Index: ps/trunk/binaries/data/config/default.cfg =================================================================== --- ps/trunk/binaries/data/config/default.cfg (revision 20623) +++ ps/trunk/binaries/data/config/default.cfg (revision 20624) @@ -1,464 +1,464 @@ ; Global Configuration Settings ; ; ************************************************************** ; * DO NOT EDIT THIS FILE if you want personal customisations: * ; * create a text file called "local.cfg" instead, and copy * ; * the lines from this file that you want to change. * ; * * ; * If a setting is part of a section (for instance [hotkey]) * ; * you need to append the section name at the beginning of * ; * your custom line (for instance you need to write * ; * "hotkey.pause = Space" if you want to change the pausing * ; * hotkey to the spacebar). * ; * * ; * On Linux, create: * ; * $XDG_CONFIG_HOME/0ad/config/local.cfg * ; * (Note: $XDG_CONFIG_HOME defaults to ~/.config) * ; * * ; * On OS X, create: * ; * ~/Library/Application\ Support/0ad/config/local.cfg * ; * * ; * On Windows, create: * ; * %appdata%\0ad\config\local.cfg * ; * * ; ************************************************************** ; Enable/disable windowed mode by default. (Use Alt+Enter to toggle in the game.) windowed = false ; Show detailed tooltips (Unit stats) showdetailedtooltips = false ; Pause the game on window focus loss (Only applicable to single player mode) pauseonfocusloss = true ; Persist settings after leaving the game setup screen persistmatchsettings = true ; Default player name to use in multiplayer ; playername = "anonymous" ; Default server name or IP to use in multiplayer multiplayerserver = "127.0.0.1" ; Force a particular resolution. (If these are 0, the default is ; to keep the current desktop resolution in fullscreen mode or to ; use 1024x768 in windowed mode.) xres = 0 yres = 0 ; Force a non-standard bit depth (if 0 then use the current desktop bit depth) bpp = 0 ; Preferred display (for multidisplay setups, only works with SDL 2.0) display = 0 ; Emulate right-click with Ctrl+Click on Mac mice macmouse = false ; System settings: ; if false, actors won't be rendered but anything entity will be. renderactors = true watereffects=true ; When disabled, force usage of the fixed pipeline water. This is faster, but really, really ugly. waterfancyeffects = false waterrealdepth = true waterrefraction = true waterreflection = true shadowsonwater = false shadows = true shadowquality = 0 ; Shadow map resolution. (-2 - Very Low, -1 - Low, 0 - Medium, 1 - High, 2 - Very High) ; High values can crash the game when using a graphics card with low memory! shadowpcf = true vsync = false particles = true fog = true silhouettes = true showsky = true nos3tc = false noautomipmap = true novbo = false noframebufferobject = false ; Disable hardware cursors nohwcursor = false ; Linux only: Set the driconf force_s3tc_enable option at startup, ; for compressed texture support force_s3tc_enable = true ; Specify the render path. This can be one of: ; default Automatically select one of the below, depending on system capabilities ; fixed Only use OpenGL fixed function pipeline ; shader Use vertex/fragment shaders for transform and lighting where possible ; Using 'fixed' instead of 'default' may work around some graphics-related problems, ; but will reduce performance and features when a modern graphics card is available. renderpath = default ;;;;; EXPERIMENTAL ;;;;; ; Prefer GLSL shaders over ARB shaders. Allows fancier graphical effects. preferglsl = false ; Experimental probably-non-working GPU skinning support; requires preferglsl; use at own risk gpuskinning = false ; Use smooth LOS interpolation smoothlos = false ; Use screen-space postprocessing filters (HDR, bloom, DOF, etc). Incompatible with fixed renderpath. postproc = false ; Quality level of shader effects (set to 10 to display all effects) materialmgr.quality = 2.0 ; Maximum distance to display parallax effect. Set to 0 to disable parallax. materialmgr.PARALLAX_DIST.max = 150 ; Maximum distance to display high quality parallax effect. materialmgr.PARALLAX_HQ_DIST.max = 75 ; Maximum distance to display very high quality parallax effect. Set to 30 to enable. materialmgr.PARALLAX_VHQ_DIST.max = 0 ;;;;;;;;;;;;;;;;;;;;;;;; ; Replace alpha-blending with alpha-testing, for performance experiments forcealphatest = false ; Color of the sky (in "r g b" format) skycolor = "0 0 0" [adaptivefps] session = 60 ; Throttle FPS in running games (prevents 100% CPU workload). menu = 30 ; Throttle FPS in menus only. [hotkey] ; Each one of the specified keys will trigger the action on the left ; for multiple-key combinations, separate keys with '+'. ; See keys.txt for the list of key names. ; > SYSTEM SETTINGS exit = "Ctrl+Break", "Super+Q" ; Exit to desktop cancel = Escape ; Close or cancel the current dialog box/popup leave = Escape ; End current game or Exit confirm = Return ; Confirm the current command pause = Pause ; Pause/unpause game screenshot = F2 ; Take PNG screenshot bigscreenshot = "Shift+F2" ; Take large BMP screenshot togglefullscreen = "Alt+Return" ; Toggle fullscreen/windowed mode screenshot.watermark = "Alt+K" ; Toggle product/company watermark for official screenshots wireframe = "Alt+W" ; Toggle wireframe mode silhouettes = "Alt+S" ; Toggle unit silhouettes showsky = "Alt+Z" ; Toggle sky ; > CLIPBOARD CONTROLS copy = "Ctrl+C" ; Copy to clipboard paste = "Ctrl+V" ; Paste from clipboard cut = "Ctrl+X" ; Cut selected text and copy to the clipboard ; > CONSOLE SETTINGS console.toggle = BackQuote, F9 ; Open/close console ; > OVERLAY KEYS fps.toggle = "Alt+F" ; Toggle frame counter realtime.toggle = "Alt+T" ; Toggle current display of computer time session.devcommands.toggle = "Alt+D" ; Toggle developer commands panel timeelapsedcounter.toggle = "F12" ; Toggle time elapsed counter session.showstatusbars = Tab ; Toggle display of status bars session.highlightguarding = PgDn ; Toggle highlight of guarding units session.highlightguarded = PgUp ; Toggle highlight of guarded units session.toggleattackrange = "Alt+C" ; Toggle display of attack range overlays of selected defensive structures -session.toggleaurarange = "Alt+V" ; Toggle display of aura range overlays of selected units and structures +session.toggleaurasrange = "Alt+V" ; Toggle display of aura range overlays of selected units and structures session.togglehealrange = "Alt+B" ; Toggle display of heal range overlays of selected units ; > HOTKEYS ONLY chat = Return ; Toggle chat window teamchat = "T" ; Toggle chat window in team chat mode privatechat = "L" ; Toggle chat window and select the previous private chat partner ; > QUICKSAVE quicksave = "Shift+F5" quickload = "Shift+F8" [hotkey.camera] reset = "R" ; Reset camera rotation to default. follow = "F" ; Follow the first unit in the selection rallypointfocus = unused ; Focus the camera on the rally point of the selected building zoom.in = Plus, Equals, NumPlus ; Zoom camera in (continuous control) zoom.out = Minus, NumMinus ; Zoom camera out (continuous control) zoom.wheel.in = WheelUp ; Zoom camera in (stepped control) zoom.wheel.out = WheelDown ; Zoom camera out (stepped control) rotate.up = "Ctrl+UpArrow", "Ctrl+W" ; Rotate camera to look upwards rotate.down = "Ctrl+DownArrow", "Ctrl+S" ; Rotate camera to look downwards rotate.cw = "Ctrl+LeftArrow", "Ctrl+A", Q ; Rotate camera clockwise around terrain rotate.ccw = "Ctrl+RightArrow", "Ctrl+D", E ; Rotate camera anticlockwise around terrain rotate.wheel.cw = "Shift+WheelUp", MouseX1 ; Rotate camera clockwise around terrain (stepped control) rotate.wheel.ccw = "Shift+WheelDown", MouseX2 ; Rotate camera anticlockwise around terrain (stepped control) pan = MouseMiddle ; Enable scrolling by moving mouse left = A, LeftArrow ; Scroll or rotate left right = D, RightArrow ; Scroll or rotate right up = W, UpArrow ; Scroll or rotate up/forwards down = S, DownArrow ; Scroll or rotate down/backwards scroll.speed.increase = "Ctrl+Shift+S" ; Increase scroll speed scroll.speed.decrease = "Ctrl+Alt+S" ; Decrease scroll speed rotate.speed.increase = "Ctrl+Shift+R" ; Increase rotation speed rotate.speed.decrease = "Ctrl+Alt+R" ; Decrease rotation speed zoom.speed.increase = "Ctrl+Shift+Z" ; Increase zoom speed zoom.speed.decrease = "Ctrl+Alt+Z" ; Decrease zoom speed [hotkey.camera.jump] 1 = F5 ; Jump to position N 2 = F6 3 = F7 4 = F8 ;5 = ;6 = ;7 = ;8 = ;9 = ;10 = [hotkey.camera.jump.set] 1 = "Ctrl+F5" ; Set jump position N 2 = "Ctrl+F6" 3 = "Ctrl+F7" 4 = "Ctrl+F8" ;5 = ;6 = ;7 = ;8 = ;9 = ;10 = [hotkey.profile] toggle = "F11" ; Enable/disable real-time profiler save = "Shift+F11" ; Save current profiler data to logs/profile.txt [hotkey.profile2] toggle = "Ctrl+F11" ; Enable/disable HTTP/GPU modes for new profiler [hotkey.selection] add = Shift ; Add units to selection milonly = Alt ; Add only military units to selection idleonly = "I" ; Select only idle units remove = Ctrl ; Remove units from selection cancel = Esc ; Un-select all units and cancel building placement idleworker = Period ; Select next idle worker idlewarrior = ForwardSlash ; Select next idle warrior idleunit = BackSlash ; Select next idle unit offscreen = Alt ; Include offscreen units in selection [hotkey.selection.group.add] 0 = "Shift+0" 1 = "Shift+1" 2 = "Shift+2" 3 = "Shift+3" 4 = "Shift+4" 5 = "Shift+5" 6 = "Shift+6" 7 = "Shift+7" 8 = "Shift+8" 9 = "Shift+9" [hotkey.selection.group.save] 0 = "Ctrl+0" 1 = "Ctrl+1" 2 = "Ctrl+2" 3 = "Ctrl+3" 4 = "Ctrl+4" 5 = "Ctrl+5" 6 = "Ctrl+6" 7 = "Ctrl+7" 8 = "Ctrl+8" 9 = "Ctrl+9" [hotkey.selection.group.select] 0 = 0 1 = 1 2 = 2 3 = 3 4 = 4 5 = 5 6 = 6 7 = 7 8 = 8 9 = 9 [hotkey.session] kill = Delete ; Destroy selected units stop = "H" ; Stop the current action backtowork = "Y" ; The unit will go back to work unload = "U" ; Unload garrisoned units when a building/mechanical unit is selected move = unused ; Modifier to move to a point instead of another action (e.g. gather) attack = Ctrl ; Modifier to attack instead of another action (e.g. capture) attackmove = Ctrl ; Modifier to attackmove when clicking on a point attackmoveUnit = "Ctrl+Q" ; Modifier to attackmove targeting only units when clicking on a point (should contain the attackmove keys) garrison = Ctrl ; Modifier to garrison when clicking on building autorallypoint = Ctrl ; Modifier to set the rally point on the building itself guard = "G" ; Modifier to escort/guard when clicking on unit/building patrol = "P" ; Modifier to patrol a unit repair = "J" ; Modifier to repair when clicking on building/mechanical unit queue = Shift ; Modifier to queue unit orders instead of replacing orderone = Alt ; Modifier to order only one entity in selection. batchtrain = Shift ; Modifier to train units in batches massbarter = Shift ; Modifier to barter bunch of resources masstribute = Shift ; Modifier to tribute bunch of resources noconfirmation = Shift ; Do not ask confirmation when deleting a building/unit fulltradeswap = Shift ; Modifier to put the desired trade resource to 100% unloadtype = Shift ; Modifier to unload all units of type deselectgroup = Ctrl ; Modifier to deselect units when clicking group icon, instead of selecting rotate.cw = RightBracket ; Rotate building placement preview clockwise rotate.ccw = LeftBracket ; Rotate building placement preview anticlockwise [hotkey.session.gui] toggle = "Alt+G" ; Toggle visibility of session GUI menu.toggle = "F10" ; Toggle in-game menu barter.toggle = "Ctrl+B" ; Toggle in-game barter/trade page [hotkey.session.savedgames] delete = Delete ; Delete the selected saved game asking confirmation noconfirmation = Shift ; Do not ask confirmation when deleting a game [hotkey.session.queueunit] ; > UNIT TRAINING 1 = "Z" ; add first unit type to queue 2 = "X" ; add second unit type to queue 3 = "C" ; add third unit type to queue 4 = "V" ; add fourth unit type to queue 5 = "B" ; add fivth unit type to queue 6 = "N" ; add sixth unit type to queue 7 = "M" ; add seventh unit type to queue 8 = Comma ; add eighth unit type to queue [hotkey.session.timewarp] fastforward = Space ; If timewarp mode enabled, speed up the game rewind = Backspace ; If timewarp mode enabled, go back to earlier point in the game [hotkey.text] ; > GUI TEXTBOX HOTKEYS delete.left = "Ctrl+Backspace" ; Delete word to the left of cursor delete.right = "Ctrl+Del" ; Delete word to the right of cursor move.left = "Ctrl+LeftArrow" ; Move cursor to start of word to the left of cursor move.right = "Ctrl+RightArrow" ; Move cursor to start of word to the right of cursor [gui] cursorblinkrate = 0.5 ; Cursor blink rate in seconds (0.0 to disable blinking) scale = 1.0 ; GUI scaling factor, for improved compatibility with 4K displays [gui.gamesetup] enabletips = true ; Enable/Disable tips during gamesetup (for newcomers) assignplayers = everyone ; Whether to assign joining clients to free playerslots. Possible values: everyone, buddies, disabled. aidifficulty = 3 ; Difficulty level, from 0 (easiest) to 5 (hardest) [gui.session] camerajump.threshold = 40 ; How close do we have to be to the actual location in order to jump back to the previous one? timeelapsedcounter = false ; Show the game duration in the top right corner batchtrainingsize = 5 ; Number of units to be trained per batch (when pressing the hotkey) attackrange = true ; Display attack range overlays of selected defensive structures -aurarange = true ; Display aura range overlays of selected units and structures +aurasrange = true ; Display aura range overlays of selected units and structures healrange = true ; Display heal range overlays of selected units [gui.session.minimap] blinkduration = 1.7 ; The blink duration while pinging pingduration = 50.0 ; The duration for which an entity will be pinged after an attack notification [gui.session.notifications] attack = true ; Show a chat notification if you are attacked by another player tribute = true ; Show a chat notification if an ally tributes resources to another team member if teams are locked, and all tributes in observer mode barter = true ; Show a chat notification to observers when a player bartered resources phase = completed ; Show a chat notification if you or an ally have started, aborted or completed a new phase, and phases of all players in observer mode. Possible values: none, completed, all. [gui.splashscreen] enable = true ; Enable/disable the splashscreen version = 0 ; Splashscreen version (date of last modification). By default, 0 to force splashscreen to appear at first launch [joystick] ; EXPERIMENTAL: joystick/gamepad settings enable = false deadzone = 8192 [joystick.camera] pan.x = 0 pan.y = 1 rotate.x = 3 rotate.y = 2 zoom.in = 5 zoom.out = 4 [chat] timestamp = true ; Show at which time chat messages have been sent [chat.session] extended = true ; Whether to display the chat history [lobby] history = 0 ; Number of past messages to display on join room = "arena23" ; Default MUC room to join server = "lobby.wildfiregames.com" ; Address of lobby server xpartamupp = "wfgbot23" ; Name of the server-side xmpp client that manage games buddies = "," ; Comma separated list of playernames that the current user has marked as buddies [lobby.columns] gamerating = false ; Show the average rating of the participating players in a column of the gamelist [lobby.stun] enabled = true ; The STUN protocol allows hosting games without configuring the firewall and router. ; If STUN is disabled, the game relies on direct connection, UPnP and port forwarding. server = "lobby.wildfiregames.com" ; Address of the STUN server. port = 3478 ; Port of the STUN server. delay = 200 ; Duration in milliseconds that is waited between STUN messages. ; Smaller numbers speed up joins but also become less stable. [mod] enabledmods = "mod public" [network] duplicateplayernames = false ; Rename joining player to "User (2)" if "User" is already connected, otherwise prohibit join. lateobservers = everyone ; Allow observers to join the game after it started. Possible values: everyone, buddies, disabled. observerlimit = 8 ; Prevent further observer joins in running games if this limit is reached [overlay] fps = "false" ; Show frames per second in top right corner realtime = "false" ; Show current system time in top right corner netwarnings = "true" ; Show warnings if the network connection is bad [profiler2] autoenable = false ; Enable HTTP server output at startup (default off for security/performance) gpu.arb.enable = true ; Allow GL_ARB_timer_query timing mode when available gpu.ext.enable = true ; Allow GL_EXT_timer_query timing mode when available gpu.intel.enable = true ; Allow GL_INTEL_performance_queries timing mode when available [sound] mastergain = 0.9 musicgain = 0.2 ambientgain = 0.6 actiongain = 0.7 uigain = 0.7 [sound.notify] nick = true ; Play a sound when someone mentions your name in the lobby or game [tinygettext] debug = false ; Print error messages each time a translation for an English string is not found. [userreport] ; Opt-in online user reporting system url = "http://feedback.wildfiregames.com/report/upload/v1/" [view] ; Camera control settings scroll.speed = 120.0 scroll.speed.modifier = 1.05 ; Multiplier for changing scroll speed rotate.x.speed = 1.2 rotate.x.min = 28.0 rotate.x.max = 60.0 rotate.x.default = 35.0 rotate.y.speed = 2.0 rotate.y.speed.wheel = 0.45 rotate.y.default = 0.0 rotate.speed.modifier = 1.05 ; Multiplier for changing rotation speed drag.speed = 0.5 zoom.speed = 256.0 zoom.speed.wheel = 32.0 zoom.min = 50.0 zoom.max = 200.0 zoom.default = 120.0 zoom.speed.modifier = 1.05 ; Multiplier for changing zoom speed pos.smoothness = 0.1 zoom.smoothness = 0.4 rotate.x.smoothness = 0.5 rotate.y.smoothness = 0.3 near = 2.0 ; Near plane distance far = 4096.0 ; Far plane distance fov = 45.0 ; Field of view (degrees), lower is narrow, higher is wide height.smoothness = 0.5 height.min = 16 Index: ps/trunk/binaries/data/mods/public/gui/session/hotkeys/misc.xml =================================================================== --- ps/trunk/binaries/data/mods/public/gui/session/hotkeys/misc.xml (revision 20623) +++ ps/trunk/binaries/data/mods/public/gui/session/hotkeys/misc.xml (revision 20624) @@ -1,118 +1,118 @@ closeOpenDialogs(); openChat(); openChat(g_IsObserver ? "/observers" : "/allies"); openChat(g_LastChatAddressee); g_ShowGUI = !g_ShowGUI; toggleMenu(); toggleTrade(); toggleConfigBool("silhouettes"); var newSetting = !Engine.Renderer_GetShowSkyEnabled(); Engine.Renderer_SetShowSkyEnabled(newSetting); togglePause(); Engine.QuickSave(); Engine.QuickLoad(); performCommand(g_Selection.toList().map(ent => GetExtendedEntityState(ent)), "delete"); unloadAll(); stopUnits(g_Selection.toList()); backToWork(); updateSelectionDetails(); updateSelectionDetails(); updateSelectionDetails(); updateBarterButtons(); updateSelectionDetails(); updateBarterButtons(); findIdleUnit(g_MilitaryTypes); findIdleUnit(["!Domestic"]); clearSelection(); toggleRangeOverlay("Attack"); - - toggleRangeOverlay("Aura"); + + toggleRangeOverlay("Auras"); toggleRangeOverlay("Heal"); g_ShowAllStatusBars = !g_ShowAllStatusBars; recalculateStatusBarDisplay(); Index: ps/trunk/binaries/data/mods/public/gui/session/session.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/session/session.js (revision 20623) +++ ps/trunk/binaries/data/mods/public/gui/session/session.js (revision 20624) @@ -1,1649 +1,1649 @@ const g_IsReplay = Engine.IsVisualReplay(); const g_CivData = loadCivData(false, true); const g_Ceasefire = prepareForDropdown(g_Settings && g_Settings.Ceasefire); 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_VictoryDurations = prepareForDropdown(g_Settings && g_Settings.VictoryDurations); var g_GameSpeeds; /** * Colors to flash when pop limit reached. */ var g_DefaultPopulationColor = "white"; var g_PopulationAlertColor = "orange"; /** * Seen in the tooltip of the top panel. */ var g_ResourceTitleFont = "sans-bold-16"; /** * A random file will be played. TODO: more variety */ var g_Ambient = ["audio/ambient/dayscape/day_temperate_gen_03.ogg"]; /** * Map, player and match settings set in gamesetup. */ const g_GameAttributes = deepfreeze(Engine.GetInitAttributes()); /** * Is this user in control of game settings (i.e. is a network server, or offline player). */ var g_IsController; /** * True if this is a multiplayer game. */ var g_IsNetworked = false; /** * Whether we have finished the synchronization and * can start showing simulation related message boxes. */ var g_IsNetworkedActive = false; /** * True if the connection to the server has been lost. */ var g_Disconnected = false; /** * True if the current user has observer capabilities. */ var g_IsObserver = false; /** * True if the current user has rejoined (or joined the game after it started). */ var g_HasRejoined = false; /** * Shows a message box asking the user to leave if "won" or "defeated". */ var g_ConfirmExit = false; /** * True if the current player has paused the game explicitly. */ var g_Paused = false; /** * The list of GUIDs of players who have currently paused the game, if the game is networked. */ var g_PausingClients = []; /** * The playerID selected in the change perspective tool. */ var g_ViewedPlayer = Engine.GetPlayerID(); /** * True if the camera should focus on attacks and player commands * and select the affected units. */ var g_FollowPlayer = false; /** * Cache the basic player data (name, civ, color). */ var g_Players = []; /** * Last time when onTick was called(). * Used for animating the main menu. */ var g_LastTickTime = Date.now(); /** * Recalculate which units have their status bars shown with this frequency in milliseconds. */ var g_StatusBarUpdate = 200; /** * For restoring selection, order and filters when returning to the replay menu */ var g_ReplaySelectionData; var g_PlayerAssignments = { "local": { "name": singleplayerName(), "player": 1 } }; /** * Cache dev-mode settings that are frequently or widely used. */ var g_DevSettings = { "changePerspective": false, "controlAll": false }; /** * Whether the entire UI should be hidden (useful for promotional screenshots). * Can be toggled with a hotkey. */ var g_ShowGUI = true; /** * Whether status bars should be shown for all of the player's units. */ var g_ShowAllStatusBars = false; /** * Blink the population counter if the player can't train more units. */ var g_IsTrainingBlocked = false; /** * Cache of simulation state and template data (apart from TechnologyData, updated on every simulation update). */ var g_SimState; var g_EntityStates = {}; var g_TemplateData = {}; var g_TechnologyData = {}; var g_ResourceData = new Resources(); /** * Top coordinate of the research list. * Changes depending on the number of displayed counters. */ var g_ResearchListTop = 4; /** * List of additional entities to highlight. */ var g_ShowGuarding = false; var g_ShowGuarded = false; var g_AdditionalHighlight = []; /** * Display data of the current players entities shown in the top panel. */ var g_PanelEntities = []; /** * Order in which the panel entities are shown. */ var g_PanelEntityOrder = ["Hero", "Relic"]; /** * Unit classes to be checked for the idle-worker-hotkey. */ var g_WorkerTypes = ["FemaleCitizen", "Trader", "FishingBoat", "CitizenSoldier"]; /** * Unit classes to be checked for the military-only-selection modifier and for the idle-warrior-hotkey. */ var g_MilitaryTypes = ["Melee", "Ranged"]; function GetSimState() { if (!g_SimState) g_SimState = deepfreeze(Engine.GuiInterfaceCall("GetSimulationState")); return g_SimState; } function GetEntityState(entId) { if (!g_EntityStates[entId]) { g_EntityStates[entId] = Engine.GuiInterfaceCall("GetEntityState", entId); // Freeze all existing properties, but allow GetExtendedEntityState to extend the object if (g_EntityStates[entId]) for (let name of Object.getOwnPropertyNames(g_EntityStates[entId])) if (typeof prop == 'object' && prop !== null) deepfreeze(g_EntityStates[entId][name]); } return g_EntityStates[entId]; } function GetExtendedEntityState(entId) { let entState = GetEntityState(entId); if (entState && !entState.extended) { let extension = Engine.GuiInterfaceCall("GetExtendedEntityState", entId); for (let prop in extension) entState[prop] = extension[prop]; entState.extended = true; g_EntityStates[entId] = deepfreeze(entState); } return g_EntityStates[entId]; } function GetTemplateData(templateName) { if (!(templateName in g_TemplateData)) { let template = Engine.GuiInterfaceCall("GetTemplateData", templateName); translateObjectKeys(template, ["specific", "generic", "tooltip"]); g_TemplateData[templateName] = deepfreeze(template); } return g_TemplateData[templateName]; } function GetTechnologyData(technologyName, civ) { if (!g_TechnologyData[civ]) g_TechnologyData[civ] = {}; if (!(technologyName in g_TechnologyData[civ])) { let template = Engine.GuiInterfaceCall("GetTechnologyData", { "name": technologyName, "civ": civ }); translateObjectKeys(template, ["specific", "generic", "description", "tooltip", "requirementsTooltip"]); g_TechnologyData[civ][technologyName] = deepfreeze(template); } return g_TechnologyData[civ][technologyName]; } function init(initData, hotloadData) { if (!g_Settings) { Engine.EndGame(); Engine.SwitchGuiPage("page_pregame.xml"); return; } if (initData) { g_IsNetworked = initData.isNetworked; g_IsController = initData.isController; g_PlayerAssignments = initData.playerAssignments; g_ReplaySelectionData = initData.replaySelectionData; g_HasRejoined = initData.isRejoining; if (initData.savedGUIData) restoreSavedGameData(initData.savedGUIData); Engine.GetGUIObjectByName("gameSpeedButton").hidden = g_IsNetworked; } else if (g_IsReplay)// Needed for autostart loading option g_PlayerAssignments.local.player = -1; updatePlayerData(); g_BarterSell = g_ResourceData.GetCodes()[0]; initializeMusic(); // before changing the perspective initSessionMenuButtons(); for (let slot in Engine.GetGUIObjectByName("panelEntityPanel").children) initPanelEntities(slot); updateViewedPlayerDropdown(); // Select "observer" in the view player dropdown when rejoining as a defeated player let player = g_Players[Engine.GetPlayerID()]; Engine.GetGUIObjectByName("viewPlayer").selected = player && player.state == "defeated" ? 0 : Engine.GetPlayerID() + 1; // If in Atlas editor, disable the exit button if (Engine.IsAtlasRunning()) Engine.GetGUIObjectByName("menuExitButton").enabled = false; if (hotloadData) g_Selection.selected = hotloadData.selection; initChatWindow(); sendLobbyPlayerlistUpdate(); onSimulationUpdate(); setTimeout(displayGamestateNotifications, 1000); // Report the performance after 5 seconds (when we're still near // the initial camera view) and a minute (when the profiler will // have settled down if framerates as very low), to give some // extremely rough indications of performance // // DISABLED: this information isn't currently useful for anything much, // and it generates a massive amount of data to transmit and store // setTimeout(function() { reportPerformance(5); }, 5000); // setTimeout(function() { reportPerformance(60); }, 60000); } function updatePlayerData() { let simState = GetSimState(); if (!simState) return; let playerData = []; for (let i = 0; i < simState.players.length; ++i) { let playerState = simState.players[i]; playerData.push({ "name": playerState.name, "civ": playerState.civ, "color": { "r": playerState.color.r * 255, "g": playerState.color.g * 255, "b": playerState.color.b * 255, "a": playerState.color.a * 255 }, "team": playerState.team, "teamsLocked": playerState.teamsLocked, "cheatsEnabled": playerState.cheatsEnabled, "state": playerState.state, "isAlly": playerState.isAlly, "isMutualAlly": playerState.isMutualAlly, "isNeutral": playerState.isNeutral, "isEnemy": playerState.isEnemy, "guid": undefined, // network guid for players controlled by hosts "offline": g_Players[i] && !!g_Players[i].offline }); } for (let guid in g_PlayerAssignments) { let playerID = g_PlayerAssignments[guid].player; if (!playerData[playerID]) continue; playerData[playerID].guid = guid; playerData[playerID].name = g_PlayerAssignments[guid].name; } g_Players = playerData; } /** * Depends on the current player (g_IsObserver). */ function updateHotkeyTooltips() { Engine.GetGUIObjectByName("chatInput").tooltip = translateWithContext("chat input", "Type the message to send.") + "\n" + colorizeAutocompleteHotkey() + colorizeHotkey("\n" + translate("Press %(hotkey)s to open the public chat."), "chat") + colorizeHotkey( "\n" + (g_IsObserver ? translate("Press %(hotkey)s to open the observer chat.") : translate("Press %(hotkey)s to open the ally chat.")), "teamchat") + colorizeHotkey("\n" + translate("Press %(hotkey)s to open the previously selected private chat."), "privatechat"); Engine.GetGUIObjectByName("idleWorkerButton").tooltip = colorizeHotkey("%(hotkey)s" + " ", "selection.idleworker") + translate("Find idle worker"); Engine.GetGUIObjectByName("tradeHelp").tooltip = colorizeHotkey( translate("Select one type of goods you want to modify by clicking on it, and then use the arrows of the other types to modify their shares. You can also press %(hotkey)s while selecting one type of goods to bring its share to 100%%."), "session.fulltradeswap"); Engine.GetGUIObjectByName("barterHelp").tooltip = sprintf( translate("Start by selecting the resource you wish to sell from the upper row. For each time the lower buttons are pressed, %(quantity)s of the upper resource will be sold for the displayed quantity of the lower. Press and hold %(hotkey)s to temporarily multiply the traded amount by %(multiplier)s."), { "quantity": g_BarterResourceSellQuantity, "hotkey": colorizeHotkey("%(hotkey)s", "session.massbarter"), "multiplier": g_BarterMultiplier }); } function initPanelEntities(slot) { let button = Engine.GetGUIObjectByName("panelEntityButton[" + slot + "]"); button.onPress = function() { let panelEnt = g_PanelEntities.find(ent => ent.slot !== undefined && ent.slot == slot); if (!panelEnt) return; if (!Engine.HotkeyIsPressed("selection.add")) g_Selection.reset(); g_Selection.addList([panelEnt.ent]); }; button.onDoublePress = function() { let panelEnt = g_PanelEntities.find(ent => ent.slot !== undefined && ent.slot == slot); if (panelEnt) selectAndMoveTo(getEntityOrHolder(panelEnt.ent)); }; } /** * Returns the entity itself except when garrisoned where it returns its garrisonHolder */ function getEntityOrHolder(ent) { let entState = GetEntityState(ent); if (entState && !entState.position && entState.unitAI && entState.unitAI.orders.length && (entState.unitAI.orders[0].type == "Garrison" || entState.unitAI.orders[0].type == "Autogarrison")) return getEntityOrHolder(entState.unitAI.orders[0].data.target); return ent; } function initializeMusic() { initMusic(); if (g_ViewedPlayer != -1 && g_CivData[g_Players[g_ViewedPlayer].civ].Music) global.music.storeTracks(g_CivData[g_Players[g_ViewedPlayer].civ].Music); global.music.setState(global.music.states.PEACE); playAmbient(); } function updateViewedPlayerDropdown() { let viewPlayer = Engine.GetGUIObjectByName("viewPlayer"); viewPlayer.list_data = [-1].concat(g_Players.map((player, i) => i)); viewPlayer.list = [translate("Observer")].concat(g_Players.map( (player, i) => colorizePlayernameHelper("■", i) + " " + player.name )); } function toggleChangePerspective(enabled) { g_DevSettings.changePerspective = enabled; selectViewPlayer(g_ViewedPlayer); } /** * Change perspective tool. * Shown to observers or when enabling the developers option. */ function selectViewPlayer(playerID) { if (playerID < -1 || playerID > g_Players.length - 1) return; if (g_ShowAllStatusBars) recalculateStatusBarDisplay(true); g_IsObserver = isPlayerObserver(Engine.GetPlayerID()); if (g_IsObserver || g_DevSettings.changePerspective) { if (g_ViewedPlayer != playerID) clearSelection(); g_ViewedPlayer = playerID; } if (g_DevSettings.changePerspective) { Engine.SetPlayerID(g_ViewedPlayer); g_IsObserver = isPlayerObserver(g_ViewedPlayer); } Engine.SetViewedPlayer(g_ViewedPlayer); updateTopPanel(); updateChatAddressees(); updateHotkeyTooltips(); updateGameSpeedControl(); // Update GUI and clear player-dependent cache onSimulationUpdate(); if (g_IsDiplomacyOpen) openDiplomacy(); if (g_IsTradeOpen) openTrade(); } /** * Returns true if the player with that ID is in observermode. */ function isPlayerObserver(playerID) { let playerStates = GetSimState().players; return !playerStates[playerID] || playerStates[playerID].state != "active"; } /** * Returns true if the current user can issue commands for that player. */ function controlsPlayer(playerID) { let playerStates = GetSimState().players; return playerStates[Engine.GetPlayerID()] && playerStates[Engine.GetPlayerID()].controlsAll || Engine.GetPlayerID() == playerID && playerStates[playerID] && playerStates[playerID].state != "defeated"; } /** * Called when one or more players have won or were defeated. * * @param {array} - IDs of the players who have won or were defeated. * @param {object} - a plural string stating the victory reason. * @param {boolean} - whether these players have won or lost. */ function playersFinished(players, victoryString, won) { addChatMessage({ "type": "defeat-victory", "message": victoryString, "players": players }); if (players.indexOf(Engine.GetPlayerID()) != -1) reportGame(); sendLobbyPlayerlistUpdate(); updatePlayerData(); updateChatAddressees(); updateGameSpeedControl(); if (players.indexOf(g_ViewedPlayer) == -1) return; // Select "observer" item on loss. On win enable observermode without changing perspective Engine.GetGUIObjectByName("viewPlayer").selected = won ? g_ViewedPlayer + 1 : 0; if (players.indexOf(Engine.GetPlayerID()) == -1 || Engine.IsAtlasRunning()) return; global.music.setState( won ? global.music.states.VICTORY : global.music.states.DEFEAT ); g_ConfirmExit = won ? "won" : "defeated"; } /** * Sets civ icon for the currently viewed player. * Hides most gui objects for observers. */ function updateTopPanel() { let isPlayer = g_ViewedPlayer > 0; let civIcon = Engine.GetGUIObjectByName("civIcon"); civIcon.hidden = !isPlayer; if (isPlayer) { civIcon.sprite = "stretched:" + g_CivData[g_Players[g_ViewedPlayer].civ].Emblem; Engine.GetGUIObjectByName("civIconOverlay").tooltip = sprintf(translate("%(civ)s - Structure Tree"), { "civ": g_CivData[g_Players[g_ViewedPlayer].civ].Name }); } Engine.GetGUIObjectByName("optionFollowPlayer").hidden = !g_IsObserver || !isPlayer; let viewPlayer = Engine.GetGUIObjectByName("viewPlayer"); viewPlayer.hidden = !g_IsObserver && !g_DevSettings.changePerspective; let followPlayerLabel = Engine.GetGUIObjectByName("followPlayerLabel"); followPlayerLabel.hidden = Engine.GetTextWidth(followPlayerLabel.font, followPlayerLabel.caption + " ") + followPlayerLabel.getComputedSize().left > viewPlayer.getComputedSize().left; let resCodes = g_ResourceData.GetCodes(); let r = 0; for (let res of resCodes) { if (!Engine.GetGUIObjectByName("resource[" + r + "]")) { warn("Current GUI limits prevent displaying more than " + r + " resources in the top panel!"); break; } Engine.GetGUIObjectByName("resource[" + r + "]_icon").sprite = "stretched:session/icons/resources/" + res + ".png"; Engine.GetGUIObjectByName("resource[" + r + "]").hidden = !isPlayer; ++r; } horizontallySpaceObjects("resourceCounts", 5); hideRemaining("resourceCounts", r); let resPop = Engine.GetGUIObjectByName("population"); let resPopSize = resPop.size; resPopSize.left = Engine.GetGUIObjectByName("resource[" + (r - 1) + "]").size.right; resPop.size = resPopSize; Engine.GetGUIObjectByName("population").hidden = !isPlayer; Engine.GetGUIObjectByName("diplomacyButton1").hidden = !isPlayer; Engine.GetGUIObjectByName("tradeButton1").hidden = !isPlayer; Engine.GetGUIObjectByName("observerText").hidden = isPlayer; let alphaLabel = Engine.GetGUIObjectByName("alphaLabel"); alphaLabel.hidden = isPlayer && !viewPlayer.hidden; alphaLabel.size = isPlayer ? "50%+44 0 100%-283 100%" : "155 0 85%-279 100%"; Engine.GetGUIObjectByName("pauseButton").enabled = !g_IsObserver || !g_IsNetworked || g_IsController; Engine.GetGUIObjectByName("menuResignButton").enabled = !g_IsObserver; } function reportPerformance(time) { let settings = g_GameAttributes.settings; Engine.SubmitUserReport("profile", 3, JSON.stringify({ "time": time, "map": settings.Name, "seed": settings.Seed, // only defined for random maps "size": settings.Size, // only defined for random maps "profiler": Engine.GetProfilerState() })); } /** * Resign a player. * @param leaveGameAfterResign If player is quitting after resignation. */ function resignGame(leaveGameAfterResign) { if (g_IsObserver || g_Disconnected) return; Engine.PostNetworkCommand({ "type": "resign" }); if (!leaveGameAfterResign) resumeGame(true); } /** * Leave the game * @param willRejoin If player is going to be rejoining a networked game. */ function leaveGame(willRejoin) { if (!willRejoin && !g_IsObserver) resignGame(true); // Before ending the game let replayDirectory = Engine.GetCurrentReplayDirectory(); let simData = getReplayMetadata(); Engine.EndGame(); // After the replay file was closed in EndGame // Done here to keep EndGame small if (!g_IsReplay) Engine.AddReplayToCache(replayDirectory); if (g_IsController && Engine.HasXmppClient()) Engine.SendUnregisterGame(); Engine.SwitchGuiPage("page_summary.xml", { "sim": simData, "gui": { "assignedPlayer": Engine.GetPlayerID(), "disconnected": g_Disconnected, "isReplay": g_IsReplay, "replayDirectory": !g_HasRejoined && replayDirectory, "replaySelectionData": g_ReplaySelectionData } }); } // Return some data that we'll use when hotloading this file after changes function getHotloadData() { return { "selection": g_Selection.selected }; } function getSavedGameData() { return { "groups": g_Groups.groups }; } function restoreSavedGameData(data) { // Restore camera if any if (data.camera) Engine.SetCameraData(data.camera.PosX, data.camera.PosY, data.camera.PosZ, data.camera.RotX, data.camera.RotY, data.camera.Zoom); // Clear selection when loading a game g_Selection.reset(); // Restore control groups for (let groupNumber in data.groups) { g_Groups.groups[groupNumber].groups = data.groups[groupNumber].groups; g_Groups.groups[groupNumber].ents = data.groups[groupNumber].ents; } updateGroups(); } /** * Called every frame. */ function onTick() { if (!g_Settings) return; let now = Date.now(); let tickLength = now - g_LastTickTime; g_LastTickTime = now; handleNetMessages(); updateCursorAndTooltip(); if (g_Selection.dirty) { g_Selection.dirty = false; updateGUIObjects(); // Display rally points for selected buildings if (Engine.GetPlayerID() != -1) Engine.GuiInterfaceCall("DisplayRallyPoint", { "entities": g_Selection.toList() }); } else if (g_ShowAllStatusBars && now % g_StatusBarUpdate <= tickLength) recalculateStatusBarDisplay(); updateTimers(); updateMenuPosition(tickLength); // When training is blocked, flash population (alternates color every 500msec) Engine.GetGUIObjectByName("resourcePop").textcolor = g_IsTrainingBlocked && now % 1000 < 500 ? g_PopulationAlertColor : g_DefaultPopulationColor; Engine.GuiInterfaceCall("ClearRenamedEntities"); } function onWindowResized() { // Update followPlayerLabel updateTopPanel(); resizeChatWindow(); } function changeGameSpeed(speed) { if (!g_IsNetworked) Engine.SetSimRate(speed); } function updateIdleWorkerButton() { Engine.GetGUIObjectByName("idleWorkerButton").enabled = Engine.GuiInterfaceCall("HasIdleUnits", { "viewedPlayer": g_ViewedPlayer, "idleClasses": g_WorkerTypes, "excludeUnits": [] }); } function onSimulationUpdate() { // Templates change depending on technologies and auras, so they have to be reloaded every turn. // g_TechnologyData data never changes, so it shouldn't be deleted. g_EntityStates = {}; g_TemplateData = {}; g_SimState = undefined; if (!GetSimState()) return; updateCinemaPath(); handleNotifications(); updateGUIObjects(); - for (let type of ["Attack", "Aura", "Heal"]) + for (let type of ["Attack", "Auras", "Heal"]) Engine.GuiInterfaceCall("EnableVisualRangeOverlayType", { "type": type, "enabled": Engine.ConfigDB_GetValue("user", "gui.session." + type.toLowerCase() + "range") == "true" }); if (g_ConfirmExit) confirmExit(); } /** * Don't show the message box before all playerstate changes are processed. */ function confirmExit() { if (g_IsNetworked && !g_IsNetworkedActive) return; closeOpenDialogs(); // Don't ask for exit if other humans are still playing let isHost = g_IsController && g_IsNetworked; let askExit = !isHost || isHost && g_Players.every((player, i) => i == 0 || player.state != "active" || g_GameAttributes.settings.PlayerData[i].AI != ""); let subject = g_PlayerStateMessages[g_ConfirmExit]; if (askExit) subject += "\n" + translate("Do you want to quit?"); messageBox( 400, 200, subject, g_ConfirmExit == "won" ? translate("VICTORIOUS!") : translate("DEFEATED!"), askExit ? [translate("No"), translate("Yes")] : [translate("OK")], askExit ? [resumeGame, leaveGame] : [resumeGame] ); g_ConfirmExit = false; } function updateCinemaPath() { let isPlayingCinemaPath = GetSimState().cinemaPlaying && !g_Disconnected; Engine.GetGUIObjectByName("sn").hidden = !g_ShowGUI || isPlayingCinemaPath; Engine.Renderer_SetSilhouettesEnabled(!isPlayingCinemaPath && Engine.ConfigDB_GetValue("user", "silhouettes") == "true"); } function updateGUIObjects() { g_Selection.update(); if (g_ShowAllStatusBars) recalculateStatusBarDisplay(); if (g_ShowGuarding || g_ShowGuarded) updateAdditionalHighlight(); updatePanelEntities(); displayPanelEntities(); updateGroups(); updateDebug(); updatePlayerDisplay(); updateResearchDisplay(); updateSelectionDetails(); updateBuildingPlacementPreview(); updateTimeNotifications(); updateIdleWorkerButton(); if (g_IsTradeOpen) { updateTraderTexts(); updateBarterButtons(); } if (g_ViewedPlayer > 0) { let playerState = GetSimState().players[g_ViewedPlayer]; g_DevSettings.controlAll = playerState && playerState.controlsAll; Engine.GetGUIObjectByName("devControlAll").checked = g_DevSettings.controlAll; } if (!g_IsObserver) { // Update music state on basis of battle state. let battleState = Engine.GuiInterfaceCall("GetBattleState", g_ViewedPlayer); if (battleState) global.music.setState(global.music.states[battleState]); } updateDiplomacy(); } function onReplayFinished() { closeOpenDialogs(); pauseGame(); messageBox(400, 200, translateWithContext("replayFinished", "The replay has finished. Do you want to quit?"), translateWithContext("replayFinished", "Confirmation"), [translateWithContext("replayFinished", "No"), translateWithContext("replayFinished", "Yes")], [resumeGame, leaveGame]); } /** * updates a status bar on the GUI * nameOfBar: name of the bar * points: points to show * maxPoints: max points * direction: gets less from (right to left) 0; (top to bottom) 1; (left to right) 2; (bottom to top) 3; */ function updateGUIStatusBar(nameOfBar, points, maxPoints, direction) { // check, if optional direction parameter is valid. if (!direction || !(direction >= 0 && direction < 4)) direction = 0; // get the bar and update it let statusBar = Engine.GetGUIObjectByName(nameOfBar); if (!statusBar) return; let healthSize = statusBar.size; let value = 100 * Math.max(0, Math.min(1, points / maxPoints)); // inverse bar if (direction == 2 || direction == 3) value = 100 - value; if (direction == 0) healthSize.rright = value; else if (direction == 1) healthSize.rbottom = value; else if (direction == 2) healthSize.rleft = value; else if (direction == 3) healthSize.rtop = value; statusBar.size = healthSize; } function updatePanelEntities() { let panelEnts = g_ViewedPlayer == -1 ? GetSimState().players.reduce((ents, pState) => ents.concat(pState.panelEntities), []) : GetSimState().players[g_ViewedPlayer].panelEntities; g_PanelEntities = g_PanelEntities.filter(panelEnt => panelEnts.find(ent => ent == panelEnt.ent)); for (let ent of panelEnts) { let panelEntState = GetExtendedEntityState(ent); let template = GetTemplateData(panelEntState.template); let panelEnt = g_PanelEntities.find(pEnt => ent == pEnt.ent); if (!panelEnt) { panelEnt = { "ent": ent, "tooltip": undefined, "sprite": "stretched:session/portraits/" + template.icon, "maxHitpoints": undefined, "currentHitpoints": panelEntState.hitpoints, "previousHitpoints": undefined }; g_PanelEntities.push(panelEnt); } panelEnt.tooltip = createPanelEntityTooltip(panelEntState, template); panelEnt.previousHitpoints = panelEnt.currentHitpoints; panelEnt.currentHitpoints = panelEntState.hitpoints; panelEnt.maxHitpoints = panelEntState.maxHitpoints; } let panelEntIndex = ent => g_PanelEntityOrder.findIndex(entClass => GetEntityState(ent).identity.classes.indexOf(entClass) != -1); g_PanelEntities = g_PanelEntities.sort((panelEntA, panelEntB) => panelEntIndex(panelEntA.ent) - panelEntIndex(panelEntB.ent)); } function createPanelEntityTooltip(panelEntState, template) { let getPanelEntNameTooltip = panelEntState => "[font=\"sans-bold-16\"]" + template.name.specific + "[/font]"; return [ getPanelEntNameTooltip, getCurrentHealthTooltip, getAttackTooltip, getArmorTooltip, getEntityTooltip, getAurasTooltip ].map(tooltip => tooltip(panelEntState)).filter(tip => tip).join("\n"); } function displayPanelEntities() { let buttons = Engine.GetGUIObjectByName("panelEntityPanel").children; buttons.forEach((button, slot) => { if (button.hidden || g_PanelEntities.some(ent => ent.slot !== undefined && ent.slot == slot)) return; button.hidden = true; stopColorFade("panelEntityHitOverlay[" + slot + "]"); }); // The slot identifies the button, displayIndex determines its position. for (let displayIndex = 0; displayIndex < Math.min(g_PanelEntities.length, buttons.length); ++displayIndex) { let panelEnt = g_PanelEntities[displayIndex]; // Find the first unused slot if new, otherwise reuse previous. let slot = panelEnt.slot === undefined ? buttons.findIndex(button => button.hidden) : panelEnt.slot; let panelEntButton = Engine.GetGUIObjectByName("panelEntityButton[" + slot + "]"); panelEntButton.tooltip = panelEnt.tooltip; updateGUIStatusBar("panelEntityHealthBar[" + slot + "]", panelEnt.currentHitpoints, panelEnt.maxHitpoints); if (panelEnt.slot === undefined) { let panelEntImage = Engine.GetGUIObjectByName("panelEntityImage[" + slot + "]"); panelEntImage.sprite = panelEnt.sprite; panelEntButton.hidden = false; panelEnt.slot = slot; } // If the health of the panelEnt changed since the last update, trigger the animation. if (panelEnt.previousHitpoints > panelEnt.currentHitpoints) startColorFade("panelEntityHitOverlay[" + slot + "]", 100, 0, colorFade_attackUnit, true, smoothColorFadeRestart_attackUnit); // TODO: Instead of instant position changes, animate button movement. setPanelObjectPosition(panelEntButton, displayIndex, buttons.length); } } function updateGroups() { g_Groups.update(); // Determine the sum of the costs of a given template let getCostSum = (ent) => { let cost = GetTemplateData(GetEntityState(ent).template).cost; return cost ? Object.keys(cost).map(key => cost[key]).reduce((sum, cur) => sum + cur) : 0; }; for (let i in Engine.GetGUIObjectByName("unitGroupPanel").children) { Engine.GetGUIObjectByName("unitGroupLabel[" + i + "]").caption = i; let button = Engine.GetGUIObjectByName("unitGroupButton[" + i + "]"); button.hidden = g_Groups.groups[i].getTotalCount() == 0; button.onpress = (function(i) { return function() { performGroup((Engine.HotkeyIsPressed("selection.add") ? "add" : "select"), i); }; })(i); button.ondoublepress = (function(i) { return function() { performGroup("snap", i); }; })(i); button.onpressright = (function(i) { return function() { performGroup("breakUp", i); }; })(i); // Chose icon of the most common template (or the most costly if it's not unique) if (g_Groups.groups[i].getTotalCount() > 0) { let icon = GetTemplateData(GetEntityState(g_Groups.groups[i].getEntsGrouped().reduce((pre, cur) => { if (pre.ents.length == cur.ents.length) return getCostSum(pre.ents[0]) > getCostSum(cur.ents[0]) ? pre : cur; return pre.ents.length > cur.ents.length ? pre : cur; }).ents[0]).template).icon; Engine.GetGUIObjectByName("unitGroupIcon[" + i + "]").sprite = icon ? ("stretched:session/portraits/" + icon) : "groupsIcon"; } setPanelObjectPosition(button, i, 1); } } function updateDebug() { let debug = Engine.GetGUIObjectByName("debugEntityState"); if (!Engine.GetGUIObjectByName("devDisplayState").checked) { debug.hidden = true; return; } debug.hidden = false; let conciseSimState = clone(GetSimState()); conciseSimState.players = "<<>>"; let text = "simulation: " + uneval(conciseSimState); let selection = g_Selection.toList(); if (selection.length) { let entState = GetExtendedEntityState(selection[0]); if (entState) { let template = GetTemplateData(entState.template); text += "\n\nentity: {\n"; for (let k in entState) text += " " + k + ":" + uneval(entState[k]) + "\n"; text += "}\n\ntemplate: " + uneval(template); } } debug.caption = text.replace(/\[/g, "\\["); } function getAllyStatTooltip(resource) { let playersState = GetSimState().players; let ret = ""; for (let player in playersState) if (player != 0 && player != g_ViewedPlayer && g_Players[player].state != "defeated" && (g_IsObserver || playersState[g_ViewedPlayer].hasSharedLos && g_Players[player].isMutualAlly[g_ViewedPlayer])) ret += "\n" + sprintf(translate("%(playername)s: %(statValue)s"), { "playername": colorizePlayernameHelper("■", player) + " " + g_Players[player].name, "statValue": resource == "pop" ? sprintf(translate("%(popCount)s/%(popLimit)s/%(popMax)s"), playersState[player]) : Math.round(playersState[player].resourceCounts[resource]) }); return ret; } function updatePlayerDisplay() { let playerState = GetSimState().players[g_ViewedPlayer]; if (!playerState) return; let resCodes = g_ResourceData.GetCodes(); for (let r = 0; r < resCodes.length; ++r) { let resourceObj = Engine.GetGUIObjectByName("resource[" + r + "]"); if (!resourceObj) break; let res = resCodes[r]; let tooltip = '[font="' + g_ResourceTitleFont + '"]' + resourceNameFirstWord(res) + '[/font]'; let descr = g_ResourceData.GetResource(res).description; if (descr) tooltip += "\n" + translate(descr); tooltip += getAllyStatTooltip(res); resourceObj.tooltip = tooltip; Engine.GetGUIObjectByName("resource[" + r + "]_count").caption = Math.floor(playerState.resourceCounts[res]); } Engine.GetGUIObjectByName("resourcePop").caption = sprintf(translate("%(popCount)s/%(popLimit)s"), playerState); Engine.GetGUIObjectByName("population").tooltip = translate("Population (current / limit)") + "\n" + sprintf(translate("Maximum population: %(popCap)s"), { "popCap": playerState.popMax }) + getAllyStatTooltip("pop"); g_IsTrainingBlocked = playerState.trainingBlocked; } function selectAndMoveTo(ent) { let entState = GetEntityState(ent); if (!entState || !entState.position) return; g_Selection.reset(); g_Selection.addList([ent]); let position = entState.position; Engine.CameraMoveTo(position.x, position.z); } function updateResearchDisplay() { let researchStarted = Engine.GuiInterfaceCall("GetStartedResearch", g_ViewedPlayer); // Set up initial positioning. let buttonSideLength = Engine.GetGUIObjectByName("researchStartedButton[0]").size.right; for (let i = 0; i < 10; ++i) { let button = Engine.GetGUIObjectByName("researchStartedButton[" + i + "]"); let size = button.size; size.top = g_ResearchListTop + (4 + buttonSideLength) * i; size.bottom = size.top + buttonSideLength; button.size = size; } let numButtons = 0; for (let tech in researchStarted) { // Show at most 10 in-progress techs. if (numButtons >= 10) break; let template = GetTechnologyData(tech, g_Players[g_ViewedPlayer].civ); let button = Engine.GetGUIObjectByName("researchStartedButton[" + numButtons + "]"); button.hidden = false; button.tooltip = getEntityNames(template); button.onpress = (function(e) { return function() { selectAndMoveTo(e); }; })(researchStarted[tech].researcher); let icon = "stretched:session/portraits/" + template.icon; Engine.GetGUIObjectByName("researchStartedIcon[" + numButtons + "]").sprite = icon; // Scale the progress indicator. let size = Engine.GetGUIObjectByName("researchStartedProgressSlider[" + numButtons + "]").size; // Buttons are assumed to be square, so left/right offsets can be used for top/bottom. size.top = size.left + Math.round(researchStarted[tech].progress * (size.right - size.left)); Engine.GetGUIObjectByName("researchStartedProgressSlider[" + numButtons + "]").size = size; ++numButtons; } // Hide unused buttons. for (let i = numButtons; i < 10; ++i) Engine.GetGUIObjectByName("researchStartedButton[" + i + "]").hidden = true; } /** * Toggles the display of status bars for all of the player's entities. * * @param {Boolean} remove - Whether to hide all previously shown status bars. */ function recalculateStatusBarDisplay(remove = false) { let entities; if (g_ShowAllStatusBars && !remove) entities = g_ViewedPlayer == -1 ? Engine.PickNonGaiaEntitiesOnScreen() : Engine.PickPlayerEntitiesOnScreen(g_ViewedPlayer); else { let selected = g_Selection.toList(); for (let ent in g_Selection.highlighted) selected.push(g_Selection.highlighted[ent]); // Remove selected entities from the 'all entities' array, // to avoid disabling their status bars. entities = Engine.GuiInterfaceCall( g_ViewedPlayer == -1 ? "GetNonGaiaEntities" : "GetPlayerEntities", { "viewedPlayer": g_ViewedPlayer }).filter(idx => selected.indexOf(idx) == -1); } Engine.GuiInterfaceCall("SetStatusBars", { "entities": entities, "enabled": g_ShowAllStatusBars && !remove }); } /** * Inverts the given configuration boolean and returns the current state. * For example "silhouettes". */ function toggleConfigBool(configName) { let enabled = Engine.ConfigDB_GetValue("user", configName) != "true"; Engine.ConfigDB_CreateValue("user", configName, String(enabled)); Engine.ConfigDB_WriteValueToFile("user", configName, String(enabled), "config/user.cfg"); return enabled; } /** * Toggles the display of range overlays of selected entities for the given range type. - * @param {string} type - for example "Aura" + * @param {string} type - for example "Auras" */ function toggleRangeOverlay(type) { let enabled = toggleConfigBool("gui.session." + type.toLowerCase() + "range"); Engine.GuiInterfaceCall("EnableVisualRangeOverlayType", { "type": type, "enabled": enabled }); let selected = g_Selection.toList(); for (let ent in g_Selection.highlighted) selected.push(g_Selection.highlighted[ent]); Engine.GuiInterfaceCall("SetRangeOverlays", { "entities": selected, "enabled": enabled }); } // Update the additional list of entities to be highlighted. function updateAdditionalHighlight() { let entsAdd = []; // list of entities units to be highlighted let entsRemove = []; let highlighted = g_Selection.toList(); for (let ent in g_Selection.highlighted) highlighted.push(g_Selection.highlighted[ent]); if (g_ShowGuarding) // flag the guarding entities to add in this additional highlight for (let sel in g_Selection.selected) { let state = GetEntityState(g_Selection.selected[sel]); if (!state.guard || !state.guard.entities.length) continue; for (let ent of state.guard.entities) if (highlighted.indexOf(ent) == -1 && entsAdd.indexOf(ent) == -1) entsAdd.push(ent); } if (g_ShowGuarded) // flag the guarded entities to add in this additional highlight for (let sel in g_Selection.selected) { let state = GetEntityState(g_Selection.selected[sel]); if (!state.unitAI || !state.unitAI.isGuarding) continue; let ent = state.unitAI.isGuarding; if (highlighted.indexOf(ent) == -1 && entsAdd.indexOf(ent) == -1) entsAdd.push(ent); } // flag the entities to remove (from the previously added) from this additional highlight for (let ent of g_AdditionalHighlight) if (highlighted.indexOf(ent) == -1 && entsAdd.indexOf(ent) == -1 && entsRemove.indexOf(ent) == -1) entsRemove.push(ent); _setHighlight(entsAdd, g_HighlightedAlpha, true); _setHighlight(entsRemove, 0, false); g_AdditionalHighlight = entsAdd; } function playAmbient() { Engine.PlayAmbientSound(pickRandom(g_Ambient), true); } function getBuildString() { return sprintf(translate("Build: %(buildDate)s (%(revision)s)"), { "buildDate": Engine.GetBuildTimestamp(0), "revision": Engine.GetBuildTimestamp(2) }); } function showTimeWarpMessageBox() { messageBox( 500, 250, translate("Note: time warp mode is a developer option, and not intended for use over long periods of time. Using it incorrectly may cause the game to run out of memory or crash."), translate("Time warp mode") ); } /** * Adds the ingame time and ceasefire counter to the global FPS and * realtime counters shown in the top right corner. */ function appendSessionCounters(counters) { let simState = GetSimState(); if (Engine.ConfigDB_GetValue("user", "gui.session.timeelapsedcounter") === "true") { let currentSpeed = Engine.GetSimRate(); if (currentSpeed != 1.0) // Translation: The "x" means "times", with the mathematical meaning of multiplication. counters.push(sprintf(translate("%(time)s (%(speed)sx)"), { "time": timeToString(simState.timeElapsed), "speed": Engine.FormatDecimalNumberIntoString(currentSpeed) })); else counters.push(timeToString(simState.timeElapsed)); } if (simState.ceasefireActive && Engine.ConfigDB_GetValue("user", "gui.session.ceasefirecounter") === "true") counters.push(timeToString(simState.ceasefireTimeRemaining)); g_ResearchListTop = 4 + 14 * counters.length; } /** * Send the current list of players, teams, AIs, observers and defeated/won and offline states to the lobby. * The playerData format from g_GameAttributes is kept to reuse the GUI function presenting the data. */ function sendLobbyPlayerlistUpdate() { if (!g_IsController || !Engine.HasXmppClient()) return; // Extract the relevant player data and minimize packet load let minPlayerData = []; for (let playerID in g_GameAttributes.settings.PlayerData) { if (+playerID == 0) continue; let pData = g_GameAttributes.settings.PlayerData[playerID]; let minPData = { "Name": pData.Name }; if (g_GameAttributes.settings.LockTeams) minPData.Team = pData.Team; if (pData.AI) { minPData.AI = pData.AI; minPData.AIDiff = pData.AIDiff; } if (g_Players[playerID].offline) minPData.Offline = true; // Whether the player has won or was defeated let state = g_Players[playerID].state; if (state != "active") minPData.State = state; minPlayerData.push(minPData); } // Add observers let connectedPlayers = 0; for (let guid in g_PlayerAssignments) { let pData = g_GameAttributes.settings.PlayerData[g_PlayerAssignments[guid].player]; if (pData) ++connectedPlayers; else minPlayerData.push({ "Name": g_PlayerAssignments[guid].name, "Team": "observer" }); } Engine.SendChangeStateGame(connectedPlayers, playerDataToStringifiedTeamList(minPlayerData)); } /** * Send a report on the gamestatus to the lobby. */ function reportGame() { // Only 1v1 games are rated (and Gaia is part of g_Players) if (!Engine.HasXmppClient() || !Engine.IsRankedGame() || g_Players.length != 3 || Engine.GetPlayerID() == -1) return; let extendedSimState = Engine.GuiInterfaceCall("GetExtendedSimulationState"); let unitsClasses = [ "total", "Infantry", "Worker", "FemaleCitizen", "Cavalry", "Champion", "Hero", "Siege", "Ship", "Trader" ]; let unitsCountersTypes = [ "unitsTrained", "unitsLost", "enemyUnitsKilled" ]; let buildingsClasses = [ "total", "CivCentre", "House", "Economic", "Outpost", "Military", "Fortress", "Wonder" ]; let buildingsCountersTypes = [ "buildingsConstructed", "buildingsLost", "enemyBuildingsDestroyed" ]; let resourcesTypes = [ "wood", "food", "stone", "metal" ]; let resourcesCounterTypes = [ "resourcesGathered", "resourcesUsed", "resourcesSold", "resourcesBought" ]; let misc = [ "tradeIncome", "tributesSent", "tributesReceived", "treasuresCollected", "lootCollected", "percentMapExplored" ]; let playerStatistics = {}; // Unit Stats for (let unitCounterType of unitsCountersTypes) { if (!playerStatistics[unitCounterType]) playerStatistics[unitCounterType] = { }; for (let unitsClass of unitsClasses) playerStatistics[unitCounterType][unitsClass] = ""; } playerStatistics.unitsLostValue = ""; playerStatistics.unitsKilledValue = ""; // Building stats for (let buildingCounterType of buildingsCountersTypes) { if (!playerStatistics[buildingCounterType]) playerStatistics[buildingCounterType] = { }; for (let buildingsClass of buildingsClasses) playerStatistics[buildingCounterType][buildingsClass] = ""; } playerStatistics.buildingsLostValue = ""; playerStatistics.enemyBuildingsDestroyedValue = ""; // Resources for (let resourcesCounterType of resourcesCounterTypes) { if (!playerStatistics[resourcesCounterType]) playerStatistics[resourcesCounterType] = { }; for (let resourcesType of resourcesTypes) playerStatistics[resourcesCounterType][resourcesType] = ""; } playerStatistics.resourcesGathered.vegetarianFood = ""; for (let type of misc) playerStatistics[type] = ""; // Total playerStatistics.economyScore = ""; playerStatistics.militaryScore = ""; playerStatistics.totalScore = ""; let mapName = g_GameAttributes.settings.Name; let playerStates = ""; let playerCivs = ""; let teams = ""; let teamsLocked = true; // Serialize the statistics for each player into a comma-separated list. // Ignore gaia for (let i = 1; i < extendedSimState.players.length; ++i) { let player = extendedSimState.players[i]; let maxIndex = player.sequences.time.length - 1; playerStates += player.state + ","; playerCivs += player.civ + ","; teams += player.team + ","; teamsLocked = teamsLocked && player.teamsLocked; for (let resourcesCounterType of resourcesCounterTypes) for (let resourcesType of resourcesTypes) playerStatistics[resourcesCounterType][resourcesType] += player.sequences[resourcesCounterType][resourcesType][maxIndex] + ","; playerStatistics.resourcesGathered.vegetarianFood += player.sequences.resourcesGathered.vegetarianFood[maxIndex] + ","; for (let unitCounterType of unitsCountersTypes) for (let unitsClass of unitsClasses) playerStatistics[unitCounterType][unitsClass] += player.sequences[unitCounterType][unitsClass][maxIndex] + ","; for (let buildingCounterType of buildingsCountersTypes) for (let buildingsClass of buildingsClasses) playerStatistics[buildingCounterType][buildingsClass] += player.sequences[buildingCounterType][buildingsClass][maxIndex] + ","; let total = 0; for (let type in player.sequences.resourcesGathered) total += player.sequences.resourcesGathered[type][maxIndex]; playerStatistics.economyScore += total + ","; playerStatistics.militaryScore += Math.round((player.sequences.enemyUnitsKilledValue[maxIndex] + player.sequences.enemyBuildingsDestroyedValue[maxIndex]) / 10) + ","; playerStatistics.totalScore += (total + Math.round((player.sequences.enemyUnitsKilledValue[maxIndex] + player.sequences.enemyBuildingsDestroyedValue[maxIndex]) / 10)) + ","; for (let type of misc) playerStatistics[type] += player.sequences[type][maxIndex] + ","; } // Send the report with serialized data let reportObject = {}; reportObject.timeElapsed = extendedSimState.timeElapsed; reportObject.playerStates = playerStates; reportObject.playerID = Engine.GetPlayerID(); reportObject.matchID = g_GameAttributes.matchID; reportObject.civs = playerCivs; reportObject.teams = teams; reportObject.teamsLocked = String(teamsLocked); reportObject.ceasefireActive = String(extendedSimState.ceasefireActive); reportObject.ceasefireTimeRemaining = String(extendedSimState.ceasefireTimeRemaining); reportObject.mapName = mapName; reportObject.economyScore = playerStatistics.economyScore; reportObject.militaryScore = playerStatistics.militaryScore; reportObject.totalScore = playerStatistics.totalScore; for (let rct of resourcesCounterTypes) for (let rt of resourcesTypes) reportObject[rt + rct.substr(9)] = playerStatistics[rct][rt]; // eg. rt = food rct.substr = Gathered rct = resourcesGathered reportObject.vegetarianFoodGathered = playerStatistics.resourcesGathered.vegetarianFood; for (let type of unitsClasses) { // eg. type = Infantry (type.substr(0,1)).toLowerCase()+type.substr(1) = infantry reportObject[(type.substr(0, 1)).toLowerCase() + type.substr(1) + "UnitsTrained"] = playerStatistics.unitsTrained[type]; reportObject[(type.substr(0, 1)).toLowerCase() + type.substr(1) + "UnitsLost"] = playerStatistics.unitsLost[type]; reportObject["enemy" + type + "UnitsKilled"] = playerStatistics.enemyUnitsKilled[type]; } for (let type of buildingsClasses) { reportObject[(type.substr(0, 1)).toLowerCase() + type.substr(1) + "BuildingsConstructed"] = playerStatistics.buildingsConstructed[type]; reportObject[(type.substr(0, 1)).toLowerCase() + type.substr(1) + "BuildingsLost"] = playerStatistics.buildingsLost[type]; reportObject["enemy" + type + "BuildingsDestroyed"] = playerStatistics.enemyBuildingsDestroyed[type]; } for (let type of misc) reportObject[type] = playerStatistics[type]; Engine.SendGameReport(reportObject); } Index: ps/trunk/binaries/data/mods/public/simulation/components/Auras.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/components/Auras.js (revision 20623) +++ ps/trunk/binaries/data/mods/public/simulation/components/Auras.js (revision 20624) @@ -1,481 +1,487 @@ function Auras() {} Auras.prototype.Schema = "" + "tokens" + "" + ""; Auras.prototype.Init = function() { let cmpDataTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_DataTemplateManager); this.auras = {}; this.affectedPlayers = {}; for (let name of this.GetAuraNames()) { this.affectedPlayers[name] = []; this.auras[name] = cmpDataTemplateManager.GetAuraTemplate(name); } // In case of autogarrisoning, this component can be called before ownership is set. // So it needs to be completely initialised from the start. this.Clean(); }; // We can modify identifier if we want stackable auras in some case. Auras.prototype.GetModifierIdentifier = function(name) { if (this.auras[name].stackable) return name + this.entity; return name; }; Auras.prototype.GetDescriptions = function() { var ret = {}; for (let auraID of this.GetAuraNames()) { let aura = this.auras[auraID]; ret[auraID] = { "name": aura.auraName, "description": aura.auraDescription || null, "radius": this.GetRange(auraID) || null }; } return ret; }; Auras.prototype.GetAuraNames = function() { return this.template._string.split(/\s+/); }; Auras.prototype.GetOverlayIcon = function(name) { return this.auras[name].overlayIcon || ""; }; Auras.prototype.GetAffectedEntities = function(name) { return this[name].targetUnits; }; Auras.prototype.GetRange = function(name) { if (this.IsRangeAura(name)) return +this.auras[name].radius; return undefined; }; -/** - * Return the names of any range auras - used to render their ranges. - */ -Auras.prototype.GetVisualAuraRangeNames = function() -{ - return this.GetAuraNames().filter(auraName => this.IsRangeAura(auraName) && this[auraName].isApplied); -}; - -Auras.prototype.GetLineTexture = function(name) -{ - return this.auras[name].rangeOverlay ? this.auras[name].rangeOverlay.lineTexture : "outline_border.png"; -}; - -Auras.prototype.GetLineTextureMask = function(name) -{ - return this.auras[name].rangeOverlay ? this.auras[name].rangeOverlay.lineTextureMask : "outline_border_mask.png"; -}; - -Auras.prototype.GetLineThickness = function(name) -{ - return this.auras[name].rangeOverlay ? this.auras[name].rangeOverlay.lineThickness : 0.2; -}; - Auras.prototype.GetClasses = function(name) { return this.auras[name].affects; }; Auras.prototype.GetModifications = function(name) { return this.auras[name].modifications; }; Auras.prototype.GetAffectedPlayers = function(name) { return this.affectedPlayers[name]; }; +Auras.prototype.GetRangeOverlays = function() +{ + let rangeOverlays = []; + + for (let name of this.GetAuraNames()) + { + if (!this.IsRangeAura(name) || !this[name].isApplied) + continue; + + rangeOverlays.push( + this.auras[name].rangeOverlay ? + { + "radius": this.GetRange(name), + "texture": this.auras[name].rangeOverlay.lineTexture, + "textureMask": this.auras[name].rangeOverlay.lineTextureMask, + "thickness": this.auras[name].rangeOverlay.lineThickness + } : + // Specify default in order not to specify it in about 40 auras + { + "radius": this.GetRange(name), + "texture": "outline_border.png", + "textureMask": "outline_border_mask.png", + "thickness": 0.2 + }); + } + + return rangeOverlays; +}; + Auras.prototype.CalculateAffectedPlayers = function(name) { var affectedPlayers = this.auras[name].affectedPlayers || ["Player"]; this.affectedPlayers[name] = []; var cmpPlayer = Engine.QueryInterface(this.entity, IID_Player); if (!cmpPlayer) cmpPlayer = QueryOwnerInterface(this.entity); if (!cmpPlayer || cmpPlayer.GetState() == "defeated") return; var numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers(); for (var i = 0; i < numPlayers; ++i) { for (let p of affectedPlayers) { if (p == "Player" ? cmpPlayer.GetPlayerID() == i : cmpPlayer["Is" + p](i)) { this.affectedPlayers[name].push(i); break; } } } }; Auras.prototype.CanApply = function(name) { if (!this.auras[name].requiredTechnology) return true; let cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager); if (!cmpTechnologyManager) return false; return cmpTechnologyManager.IsTechnologyResearched(this.auras[name].requiredTechnology); }; Auras.prototype.HasFormationAura = function() { return this.GetAuraNames().some(n => this.IsFormationAura(n)); }; Auras.prototype.HasGarrisonAura = function() { return this.GetAuraNames().some(n => this.IsGarrisonAura(n)); }; Auras.prototype.HasGarrisonedUnitsAura = function() { return this.GetAuraNames().some(n => this.IsGarrisonedUnitsAura(n)); }; Auras.prototype.GetType = function(name) { return this.auras[name].type; }; Auras.prototype.IsFormationAura = function(name) { return this.GetType(name) == "formation"; }; Auras.prototype.IsGarrisonAura = function(name) { return this.GetType(name) == "garrison"; }; Auras.prototype.IsGarrisonedUnitsAura = function(name) { return this.GetType(name) == "garrisonedUnits"; }; Auras.prototype.IsRangeAura = function(name) { return this.GetType(name) == "range"; }; Auras.prototype.IsGlobalAura = function(name) { return this.GetType(name) == "global" || this.GetType(name) == "player"; }; Auras.prototype.IsPlayerAura = function(name) { return this.GetType(name) == "player"; }; /** * clean all bonuses. Remove the old ones and re-apply the new ones */ Auras.prototype.Clean = function() { var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); var auraNames = this.GetAuraNames(); let targetUnitsClone = {}; let needVisualizationUpdate = false; // remove all bonuses for (let name of auraNames) { targetUnitsClone[name] = []; if (!this[name]) continue; if (this.IsRangeAura(name)) needVisualizationUpdate = true; if (this[name].targetUnits) targetUnitsClone[name] = this[name].targetUnits.slice(); if (this.IsGlobalAura(name)) this.RemoveTemplateBonus(name); this.RemoveBonus(name, this[name].targetUnits); if (this[name].rangeQuery) cmpRangeManager.DestroyActiveQuery(this[name].rangeQuery); } for (let name of auraNames) { // only calculate the affected players on re-applying the bonuses // this makes sure the template bonuses are removed from the correct players this.CalculateAffectedPlayers(name); // initialise range query this[name] = {}; this[name].targetUnits = []; this[name].isApplied = this.CanApply(name); var affectedPlayers = this.GetAffectedPlayers(name); if (!affectedPlayers.length) continue; if (this.IsGlobalAura(name)) { for (let player of affectedPlayers) { this.ApplyTemplateBonus(name, affectedPlayers); if (this.IsPlayerAura(name)) { let cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); let playerEnts = affectedPlayers.map(player => cmpPlayerManager.GetPlayerByID(player)); this.ApplyBonus(name, playerEnts); } else this.ApplyBonus(name, cmpRangeManager.GetEntitiesByPlayer(player)); } continue; } if (!this.IsRangeAura(name)) { this.ApplyBonus(name, targetUnitsClone[name]); continue; } needVisualizationUpdate = true; if (this[name].isApplied) { this[name].rangeQuery = cmpRangeManager.CreateActiveQuery( this.entity, 0, this.GetRange(name), affectedPlayers, IID_Identity, cmpRangeManager.GetEntityFlagMask("normal") ); cmpRangeManager.EnableActiveQuery(this[name].rangeQuery); } } if (needVisualizationUpdate) { let cmpRangeVisualization = Engine.QueryInterface(this.entity, IID_RangeVisualization); if (cmpRangeVisualization) { - cmpRangeVisualization.UpdateVisualAuraRanges(); + cmpRangeVisualization.UpdateRangeOverlays("Auras"); cmpRangeVisualization.RegenerateRangeVisualizations(false); } } }; Auras.prototype.GiveMembersWithValidClass = function(auraName, entityList) { var match = this.GetClasses(auraName); return entityList.filter(ent => { let cmpIdentity = Engine.QueryInterface(ent, IID_Identity); return cmpIdentity && MatchesClassList(cmpIdentity.GetClassesList(), match); }); }; Auras.prototype.OnRangeUpdate = function(msg) { for (let name of this.GetAuraNames().filter(n => this[n] && msg.tag == this[n].rangeQuery)) { this.ApplyBonus(name, msg.added); this.RemoveBonus(name, msg.removed); } }; Auras.prototype.OnGarrisonedUnitsChanged = function(msg) { for (let name of this.GetAuraNames().filter(n => this.IsGarrisonedUnitsAura(n))) { this.ApplyBonus(name, msg.added); this.RemoveBonus(name, msg.removed); } }; Auras.prototype.RegisterGlobalOwnershipChanged = function(msg) { for (let name of this.GetAuraNames().filter(n => this.IsGlobalAura(n))) { let affectedPlayers = this.GetAffectedPlayers(name); let wasApplied = affectedPlayers.indexOf(msg.from) != -1; let willBeApplied = affectedPlayers.indexOf(msg.to) != -1; if (wasApplied && !willBeApplied) this.RemoveBonus(name, [msg.entity]); if (willBeApplied && !wasApplied) this.ApplyBonus(name, [msg.entity]); } }; Auras.prototype.ApplyFormationBonus = function(memberList) { for (let name of this.GetAuraNames().filter(n => this.IsFormationAura(n))) this.ApplyBonus(name, memberList); }; Auras.prototype.ApplyGarrisonBonus = function(structure) { for (let name of this.GetAuraNames().filter(n => this.IsGarrisonAura(n))) this.ApplyBonus(name, [structure]); }; Auras.prototype.ApplyTemplateBonus = function(name, players) { if (!this[name].isApplied) return; if (!this.IsGlobalAura(name)) return; var modifications = this.GetModifications(name); var cmpAuraManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_AuraManager); var classes = this.GetClasses(name); cmpAuraManager.RegisterGlobalAuraSource(this.entity); for (let mod of modifications) for (let player of players) cmpAuraManager.ApplyTemplateBonus(mod.value, player, classes, mod, this.GetModifierIdentifier(name)); }; Auras.prototype.RemoveFormationBonus = function(memberList) { for (let name of this.GetAuraNames().filter(n => this.IsFormationAura(n))) this.RemoveBonus(name, memberList); }; Auras.prototype.RemoveGarrisonBonus = function(structure) { for (let name of this.GetAuraNames().filter(n => this.IsGarrisonAura(n))) this.RemoveBonus(name, [structure]); }; Auras.prototype.RemoveTemplateBonus = function(name) { if (!this[name].isApplied) return; if (!this.IsGlobalAura(name)) return; var cmpAuraManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_AuraManager); cmpAuraManager.UnregisterGlobalAuraSource(this.entity); var modifications = this.GetModifications(name); var classes = this.GetClasses(name); var players = this.GetAffectedPlayers(name); for (let mod of modifications) for (let player of players) cmpAuraManager.RemoveTemplateBonus(mod.value, player, classes, this.GetModifierIdentifier(name)); }; Auras.prototype.ApplyBonus = function(name, ents) { var validEnts = this.GiveMembersWithValidClass(name, ents); if (!validEnts.length) return; this[name].targetUnits = this[name].targetUnits.concat(validEnts); if (!this[name].isApplied) return; var modifications = this.GetModifications(name); var cmpAuraManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_AuraManager); for (let mod of modifications) cmpAuraManager.ApplyBonus(mod.value, validEnts, mod, this.GetModifierIdentifier(name)); // update status bars if this has an icon if (!this.GetOverlayIcon(name)) return; for (let ent of validEnts) { var cmpStatusBars = Engine.QueryInterface(ent, IID_StatusBars); if (cmpStatusBars) cmpStatusBars.AddAuraSource(this.entity, name); } }; Auras.prototype.RemoveBonus = function(name, ents) { var validEnts = this.GiveMembersWithValidClass(name, ents); if (!validEnts.length) return; this[name].targetUnits = this[name].targetUnits.filter(v => validEnts.indexOf(v) == -1); if (!this[name].isApplied) return; var modifications = this.GetModifications(name); var cmpAuraManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_AuraManager); for (let mod of modifications) cmpAuraManager.RemoveBonus(mod.value, validEnts, this.GetModifierIdentifier(name)); // update status bars if this has an icon if (!this.GetOverlayIcon(name)) return; for (let ent of validEnts) { var cmpStatusBars = Engine.QueryInterface(ent, IID_StatusBars); if (cmpStatusBars) cmpStatusBars.RemoveAuraSource(this.entity, name); } }; Auras.prototype.OnOwnershipChanged = function(msg) { this.Clean(); }; Auras.prototype.OnDiplomacyChanged = function(msg) { var cmpPlayer = Engine.QueryInterface(this.entity, IID_Player); if (cmpPlayer && (cmpPlayer.GetPlayerID() == msg.player || cmpPlayer.GetPlayerID() == msg.otherPlayer) || IsOwnedByPlayer(msg.player, this.entity) || IsOwnedByPlayer(msg.otherPlayer, this.entity)) this.Clean(); }; Auras.prototype.OnGlobalResearchFinished = function(msg) { var cmpPlayer = Engine.QueryInterface(this.entity, IID_Player); if ((!cmpPlayer || cmpPlayer.GetPlayerID() != msg.player) && !IsOwnedByPlayer(msg.player, this.entity)) return; for (let name of this.GetAuraNames()) { let requiredTech = this.auras[name].requiredTechnology; if (requiredTech && requiredTech == msg.tech) { this.Clean(); return; } } }; Auras.prototype.OnPlayerDefeated = function(msg) { this.Clean(); }; Engine.RegisterComponentType(IID_Auras, "Auras", Auras); Index: ps/trunk/binaries/data/mods/public/simulation/components/Heal.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/components/Heal.js (revision 20623) +++ ps/trunk/binaries/data/mods/public/simulation/components/Heal.js (revision 20624) @@ -1,142 +1,140 @@ function Heal() {} Heal.prototype.Schema = "Controls the healing abilities of the unit." + "" + "20" + "" + "heal_overlay_range.png" + "heal_overlay_range_mask.png" + "0.35" + "" + "5" + "2000" + "Cavalry" + "Support Infantry" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "tokens" + "" + "" + "" + "" + "" + "tokens" + "" + "" + ""; Heal.prototype.Init = function() { }; Heal.prototype.Serialize = null; // we have no dynamic state to save Heal.prototype.GetTimers = function() { return { "prepare": 1000, "repeat": this.GetRate() }; }; Heal.prototype.GetHP = function() { return ApplyValueModificationsToEntity("Heal/HP", +this.template.HP, this.entity); }; Heal.prototype.GetRate = function() { return ApplyValueModificationsToEntity("Heal/Rate", +this.template.Rate, this.entity); }; Heal.prototype.GetRange = function() { return { "min": 0, "max": ApplyValueModificationsToEntity("Heal/Range", +this.template.Range, this.entity) }; }; Heal.prototype.GetUnhealableClasses = function() { return this.template.UnhealableClasses._string || ""; }; Heal.prototype.GetHealableClasses = function() { return this.template.HealableClasses._string || ""; }; -Heal.prototype.GetLineTexture = function() +Heal.prototype.GetRangeOverlays = function() { - return this.template.RangeOverlay ? this.template.RangeOverlay.LineTexture : "heal_overlay_range.png"; -}; + if (!this.template.RangeOverlay) + return []; -Heal.prototype.GetLineTextureMask = function() -{ - return this.template.RangeOverlay ? this.template.RangeOverlay.LineTextureMask : "heal_overlay_range_mask.png"; -}; - -Heal.prototype.GetLineThickness = function() -{ - return this.template.RangeOverlay ? +this.template.RangeOverlay.LineThickness : 0.35; + return [{ + "radius": this.GetRange().max, + "texture": this.template.RangeOverlay.LineTexture, + "textureMask": this.template.RangeOverlay.LineTextureMask, + "thickness": +this.template.RangeOverlay.LineThickness + }] }; /** * Heal the target entity. This should only be called after a successful range * check, and should only be called after GetTimers().repeat msec has passed * since the last call to PerformHeal. */ Heal.prototype.PerformHeal = function(target) { let cmpHealth = Engine.QueryInterface(target, IID_Health); if (!cmpHealth) return; let targetState = cmpHealth.Increase(this.GetHP()); // Add XP let cmpLoot = Engine.QueryInterface(target, IID_Loot); let cmpPromotion = Engine.QueryInterface(this.entity, IID_Promotion); if (targetState !== undefined && cmpLoot && cmpPromotion) { // HP healed * XP per HP cmpPromotion.IncreaseXp((targetState.new - targetState.old) / cmpHealth.GetMaxHitpoints() * cmpLoot.GetXp()); } //TODO we need a sound file // PlaySound("heal_impact", this.entity); }; Heal.prototype.OnValueModification = function(msg) { if (msg.component != "Heal" || msg.valueNames.indexOf("Heal/Range") === -1) return; let cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI); if (!cmpUnitAI) return; cmpUnitAI.UpdateRangeQueries(); }; Engine.RegisterComponentType(IID_Heal, "Heal", Heal); Index: ps/trunk/binaries/data/mods/public/simulation/components/RangeVisualization.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/components/RangeVisualization.js (revision 20623) +++ ps/trunk/binaries/data/mods/public/simulation/components/RangeVisualization.js (revision 20624) @@ -1,122 +1,92 @@ function RangeVisualization() {} RangeVisualization.prototype.Schema = ""; RangeVisualization.prototype.Init = function() { this.enabled = false; this.enabledRangeTypes = { "Attack": false, - "Aura": false, + "Auras": false, "Heal": false }; this.rangeVisualizations = new Map(); }; // The GUI enables visualizations RangeVisualization.prototype.Serialize = null; RangeVisualization.prototype.Deserialize = function(data) { this.Init(); }; -RangeVisualization.prototype.UpdateVisualAttackRanges = function() +RangeVisualization.prototype.UpdateRangeOverlays = function(componentName) { - let cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); - if (cmpAttack) - this.rangeVisualizations.set("Attack", cmpAttack.GetRangeOverlays()); -}; - -RangeVisualization.prototype.UpdateVisualAuraRanges = function() -{ - let cmpAuras = Engine.QueryInterface(this.entity, IID_Auras); - if (!cmpAuras) - return; - - this.rangeVisualizations.set("Aura", []); - - for (let auraName of cmpAuras.GetVisualAuraRangeNames()) - this.rangeVisualizations.get("Aura").push({ - "radius": cmpAuras.GetRange(auraName), - "texture": cmpAuras.GetLineTexture(auraName), - "textureMask": cmpAuras.GetLineTextureMask(auraName), - "thickness": cmpAuras.GetLineThickness(auraName), - }); -}; - -RangeVisualization.prototype.UpdateVisualHealRanges = function() -{ - let cmpHeal = Engine.QueryInterface(this.entity, IID_Heal); - if (!cmpHeal) - return; - - this.rangeVisualizations.set("Heal", [{ - "radius": cmpHeal.GetRange().max, - "texture": cmpHeal.GetLineTexture(), - "textureMask": cmpHeal.GetLineTextureMask(), - "thickness": cmpHeal.GetLineThickness(), - }]); + let cmp = Engine.QueryInterface(this.entity, global["IID_" + componentName]); + if (cmp) + this.rangeVisualizations.set(componentName, cmp.GetRangeOverlays()); }; RangeVisualization.prototype.SetEnabled = function(enabled, enabledRangeTypes, forceUpdate) { this.enabled = enabled; this.enabledRangeTypes = enabledRangeTypes; this.RegenerateRangeVisualizations(forceUpdate); }; RangeVisualization.prototype.RegenerateRangeVisualizations = function(forceUpdate) { let cmpRangeOverlayRenderer = Engine.QueryInterface(this.entity, IID_RangeOverlayRenderer); if (!cmpRangeOverlayRenderer) return; cmpRangeOverlayRenderer.ResetRangeOverlays(); if (!this.enabled && !forceUpdate) return; // Only render individual range types that have been enabled for (let rangeOverlayType of this.rangeVisualizations.keys()) if (this.enabledRangeTypes[rangeOverlayType]) for (let rangeOverlay of this.rangeVisualizations.get(rangeOverlayType)) cmpRangeOverlayRenderer.AddRangeOverlay( rangeOverlay.radius, rangeOverlay.texture, rangeOverlay.textureMask, rangeOverlay.thickness); }; RangeVisualization.prototype.OnOwnershipChanged = function(msg) { if (msg.to == -1) return; for (let type in this.enabledRangeTypes) - this["UpdateVisual" + type + "Ranges"](); + this.UpdateRangeOverlays(type); + this.RegenerateRangeVisualizations(false); }; RangeVisualization.prototype.OnValueModification = function(msg) { if (msg.valueNames.indexOf("Heal/Range") == -1 && msg.valueNames.indexOf("Attack/Ranged/MinRange") == -1 && msg.valueNames.indexOf("Attack/Ranged/MaxRange") == -1) return; - this["UpdateVisual" + msg.component + "Ranges"](); + this.UpdateRangeOverlays(msg.component); this.RegenerateRangeVisualizations(false); }; /** * RangeVisualization component is deserialized before the TechnologyManager, so need to update the ranges here */ RangeVisualization.prototype.OnDeserialized = function(msg) { for (let type in this.enabledRangeTypes) - this["UpdateVisual" + type + "Ranges"](); + this.UpdateRangeOverlays(type); }; Engine.RegisterComponentType(IID_RangeVisualization, "RangeVisualization", RangeVisualization); Index: ps/trunk/binaries/data/mods/public/simulation/components/tests/test_Heal.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/components/tests/test_Heal.js (revision 20623) +++ ps/trunk/binaries/data/mods/public/simulation/components/tests/test_Heal.js (revision 20624) @@ -1,109 +1,110 @@ Engine.LoadHelperScript("ValueModification.js"); Engine.LoadComponentScript("interfaces/Heal.js"); Engine.LoadComponentScript("interfaces/Health.js"); Engine.LoadComponentScript("interfaces/Loot.js"); Engine.LoadComponentScript("interfaces/Promotion.js"); Engine.LoadComponentScript("interfaces/UnitAI.js"); Engine.LoadComponentScript("Heal.js"); const entity= 60; let template = { "Range": 20, "RangeOverlay" : { "LineTexture": "heal_overlay_range.png", "LineTextureMask": "heal_overlay_range_mask.png", "LineThickness": 0.35 }, "HP": 5, "Rate": 2000, "UnhealableClasses": { "_string": "Cavalry" }, "HealableClasses": { "_string": "Support Infantry" }, }; ApplyValueModificationsToEntity = function(value, stat, ent) { if (ent != entity) return stat; switch (value) { case "Heal/HP": return stat + 100; case "Heal/Rate": return stat + 200; case "Heal/Range": return stat + 300; default: return stat; } }; let cmpHeal = ConstructComponent(60, "Heal", template); // Test Getters TS_ASSERT_EQUALS(cmpHeal.GetRate(), 2000 + 200); TS_ASSERT_UNEVAL_EQUALS(cmpHeal.GetTimers(), { "prepare": 1000, "repeat": 2000 + 200 }); TS_ASSERT_EQUALS(cmpHeal.GetHP(), 5 + 100); TS_ASSERT_UNEVAL_EQUALS(cmpHeal.GetRange(), {"min":0, "max": 20 + 300 }); TS_ASSERT_EQUALS(cmpHeal.GetHealableClasses(), "Support Infantry"); TS_ASSERT_EQUALS(cmpHeal.GetUnhealableClasses(), "Cavalry"); -TS_ASSERT_EQUALS(cmpHeal.GetLineTexture(), "heal_overlay_range.png"); - -TS_ASSERT_EQUALS(cmpHeal.GetLineTextureMask(), "heal_overlay_range_mask.png"); - -TS_ASSERT_EQUALS(cmpHeal.GetLineThickness(), 0.35); +TS_ASSERT_UNEVAL_EQUALS(cmpHeal.GetRangeOverlays(), [{ + "radius": 20 + 300, + "texture": "heal_overlay_range.png", + "textureMask": "heal_overlay_range_mask.png", + "thickness": 0.35 +}]); // Test PerformHeal let target = 70; let increased; AddMock(target, IID_Health, { "GetMaxHitpoints": () => 700, "Increase": amount => { increased = true; TS_ASSERT_EQUALS(amount, 5 + 100); return { "old": 600, "new": 600 + 5 + 100 }; } }); cmpHeal.PerformHeal(target); TS_ASSERT(increased); let looted; AddMock(target, IID_Loot, { "GetXp": () => { looted = true; return 80; } }); let promoted; AddMock(entity, IID_Promotion, { "IncreaseXp": amount => { promoted = true; TS_ASSERT_EQUALS(amount, (5 + 100) * 80 / 700); } }); increased = false; cmpHeal.PerformHeal(target); TS_ASSERT(increased && looted && promoted); // Test OnValueModification let updated; AddMock(entity, IID_UnitAI, { "UpdateRangeQueries": () => { updated = true; } }); cmpHeal.OnValueModification({ "component": "Heal", "valueNames": ["Heal/HP"] }); TS_ASSERT(!updated); cmpHeal.OnValueModification({ "component": "Heal", "valueNames": ["Heal/Range"] }); TS_ASSERT(updated); Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_hero_healer.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_hero_healer.xml (revision 20623) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_hero_healer.xml (revision 20624) @@ -1,32 +1,37 @@ 4.0 8.0 4.0 200 150 200 20 6 2000 Human + + heal_overlay_range.png + heal_overlay_range_mask.png + 0.35 + 1000 -Soldier Healer Support 30 Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_support_healer.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_support_healer.xml (revision 20623) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_support_healer.xml (revision 20624) @@ -1,55 +1,60 @@ 250 12 5 2000 Human + + heal_overlay_range.png + heal_overlay_range_mask.png + 0.35 + 85 -ConquestCritical Healer Basic phase_town Heal units. Healer 200 plus/128x128.png plus/128x128_mask.png interface/alarm/alarm_create_infantry.xml voice/{lang}/civ/civ_{gender}_walk.xml voice/{lang}/civ/civ_{gender}_go_out_against.xml voice/{lang}/civ/civ_{gender}_gather.xml voice/{lang}/civ/civ_{gender}_repair.xml voice/{lang}/civ/civ_{gender}_heal.xml voice/{lang}/civ/civ_{gender}_garrison.xml actor/human/movement/walk.xml actor/human/movement/run.xml actor/human/death/{gender}_death.xml 30