine.GetGUIObjectByName("victoryDurationText").caption = g_VictoryDurations.Title[victoryDurationIdx]; Engine.GetGUIObjectByName("populationCapText").caption = g_PopulationCapacities.Title[popIdx]; Engine.GetGUIObjectByName("startingResourcesText").caption = g_StartingResources.Title[startingResIdx]; Engine.GetGUIObjectByName("ceasefireText").caption = g_Ceasefire.Title[ceasefireIdx]; Engine.GetGUIObjectByName("gameSpeedText").caption = g_GameSpeeds.Title[gameSpeedIdx]; setGUIBoolean("enableCheats", "enableCheatsText", !!mapSettings.CheatsEnabled); setGUIBoolean("disableTreasures", "disableTreasuresText", !!mapSettings.DisableTreasures); setGUIBoolean("disableSpies", "disableSpiesText", !!mapSettings.DisableSpies); setGUIBoolean("exploreMap", "exploreMapText", !!mapSettings.ExploreMap); setGUIBoolean("revealMap", "revealMapText", !!mapSettings.RevealMap); setGUIBoolean("lockTeams", "lockTeamsText", !!mapSettings.LockTeams); setGUIBoolean("lastManStanding", "lastManStandingText", !!mapSettings.LastManStanding); setGUIBoolean("enableRating", "enableRatingText", !!mapSettings.RatingEnabled); - Engine.GetGUIObjectByName("optionWonderDuration").hidden = + Engine.GetGUIObjectByName("optionVictoryDuration").hidden = g_GameAttributes.settings.GameType && - g_GameAttributes.settings.GameType != "wonder"; + g_GameAttributes.settings.GameType != "wonder" && g_GameAttributes.settings.GameType != "capture_the_relic"; Engine.GetGUIObjectByName("cheatWarningText").hidden = !g_IsNetworked || !mapSettings.CheatsEnabled; Engine.GetGUIObjectByName("lastManStanding").enabled = !mapSettings.LockTeams; Engine.GetGUIObjectByName("enableCheats").enabled = !mapSettings.RatingEnabled; Engine.GetGUIObjectByName("lockTeams").enabled = !mapSettings.RatingEnabled; // Mapsize completely hidden for non-random maps let isRandom = g_GameAttributes.mapType == "random"; Engine.GetGUIObjectByName("mapSizeDesc").hidden = !isRandom; Engine.GetGUIObjectByName("mapSize").hidden = !isRandom || !g_IsController; Engine.GetGUIObjectByName("mapSizeText").hidden = !isRandom || g_IsController; hideControl("numPlayers", "numPlayersText", isRandom && g_IsController); let notScenario = g_GameAttributes.mapType != "scenario" && g_IsController ; - for (let ctrl of ["victoryCondition", "wonderDuration", "populationCap", + for (let ctrl of ["victoryCondition", "victoryDuration", "populationCap", "startingResources", "ceasefire", "revealMap", "exploreMap", "disableTreasures", "disableSpies", "lockTeams", "lastManStanding"]) hideControl(ctrl, ctrl + "Text", notScenario); Engine.GetGUIObjectByName("civResetButton").hidden = !notScenario; Engine.GetGUIObjectByName("teamResetButton").hidden = !notScenario; for (let i = 0; i < g_MaxPlayers; ++i) { Engine.GetGUIObjectByName("playerBox["+i+"]").hidden = (i >= numPlayers); if (i >= numPlayers) continue; let pName = Engine.GetGUIObjectByName("playerName["+i+"]"); let pAssignment = Engine.GetGUIObjectByName("playerAssignment["+i+"]"); let pAssignmentText = Engine.GetGUIObjectByName("playerAssignmentText["+i+"]"); let pCiv = Engine.GetGUIObjectByName("playerCiv["+i+"]"); let pCivText = Engine.GetGUIObjectByName("playerCivText["+i+"]"); let pTeam = Engine.GetGUIObjectByName("playerTeam["+i+"]"); let pTeamText = Engine.GetGUIObjectByName("playerTeamText["+i+"]"); let pColor = Engine.GetGUIObjectByName("playerColor["+i+"]"); let pData = mapSettings.PlayerData ? mapSettings.PlayerData[i] : {}; let pDefs = g_DefaultPlayerData ? g_DefaultPlayerData[i] : {}; let color = getSetting(pData, pDefs, "Color"); pColor.sprite = "color:" + rgbToGuiColor(color) + " 100"; pName.caption = translate(getSetting(pData, pDefs, "Name")); let team = getSetting(pData, pDefs, "Team"); let civ = getSetting(pData, pDefs, "Civ"); pAssignmentText.caption = pAssignment.list[0] ? pAssignment.list[Math.max(0, pAssignment.selected)] : translate("Loading..."); pCivText.caption = civ == "random" ? g_RandomCiv : (g_CivData[civ] ? g_CivData[civ].Name : "Unknown"); pTeamText.caption = (team !== undefined && team >= 0) ? team+1 : "-"; pCiv.selected = civ ? pCiv.list_data.indexOf(civ) : 0; pTeam.selected = team !== undefined && team >= 0 ? team+1 : 0; hideControl("playerAssignment["+i+"]", "playerAssignmentText["+i+"]", g_IsController); hideControl("playerCiv["+i+"]", "playerCivText["+i+"]", notScenario); hideControl("playerTeam["+i+"]", "playerTeamText["+i+"]", notScenario); // Allow host to chose player colors on non-scenario maps let pColorPicker = Engine.GetGUIObjectByName("playerColorPicker["+i+"]"); let pColorPickerHeading = Engine.GetGUIObjectByName("playerColorHeading"); let canChangeColors = g_IsController && g_GameAttributes.mapType != "scenario"; pColorPicker.hidden = !canChangeColors; pColorPickerHeading.hidden = !canChangeColors; if (canChangeColors) pColorPicker.selected = g_PlayerColors.findIndex(col => sameColor(col, color)); } updateGameDescription(); resizeMoreOptionsWindow(); g_IsInGuiUpdate = false; // Game attributes include AI settings, so update the player list updatePlayerList(); resetReadyData(); // Refresh AI config page if (g_LastViewedAIPlayer != -1) { Engine.PopGuiPage(); openAIConfig(g_LastViewedAIPlayer); } } function updateGameDescription() { setMapPreviewImage("mapPreview", getMapPreview(g_GameAttributes.map)); Engine.GetGUIObjectByName("mapInfoName").caption = translateMapTitle(getMapDisplayName(g_GameAttributes.map)); Engine.GetGUIObjectByName("mapInfoDescription").caption = getGameDescription(); } /** * Broadcast the changed settings to all clients and the lobbybot. */ function updateGameAttributes() { if (g_IsInGuiUpdate || !g_IsController) return; if (g_IsNetworked) { Engine.SetNetworkGameAttributes(g_GameAttributes); if (g_LoadingState >= 2) sendRegisterGameStanza(); } else updateGUIObjects(); } function openAIConfig(playerSlot) { g_LastViewedAIPlayer = playerSlot; Engine.PushGuiPage("page_aiconfig.xml", { "callback": "AIConfigCallback", "isController": g_IsController, "playerSlot": playerSlot, "id": g_GameAttributes.settings.PlayerData[playerSlot].AI, "difficulty": g_GameAttributes.settings.PlayerData[playerSlot].AIDiff }); } /** * Called after closing the dialog. */ function AIConfigCallback(ai) { g_LastViewedAIPlayer = -1; if (!ai.save || !g_IsController) return; g_GameAttributes.settings.PlayerData[ai.playerSlot].AI = ai.id; g_GameAttributes.settings.PlayerData[ai.playerSlot].AIDiff = ai.difficulty; updateGameAttributes(); } function updatePlayerList() { g_IsInGuiUpdate = true; let hostNameList = []; let hostGuidList = []; let assignments = []; let aiAssignments = {}; let noAssignment; let assignedCount = 0; for (let guid of sortGUIDsByPlayerID()) { let player = g_PlayerAssignments[guid].player; if (player != -1) hostNameList.push(g_PlayerAssignments[guid].name); else hostNameList.push("[color=\""+ g_UnassignedPlayerColor + "\"]" + g_PlayerAssignments[guid].name + "[/color]"); hostGuidList.push(guid); assignments[player] = hostNameList.length-1; if (player != -1) ++assignedCount; } // Only enable start button if we have enough assigned players if (g_IsController) Engine.GetGUIObjectByName("startGame").enabled = assignedCount > 0; for (let ai of g_Settings.AIDescriptions) { // If the map uses a hidden AI then don't hide it if (ai.data.hidden && g_GameAttributes.settings.PlayerData.every(pData => pData.AI != ai.id)) continue; aiAssignments[ai.id] = hostNameList.length; hostNameList.push("[color=\""+ g_AIColor + "\"]" + sprintf(translate("AI: %(ai)s"), { "ai": translate(ai.data.name) })); hostGuidList.push("ai:" + ai.id); } noAssignment = hostNameList.length; hostNameList.push("[color=\""+ g_UnassignedColor + "\"]" + translate("Unassigned")); hostGuidList.push(""); for (let i = 0; i < g_MaxPlayers; ++i) { let playerSlot = i; let playerID = i+1; // we don't show Gaia, so first slot is ID 1 let selection = assignments[playerID]; let configButton = Engine.GetGUIObjectByName("playerConfig["+i+"]"); configButton.hidden = true; // Look for valid player slots if (playerSlot >= g_GameAttributes.settings.PlayerData.length) continue; // If no human is assigned, look for an AI instead if (selection === undefined) { let aiId = g_GameAttributes.settings.PlayerData[playerSlot].AI; if (aiId) { // Check for a valid AI if (aiId in aiAssignments) { selection = aiAssignments[aiId]; configButton.hidden = false; configButton.onpress = function() { openAIConfig(playerSlot); }; } else { g_GameAttributes.settings.PlayerData[playerSlot].AI = ""; warn("AI \"" + aiId + "\" not present. Defaulting to unassigned."); } } if (!selection) selection = noAssignment; } // There was a human, so make sure we don't have any AI left // over in their slot, if we're in charge of the attributes else if (g_IsController && g_GameAttributes.settings.PlayerData[playerSlot].AI) { g_GameAttributes.settings.PlayerData[playerSlot].AI = ""; if (g_IsNetworked) Engine.SetNetworkGameAttributes(g_GameAttributes); } let assignBox = Engine.GetGUIObjectByName("playerAssignment["+i+"]"); let assignBoxText = Engine.GetGUIObjectByName("playerAssignmentText["+i+"]"); assignBox.list = hostNameList; assignBox.list_data = hostGuidList; if (assignBox.selected != selection) assignBox.selected = selection; assignBoxText.caption = hostNameList[selection]; if (g_IsController) assignBox.onselectionchange = function() { if (g_IsInGuiUpdate) return; let guid = hostGuidList[this.selected]; if (!guid) { if (g_IsNetworked) // Unassign any host from this player slot Engine.AssignNetworkPlayer(playerID, ""); // Remove AI from this player slot g_GameAttributes.settings.PlayerData[playerSlot].AI = ""; } else if (guid.substr(0, 3) == "ai:") { if (g_IsNetworked) // Unassign any host from this player slot Engine.AssignNetworkPlayer(playerID, ""); // Set the AI for this player slot g_GameAttributes.settings.PlayerData[playerSlot].AI = guid.substr(3); } else swapPlayers(guid, playerSlot); if (g_IsNetworked) Engine.SetNetworkGameAttributes(g_GameAttributes); else updatePlayerList(); updateReadyUI(); }; } g_IsInGuiUpdate = false; } function swapPlayers(guid, newSlot) { // Player slots are indexed from 0 as Gaia is omitted. let newPlayerID = newSlot + 1; let playerID = g_PlayerAssignments[guid].player; // Attempt to swap the player or AI occupying the target slot, // if any, into the slot this player is currently in. if (playerID != -1) { for (let guid in g_PlayerAssignments) { // Move the player in the destination slot into the current slot. if (g_PlayerAssignments[guid].player != newPlayerID) continue; if (g_IsNetworked) Engine.AssignNetworkPlayer(playerID, guid); else g_PlayerAssignments[guid].player = playerID; break; } // Transfer the AI from the target slot to the current slot. g_GameAttributes.settings.PlayerData[playerID - 1].AI = g_GameAttributes.settings.PlayerData[newSlot].AI; // Swap civilizations if they aren't fixed if (g_GameAttributes.mapType != "scenario") { [g_GameAttributes.settings.PlayerData[playerID - 1].Civ, g_GameAttributes.settings.PlayerData[newSlot].Civ] = [g_GameAttributes.settings.PlayerData[newSlot].Civ, g_GameAttributes.settings.PlayerData[playerID - 1].Civ]; } } if (g_IsNetworked) Engine.AssignNetworkPlayer(newPlayerID, guid); else g_PlayerAssignments[guid].player = newPlayerID; g_GameAttributes.settings.PlayerData[newSlot].AI = ""; } function submitChatInput() { let input = Engine.GetGUIObjectByName("chatInput"); let text = input.caption; if (!text.length) return; input.caption = ""; if (executeNetworkCommand(text)) return; Engine.SendNetworkChat(text); } function senderFont(text) { return '[font="' + g_SenderFont + '"]' + text + '[/font]'; } function systemMessage(message) { return senderFont(sprintf(translate("== %(message)s"), { "message": message })); } function colorizePlayernameByGUID(guid, username = "") { // TODO: Maybe the host should have the moderator-prefix? if (!username) username = g_PlayerAssignments[guid] ? escapeText(g_PlayerAssignments[guid].name) : translate("Unknown Player"); let playerID = g_PlayerAssignments[guid] ? g_PlayerAssignments[guid].player : -1; let color = "white"; if (playerID > 0) { color = g_GameAttributes.settings.PlayerData[playerID - 1].Color; // Enlighten playercolor to improve readability let [h, s, l] = rgbToHsl(color.r, color.g, color.b); let [r, g, b] = hslToRgb(h, s, Math.max(0.6, l)); color = rgbToGuiColor({ "r": r, "g": g, "b": b }); } return '[color="'+ color +'"]' + username + '[/color]'; } function addChatMessage(msg) { if (!g_FormatChatMessage[msg.type]) return; if (msg.type == "chat") { let userName = g_PlayerAssignments[Engine.GetPlayerGUID()].name; if (userName != g_PlayerAssignments[msg.guid].name) notifyUser(userName, msg.text); } let user = colorizePlayernameByGUID(msg.guid || -1, msg.username || ""); let text = g_FormatChatMessage[msg.type](msg, user); if (!text) return; if (Engine.ConfigDB_GetValue("user", "chat.timestamp") == "true") text = sprintf(translate("%(time)s %(message)s"), { "time": sprintf(translate("\\[%(time)s]"), { "time": Engine.FormatMillisecondsIntoDateStringLocal(new Date().getTime(), translate("HH:mm")) }), "message": text }); g_ChatMessages.push(text); Engine.GetGUIObjectByName("chatText").caption = g_ChatMessages.join("\n"); } function showMoreOptions(show) { Engine.GetGUIObjectByName("moreOptionsFade").hidden = !show; Engine.GetGUIObjectByName("moreOptions").hidden = !show; } function resetCivilizations() { for (let i in g_GameAttributes.settings.PlayerData) g_GameAttributes.settings.PlayerData[i].Civ = "random"; updateGameAttributes(); } function resetTeams() { for (let i in g_GameAttributes.settings.PlayerData) g_GameAttributes.settings.PlayerData[i].Team = -1; updateGameAttributes(); } function toggleReady() { setReady((g_IsReady + 1) % 3, true); } function setReady(ready, sendMessage) { g_IsReady = ready; if (sendMessage) Engine.SendNetworkReady(g_IsReady); if (g_IsController) return; let button = Engine.GetGUIObjectByName("startGame"); button.caption = g_ReadyData[g_IsReady].caption; button.tooltip = g_ReadyData[g_IsReady].tooltip; } function updateReadyUI() { if (!g_IsNetworked) return; let isAI = new Array(g_MaxPlayers + 1).fill(true); let allReady = true; for (let guid in g_PlayerAssignments) { // We don't really care whether observers are ready. if (g_PlayerAssignments[guid].player == -1 || !g_GameAttributes.settings.PlayerData[g_PlayerAssignments[guid].player - 1]) continue; let pData = g_GameAttributes.settings.PlayerData ? g_GameAttributes.settings.PlayerData[g_PlayerAssignments[guid].player - 1] : {}; let pDefs = g_DefaultPlayerData ? g_DefaultPlayerData[g_PlayerAssignments[guid].player - 1] : {}; isAI[g_PlayerAssignments[guid].player] = false; if (g_PlayerAssignments[guid].status) Engine.GetGUIObjectByName("playerName[" + (g_PlayerAssignments[guid].player - 1) + "]").caption = '[color="' + g_ReadyData[+g_PlayerAssignments[guid].status].color + '"]' + translate(getSetting(pData, pDefs, "Name")) + '[/color]'; else { Engine.GetGUIObjectByName("playerName[" + (g_PlayerAssignments[guid].player - 1) + "]").caption = translate(getSetting(pData, pDefs, "Name")); allReady = false; } } // AIs are always ready. for (let playerid = 0; playerid < g_MaxPlayers; ++playerid) { if (!g_GameAttributes.settings.PlayerData[playerid]) continue; let pData = g_GameAttributes.settings.PlayerData ? g_GameAttributes.settings.PlayerData[playerid] : {}; let pDefs = g_DefaultPlayerData ? g_DefaultPlayerData[playerid] : {}; if (isAI[playerid + 1]) Engine.GetGUIObjectByName("playerName[" + playerid + "]").caption = '[color="' + g_ReadyData[2].color + '"]' + translate(getSetting(pData, pDefs, "Name")) + '[/color]'; } // The host is not allowed to start until everyone is ready. if (g_IsNetworked && g_IsController) { let startGameButton = Engine.GetGUIObjectByName("startGame"); startGameButton.enabled = allReady; // Add a explanation on to the tooltip if disabled. let disabledIndex = startGameButton.tooltip.indexOf('Disabled'); if (disabledIndex != -1 && allReady) startGameButton.tooltip = startGameButton.tooltip.substring(0, disabledIndex - 2); else if (disabledIndex == -1 && !allReady) startGameButton.tooltip = startGameButton.tooltip + " (Disabled until all players are ready)"; } } function resetReadyData() { if (g_GameStarted) return; if (g_ReadyChanged < 1) addChatMessage({ "type": "settings" }); else if (g_ReadyChanged == 2 && !g_ReadyInit) return; // duplicate calls on init else g_ReadyInit = false; g_ReadyChanged = 2; if (!g_IsNetworked) g_IsReady = 2; else if (g_IsController) { Engine.ClearAllPlayerReady(); setReady(2, true); } else if (g_IsReady != 2) setReady(0, false); } /** * Send a list of playernames and distinct between players and observers. * Don't send teams, AIs or anything else until the game was started. * The playerData format from g_GameAttributes is kept to reuse the GUI function presenting the data. */ function formatClientsForStanza() { let connectedPlayers = 0; let playerData = []; for (let guid in g_PlayerAssignments) { let pData = { "Name": g_PlayerAssignments[guid].name }; if (g_GameAttributes.settings.PlayerData[g_PlayerAssignments[guid].player - 1]) ++connectedPlayers; else pData.Team = "observer"; playerData.push(pData); } return { "list": playerDataToStringifiedTeamList(playerData), "connectedPlayers": connectedPlayers }; } /** * Send the relevant gamesettings to the lobbybot. */ function sendRegisterGameStanza() { if (!g_IsController || !Engine.HasXmppClient()) return; let selectedMapSize = Engine.GetGUIObjectByName("mapSize").selected; let selectedVictoryCondition = Engine.GetGUIObjectByName("victoryCondition").selected; let mapSize = g_GameAttributes.mapType == "random" ? Engine.GetGUIObjectByName("mapSize").list_data[selectedMapSize] : "Default"; let victoryCondition = Engine.GetGUIObjectByName("victoryCondition").list[selectedVictoryCondition]; let clients = formatClientsForStanza(); let stanza = { "name": g_ServerName, "port": g_ServerPort, "mapName": g_GameAttributes.map, "niceMapName": getMapDisplayName(g_GameAttributes.map), "mapSize": mapSize, "mapType": g_GameAttributes.mapType, "victoryCondition": victoryCondition, "nbp": clients.connectedPlayers, "maxnbp": g_GameAttributes.settings.PlayerData.length, "players": clients.list, }; // Only send the stanza if the relevant settings actually changed if (g_LastGameStanza && Object.keys(stanza).every(prop => g_LastGameStanza[prop] == stanza[prop])) return; g_LastGameStanza = stanza; Engine.SendRegisterGame(stanza); } Index: ps/trunk/binaries/data/mods/public/gui/gamesetup/gamesetup.xml =================================================================== --- ps/trunk/binaries/data/mods/public/gui/gamesetup/gamesetup.xml (revision 19344) +++ ps/trunk/binaries/data/mods/public/gui/gamesetup/gamesetup.xml (revision 19345) @@ -1,477 +1,477 @@