Index: ps/trunk/binaries/data/mods/public/gui/lobby/lobby.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/lobby/lobby.js (revision 19827) +++ ps/trunk/binaries/data/mods/public/gui/lobby/lobby.js (revision 19828) @@ -1,1415 +1,1430 @@ /** * Used for the gamelist-filtering. */ const g_MapSizes = prepareForDropdown(g_Settings && g_Settings.MapSizes); /** * Used for the gamelist-filtering. */ const g_MapTypes = prepareForDropdown(g_Settings && g_Settings.MapTypes); /** * A symbol which is prepended to the username of moderators. */ const g_ModeratorPrefix = "@"; /** * Current username. Cannot contain whitespace. */ const g_Username = Engine.LobbyGetNick(); /** * Lobby server address to construct host JID. */ const g_LobbyServer = Engine.ConfigDB_GetValue("user", "lobby.server"); /** * Current games will be listed in these colors. */ const g_GameColors = { "init": "0 219 0", "waiting": "255 127 0", "running": "219 0 0" }; /** * Initial sorting order of the gamelist. */ const g_GameStatusOrder = ["init", "waiting", "running"]; /** * The playerlist will be assembled using these values. */ const g_PlayerStatuses = { "available": { "color": "0 219 0", "status": translate("Online") }, "away": { "color": "229 76 13", "status": translate("Away") }, "playing": { "color": "200 0 0", "status": translate("Busy") }, "offline": { "color": "0 0 0", "status": translate("Offline") }, "unknown": { "color": "178 178 178", "status": translateWithContext("lobby presence", "Unknown") } }; const g_RoleNames = { "moderator": translate("Moderator"), "participant": translate("Player"), "visitor": translate("Muted Player") }; /** * Color for error messages in the chat. */ const g_SystemColor = "150 0 0"; /** * Color for private messages in the chat. */ const g_PrivateMessageColor = "0 150 0"; /** * Used for highlighting the sender of chat messages. */ const g_SenderFont = "sans-bold-13"; /** * Color to highlight chat commands in the explanation. */ const g_ChatCommandColor = "200 200 255"; /** * All chat messages received since init (i.e. after lobby join and after returning from a game). */ var g_ChatMessages = []; /** * Rating of the current user. * Contains the number or an empty string in case the user has no rating. */ var g_UserRating = ""; /** * All games currently running. */ var g_GameList = {}; /** * Used to restore the selection after updating the playerlist. */ var g_SelectedPlayer = ""; /** * Used to restore the selection after updating the gamelist. */ var g_SelectedGameIP = ""; /** * Used to restore the selection after updating the gamelist. */ var g_SelectedGamePort = ""; /** * Whether the current user has been kicked or banned. */ var g_Kicked = false; /** * Notifications sent by XmppClient.cpp */ var g_NetMessageTypes = { "system": { // Three cases are handled in prelobby.js "registered": msg => { }, "connected": msg => { }, "disconnected": msg => { updateGameList(); updateLeaderboard(); updatePlayerList(); Engine.GetGUIObjectByName("chatInput").hidden = true; for (let button of ["host", "leaderboard", "userprofile", "toggleBuddy"]) Engine.GetGUIObjectByName(button + "Button").enabled = false; Engine.GetGUIObjectByName("chatInput").hidden = true; if (!g_Kicked) addChatMessage({ "from": "system", "time": msg.time, "text": translate("Disconnected.") + " " + msg.text }); }, "error": msg => { addChatMessage({ "from": "system", "time": msg.time, "text": msg.text }); } }, "chat": { "subject": msg => { updateSubject(msg.text); }, "join": msg => { addChatMessage({ "text": "/special " + sprintf(translate("%(nick)s has joined."), { "nick": msg.text }), "time": msg.time, "isSpecial": true }); }, "leave": msg => { addChatMessage({ "text": "/special " + sprintf(translate("%(nick)s has left."), { "nick": msg.text }), "time": msg.time, "isSpecial": true }); if (msg.text == g_Username) Engine.DisconnectXmppClient(); }, "presence": msg => { }, "role": msg => { Engine.GetGUIObjectByName("chatInput").hidden = Engine.LobbyGetPlayerRole(g_Username) == "visitor"; let me = g_Username == msg.text; let role = Engine.LobbyGetPlayerRole(msg.text); let txt = role == "visitor" ? me ? translate("You have been muted.") : translate("%(nick)s has been muted.") : role == "moderator" ? me ? translate("You are now a moderator.") : translate("%(nick)s is now a moderator.") : msg.data == "visitor" ? me ? translate("You have been unmuted.") : translate("%(nick)s has been unmuted.") : me ? translate("You are not a moderator anymore.") : translate("%(nick)s is not a moderator anymore."); addChatMessage({ "text": "/special " + sprintf(txt, { "nick": msg.text }), "time": msg.time, "isSpecial": true }); // Update status information if that player is selected if (g_SelectedPlayer == msg.text) { let playersBox = Engine.GetGUIObjectByName("playersBox"); playersBox.selected = playersBox.list.indexOf(g_SelectedPlayer); } }, "nick": msg => { addChatMessage({ "text": "/special " + sprintf(translate("%(oldnick)s is now known as %(newnick)s."), { "oldnick": msg.text, "newnick": msg.data }), "time": msg.time, "isSpecial": true }); }, "kicked": msg => { handleKick(false, msg.text, msg.data || ""); }, "banned": msg => { handleKick(true, msg.text, msg.data || ""); }, "room-message": msg => { addChatMessage({ "from": escapeText(msg.from), "text": escapeText(msg.text), "time": msg.time }); }, "private-message": msg => { if (Engine.LobbyGetPlayerRole(msg.from) == "moderator") // some XMPP clients send trailing whitespace addChatMessage({ "from": escapeText(msg.from), "text": escapeText(msg.text.trim()), "time": msg.time, "private" : true }); } }, "game": { "gamelist": msg => updateGameList(), "profile": msg => updateProfile(), "leaderboard": msg => updateLeaderboard(), "ratinglist": msg => updatePlayerList() } }; /** * Commands that can be entered by clients via chat input. * A handler returns true if the user input should be sent as a chat message. */ var g_ChatCommands = { "away": { "description": translate("Set your state to 'Away'."), "handler": args => { Engine.LobbySetPlayerPresence("away"); return false; } }, "back": { "description": translate("Set your state to 'Online'."), "handler": args => { Engine.LobbySetPlayerPresence("available"); return false; } }, "kick": { "description": translate("Kick a specified user from the lobby. Usage: /kick nick reason"), "handler": args => { Engine.LobbyKick(args[0] || "", args[1] || ""); return false; }, "moderatorOnly": true }, "ban": { "description": translate("Ban a specified user from the lobby. Usage: /ban nick reason"), "handler": args => { Engine.LobbyBan(args[0] || "", args[1] || ""); return false; }, "moderatorOnly": true }, "help": { "description": translate("Show this help."), "handler": args => { let isModerator = Engine.LobbyGetPlayerRole(g_Username) == "moderator"; let text = translate("Chat commands:"); for (let command in g_ChatCommands) if (!g_ChatCommands[command].moderatorOnly || isModerator) // Translation: Chat command help format text += "\n" + sprintf(translate("%(command)s - %(description)s"), { "command": '[color="' + g_ChatCommandColor + '"]' + command + '[/color]', "description": g_ChatCommands[command].description }); addChatMessage({ "from": "system", "text": text }); return false; } }, "me": { "description": translate("Send a chat message about yourself. Example: /me goes swimming."), "handler": args => true }, "say": { "description": translate("Send text as a chat message (even if it starts with slash). Example: /say /help is a great command."), "handler": args => true }, "clear": { "description": translate("Clear all chat scrollback."), "handler": args => { clearChatMessages(); return false; } }, "quit": { "description": translate("Return to the main menu."), "handler": args => { returnToMainMenu(); return false; } } }; /** * Called after the XmppConnection succeeded and when returning from a game. * * @param {Object} attribs */ function init(attribs) { if (!g_Settings) { returnToMainMenu(); return; } initMusic(); global.music.setState(global.music.states.MENU); initGameFilters(); Engine.LobbySetPlayerPresence("available"); // When rejoining the lobby after a game, we don't need to process presence changes Engine.LobbyClearPresenceUpdates(); updatePlayerList(); updateSubject(Engine.LobbyGetRoomSubject()); updateLobbyColumns(); updateToggleBuddy(); Engine.GetGUIObjectByName("chatInput").tooltip = colorizeAutocompleteHotkey(); } function updateLobbyColumns() { let gameRating = Engine.ConfigDB_GetValue("user", "lobby.columns.gamerating") == "true"; // Only show the selected columns let gamesBox = Engine.GetGUIObjectByName("gamesBox"); gamesBox.hidden_mapType = gameRating; gamesBox.hidden_gameRating = !gameRating; // Only show the filters of selected columns let mapTypeFilter = Engine.GetGUIObjectByName("mapTypeFilter"); mapTypeFilter.hidden = gameRating; let gameRatingFilter = Engine.GetGUIObjectByName("gameRatingFilter"); gameRatingFilter.hidden = !gameRating; // Keep filters right above the according column let playersNumberFilter = Engine.GetGUIObjectByName("playersNumberFilter"); let size = playersNumberFilter.size; size.rleft = gameRating ? 74: 90; size.rright = gameRating ? 84: 100; playersNumberFilter.size = size; } function returnToMainMenu() { Engine.StopXmppClient(); Engine.SwitchGuiPage("page_pregame.xml"); } function initGameFilters() { let mapSizeFilter = Engine.GetGUIObjectByName("mapSizeFilter"); mapSizeFilter.list = [translateWithContext("map size", "Any")].concat(g_MapSizes.Name); mapSizeFilter.list_data = [""].concat(g_MapSizes.Tiles); let playersArray = Array(g_MaxPlayers).fill(0).map((v, i) => i + 1); // 1, 2, ... MaxPlayers let playersNumberFilter = Engine.GetGUIObjectByName("playersNumberFilter"); playersNumberFilter.list = [translateWithContext("player number", "Any")].concat(playersArray); playersNumberFilter.list_data = [""].concat(playersArray); let mapTypeFilter = Engine.GetGUIObjectByName("mapTypeFilter"); mapTypeFilter.list = [translateWithContext("map", "Any")].concat(g_MapTypes.Title); mapTypeFilter.list_data = [""].concat(g_MapTypes.Name); let gameRatingOptions = ["<1000", "<1100","<1200",">1200",">1300",">1400",">1500"].reverse(); gameRatingOptions = prepareForDropdown(gameRatingOptions.map(r => ({ "value": r, "label": sprintf( r[0] == ">" ? translateWithContext("gamelist filter", "> %(rating)s") : translateWithContext("gamelist filter", "< %(rating)s"), { "rating": r.substr(1) }) }))); let gameRatingFilter = Engine.GetGUIObjectByName("gameRatingFilter"); gameRatingFilter.list = [translateWithContext("map", "Any")].concat(gameRatingOptions.label); gameRatingFilter.list_data = [""].concat(gameRatingOptions.value); resetFilters(); } function resetFilters() { Engine.GetGUIObjectByName("mapSizeFilter").selected = 0; Engine.GetGUIObjectByName("playersNumberFilter").selected = 0; Engine.GetGUIObjectByName("mapTypeFilter").selected = g_MapTypes.Default; Engine.GetGUIObjectByName("gameRatingFilter").selected = 0; Engine.GetGUIObjectByName("filterOpenGames").checked = false; applyFilters(); } function applyFilters() { updateGameList(); updateGameSelection(); } /** * Filter a game based on the status of the filter dropdowns. * * @param {Object} game * @returns {boolean} - True if game should not be displayed. */ function filterGame(game) { let mapSizeFilter = Engine.GetGUIObjectByName("mapSizeFilter"); let playersNumberFilter = Engine.GetGUIObjectByName("playersNumberFilter"); let mapTypeFilter = Engine.GetGUIObjectByName("mapTypeFilter"); let gameRatingFilter = Engine.GetGUIObjectByName("gameRatingFilter"); let filterOpenGames = Engine.GetGUIObjectByName("filterOpenGames"); // We assume index 0 means display all for any given filter. if (mapSizeFilter.selected != 0 && game.mapSize != mapSizeFilter.list_data[mapSizeFilter.selected]) return true; if (playersNumberFilter.selected != 0 && game.maxnbp != playersNumberFilter.list_data[playersNumberFilter.selected]) return true; if (mapTypeFilter.selected != 0 && game.mapType != mapTypeFilter.list_data[mapTypeFilter.selected]) return true; if (filterOpenGames.checked && (game.nbp >= game.maxnbp || game.state != "init")) return true; if (gameRatingFilter.selected > 0) { let selected = gameRatingFilter.list_data[gameRatingFilter.selected]; if (selected.startsWith(">") && +selected.substr(1) >= game.gameRating || selected.startsWith("<") && +selected.substr(1) <= game.gameRating) return true; } return false; } function handleKick(banned, nick, reason) { let kickString = nick == g_Username ? banned ? translate("You have been banned from the lobby!") : translate("You have been kicked from the lobby!") : banned ? translate("%(nick)s has been banned from the lobby.") : translate("%(nick)s has been kicked from the lobby."); if (reason) reason = sprintf(translateWithContext("lobby kick", "Reason: %(reason)s"), { "reason": reason }); if (nick != g_Username) { addChatMessage({ "text": "/special " + sprintf(kickString, { "nick": nick }) + " " + reason, "time": msg.time, "isSpecial": true }); return; } addChatMessage({ "from": "system", "time": msg.time, "text": kickString + " " + reason, }); g_Kicked = true; Engine.DisconnectXmppClient(); messageBox( 400, 250, kickString + "\n" + reason, banned ? translate("BANNED") : translate("KICKED") ); } /** * Update the subject GUI object. * * @param {string} newSubject */ function updateSubject(newSubject) { Engine.GetGUIObjectByName("subject").caption = newSubject; // If the subject is only whitespace, hide it and reposition the logo. let subjectBox = Engine.GetGUIObjectByName("subjectBox"); subjectBox.hidden = !newSubject.trim(); let logo = Engine.GetGUIObjectByName("logo"); if (subjectBox.hidden) logo.size = "50%-110 50%-50 50%+110 50%+50"; else logo.size = "50%-110 40 50%+110 140"; } /** * Update the caption of the toggle buddy button. */ function updateToggleBuddy() { let playerList = Engine.GetGUIObjectByName("playersBox"); let playerName = playerList.list[playerList.selected]; let toggleBuddyButton = Engine.GetGUIObjectByName("toggleBuddyButton"); toggleBuddyButton.caption = g_Buddies.indexOf(playerName) != -1 ? translate("Unmark as Buddy") : translate("Mark as Buddy"); toggleBuddyButton.enabled = playerName && playerName != g_Username; } /** * Do a full update of the player listing, including ratings from cached C++ information. */ function updatePlayerList() { let playersBox = Engine.GetGUIObjectByName("playersBox"); let sortBy = playersBox.selected_column || "name"; let sortOrder = playersBox.selected_column_order || 1; if (playersBox.selected > -1) g_SelectedPlayer = playersBox.list[playersBox.selected]; let buddyStatusList = []; let playerList = []; let presenceList = []; let nickList = []; let ratingList = []; let cleanPlayerList = Engine.GetPlayerList().map(player => { player.isBuddy = g_Buddies.indexOf(player.name) != -1; return player; }).sort((a, b) => { let sortA, sortB; let statusOrder = Object.keys(g_PlayerStatuses); let statusA = statusOrder.indexOf(a.presence) + a.name.toLowerCase(); let statusB = statusOrder.indexOf(b.presence) + b.name.toLowerCase(); switch (sortBy) { case 'buddy': sortA = (a.isBuddy ? 1 : 2) + statusA; sortB = (b.isBuddy ? 1 : 2) + statusB; break; case 'rating': sortA = +a.rating; sortB = +b.rating; break; case 'status': sortA = statusA; sortB = statusB; break; case 'name': default: sortA = a.name.toLowerCase(); sortB = b.name.toLowerCase(); break; } if (sortA < sortB) return -sortOrder; if (sortA > sortB) return +sortOrder; return 0; }); // Colorize list entries for (let player of cleanPlayerList) { if (player.rating && player.name == g_Username) g_UserRating = player.rating; let rating = player.rating ? (" " + player.rating).substr(-5) : " -"; let presence = g_PlayerStatuses[player.presence] ? player.presence : "unknown"; if (presence == "unknown") warn("Unknown presence:" + player.presence); let statusColor = g_PlayerStatuses[presence].color; let coloredName = colorPlayerName((player.role == "moderator" ? g_ModeratorPrefix : "") + player.name); let coloredPresence = '[color="' + statusColor + '"]' + g_PlayerStatuses[presence].status + "[/color]"; let coloredRating = '[color="' + statusColor + '"]' + rating + "[/color]"; buddyStatusList.push(player.isBuddy ? '[color="' + statusColor + '"]' + g_BuddySymbol + '[/color]' : ""); playerList.push(coloredName); presenceList.push(coloredPresence); ratingList.push(coloredRating); nickList.push(player.name); } playersBox.list_buddy = buddyStatusList; playersBox.list_name = playerList; playersBox.list_status = presenceList; playersBox.list_rating = ratingList; playersBox.list = nickList; // To reduce rating-server load, only send the GUI event if the selection actually changed if (playersBox.selected != playersBox.list.indexOf(g_SelectedPlayer)) playersBox.selected = playersBox.list.indexOf(g_SelectedPlayer); } /** * Toggle buddy state for a player in playerlist within the user config */ function toggleBuddy() { let playerList = Engine.GetGUIObjectByName("playersBox"); let name = playerList.list[playerList.selected]; if (!name || name == g_Username || name.indexOf(g_BuddyListDelimiter) != -1) return; let index = g_Buddies.indexOf(name); if (index != -1) g_Buddies.splice(index, 1); else g_Buddies.push(name); updateToggleBuddy(); // Don't save empty strings to the config file let buddies = g_Buddies.filter(nick => nick).join(g_BuddyListDelimiter) || g_BuddyListDelimiter; Engine.ConfigDB_CreateValue("user", "lobby.buddies", buddies); Engine.ConfigDB_WriteValueToFile("user", "lobby.buddies", buddies, "config/user.cfg"); updatePlayerList(); updateGameList(); } /** * Select the game listing the selected player when toggling the open games filter. */ function selectGameFromSelectedPlayername() { let playerList = Engine.GetGUIObjectByName("playersBox"); if (playerList.selected >= 0) selectGameFromPlayername(playerList.list[playerList.selected]); } /** * Select the game where the given player is currently playing, observing or offline. * Selects in that order to account for players that occur in multiple games. */ function selectGameFromPlayername(playerName) { let gameList = Engine.GetGUIObjectByName("gamesBox"); let foundAsObserver = false; for (let i = 0; i < g_GameList.length; ++i) for (let player of stringifiedTeamListToPlayerData(g_GameList[i].players)) { let nick = splitRatingFromNick(player.Name)[0]; if (playerName != nick) continue; if (player.Team == "observer") { foundAsObserver = true; gameList.selected = i; } else if (!player.Offline) { gameList.selected = i; return; } else if (!foundAsObserver) gameList.selected = i; } } function onPlayerListSelection() { lookupSelectedUserProfile("playersBox"); updateToggleBuddy(); let playerList = Engine.GetGUIObjectByName("playersBox"); if (playerList.selected != -1) selectGameFromPlayername(playerList.list[playerList.selected]); } function setLeaderboardVisibility(visible) { if (visible) Engine.SendGetBoardList(); lookupSelectedUserProfile(visible ? "leaderboardBox" : "playersBox"); Engine.GetGUIObjectByName("leaderboard").hidden = !visible; Engine.GetGUIObjectByName("fade").hidden = !visible; } function setUserProfileVisibility(visible) { Engine.GetGUIObjectByName("profileFetch").hidden = !visible; Engine.GetGUIObjectByName("fade").hidden = !visible; } /** * Display the profile of the player in the user profile window. */ function lookupUserProfile() { Engine.SendGetProfile(Engine.GetGUIObjectByName("fetchInput").caption); } /** * Display the profile of the selected player in the main window. * Displays N/A for all stats until updateProfile is called when the stats * are actually received from the bot. */ function lookupSelectedUserProfile(guiObjectName) { let playerList = Engine.GetGUIObjectByName(guiObjectName); let playerName = playerList.list[playerList.selected]; Engine.GetGUIObjectByName("profileArea").hidden = !playerName && !Engine.GetGUIObjectByName("usernameText").caption; if (!playerName) return; Engine.SendGetProfile(playerName); Engine.GetGUIObjectByName("usernameText").caption = playerName; Engine.GetGUIObjectByName("roleText").caption = g_RoleNames[Engine.LobbyGetPlayerRole(playerName) || "participant"]; Engine.GetGUIObjectByName("rankText").caption = translate("N/A"); Engine.GetGUIObjectByName("highestRatingText").caption = translate("N/A"); Engine.GetGUIObjectByName("totalGamesText").caption = translate("N/A"); Engine.GetGUIObjectByName("winsText").caption = translate("N/A"); Engine.GetGUIObjectByName("lossesText").caption = translate("N/A"); Engine.GetGUIObjectByName("ratioText").caption = translate("N/A"); } /** * Update the profile of the selected player with data from the bot. */ function updateProfile() { let attributes = Engine.GetProfile()[0]; let user = colorPlayerName(attributes.player, attributes.rating); if (!Engine.GetGUIObjectByName("profileFetch").hidden) { let profileFound = attributes.rating != "-2"; Engine.GetGUIObjectByName("profileWindowArea").hidden = !profileFound; Engine.GetGUIObjectByName("profileErrorText").hidden = profileFound; if (!profileFound) { Engine.GetGUIObjectByName("profileErrorText").caption = sprintf( translate("Player \"%(nick)s\" not found."), { "nick": attributes.player } ); return; } Engine.GetGUIObjectByName("profileUsernameText").caption = user; Engine.GetGUIObjectByName("profileRankText").caption = attributes.rank; Engine.GetGUIObjectByName("profileHighestRatingText").caption = attributes.highestRating; Engine.GetGUIObjectByName("profileTotalGamesText").caption = attributes.totalGamesPlayed; Engine.GetGUIObjectByName("profileWinsText").caption = attributes.wins; Engine.GetGUIObjectByName("profileLossesText").caption = attributes.losses; Engine.GetGUIObjectByName("profileRatioText").caption = formatWinRate(attributes); return; } let playerList; if (!Engine.GetGUIObjectByName("leaderboard").hidden) playerList = Engine.GetGUIObjectByName("leaderboardBox"); else playerList = Engine.GetGUIObjectByName("playersBox"); if (attributes.rating == "-2") return; // Make sure the stats we have received coincide with the selected player. if (attributes.player != playerList.list[playerList.selected]) return; Engine.GetGUIObjectByName("usernameText").caption = user; Engine.GetGUIObjectByName("rankText").caption = attributes.rank; Engine.GetGUIObjectByName("highestRatingText").caption = attributes.highestRating; Engine.GetGUIObjectByName("totalGamesText").caption = attributes.totalGamesPlayed; Engine.GetGUIObjectByName("winsText").caption = attributes.wins; Engine.GetGUIObjectByName("lossesText").caption = attributes.losses; Engine.GetGUIObjectByName("ratioText").caption = formatWinRate(attributes); } /** * Update the leaderboard from data cached in C++. */ function updateLeaderboard() { let leaderboard = Engine.GetGUIObjectByName("leaderboardBox"); let boardList = Engine.GetBoardList().sort((a, b) => b.rating - a.rating); let list = []; let list_name = []; let list_rank = []; let list_rating = []; for (let i in boardList) { list_name.push(boardList[i].name); list_rating.push(boardList[i].rating); list_rank.push(+i+1); list.push(boardList[i].name); } leaderboard.list_name = list_name; leaderboard.list_rating = list_rating; leaderboard.list_rank = list_rank; leaderboard.list = list; if (leaderboard.selected >= leaderboard.list.length) leaderboard.selected = -1; } /** * Update the game listing from data cached in C++. */ function updateGameList() { let gamesBox = Engine.GetGUIObjectByName("gamesBox"); let sortBy = gamesBox.selected_column; let sortOrder = gamesBox.selected_column_order; if (gamesBox.selected > -1) { g_SelectedGameIP = g_GameList[gamesBox.selected].ip; g_SelectedGamePort = g_GameList[gamesBox.selected].port; } g_GameList = Engine.GetGameList().map(game => { game.hasBuddies = 0; // Compute average rating of participating players let playerRatings = []; for (let player of stringifiedTeamListToPlayerData(game.players)) { let [nick, rating] = splitRatingFromNick(player.Name); if (player.Team != "observer") playerRatings.push(rating || g_DefaultLobbyRating); // Sort games with playing buddies above games with spectating buddies if (game.hasBuddies < 2 && g_Buddies.indexOf(nick) != -1) game.hasBuddies = player.Team == "observer" ? 1 : 2; } game.gameRating = playerRatings.length ? Math.round(playerRatings.reduce((sum, current) => sum + current) / playerRatings.length) : g_DefaultLobbyRating; return game; }).filter(game => !filterGame(game)).sort((a, b) => { let sortA, sortB; switch (sortBy) { case 'name': sortA = g_GameStatusOrder.indexOf(a.state) + a.name.toLowerCase(); sortB = g_GameStatusOrder.indexOf(b.state) + b.name.toLowerCase(); break; case 'gameRating': case 'mapSize': case 'mapType': sortA = a[sortBy]; sortB = b[sortBy]; break; case 'buddy': sortA = String(b.hasBuddies) + g_GameStatusOrder.indexOf(a.state) + a.name.toLowerCase(); sortB = String(a.hasBuddies) + g_GameStatusOrder.indexOf(b.state) + b.name.toLowerCase(); break; case 'mapName': sortA = translate(a.niceMapName); sortB = translate(b.niceMapName); break; case 'nPlayers': sortA = a.maxnbp; sortB = b.maxnbp; break; } if (sortA < sortB) return -sortOrder; if (sortA > sortB) return +sortOrder; return 0; }); let list_buddy = []; let list_name = []; let list_mapName = []; let list_mapSize = []; let list_mapType = []; let list_nPlayers = []; let list_gameRating = []; let list = []; let list_data = []; let selectedGameIndex = -1; for (let i in g_GameList) { let game = g_GameList[i]; let gameName = escapeText(game.name); let mapTypeIdx = g_MapTypes.Name.indexOf(game.mapType); if (game.ip == g_SelectedGameIP && game.port == g_SelectedGamePort) selectedGameIndex = +i; list_buddy.push(game.hasBuddies ? '[color="' + g_GameColors[game.state] + '"]' + g_BuddySymbol + '[/color]' : ""); list_name.push('[color="' + g_GameColors[game.state] + '"]' + gameName); list_mapName.push(translateMapTitle(game.niceMapName)); list_mapSize.push(translateMapSize(game.mapSize)); list_mapType.push(g_MapTypes.Title[mapTypeIdx] || ""); list_nPlayers.push(game.nbp + "/" + game.maxnbp); list_gameRating.push(game.gameRating); list.push(gameName); list_data.push(i); } gamesBox.list_buddy = list_buddy; gamesBox.list_name = list_name; gamesBox.list_mapName = list_mapName; gamesBox.list_mapSize = list_mapSize; gamesBox.list_mapType = list_mapType; gamesBox.list_nPlayers = list_nPlayers; gamesBox.list_gameRating = list_gameRating; // Change these last, otherwise crash gamesBox.list = list; gamesBox.list_data = list_data; gamesBox.selected = selectedGameIndex; updateGameSelection(); } /** * Populate the game info area with information on the current game selection. */ function updateGameSelection() { let game = selectedGame(); Engine.GetGUIObjectByName("gameInfo").hidden = !game; Engine.GetGUIObjectByName("joinGameButton").hidden = !game; Engine.GetGUIObjectByName("gameInfoEmpty").hidden = game; if (!game) return; Engine.GetGUIObjectByName("sgMapName").caption = translateMapTitle(game.niceMapName); let sgGameStartTime = Engine.GetGUIObjectByName("sgGameStartTime"); let sgNbPlayers = Engine.GetGUIObjectByName("sgNbPlayers"); let sgPlayersNames = Engine.GetGUIObjectByName("sgPlayersNames"); let playersNamesSize = sgPlayersNames.size; playersNamesSize.top = game.startTime ? sgGameStartTime.size.bottom : sgNbPlayers.size.bottom; playersNamesSize.rtop = game.startTime ? sgGameStartTime.size.rbottom : sgNbPlayers.size.rbottom; sgPlayersNames.size = playersNamesSize; sgGameStartTime.hidden = !game.startTime; if (game.startTime) sgGameStartTime.caption = sprintf( // Translation: %(time)s is the hour and minute here. translate("Game started at %(time)s"), { "time": Engine.FormatMillisecondsIntoDateStringLocal(+game.startTime*1000, translate("HH:mm")) }); sgNbPlayers.caption = sprintf( translate("Players: %(current)s/%(total)s"), { "current": game.nbp, "total": game.maxnbp }); sgPlayersNames.caption = formatPlayerInfo(stringifiedTeamListToPlayerData(game.players)); Engine.GetGUIObjectByName("sgMapSize").caption = translateMapSize(game.mapSize); let mapTypeIdx = g_MapTypes.Name.indexOf(game.mapType); Engine.GetGUIObjectByName("sgMapType").caption = g_MapTypes.Title[mapTypeIdx] || ""; let mapData = getMapDescriptionAndPreview(game.mapType, game.mapName); Engine.GetGUIObjectByName("sgMapDescription").caption = mapData.description; setMapPreviewImage("sgMapPreview", mapData.preview); } function selectedGame() { let gamesBox = Engine.GetGUIObjectByName("gamesBox"); if (gamesBox.selected < 0) return undefined; return g_GameList[gamesBox.list_data[gamesBox.selected]]; } /** * Immediately rejoin and join gamesetups. Otherwise confirm late-observer join attempt. */ function joinButton() { let game = selectedGame(); if (!game) return; - let username = g_UserRating ? g_Username + " (" + g_UserRating + ")" : g_Username; + let rating = getRejoinRating(game); + let username = rating ? g_Username + " (" + rating + ")" : g_Username; if (game.state == "init" || stringifiedTeamListToPlayerData(game.players).some(player => player.Name == username)) joinSelectedGame(); else messageBox( 400, 200, translate("The game has already started. Do you want to join as observer?"), translate("Confirmation"), [translate("No"), translate("Yes")], [null, joinSelectedGame] ); } /** * Attempt to join the selected game without asking for confirmation. */ function joinSelectedGame() { let game = selectedGame(); if (!game) return; let ip; let port; if (game.stunIP) { ip = game.stunIP; port = game.stunPort; } else { ip = game.ip; port = game.port; } if (ip.split('.').length != 4) { addChatMessage({ "from": "system", "text": sprintf( translate("This game's address '%(ip)s' does not appear to be valid."), { "ip": game.ip } ) }); return; } Engine.PushGuiPage("page_gamesetup_mp.xml", { "multiplayerGameType": "join", "ip": ip, "port": port, "name": g_Username, - "rating": g_UserRating, + "rating": getRejoinRating(game), "useSTUN": !!game.stunIP, "hostJID": game.hostUsername + "@" + g_LobbyServer + "/0ad" }); } /** + * Rejoin games with the original playername, even if the rating changed meanwhile. + */ +function getRejoinRating(game) +{ + for (let player of stringifiedTeamListToPlayerData(game.players)) + { + let [nick, rating] = splitRatingFromNick(player.Name); + if (nick == g_Username) + return rating; + } + return g_UserRating; +} + +/** * Open the dialog box to enter the game name. */ function hostGame() { Engine.PushGuiPage("page_gamesetup_mp.xml", { "multiplayerGameType": "host", "name": g_Username, "rating": g_UserRating }); } /** * Processes GUI messages sent by the XmppClient. */ function onTick() { updateTimers(); while (true) { let msg = Engine.LobbyGuiPollMessage(); if (!msg) break; if (!g_NetMessageTypes[msg.type]) { warn("Unrecognised message type: " + msg.type); continue; } if (!g_NetMessageTypes[msg.type][msg.level]) { warn("Unrecognised message level: " + msg.level); continue; } g_NetMessageTypes[msg.type][msg.level](msg); // To improve performance, only update the playerlist GUI when // the last update in the current stack is processed if (msg.type == "chat" && Engine.LobbyGetMucMessageCount() == 0) updatePlayerList(); } } /** * Executes a lobby command or sends GUI input directly as chat. */ function submitChatInput() { let input = Engine.GetGUIObjectByName("chatInput"); let text = input.caption; if (!text.length) return; if (handleChatCommand(text)) Engine.LobbySendMessage(text); input.caption = ""; } /** * Handle all '/' commands. * * @param {string} text - Text to be checked for commands. * @returns {boolean} true if the text should be sent via chat. */ function handleChatCommand(text) { if (text[0] != '/') return true; let [cmd, args] = ircSplit(text); args = ircSplit("/" + args); if (!g_ChatCommands[cmd]) { addChatMessage({ "from": "system", "text": sprintf( translate("The command '%(cmd)s' is not supported."), { "cmd": '[color="' + g_ChatCommandColor + '"]' + cmd + '[/color]' }) }); return false; } if (g_ChatCommands[cmd].moderatorOnly && Engine.LobbyGetPlayerRole(g_Username) != "moderator") { addChatMessage({ "from": "system", "text": sprintf( translate("The command '%(cmd)s' is restricted to moderators."), { "cmd": '[color="' + g_ChatCommandColor + '"]' + cmd + '[/color]' }) }); return false; } return g_ChatCommands[cmd].handler(args); } /** * Process and if appropriate, display a formatted message. * * @param {Object} msg - The message to be processed. */ function addChatMessage(msg) { if (msg.from) { if (Engine.LobbyGetPlayerRole(msg.from) == "moderator") msg.from = g_ModeratorPrefix + msg.from; // Highlight local user's nick if (g_Username != msg.from) { msg.text = msg.text.replace(g_Username, colorPlayerName(g_Username)); notifyUser(g_Username, msg.text); } } let formatted = ircFormat(msg); if (!formatted) return; g_ChatMessages.push(formatted); Engine.GetGUIObjectByName("chatText").caption = g_ChatMessages.join("\n"); } /** * Splits given input into command and argument. */ function ircSplit(string) { let idx = string.indexOf(' '); if (idx != -1) return [string.substr(1,idx-1), string.substr(idx+1)]; return [string.substr(1), ""]; } /** * Format text in an IRC-like way. * * @param {Object} msg - Received chat message. * @returns {string} - Formatted text. */ function ircFormat(msg) { let formattedMessage = ""; let coloredFrom = msg.from && colorPlayerName(msg.from); // Handle commands allowed past handleChatCommand. if (msg.text[0] == '/') { let [command, message] = ircSplit(msg.text); switch (command) { case "me": { // Translation: IRC message prefix when the sender uses the /me command. let senderString = sprintf(translate("* %(sender)s"), { "sender": coloredFrom }); // Translation: IRC message issued using the ‘/me’ command. formattedMessage = sprintf(translate("%(sender)s %(action)s"), { "sender": senderFont(senderString), "action": message }); break; } case "say": { // Translation: IRC message prefix. let senderString = sprintf(translate("<%(sender)s>"), { "sender": coloredFrom }); // Translation: IRC message. formattedMessage = sprintf(translate("%(sender)s %(message)s"), { "sender": senderFont(senderString), "message": message }); break; } case "special": { if (msg.isSpecial) // Translation: IRC system message. formattedMessage = senderFont(sprintf(translate("== %(message)s"), { "message": message })); else { // Translation: IRC message prefix. let senderString = sprintf(translate("<%(sender)s>"), { "sender": coloredFrom }); // Translation: IRC message. formattedMessage = sprintf(translate("%(sender)s %(message)s"), { "sender": senderFont(senderString), "message": message }); } break; } } } else { let senderString; // Translation: IRC message prefix. if (msg.private) senderString = sprintf(translateWithContext("lobby private message", "(%(private)s) <%(sender)s>"), { "private": '[color="' + g_PrivateMessageColor + '"]' + translate("Private") + '[/color]', "sender": coloredFrom }); else senderString = sprintf(translate("<%(sender)s>"), { "sender": coloredFrom }); // Translation: IRC message. formattedMessage = sprintf(translate("%(sender)s %(message)s"), { "sender": senderFont(senderString), "message": msg.text }); } // Add chat message timestamp if (Engine.ConfigDB_GetValue("user", "chat.timestamp") != "true") return formattedMessage; // Translation: Time as shown in the multiplayer lobby (when you enable it in the options page). // For a list of symbols that you can use, see: // https://sites.google.com/site/icuprojectuserguide/formatparse/datetime?pli=1#TOC-Date-Field-Symbol-Table let timeString = Engine.FormatMillisecondsIntoDateStringLocal(msg.time ? msg.time * 1000 : Date.now(), translate("HH:mm")); // Translation: Time prefix as shown in the multiplayer lobby (when you enable it in the options page). let timePrefixString = sprintf(translate("\\[%(time)s]"), { "time": timeString }); // Translation: IRC message format when there is a time prefix. return sprintf(translate("%(time)s %(message)s"), { "time": senderFont(timePrefixString), "message": formattedMessage }); } /** * Generate a (mostly) unique color for this player based on their name. * @see http://stackoverflow.com/questions/3426404/create-a-hexadecimal-colour-based-on-a-string-with-jquery-javascript * @param {string} playername */ function getPlayerColor(playername) { if (playername == "system") return g_SystemColor; // Generate a probably-unique hash for the player name and use that to create a color. let hash = 0; for (let i in playername) hash = playername.charCodeAt(i) + ((hash << 5) - hash); // First create the color in RGB then HSL, clamp the lightness so it's not too dark to read, and then convert back to RGB to display. // The reason for this roundabout method is this algorithm can generate values from 0 to 255 for RGB but only 0 to 100 for HSL; this gives // us much more variety if we generate in RGB. Unfortunately, enforcing that RGB values are a certain lightness is very difficult, so // we convert to HSL to do the computation. Since our GUI code only displays RGB colors, we have to convert back. let [h, s, l] = rgbToHsl(hash >> 24 & 0xFF, hash >> 16 & 0xFF, hash >> 8 & 0xFF); return hslToRgb(h, s, Math.max(0.7, l)).join(" "); } /** * Returns the given playername wrapped in an appropriate color-tag. * * @param {string} playername * @param {string} rating */ function colorPlayerName(playername, rating) { return '[color="' + getPlayerColor(playername.replace(g_ModeratorPrefix, "")) + '"]' + (rating ? sprintf( translate("%(nick)s (%(rating)s)"), { "nick": playername, "rating": rating }) : playername) + '[/color]'; } function senderFont(text) { return '[font="' + g_SenderFont + '"]' + text + "[/font]"; } function formatWinRate(attr) { if (!attr.totalGamesPlayed) return translateWithContext("Used for an undefined winning rate", "-"); return sprintf(translate("%(percentage)s%%"), { "percentage": (attr.wins / attr.totalGamesPlayed * 100).toFixed(2) }); }