Index: ps/trunk/binaries/data/mods/public/gui/common/settings.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/common/settings.js (revision 20759) +++ ps/trunk/binaries/data/mods/public/gui/common/settings.js (revision 20760) @@ -1,437 +1,438 @@ /** * The maximum number of players that the engine supports. * TODO: Maybe we can support more than 8 players sometime. */ const g_MaxPlayers = 8; /** * The maximum number of teams allowed. */ const g_MaxTeams = 4; /** * Directory containing all editable settings. */ const g_SettingsDirectory = "simulation/data/settings/"; /** * Directory containing all biomes supported for random map scripts. */ const g_BiomesDirectory = "maps/random/rmbiome/biomes/"; /** * An object containing all values given by setting name. * Used by lobby, gamesetup, session, summary screen and replay menu. */ const g_Settings = loadSettingsValues(); /** * Loads and translates all values of all settings which * can be configured by dropdowns in the gamesetup. * * @returns {Object|undefined} */ function loadSettingsValues() { var settings = { "AIDescriptions": loadAIDescriptions(), "AIDifficulties": loadAIDifficulties(), "AIBehaviors": loadAIBehaviors(), "Ceasefire": loadCeasefire(), "VictoryDurations": loadVictoryDuration(), "GameSpeeds": loadSettingValuesFile("game_speeds.json"), "MapTypes": loadMapTypes(), "MapSizes": loadSettingValuesFile("map_sizes.json"), "Biomes": loadBiomes(), "PlayerDefaults": loadPlayerDefaults(), "PopulationCapacities": loadPopulationCapacities(), "StartingResources": loadSettingValuesFile("starting_resources.json"), - "VictoryConditions": loadVictoryConditions() + "VictoryConditions": loadVictoryConditions(), + "TriggerDifficulties": loadSettingValuesFile("trigger_difficulties.json") }; if (Object.keys(settings).some(key => settings[key] === undefined)) return undefined; return deepfreeze(settings); } /** * Returns an array of objects reflecting all possible values for a given setting. * * @param {string} filename * @see simulation/data/settings/ * @returns {Array|undefined} */ function loadSettingValuesFile(filename) { var json = Engine.ReadJSONFile(g_SettingsDirectory + filename); if (!json || !json.Data) { error("Could not load " + filename + "!"); return undefined; } if (json.TranslatedKeys) { let keyContext = json.TranslatedKeys; if (json.TranslationContext) { keyContext = {}; for (let key of json.TranslatedKeys) keyContext[key] = json.TranslationContext; } translateObjectKeys(json.Data, keyContext); } return json.Data; } /** * Loads the descriptions as defined in simulation/ai/.../data.json and loaded by ICmpAIManager.cpp. * * @returns {Array} */ function loadAIDescriptions() { var ais = Engine.GetAIs(); translateObjectKeys(ais, ["name", "description"]); return ais.sort((a, b) => a.data.name.localeCompare(b.data.name)); } /** * Hardcoded, as modding is not supported without major changes. * Notice the AI code parses the difficulty level by the index, not by name. * * @returns {Array} */ function loadAIDifficulties() { return [ { "Name": "sandbox", "Title": translateWithContext("aiDiff", "Sandbox") }, { "Name": "very easy", "Title": translateWithContext("aiDiff", "Very Easy") }, { "Name": "easy", "Title": translateWithContext("aiDiff", "Easy") }, { "Name": "medium", "Title": translateWithContext("aiDiff", "Medium"), "Default": true }, { "Name": "hard", "Title": translateWithContext("aiDiff", "Hard") }, { "Name": "very hard", "Title": translateWithContext("aiDiff", "Very Hard") } ]; } function loadAIBehaviors() { return [ { "Name": "random", "Title": translateWithContext("aiBehavior", "Random"), "Default": true }, { "Name": "balanced", "Title": translateWithContext("aiBehavior", "Balanced"), }, { "Name": "defensive", "Title": translateWithContext("aiBehavior", "Defensive") }, { "Name": "aggressive", "Title": translateWithContext("aiBehavior", "Aggressive") } ]; } /** * Loads available victory times for victory conditions like Wonder and Capture the Relic. */ function loadVictoryDuration() { var jsonFile = "victory_times.json"; var json = Engine.ReadJSONFile(g_SettingsDirectory + jsonFile); if (!json || json.Default === undefined || !json.Times || !Array.isArray(json.Times)) { error("Could not load " + jsonFile); return undefined; } return json.Times.map(duration => ({ "Duration": duration, "Default": duration == json.Default, "Title": sprintf(translatePluralWithContext("victory duration", "%(min)s minute", "%(min)s minutes", duration), { "min": duration }) })); } /** * Loads available ceasefire settings. * * @returns {Array|undefined} */ function loadCeasefire() { var json = Engine.ReadJSONFile(g_SettingsDirectory + "ceasefire.json"); if (!json || json.Default === undefined || !json.Times || !Array.isArray(json.Times)) { error("Could not load ceasefire.json"); return undefined; } return json.Times.map(timeout => ({ "Duration": timeout, "Default": timeout == json.Default, "Title": timeout == 0 ? translateWithContext("ceasefire", "No ceasefire") : sprintf(translatePluralWithContext("ceasefire", "%(minutes)s minute", "%(minutes)s minutes", timeout), { "minutes": timeout }) })); } /** * Hardcoded, as modding is not supported without major changes. * * @returns {Array} */ function loadMapTypes() { return [ { "Name": "skirmish", "Title": translateWithContext("map", "Skirmish"), "Description": translate("A map with a predefined landscape and number of players. Freely select the other gamesettings."), "Default": true }, { "Name": "random", "Title": translateWithContext("map", "Random"), "Description": translate("Create a unique map with a different resource distribution each time. Freely select the number of players and teams.") }, { "Name": "scenario", "Title": translateWithContext("map", "Scenario"), "Description": translate("A map with a predefined landscape and matchsettings.") } ]; } function loadBiomes() { return listFiles(g_BiomesDirectory, ".json", false).map(biomeID => { let description = Engine.ReadJSONFile(g_BiomesDirectory + biomeID + ".json").Description; return { "Id": biomeID, "Title": translateWithContext("biome definition", description.Title), "Description": translateWithContext("biome definition", description.Description) }; }); } /** * Loads available gametypes. * * @returns {Array|undefined} */ function loadVictoryConditions() { let subdir = "victory_conditions/"; let victoryConditions = listFiles(g_SettingsDirectory + subdir, ".json", false).map(victoryScriptName => { let vc = loadSettingValuesFile(subdir + victoryScriptName + ".json"); if (vc) vc.Name = victoryScriptName; return vc; }); if (victoryConditions.some(vc => vc == undefined)) return undefined; // TODO: We might support enabling victory conditions separately sometime. // Until then, we supplement the endless gametype here. victoryConditions.push({ "Name": "endless", "Title": translateWithContext("victory condition", "None"), "Description": translate("Endless game."), "Scripts": [] }); return victoryConditions; } /** * Loads the default player settings (like civs and colors). * * @returns {Array|undefined} */ function loadPlayerDefaults() { var json = Engine.ReadJSONFile(g_SettingsDirectory + "player_defaults.json"); if (!json || !json.PlayerData) { error("Could not load player_defaults.json"); return undefined; } return json.PlayerData; } /** * Loads available population capacities. * * @returns {Array|undefined} */ function loadPopulationCapacities() { var json = Engine.ReadJSONFile(g_SettingsDirectory + "population_capacities.json"); if (!json || json.Default === undefined || !json.PopulationCapacities || !Array.isArray(json.PopulationCapacities)) { error("Could not load population_capacities.json"); return undefined; } return json.PopulationCapacities.map(population => ({ "Population": population, "Default": population == json.Default, "Title": population < 10000 ? population : translate("Unlimited") })); } /** * Creates an object with all values of that property of the given setting and * finds the index of the default value. * * This allows easy copying of setting values to dropdown lists. * * @param {Array} settingValues * @returns {Object|undefined} */ function prepareForDropdown(settingValues) { if (!settingValues) return undefined; let settings = { "Default": 0 }; for (let index in settingValues) { for (let property in settingValues[index]) { if (property == "Default") continue; if (!settings[property]) settings[property] = []; // Switch property and index settings[property][index] = settingValues[index][property]; } // Copy default value if (settingValues[index].Default) settings.Default = +index; } return deepfreeze(settings); } function getGameSpeedChoices(allowFastForward) { return prepareForDropdown(g_Settings.GameSpeeds.filter(speed => !speed.FastForward || allowFastForward)); } /** * Returns title or placeholder. * * @param {string} aiName - for example "petra" */ function translateAIName(aiName) { let description = g_Settings.AIDescriptions.find(ai => ai.id == aiName); return description ? translate(description.data.name) : translateWithContext("AI name", "Unknown"); } /** * Returns title or placeholder. * * @param {Number} index - index of AIDifficulties */ function translateAIDifficulty(index) { let difficulty = g_Settings.AIDifficulties[index]; return difficulty ? difficulty.Title : translateWithContext("AI difficulty", "Unknown"); } /** * Returns title or placeholder. * * @param {string} aiBehavior - for example "defensive" */ function translateAIBehavior(aiBehavior) { let behavior = g_Settings.AIBehaviors.find(b => b.Name == aiBehavior); return behavior ? behavior.Title : translateWithContext("AI behavior", "Default"); } /** * Returns title or placeholder. * * @param {string} mapType - for example "skirmish" * @returns {string} */ function translateMapType(mapType) { let type = g_Settings.MapTypes.find(t => t.Name == mapType); return type ? type.Title : translateWithContext("map type", "Unknown"); } /** * Returns title or placeholder "Default". * * @param {Number} mapSize - tilecount * @returns {string} */ function translateMapSize(tiles) { let mapSize = g_Settings.MapSizes.find(size => size.Tiles == +tiles); return mapSize ? mapSize.Name : translateWithContext("map size", "Default"); } /** * Returns title or placeholder. * * @param {Number} population - for example 300 * @returns {string} */ function translatePopulationCapacity(population) { let popCap = g_Settings.PopulationCapacities.find(p => p.Population == population); return popCap ? popCap.Title : translateWithContext("population capacity", "Unknown"); } /** * Returns title or placeholder. * * @param {string} gameType - for example "conquest" * @returns {string} */ function translateVictoryCondition(gameType) { let victoryCondition = g_Settings.VictoryConditions.find(vc => vc.Name == gameType); return victoryCondition ? victoryCondition.Title : translateWithContext("victory condition", "Unknown"); } Index: ps/trunk/binaries/data/mods/public/gui/gamesetup/gamesetup.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/gamesetup/gamesetup.js (revision 20759) +++ ps/trunk/binaries/data/mods/public/gui/gamesetup/gamesetup.js (revision 20760) @@ -1,2451 +1,2511 @@ const g_MatchSettings_SP = "config/matchsettings.json"; const g_MatchSettings_MP = "config/matchsettings.mp.json"; const g_Ceasefire = prepareForDropdown(g_Settings && g_Settings.Ceasefire); const g_MapSizes = prepareForDropdown(g_Settings && g_Settings.MapSizes); const g_MapTypes = prepareForDropdown(g_Settings && g_Settings.MapTypes); +const g_TriggerDifficulties = prepareForDropdown(g_Settings && g_Settings.TriggerDifficulties); 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 = getGameSpeedChoices(false); /** * Offer users to select playable civs only. * Load unselectable civs as they could appear in scenario maps. */ const g_CivData = loadCivData(false, false); /** * Highlight the "random" dropdownlist item. */ var g_ColorRandom = "orange"; /** * Color for regular dropdownlist items. */ var g_ColorRegular = "white"; /** * Color for "Unassigned"-placeholder item in the dropdownlist. */ var g_PlayerAssignmentColors = { "player": g_ColorRegular, "observer": "170 170 250", "unassigned": "140 140 140", "AI": "70 150 70" }; /** * Used for highlighting the sender of chat messages. */ var g_SenderFont = "sans-bold-13"; /** * This yields [1, 2, ..., MaxPlayers]. */ var g_NumPlayersList = Array(g_MaxPlayers).fill(0).map((v, i) => i + 1); /** * Used for generating the botnames. */ var g_RomanNumbers = [undefined, "I", "II", "III", "IV", "V", "VI", "VII", "VIII"]; var g_PlayerTeamList = prepareForDropdown([{ "label": translateWithContext("team", "None"), "id": -1 }].concat( Array(g_MaxTeams).fill(0).map((v, i) => ({ "label": i + 1, "id": i })) ) ); /** * Number of relics: [1, ..., NumCivs] */ var g_RelicCountList = Object.keys(g_CivData).map((civ, i) => i + 1); var g_PlayerCivList = g_CivData && prepareForDropdown([{ "name": translateWithContext("civilization", "Random"), "tooltip": translate("Picks one civilization at random when the game starts."), "color": g_ColorRandom, "code": "random" }].concat( Object.keys(g_CivData).filter( civ => g_CivData[civ].SelectableInGameSetup ).map(civ => ({ "name": g_CivData[civ].Name, "tooltip": g_CivData[civ].History, "color": g_ColorRegular, "code": civ })).sort(sortNameIgnoreCase) ) ); /** * All selectable playercolors except gaia. */ var g_PlayerColorPickerList = g_Settings && g_Settings.PlayerDefaults.slice(1).map(pData => pData.Color); /** * Directory containing all maps of the given type. */ var g_MapPath = { "random": "maps/random/", "scenario": "maps/scenarios/", "skirmish": "maps/skirmishes/" }; /** * Containing the colors to highlight the ready status of players, * the chat ready messages and * the tooltips and captions for the ready button */ var g_ReadyData = [ { "color": g_ColorRegular, "chat": translate("* %(username)s is not ready."), "caption": translate("I'm ready"), "tooltip": translate("State that you are ready to play.") }, { "color": "green", "chat": translate("* %(username)s is ready!"), "caption": translate("Stay ready"), "tooltip": translate("Stay ready even when the game settings change.") }, { "color": "150 150 250", "chat": "", "caption": translate("I'm not ready!"), "tooltip": translate("State that you are not ready to play.") } ]; /** * Processes a CNetMessage (see NetMessage.h, NetMessages.h) sent by the CNetServer. */ var g_NetMessageTypes = { "netstatus": msg => handleNetStatusMessage(msg), "netwarn": msg => addNetworkWarning(msg), "gamesetup": msg => handleGamesetupMessage(msg), "players": msg => handlePlayerAssignmentMessage(msg), "ready": msg => handleReadyMessage(msg), "start": msg => handleGamestartMessage(msg), "kicked": msg => addChatMessage({ "type": msg.banned ? "banned" : "kicked", "username": msg.username }), "chat": msg => addChatMessage({ "type": "chat", "guid": msg.guid, "text": msg.text }), }; var g_FormatChatMessage = { "system": (msg, user) => systemMessage(msg.text), "settings": (msg, user) => systemMessage(translate('Game settings have been changed')), "connect": (msg, user) => systemMessage(sprintf(translate("%(username)s has joined"), { "username": user })), "disconnect": (msg, user) => systemMessage(sprintf(translate("%(username)s has left"), { "username": user })), "kicked": (msg, user) => systemMessage(sprintf(translate("%(username)s has been kicked"), { "username": user })), "banned": (msg, user) => systemMessage(sprintf(translate("%(username)s has been banned"), { "username": user })), "chat": (msg, user) => sprintf(translate("%(username)s %(message)s"), { "username": senderFont(sprintf(translate("<%(username)s>"), { "username": user })), "message": escapeText(msg.text || "") }), "ready": (msg, user) => sprintf(g_ReadyData[msg.status].chat, { "username": user }), "clientlist": (msg, user) => getUsernameList(), }; var g_MapFilters = [ { "id": "default", "name": translateWithContext("map filter", "Default"), "tooltip": translateWithContext("map filter", "All maps except naval and demo maps."), "filter": mapKeywords => mapKeywords.every(keyword => ["naval", "demo", "hidden"].indexOf(keyword) == -1), "Default": true }, { "id": "naval", "name": translate("Naval Maps"), "tooltip": translateWithContext("map filter", "Maps where ships are needed to reach the enemy."), "filter": mapKeywords => mapKeywords.indexOf("naval") != -1 }, { "id": "demo", "name": translate("Demo Maps"), "tooltip": translateWithContext("map filter", "These maps are not playable but for demonstration purposes only."), "filter": mapKeywords => mapKeywords.indexOf("demo") != -1 }, { "id": "new", "name": translate("New Maps"), "tooltip": translateWithContext("map filter", "Maps that are brand new in this release of the game."), "filter": mapKeywords => mapKeywords.indexOf("new") != -1 }, { "id": "trigger", "name": translate("Trigger Maps"), "tooltip": translateWithContext("map filter", "Maps that come with scripted events and potentially spawn enemy units."), "filter": mapKeywords => mapKeywords.indexOf("trigger") != -1 }, { "id": "all", "name": translate("All Maps"), "tooltip": translateWithContext("map filter", "Every map of the chosen maptype."), "filter": mapKeywords => true }, ]; /** * This contains only filters that have at least one map matching them. */ var g_MapFilterList; /** * Array of biome identifiers supported by the currently selected map. */ var g_BiomeList; /** + * Array of trigger difficulties identifiers supported by the currently selected map. + */ +var g_TriggerDifficultyList; + +/** * Whether this is a single- or multiplayer match. */ var g_IsNetworked; /** * Is this user in control of game settings (i.e. singleplayer or host of a multiplayergame). */ var g_IsController; /** * Whether this is a tutorial. */ var g_IsTutorial; /** * To report the game to the lobby bot. */ var g_ServerName; var g_ServerPort; /** * IP address and port of the STUN endpoint. */ var g_StunEndpoint; /** * Current username. Cannot contain whitespace. */ var g_Username = Engine.LobbyGetNick(); /** * States whether the GUI is currently updated in response to network messages instead of user input * and therefore shouldn't send further messages to the network. */ var g_IsInGuiUpdate = false; /** * Whether the current player is ready to start the game. * 0 - not ready * 1 - ready * 2 - stay ready */ var g_IsReady = 0; /** * Ignore duplicate ready commands on init. */ var g_ReadyInit = true; /** * If noone has changed the ready status, we have no need to spam the settings changed message. * * <=0 - Suppressed settings message * 1 - Will show settings message * 2 - Host's initial ready, suppressed settings message */ var g_ReadyChanged = 2; /** * Used to prevent calling resetReadyData when starting a game. */ var g_GameStarted = false; /** * Selectable options (player, AI, unassigned) in the player assignment dropdowns and * their colorized, textual representation. */ var g_PlayerAssignmentList = {}; /** * Remembers which clients are assigned to which player slots and whether they are ready. * The keys are guids or "local" in Singleplayer. */ var g_PlayerAssignments = {}; var g_DefaultPlayerData = []; var g_GameAttributes = { "settings": {} }; /** * List of translated words that can be used to autocomplete titles of settings * and their values (for example playernames). */ var g_Autocomplete = []; /** * Array of strings formatted as displayed, including playername. */ var g_ChatMessages = []; /** * Filename and translated title of all maps, given the currently selected * maptype and filter. Sorted by title, shown in the dropdown. */ var g_MapSelectionList = []; /** * Cache containing the mapsettings. Just-in-time loading. */ var g_MapData = {}; /** * Wait one tick before initializing the GUI objects and * don't process netmessages prior to that. */ var g_LoadingState = 0; /** * Send the current gamesettings to the lobby bot if the settings didn't change for this number of seconds. */ var g_GameStanzaTimeout = 2; /** * Index of the GUI timer. */ var g_GameStanzaTimer; /** * Only send a lobby update if something actually changed. */ var g_LastGameStanza; /** * Remembers if the current player viewed the AI settings of some playerslot. */ var g_LastViewedAIPlayer = -1; /** * Total number of units that the engine can run with smoothly. * It means a 4v4 with 150 population can still run nicely, but more than that might "lag". */ var g_PopulationCapacityRecommendation = 1200; /** * Order in which the GUI elements will be shown. * All valid options are required to appear here. * The ones under "map" are shown in the map selection panel, * the others in the "more options" dialog. */ var g_OptionOrderGUI = { "map": [ "mapType", "mapFilter", "mapSelection", "numPlayers", "mapSize" ], "more": [ + "triggerDifficulty", "biome", "gameSpeed", "victoryCondition", "relicCount", "relicDuration", "wonderDuration", "populationCap", "startingResources", "ceasefire", "regicideGarrison", "exploreMap", "revealMap", "disableTreasures", "disableSpies", "lockTeams", "lastManStanding", "enableCheats", "enableRating" ] }; /** * Contains the logic of all multiple-choice gamesettings. * * Logic * ids - Array of identifier strings that indicate the selected value. * default - Returns the index of the default value (not the value itself). * defined - Whether a value for the setting is actually specified. * get - The identifier of the currently selected value. * select - Saves and processes the value of the selected index of the ids array. * * GUI * title - The caption shown in the label. * tooltip - A description shown when hovering the dropdown or a specific item. * labels - Array of translated strings selectable for this dropdown. * colors - Optional array of colors to tint the according dropdown items with. * hidden - If hidden, both the label and dropdown won't be visible. (default: false) * enabled - Only the label will be shown if the setting is disabled. (default: true) * autocomplete - Marks whether to autocomplete translated values of the string. (default: undefined) * If not undefined, must be a number that denotes the priority (higher numbers come first). * If undefined, still autocompletes the translated title of the setting. * initOrder - Options with lower values will be initialized first. */ var g_Dropdowns = { "mapType": { "title": () => translate("Map Type"), "tooltip": (hoverIdx) => g_MapTypes.Description[hoverIdx] || translate("Select a map type."), "labels": () => g_MapTypes.Title, "ids": () => g_MapTypes.Name, "default": () => g_MapTypes.Default, "defined": () => g_GameAttributes.mapType !== undefined, "get": () => g_GameAttributes.mapType, "select": (itemIdx) => { g_MapData = {}; g_GameAttributes.mapType = g_MapTypes.Name[itemIdx]; g_GameAttributes.mapPath = g_MapPath[g_GameAttributes.mapType]; delete g_GameAttributes.map; if (g_GameAttributes.mapType != "scenario") g_GameAttributes.settings = { "PlayerData": clone(g_DefaultPlayerData.slice(0, 4)) }; reloadMapFilterList(); }, "autocomplete": 0, "initOrder": 1 }, "mapFilter": { "title": () => translate("Map Filter"), "tooltip": (hoverIdx) => g_MapFilterList.tooltip[hoverIdx] || translate("Select a map filter."), "labels": () => g_MapFilterList.name, "ids": () => g_MapFilterList.id, "default": () => g_MapFilterList.Default, "defined": () => g_MapFilterList.id.indexOf(g_GameAttributes.mapFilter || "") != -1, "get": () => g_GameAttributes.mapFilter, "select": (itemIdx) => { g_GameAttributes.mapFilter = g_MapFilterList.id[itemIdx]; delete g_GameAttributes.map; reloadMapList(); }, "autocomplete": 0, "initOrder": 2 }, "mapSelection": { "title": () => translate("Select Map"), "tooltip": (hoverIdx) => g_MapSelectionList.description[hoverIdx] || translate("Select a map to play on."), "labels": () => g_MapSelectionList.name, "colors": () => g_MapSelectionList.color, "ids": () => g_MapSelectionList.file, "default": () => 0, "defined": () => g_GameAttributes.map !== undefined, "get": () => g_GameAttributes.map, "select": (itemIdx) => { selectMap(g_MapSelectionList.file[itemIdx]); }, "autocomplete": 0, "initOrder": 3 }, "mapSize": { "title": () => translate("Map Size"), "tooltip": (hoverIdx) => g_MapSizes.Tooltip[hoverIdx] || translate("Select map size. (Larger sizes may reduce performance.)"), "labels": () => g_MapSizes.Name, "ids": () => g_MapSizes.Tiles, "default": () => g_MapSizes.Default, "defined": () => g_GameAttributes.settings.Size !== undefined, "get": () => g_GameAttributes.settings.Size, "select": (itemIdx) => { g_GameAttributes.settings.Size = g_MapSizes.Tiles[itemIdx]; }, "hidden": () => g_GameAttributes.mapType != "random", "autocomplete": 0, "initOrder": 1000 }, "biome": { "title": () => translate("Biome"), "tooltip": (hoverIdx) => g_BiomeList && g_BiomeList.Description && g_BiomeList.Description[hoverIdx] || translate("Select the flora and fauna."), "labels": () => g_BiomeList ? g_BiomeList.Title : [], "colors": (itemIdx) => g_BiomeList ? g_BiomeList.Color : [], "ids": () => g_BiomeList ? g_BiomeList.Id : [], "default": () => 0, "defined": () => g_GameAttributes.settings.Biome !== undefined, "get": () => g_GameAttributes.settings.Biome, "select": (itemIdx) => { g_GameAttributes.settings.Biome = g_BiomeList && g_BiomeList.Id[itemIdx]; }, "hidden": () => !g_BiomeList, "autocomplete": 0, "initOrder": 1000 }, "numPlayers": { "title": () => translate("Number of Players"), "tooltip": (hoverIdx) => translate("Select number of players."), "labels": () => g_NumPlayersList, "ids": () => g_NumPlayersList, "default": () => g_MaxPlayers - 1, "defined": () => g_GameAttributes.settings.PlayerData !== undefined, "get": () => g_GameAttributes.settings.PlayerData.length, "enabled": () => g_GameAttributes.mapType == "random", "select": (itemIdx) => { let num = itemIdx + 1; let pData = g_GameAttributes.settings.PlayerData; g_GameAttributes.settings.PlayerData = num > pData.length ? pData.concat(clone(g_DefaultPlayerData.slice(pData.length, num))) : pData.slice(0, num); unassignInvalidPlayers(num); sanitizePlayerData(g_GameAttributes.settings.PlayerData); }, "initOrder": 1000 }, "populationCap": { "title": () => translate("Population Cap"), "tooltip": (hoverIdx) => { let popCap = g_PopulationCapacities.Population[hoverIdx]; let players = g_GameAttributes.settings.PlayerData.length; if (hoverIdx == -1 || popCap * players <= g_PopulationCapacityRecommendation) return translate("Select population limit."); return coloredText( sprintf(translate("Warning: There might be performance issues if all %(players)s players reach %(popCap)s population."), { "players": players, "popCap": popCap }), "orange"); }, "labels": () => g_PopulationCapacities.Title, "ids": () => g_PopulationCapacities.Population, "default": () => g_PopulationCapacities.Default, "defined": () => g_GameAttributes.settings.PopulationCap !== undefined, "get": () => g_GameAttributes.settings.PopulationCap, "select": (itemIdx) => { g_GameAttributes.settings.PopulationCap = g_PopulationCapacities.Population[itemIdx]; }, "enabled": () => g_GameAttributes.mapType != "scenario", "initOrder": 1000 }, "startingResources": { "title": () => translate("Starting Resources"), "tooltip": (hoverIdx) => { return hoverIdx >= 0 ? sprintf(translate("Initial amount of each resource: %(resources)s."), { "resources": g_StartingResources.Resources[hoverIdx] }) : translate("Select the game's starting resources."); }, "labels": () => g_StartingResources.Title, "ids": () => g_StartingResources.Resources, "default": () => g_StartingResources.Default, "defined": () => g_GameAttributes.settings.StartingResources !== undefined, "get": () => g_GameAttributes.settings.StartingResources, "select": (itemIdx) => { g_GameAttributes.settings.StartingResources = g_StartingResources.Resources[itemIdx]; }, "hidden": () => g_GameAttributes.mapType == "scenario", "autocomplete": 0, "initOrder": 1000 }, "ceasefire": { "title": () => translate("Ceasefire"), "tooltip": (hoverIdx) => translate("Set time where no attacks are possible."), "labels": () => g_Ceasefire.Title, "ids": () => g_Ceasefire.Duration, "default": () => g_Ceasefire.Default, "defined": () => g_GameAttributes.settings.Ceasefire !== undefined, "get": () => g_GameAttributes.settings.Ceasefire, "select": (itemIdx) => { g_GameAttributes.settings.Ceasefire = g_Ceasefire.Duration[itemIdx]; }, "enabled": () => g_GameAttributes.mapType != "scenario", "initOrder": 1000 }, "victoryCondition": { "title": () => translate("Victory Condition"), "tooltip": (hoverIdx) => g_VictoryConditions.Description[hoverIdx] || translate("Select victory condition."), "labels": () => g_VictoryConditions.Title, "ids": () => g_VictoryConditions.Name, "default": () => g_VictoryConditions.Default, "defined": () => g_GameAttributes.settings.GameType !== undefined, "get": () => g_GameAttributes.settings.GameType, "select": (itemIdx) => { g_GameAttributes.settings.GameType = g_VictoryConditions.Name[itemIdx]; g_GameAttributes.settings.VictoryScripts = g_VictoryConditions.Scripts[itemIdx]; }, "enabled": () => g_GameAttributes.mapType != "scenario", "autocomplete": 0, "initOrder": 1000 }, "relicCount": { "title": () => translate("Relic Count"), "tooltip": (hoverIdx) => translate("Total number of relics spawned on the map. Relic victory is most realistic with only one or two relics. With greater numbers, the relics are important to capture to receive aura bonuses."), "labels": () => g_RelicCountList, "ids": () => g_RelicCountList, "default": () => g_RelicCountList.indexOf(2), "defined": () => g_GameAttributes.settings.RelicCount !== undefined, "get": () => g_GameAttributes.settings.RelicCount, "select": (itemIdx) => { g_GameAttributes.settings.RelicCount = g_RelicCountList[itemIdx]; }, "hidden": () => g_GameAttributes.settings.GameType != "capture_the_relic", "enabled": () => g_GameAttributes.mapType != "scenario", "initOrder": 1000 }, "relicDuration": { "title": () => translate("Relic Duration"), "tooltip": (hoverIdx) => translate("Minutes until the player has achieved Relic Victory."), "labels": () => g_VictoryDurations.Title, "ids": () => g_VictoryDurations.Duration, "default": () => g_VictoryDurations.Default, "defined": () => g_GameAttributes.settings.RelicDuration !== undefined, "get": () => g_GameAttributes.settings.RelicDuration, "select": (itemIdx) => { g_GameAttributes.settings.RelicDuration = g_VictoryDurations.Duration[itemIdx]; }, "hidden": () => g_GameAttributes.settings.GameType != "capture_the_relic", "enabled": () => g_GameAttributes.mapType != "scenario", "initOrder": 1000 }, "wonderDuration": { "title": () => translate("Wonder Duration"), "tooltip": (hoverIdx) => translate("Minutes until the player has achieved Wonder Victory."), "labels": () => g_VictoryDurations.Title, "ids": () => g_VictoryDurations.Duration, "default": () => g_VictoryDurations.Default, "defined": () => g_GameAttributes.settings.WonderDuration !== undefined, "get": () => g_GameAttributes.settings.WonderDuration, "select": (itemIdx) => { g_GameAttributes.settings.WonderDuration = g_VictoryDurations.Duration[itemIdx]; }, "hidden": () => g_GameAttributes.settings.GameType != "wonder", "enabled": () => g_GameAttributes.mapType != "scenario", "initOrder": 1000 }, "gameSpeed": { "title": () => translate("Game Speed"), "tooltip": (hoverIdx) => translate("Select game speed."), "labels": () => g_GameSpeeds.Title, "ids": () => g_GameSpeeds.Speed, "default": () => g_GameSpeeds.Default, "defined": () => g_GameAttributes.gameSpeed !== undefined && g_GameSpeeds.Speed.indexOf(g_GameAttributes.gameSpeed) != -1, "get": () => g_GameAttributes.gameSpeed, "select": (itemIdx) => { g_GameAttributes.gameSpeed = g_GameSpeeds.Speed[itemIdx]; }, "initOrder": 1000 }, + "triggerDifficulty": { + "title": () => translate("Difficulty"), + "tooltip": (hoverIdx) => g_TriggerDifficultyList && g_TriggerDifficultyList.Description[hoverIdx] || + translate("Select the difficulty of this scenario."), + "labels": () => g_TriggerDifficultyList ? g_TriggerDifficultyList.Title : [], + "ids": () => g_TriggerDifficultyList ? g_TriggerDifficultyList.Id : [], + "default": () => g_TriggerDifficultyList ? g_TriggerDifficultyList.Default : 0, + "defined": () => g_GameAttributes.settings.TriggerDifficulty !== undefined, + "get": () => g_GameAttributes.settings.TriggerDifficulty, + "select": (itemIdx) => { + g_GameAttributes.settings.TriggerDifficulty = g_TriggerDifficultyList && g_TriggerDifficultyList.Id[itemIdx]; + }, + "hidden": () => !g_TriggerDifficultyList, + "initOrder": 1000 + }, }; /** * These dropdowns provide a setting that is repeated once for each player * (where playerIdx is starting from 0 for player 1). */ var g_PlayerDropdowns = { "playerAssignment": { "labels": (playerIdx) => g_PlayerAssignmentList.Name || [], "colors": (playerIdx) => g_PlayerAssignmentList.Color || [], "ids": (playerIdx) => g_PlayerAssignmentList.Choice || [], "default": (playerIdx) => "ai:petra", "defined": (playerIdx) => playerIdx < g_GameAttributes.settings.PlayerData.length, "get": (playerIdx) => { for (let guid in g_PlayerAssignments) if (g_PlayerAssignments[guid].player == playerIdx + 1) return "guid:" + guid; for (let ai of g_Settings.AIDescriptions) if (g_GameAttributes.settings.PlayerData[playerIdx].AI == ai.id) return "ai:" + ai.id; return "unassigned"; }, "select": (selectedIdx, playerIdx) => { let choice = g_PlayerAssignmentList.Choice[selectedIdx]; if (choice == "unassigned" || choice.startsWith("ai:")) { if (g_IsNetworked) Engine.AssignNetworkPlayer(playerIdx+1, ""); else if (g_PlayerAssignments.local.player == playerIdx+1) g_PlayerAssignments.local.player = -1; g_GameAttributes.settings.PlayerData[playerIdx].AI = choice.startsWith("ai:") ? choice.substr(3) : ""; } else swapPlayers(choice.substr("guid:".length), playerIdx); }, "autocomplete": 100, }, "playerTeam": { "labels": (playerIdx) => g_PlayerTeamList.label, "ids": (playerIdx) => g_PlayerTeamList.id, "default": (playerIdx) => 0, "defined": (playerIdx) => g_GameAttributes.settings.PlayerData[playerIdx].Team !== undefined, "get": (playerIdx) => g_GameAttributes.settings.PlayerData[playerIdx].Team, "select": (selectedIdx, playerIdx) => { g_GameAttributes.settings.PlayerData[playerIdx].Team = selectedIdx - 1; }, "enabled": () => g_GameAttributes.mapType != "scenario", }, "playerCiv": { "tooltip": (hoverIdx, playerIdx) => g_PlayerCivList.tooltip[hoverIdx] || translate("Chose the civilization for this player"), "labels": (playerIdx) => g_PlayerCivList.name, "colors": (playerIdx) => g_PlayerCivList.color, "ids": (playerIdx) => g_PlayerCivList.code, "default": (playerIdx) => 0, "defined": (playerIdx) => g_GameAttributes.settings.PlayerData[playerIdx].Civ !== undefined, "get": (playerIdx) => g_GameAttributes.settings.PlayerData[playerIdx].Civ, "select": (selectedIdx, playerIdx) => { g_GameAttributes.settings.PlayerData[playerIdx].Civ = g_PlayerCivList.code[selectedIdx]; }, "enabled": () => g_GameAttributes.mapType != "scenario", "autocomplete": 0, }, "playerColorPicker": { "labels": (playerIdx) => g_PlayerColorPickerList.map(color => "■"), "colors": (playerIdx) => g_PlayerColorPickerList.map(color => rgbToGuiColor(color)), "ids": (playerIdx) => g_PlayerColorPickerList.map((color, index) => index), "default": (playerIdx) => playerIdx, "defined": (playerIdx) => g_GameAttributes.settings.PlayerData[playerIdx].Color !== undefined, "get": (playerIdx) => g_PlayerColorPickerList.indexOf(g_GameAttributes.settings.PlayerData[playerIdx].Color), "select": (selectedIdx, playerIdx) => { let playerData = g_GameAttributes.settings.PlayerData; // If someone else has that color, give that player the old color let sameColorPData = playerData.find(pData => sameColor(g_PlayerColorPickerList[selectedIdx], pData.Color)); if (sameColorPData) sameColorPData.Color = playerData[playerIdx].Color; playerData[playerIdx].Color = g_PlayerColorPickerList[selectedIdx]; ensureUniquePlayerColors(playerData); }, "enabled": () => g_GameAttributes.mapType != "scenario", }, }; /** * Contains the logic of all boolean gamesettings. */ var g_Checkboxes = { "regicideGarrison": { "title": () => translate("Hero Garrison"), "tooltip": () => translate("Toggle whether heroes can be garrisoned."), "default": () => false, "defined": () => g_GameAttributes.settings.RegicideGarrison !== undefined, "get": () => g_GameAttributes.settings.RegicideGarrison, "set": checked => { g_GameAttributes.settings.RegicideGarrison = checked; }, "hidden": () => g_GameAttributes.settings.GameType != "regicide", "enabled": () => g_GameAttributes.mapType != "scenario", "initOrder": 1000 }, "revealMap": { "title": () => // Translation: Make sure to differentiate between the revealed map and explored map options! translate("Revealed Map"), "tooltip": // Translation: Make sure to differentiate between the revealed map and explored map options! () => translate("Toggle revealed map (see everything)."), "default": () => false, "defined": () => g_GameAttributes.settings.RevealMap !== undefined, "get": () => g_GameAttributes.settings.RevealMap, "set": checked => { g_GameAttributes.settings.RevealMap = checked; if (checked) g_Checkboxes.exploreMap.set(true); }, "enabled": () => g_GameAttributes.mapType != "scenario", "initOrder": 1000 }, "exploreMap": { "title": // Translation: Make sure to differentiate between the revealed map and explored map options! () => translate("Explored Map"), "tooltip": // Translation: Make sure to differentiate between the revealed map and explored map options! () => translate("Toggle explored map (see initial map)."), "default": () => false, "defined": () => g_GameAttributes.settings.ExploreMap !== undefined, "get": () => g_GameAttributes.settings.ExploreMap, "set": checked => { g_GameAttributes.settings.ExploreMap = checked; }, "enabled": () => g_GameAttributes.mapType != "scenario" && !g_GameAttributes.settings.RevealMap, "initOrder": 1000 }, "disableTreasures": { "title": () => translate("Disable Treasures"), "tooltip": () => translate("Disable all treasures on the map."), "default": () => false, "defined": () => g_GameAttributes.settings.DisableTreasures !== undefined, "get": () => g_GameAttributes.settings.DisableTreasures, "set": checked => { g_GameAttributes.settings.DisableTreasures = checked; }, "enabled": () => g_GameAttributes.mapType != "scenario", "initOrder": 1000 }, "disableSpies": { "title": () => translate("Disable Spies"), "tooltip": () => translate("Disable spies during the game."), "default": () => false, "defined": () => g_GameAttributes.settings.DisableSpies !== undefined, "get": () => g_GameAttributes.settings.DisableSpies, "set": checked => { g_GameAttributes.settings.DisableSpies = checked; }, "enabled": () => g_GameAttributes.mapType != "scenario", "initOrder": 1000 }, "lockTeams": { "title": () => translate("Teams Locked"), "tooltip": () => translate("Toggle locked teams."), "default": () => Engine.HasXmppClient(), "defined": () => g_GameAttributes.settings.LockTeams !== undefined, "get": () => g_GameAttributes.settings.LockTeams, "set": checked => { g_GameAttributes.settings.LockTeams = checked; g_GameAttributes.settings.LastManStanding = false; }, "enabled": () => g_GameAttributes.mapType != "scenario" && !g_GameAttributes.settings.RatingEnabled, "initOrder": 1000 }, "lastManStanding": { "title": () => translate("Last Man Standing"), "tooltip": () => translate("Toggle whether the last remaining player or the last remaining set of allies wins."), "default": () => false, "defined": () => g_GameAttributes.settings.LastManStanding !== undefined, "get": () => g_GameAttributes.settings.LastManStanding, "set": checked => { g_GameAttributes.settings.LastManStanding = checked; }, "enabled": () => g_GameAttributes.mapType != "scenario" && !g_GameAttributes.settings.LockTeams, "initOrder": 1000 }, "enableCheats": { "title": () => translate("Cheats"), "tooltip": () => translate("Toggle the usability of cheats."), "default": () => !g_IsNetworked, "hidden": () => !g_IsNetworked, "defined": () => g_GameAttributes.settings.CheatsEnabled !== undefined, "get": () => g_GameAttributes.settings.CheatsEnabled, "set": checked => { g_GameAttributes.settings.CheatsEnabled = !g_IsNetworked || checked && !g_GameAttributes.settings.RatingEnabled; }, "enabled": () => !g_GameAttributes.settings.RatingEnabled, "initOrder": 1000 }, "enableRating": { "title": () => translate("Rated Game"), "tooltip": () => translate("Toggle if this game will be rated for the leaderboard."), "default": () => Engine.HasXmppClient(), "hidden": () => !Engine.HasXmppClient(), "defined": () => g_GameAttributes.settings.RatingEnabled !== undefined, "get": () => !!g_GameAttributes.settings.RatingEnabled, "set": checked => { g_GameAttributes.settings.RatingEnabled = Engine.HasXmppClient() ? checked : undefined; Engine.SetRankedGame(!!g_GameAttributes.settings.RatingEnabled); if (checked) { g_Checkboxes.lockTeams.set(true); g_Checkboxes.enableCheats.set(false); } }, "initOrder": 1000 }, }; /** * For setting up arbitrary GUI objects. */ var g_MiscControls = { "chatPanel": { "hidden": () => !g_IsNetworked, }, "chatInput": { "tooltip": () => colorizeAutocompleteHotkey(translate("Press %(hotkey)s to autocomplete playernames or settings.")), }, "cheatWarningText": { "hidden": () => !g_IsNetworked || !g_GameAttributes.settings.CheatsEnabled, }, "cancelGame": { "tooltip": () => Engine.HasXmppClient() ? translate("Return to the lobby.") : translate("Return to the main menu."), }, "startGame": { "caption": () => g_IsController ? translate("Start Game!") : g_ReadyData[g_IsReady].caption, "tooltip": (hoverIdx) => !g_IsController ? g_ReadyData[g_IsReady].tooltip : !g_IsNetworked || Object.keys(g_PlayerAssignments).every(guid => g_PlayerAssignments[guid].status || g_PlayerAssignments[guid].player == -1) ? translate("Start a new game with the current settings.") : translate("Start a new game with the current settings (disabled until all players are ready)"), "enabled": () => !g_IsController || Object.keys(g_PlayerAssignments).every(guid => g_PlayerAssignments[guid].status || g_PlayerAssignments[guid].player == -1 || guid == Engine.GetPlayerGUID() && g_IsController), "hidden": () => !g_PlayerAssignments[Engine.GetPlayerGUID()] || g_PlayerAssignments[Engine.GetPlayerGUID()].player == -1 && !g_IsController, }, "civResetButton": { "hidden": () => g_GameAttributes.mapType == "scenario" || !g_IsController, }, "teamResetButton": { "hidden": () => g_GameAttributes.mapType == "scenario" || !g_IsController, }, // Display these after having hidden every GUI object in the "More Options" dialog "moreOptionsLabel": { "hidden": () => false, }, "hideMoreOptions": { "hidden": () => false, }, }; /** * Contains gui elements that are repeated for every player. */ var g_PlayerMiscElements = { "playerBox": { "size": (playerIdx) => ["0", 32 * playerIdx, "100%", 32 * (playerIdx + 1)].join(" "), }, "playerName": { "caption": (playerIdx) => { let pData = g_GameAttributes.settings.PlayerData[playerIdx]; let assignedGUID = Object.keys(g_PlayerAssignments).find( guid => g_PlayerAssignments[guid].player == playerIdx + 1); let name = translate(pData.Name || g_DefaultPlayerData[playerIdx].Name); if (g_IsNetworked) name = coloredText(name, g_ReadyData[assignedGUID ? g_PlayerAssignments[assignedGUID].status : 2].color); return name; }, }, "playerColor": { "sprite": (playerIdx) => "color:" + rgbToGuiColor(g_GameAttributes.settings.PlayerData[playerIdx].Color) + " 100", }, "playerConfig": { "hidden": (playerIdx) => !g_GameAttributes.settings.PlayerData[playerIdx].AI, "onPress": (playerIdx) => function() { openAIConfig(playerIdx); }, "tooltip": (playerIdx) => sprintf(translate("Configure AI: %(description)s."), { "description": translateAISettings(g_GameAttributes.settings.PlayerData[playerIdx]) }), }, }; /** * Initializes some globals without touching the GUI. * * @param {Object} attribs - context data sent by the lobby / mainmenu */ function init(attribs) { if (!g_Settings) { cancelSetup(); return; } if (["offline", "server", "client"].indexOf(attribs.type) == -1) { error("Unexpected 'type' in gamesetup init: " + attribs.type); cancelSetup(); return; } g_IsNetworked = attribs.type != "offline"; g_IsController = attribs.type != "client"; g_IsTutorial = !!attribs.tutorial; g_ServerName = attribs.serverName; g_ServerPort = attribs.serverPort; g_StunEndpoint = attribs.stunEndpoint; if (!g_IsNetworked) g_PlayerAssignments = { "local": { "name": singleplayerName(), "player": 1 } }; // Replace empty playername when entering a singleplayermatch for the first time if (!g_IsNetworked) { Engine.ConfigDB_CreateValue("user", "playername.singleplayer", singleplayerName()); Engine.ConfigDB_WriteValueToFile("user", "playername.singleplayer", singleplayerName(), "config/user.cfg"); } initDefaults(); supplementDefaults(); setTimeout(displayGamestateNotifications, 1000); } function initDefaults() { // Remove gaia from both arrays g_DefaultPlayerData = clone(g_Settings.PlayerDefaults.slice(1)); let aiDifficulty = +Engine.ConfigDB_GetValue("user", "gui.gamesetup.aidifficulty"); let aiBehavior = Engine.ConfigDB_GetValue("user", "gui.gamesetup.aibehavior"); // Don't change the underlying defaults file, as Atlas uses that file too for (let i in g_DefaultPlayerData) { g_DefaultPlayerData[i].Civ = "random"; g_DefaultPlayerData[i].Team = -1; g_DefaultPlayerData[i].AIDiff = aiDifficulty; g_DefaultPlayerData[i].AIBehavior = aiBehavior; } deepfreeze(g_DefaultPlayerData); } /** * Sets default values for all g_GameAttribute settings which don't have a value set. */ function supplementDefaults() { for (let dropdown in g_Dropdowns) if (!g_Dropdowns[dropdown].defined()) g_Dropdowns[dropdown].select(g_Dropdowns[dropdown].default()); for (let checkbox in g_Checkboxes) if (!g_Checkboxes[checkbox].defined()) g_Checkboxes[checkbox].set(g_Checkboxes[checkbox].default()); for (let dropdown in g_PlayerDropdowns) for (let i = 0; i < g_GameAttributes.settings.PlayerData.length; ++i) if (!isControlArrayElementHidden(i) && !g_PlayerDropdowns[dropdown].defined(i)) g_PlayerDropdowns[dropdown].select(g_PlayerDropdowns[dropdown].default(i), i); } /** * Called after the first tick. */ function initGUIObjects() { // Copy all initOrder values into one object let initOrder = {}; for (let dropdown in g_Dropdowns) initOrder[dropdown] = g_Dropdowns[dropdown].initOrder; for (let checkbox in g_Checkboxes) initOrder[checkbox] = g_Checkboxes[checkbox].initOrder; // Sort the object on initOrder so we can init the options in an arbitrary order for (let option of Object.keys(initOrder).sort((a, b) => initOrder[a] - initOrder[b])) if (g_Dropdowns[option]) initDropdown(option); else if (g_Checkboxes[option]) initCheckbox(option); else warn('The option "' + option + '" is not defined.'); for (let dropdown in g_PlayerDropdowns) initPlayerDropdowns(dropdown); resizeMoreOptionsWindow(); initSPTips(); loadPersistMatchSettings(); updateGameAttributes(); sendRegisterGameStanzaImmediate(); if (g_IsTutorial) { launchTutorial(); return; } // Don't lift the curtain until the controls are updated the first time if (!g_IsNetworked) hideLoadingWindow(); } function hideLoadingWindow() { let loadingWindow = Engine.GetGUIObjectByName("loadingWindow"); if (loadingWindow.hidden) return; loadingWindow.hidden = true; Engine.GetGUIObjectByName("setupWindow").hidden = false; Engine.GetGUIObjectByName("chatInput").focus(); } /** * Options in the "More Options" or "Map" panel use a generic name. * Player settings use custom names. */ function getGUIObjectNameFromSetting(name) { for (let panel in g_OptionOrderGUI) { let idx = g_OptionOrderGUI[panel].indexOf(name); if (idx != -1) return [ panel + "Option", g_Dropdowns[name] ? "Dropdown" : "Checkbox", "[" + idx + "]" ]; } // Assume there is a GUI object with exactly that setting name return [name, "", ""]; } function initDropdown(name, playerIdx) { let [guiName, guiType, guiIdx] = getGUIObjectNameFromSetting(name); let idxName = playerIdx === undefined ? "" : "[" + playerIdx + "]"; let data = (playerIdx === undefined ? g_Dropdowns : g_PlayerDropdowns)[name]; let dropdown = Engine.GetGUIObjectByName(guiName + guiType + guiIdx + idxName); dropdown.list = data.labels(playerIdx).map((label, id) => data.colors && data.colors(playerIdx) ? coloredText(label, data.colors(playerIdx)[id]) : label); dropdown.list_data = data.ids(playerIdx); dropdown.onSelectionChange = function() { if (!g_IsController || g_IsInGuiUpdate || !this.list_data[this.selected] || data.hidden && data.hidden(playerIdx) || data.enabled && !data.enabled(playerIdx)) return; data.select(this.selected, playerIdx); supplementDefaults(); updateGameAttributes(); }; if (data.tooltip) dropdown.onHoverChange = function() { this.tooltip = data.tooltip(this.hovered, playerIdx); }; } function initPlayerDropdowns(name) { for (let i = 0; i < g_MaxPlayers; ++i) initDropdown(name, i); } function initCheckbox(name) { let [guiName, guiType, guiIdx] = getGUIObjectNameFromSetting(name); Engine.GetGUIObjectByName(guiName + guiType + guiIdx).onPress = function() { let obj = g_Checkboxes[name]; if (!g_IsController || g_IsInGuiUpdate || obj.enabled && !obj.enabled() || obj.hidden && obj.hidden()) return; obj.set(this.checked); supplementDefaults(); updateGameAttributes(); }; } function initSPTips() { if (g_IsNetworked || Engine.ConfigDB_GetValue("user", "gui.gamesetup.enabletips") !== "true") return; Engine.GetGUIObjectByName("spTips").hidden = false; Engine.GetGUIObjectByName("displaySPTips").checked = true; Engine.GetGUIObjectByName("aiTips").caption = Engine.TranslateLines(Engine.ReadFile("gui/gamesetup/ai.txt")); } function saveSPTipsSetting() { let enabled = String(Engine.GetGUIObjectByName("displaySPTips").checked); Engine.ConfigDB_CreateValue("user", "gui.gamesetup.enabletips", enabled); Engine.ConfigDB_WriteValueToFile("user", "gui.gamesetup.enabletips", enabled, "config/user.cfg"); } function verticallyDistributeGUIObjects(parent, objectHeight, ignore) { let yPos; let parentObject = Engine.GetGUIObjectByName(parent); for (let child of parentObject.children) { if (ignore.indexOf(child.name) != -1) continue; let childSize = child.size; yPos = yPos || childSize.top; if (child.hidden) continue; childSize.top = yPos; childSize.bottom = yPos + objectHeight - 2; child.size = childSize; yPos += objectHeight; } return yPos; } /** * Remove empty space in case of hidden options (like cheats, rating or victory duration) */ function resizeMoreOptionsWindow() { verticallyDistributeGUIObjects("mapOptions", 32, []); let yPos = verticallyDistributeGUIObjects("moreOptions", 32, ["moreOptionsLabel"]); // Resize the vertically centered window containing the options let moreOptions = Engine.GetGUIObjectByName("moreOptions"); let mSize = moreOptions.size; mSize.bottom = mSize.top + yPos + 20; moreOptions.size = mSize; } /** * Called when the client disconnects. * The other cases from NetClient should never occur in the gamesetup. */ function handleNetStatusMessage(message) { if (message.status != "disconnected") { error("Unrecognised netstatus type " + message.status); return; } cancelSetup(); reportDisconnect(message.reason, true); } /** * Called whenever a client clicks on ready (or not ready). */ function handleReadyMessage(message) { --g_ReadyChanged; if (g_ReadyChanged < 1 && g_PlayerAssignments[message.guid].player != -1) addChatMessage({ "type": "ready", "status": message.status, "guid": message.guid }); g_PlayerAssignments[message.guid].status = message.status; updateGUIObjects(); } /** * Called after every player is ready and the host decided to finally start the game. */ function handleGamestartMessage(message) { // Immediately inform the lobby server instead of waiting for the load to finish if (g_IsController && Engine.HasXmppClient()) { sendRegisterGameStanzaImmediate(); let clients = formatClientsForStanza(); Engine.SendChangeStateGame(clients.connectedPlayers, clients.list); } Engine.SwitchGuiPage("page_loading.xml", { "attribs": g_GameAttributes, "isNetworked": g_IsNetworked, "playerAssignments": g_PlayerAssignments, "isController": g_IsController }); } /** * Called whenever the host changed any setting. */ function handleGamesetupMessage(message) { if (!message.data) return; g_GameAttributes = message.data; if (!!g_GameAttributes.settings.RatingEnabled) { g_GameAttributes.settings.CheatsEnabled = false; g_GameAttributes.settings.LockTeams = true; g_GameAttributes.settings.LastManStanding = false; } Engine.SetRankedGame(!!g_GameAttributes.settings.RatingEnabled); resetReadyData(); updateGUIObjects(); hideLoadingWindow(); } /** * Called whenever a client joins/leaves or any gamesetting is changed. */ function handlePlayerAssignmentMessage(message) { let playerChange = false; for (let guid in message.newAssignments) if (!g_PlayerAssignments[guid]) { onClientJoin(guid, message.newAssignments); playerChange = true; } for (let guid in g_PlayerAssignments) if (!message.newAssignments[guid]) { onClientLeave(guid); playerChange = true; } g_PlayerAssignments = message.newAssignments; sanitizePlayerData(g_GameAttributes.settings.PlayerData); updateGUIObjects(); if (playerChange) sendRegisterGameStanzaImmediate(); else sendRegisterGameStanza(); } function onClientJoin(newGUID, newAssignments) { let playername = newAssignments[newGUID].name; addChatMessage({ "type": "connect", "guid": newGUID, "username": playername }); let isRejoiningPlayer = newAssignments[newGUID].player != -1; // Assign the client (or only buddies if prefered) to an unused playerslot and rejoining players to their old slot if (!isRejoiningPlayer && playername != newAssignments[Engine.GetPlayerGUID()].name) { let assignOption = Engine.ConfigDB_GetValue("user", "gui.gamesetup.assignplayers"); if (assignOption == "disabled" || assignOption == "buddies" && g_Buddies.indexOf(splitRatingFromNick(playername).nick) == -1) return; } let freeSlot = g_GameAttributes.settings.PlayerData.findIndex((v, i) => Object.keys(g_PlayerAssignments).every(guid => g_PlayerAssignments[guid].player != i + 1) ); // Client is not and cannot become assigned as player if (!isRejoiningPlayer && freeSlot == -1) return; // Assign the joining client to the free slot if (g_IsController && !isRejoiningPlayer) Engine.AssignNetworkPlayer(freeSlot + 1, newGUID); resetReadyData(); } function onClientLeave(guid) { addChatMessage({ "type": "disconnect", "guid": guid }); if (g_PlayerAssignments[guid].player != -1) resetReadyData(); } /** * Doesn't translate, so that lobby clients can do that locally * (even if they don't have that map). */ function getMapDisplayName(map) { if (map == "random") return map; let mapData = loadMapData(map); if (!mapData || !mapData.settings || !mapData.settings.Name) return map; return mapData.settings.Name; } function getMapPreview(map) { let mapData = loadMapData(map); if (!mapData || !mapData.settings || !mapData.settings.Preview) return "nopreview.png"; return mapData.settings.Preview; } /** * Filter maps with filterFunc and by chosen map type. * * @param {function} filterFunc - Filter function that should be applied. * @return {Array} the maps that match the filterFunc and the chosen map type. */ function getFilteredMaps(filterFunc) { if (!g_MapPath[g_GameAttributes.mapType]) { error("Unexpected map type: " + g_GameAttributes.mapType); return []; } let maps = []; // TODO: Should verify these are valid maps before adding to list for (let mapFile of listFiles(g_GameAttributes.mapPath, g_GameAttributes.mapType == "random" ? ".json" : ".xml", false)) { if (mapFile.startsWith("_")) continue; let file = g_GameAttributes.mapPath + mapFile; let mapData = loadMapData(file); if (!mapData.settings || filterFunc && !filterFunc(mapData.settings.Keywords || [])) continue; maps.push({ "file": file, "name": translate(getMapDisplayName(file)), "color": g_ColorRegular, "description": translate(mapData.settings.Description) }); } return maps; } /** * Initialize the dropdown containing all map filters for the selected maptype. */ function reloadMapFilterList() { g_MapFilterList = prepareForDropdown(g_MapFilters.filter( mapFilter => getFilteredMaps(mapFilter.filter).length )); initDropdown("mapFilter"); reloadMapList(); } /** * Initialize the dropdown containing all maps for the selected maptype and mapfilter. */ function reloadMapList() { let filterID = g_MapFilterList.id.findIndex(id => id == g_GameAttributes.mapFilter); let filterFunc = g_MapFilterList.filter[filterID]; let mapList = getFilteredMaps(filterFunc).sort(sortNameIgnoreCase); if (g_GameAttributes.mapType == "random") mapList.unshift({ "file": "random", "name": translateWithContext("map selection", "Random"), "color": g_ColorRandom, "description": translate("Pick any of the given maps at random.") }); g_MapSelectionList = prepareForDropdown(mapList); initDropdown("mapSelection"); } +/** + * Initialize the dropdowns specific to each map. + */ +function reloadMapSpecific() +{ + reloadBiomeList(); + reloadTriggerDifficulties(); +} + function reloadBiomeList() { let biomeList; if (g_GameAttributes.mapType == "random" && g_GameAttributes.settings.SupportedBiomes) { if (g_GameAttributes.settings.SupportedBiomes === true) biomeList = g_Settings.Biomes; else biomeList = g_Settings.Biomes.filter( biome => g_GameAttributes.settings.SupportedBiomes.indexOf(biome.Id) != -1); } g_BiomeList = biomeList && prepareForDropdown( [{ "Id": "random", "Title": translateWithContext("biome", "Random"), "Description": translate("Pick a biome at random."), "Color": g_ColorRandom }].concat(biomeList.map(biome => ({ "Id": biome.Id, "Title": biome.Title, "Description": biome.Description, "Color": g_ColorRegular })))); initDropdown("biome"); } +function reloadTriggerDifficulties() +{ + g_TriggerDifficultyList = undefined; + + if (!g_GameAttributes.settings.SupportedTriggerDifficulties) + return; + + let triggerDifficultyList; + if (g_GameAttributes.settings.SupportedTriggerDifficulties.Values === true) + triggerDifficultyList = g_Settings.TriggerDifficulties; + else + { + triggerDifficultyList = g_Settings.TriggerDifficulties.filter( + diff => g_GameAttributes.settings.SupportedTriggerDifficulties.Values.indexOf(diff.Name) != -1); + if (!triggerDifficultyList.length) + return; + } + + g_TriggerDifficultyList = prepareForDropdown( + triggerDifficultyList.map(diff => ({ + "Id": diff.Difficulty, + "Title": diff.Name, + "Description": diff.Tooltip, + "Default": diff.Name == g_GameAttributes.settings.SupportedTriggerDifficulties.Default + }))); + + initDropdown("triggerDifficulty"); +} + function reloadGameSpeedChoices() { g_GameSpeeds = getGameSpeedChoices(Object.keys(g_PlayerAssignments).every(guid => g_PlayerAssignments[guid].player == -1)); initDropdown("gameSpeed"); supplementDefaults(); } function loadMapData(name) { if (!name || !g_MapPath[g_GameAttributes.mapType]) return undefined; if (name == "random") return { "settings": { "Name": "", "Description": "" } }; if (!g_MapData[name]) g_MapData[name] = g_GameAttributes.mapType == "random" ? Engine.ReadJSONFile(name + ".json") : Engine.LoadMapSettings(name); return g_MapData[name]; } /** * Sets the gameattributes the way they were the last time the user left the gamesetup. */ function loadPersistMatchSettings() { if (!g_IsController || Engine.ConfigDB_GetValue("user", "persistmatchsettings") != "true" || g_IsTutorial) return; let settingsFile = g_IsNetworked ? g_MatchSettings_MP : g_MatchSettings_SP; if (!Engine.FileExists(settingsFile)) return; let attrs = Engine.ReadJSONFile(settingsFile); if (!attrs || !attrs.settings) return; g_IsInGuiUpdate = true; let mapName = attrs.map || ""; let mapSettings = attrs.settings; g_GameAttributes = attrs; if (!g_IsNetworked) mapSettings.CheatsEnabled = true; // Replace unselectable civs with random civ let playerData = mapSettings.PlayerData; if (playerData && g_GameAttributes.mapType != "scenario") for (let i in playerData) if (!g_CivData[playerData[i].Civ] || !g_CivData[playerData[i].Civ].SelectableInGameSetup) playerData[i].Civ = "random"; // Apply map settings let newMapData = loadMapData(mapName); if (newMapData && newMapData.settings) { for (let prop in newMapData.settings) mapSettings[prop] = newMapData.settings[prop]; if (playerData) mapSettings.PlayerData = playerData; } if (mapSettings.PlayerData) sanitizePlayerData(mapSettings.PlayerData); // Reload, as the maptype or mapfilter might have changed reloadMapFilterList(); - reloadBiomeList(); + reloadMapSpecific(); g_GameAttributes.settings.RatingEnabled = Engine.HasXmppClient(); Engine.SetRankedGame(g_GameAttributes.settings.RatingEnabled); supplementDefaults(); g_IsInGuiUpdate = false; } function savePersistMatchSettings() { if (g_IsTutorial) return; let attributes = Engine.ConfigDB_GetValue("user", "persistmatchsettings") == "true" ? g_GameAttributes : {}; Engine.WriteJSONFile(g_IsNetworked ? g_MatchSettings_MP : g_MatchSettings_SP, attributes); } function sanitizePlayerData(playerData) { // Remove gaia if (playerData.length && !playerData[0]) playerData.shift(); playerData.forEach((pData, index) => { // Use defaults if the map doesn't specify a value for (let prop in g_DefaultPlayerData[index]) if (!(prop in pData)) pData[prop] = clone(g_DefaultPlayerData[index][prop]); // Replace colors with the best matching color of PlayerDefaults if (g_GameAttributes.mapType != "scenario") { let colorDistances = g_PlayerColorPickerList.map(color => colorDistance(color, pData.Color)); let smallestDistance = colorDistances.find(distance => colorDistances.every(distance2 => (distance2 >= distance))); pData.Color = g_PlayerColorPickerList.find(color => colorDistance(color, pData.Color) == smallestDistance); } // If there is a player in that slot, then there can't be an AI if (Object.keys(g_PlayerAssignments).some(guid => g_PlayerAssignments[guid].player == index + 1)) pData.AI = ""; }); ensureUniquePlayerColors(playerData); } function cancelSetup() { if (g_IsController) savePersistMatchSettings(); Engine.DisconnectNetworkGame(); if (Engine.HasXmppClient()) { Engine.LobbySetPlayerPresence("available"); if (g_IsController) Engine.SendUnregisterGame(); Engine.SwitchGuiPage("page_lobby.xml"); } else Engine.SwitchGuiPage("page_pregame.xml"); } /** * Can't init the GUI before the first tick. * Process netmessages afterwards. */ function onTick() { if (!g_Settings) return; // First tick happens before first render, so don't load yet if (g_LoadingState == 0) ++g_LoadingState; else if (g_LoadingState == 1) { initGUIObjects(); ++g_LoadingState; } else if (g_LoadingState == 2) handleNetMessages(); updateTimers(); } /** * Handles all pending messages sent by the net client. */ function handleNetMessages() { while (g_IsNetworked) { let message = Engine.PollNetworkClient(); if (!message) break; log("Net message: " + uneval(message)); if (g_NetMessageTypes[message.type]) g_NetMessageTypes[message.type](message); else error("Unrecognised net message type " + message.type); } } /** * Called when the map or the number of players changes. */ function unassignInvalidPlayers(maxPlayers) { if (g_IsNetworked) // Remove invalid playerIDs from the servers playerassignments copy for (let playerID = +maxPlayers + 1; playerID <= g_MaxPlayers; ++playerID) Engine.AssignNetworkPlayer(playerID, ""); else if (g_PlayerAssignments.local.player > maxPlayers) g_PlayerAssignments.local.player = -1; } function ensureUniquePlayerColors(playerData) { for (let i = playerData.length - 1; i >= 0; --i) // If someone else has that color, assign an unused color if (playerData.some((pData, j) => i != j && sameColor(playerData[i].Color, pData.Color))) playerData[i].Color = g_PlayerColorPickerList.find(color => playerData.every(pData => !sameColor(color, pData.Color))); } function selectMap(name) { // Reset some map specific properties which are not necessarily redefined on each map - for (let prop of ["TriggerScripts", "CircularMap", "Garrison", "DisabledTemplates", "Biome", "SupportedBiomes"]) + for (let prop of ["TriggerScripts", "CircularMap", "Garrison", "DisabledTemplates", "Biome", "SupportedBiomes", "SupportedTriggerDifficulties", "TriggerDifficulty"]) g_GameAttributes.settings[prop] = undefined; let mapData = loadMapData(name); let mapSettings = mapData && mapData.settings ? clone(mapData.settings) : {}; // Reset victory conditions if (g_GameAttributes.mapType != "random") { let victoryIdx = g_VictoryConditions.Name.indexOf(mapSettings.GameType || "") != -1 ? g_VictoryConditions.Name.indexOf(mapSettings.GameType) : g_VictoryConditions.Default; g_GameAttributes.settings.GameType = g_VictoryConditions.Name[victoryIdx]; g_GameAttributes.settings.VictoryScripts = g_VictoryConditions.Scripts[victoryIdx]; } if (g_GameAttributes.mapType == "scenario") { delete g_GameAttributes.settings.RelicDuration; delete g_GameAttributes.settings.WonderDuration; delete g_GameAttributes.settings.LastManStanding; delete g_GameAttributes.settings.RegicideGarrison; } if (mapSettings.PlayerData) sanitizePlayerData(mapSettings.PlayerData); // Copy any new settings g_GameAttributes.map = name; g_GameAttributes.script = mapSettings.Script; if (g_GameAttributes.map !== "random") for (let prop in mapSettings) g_GameAttributes.settings[prop] = mapSettings[prop]; - reloadBiomeList(); + reloadMapSpecific(); unassignInvalidPlayers(g_GameAttributes.settings.PlayerData.length); supplementDefaults(); } function isControlArrayElementHidden(playerIdx) { return playerIdx !== undefined && playerIdx >= g_GameAttributes.settings.PlayerData.length; } /** * @param playerIdx - Only specified for dropdown arrays. */ function updateGUIDropdown(name, playerIdx = undefined) { let [guiName, guiType, guiIdx] = getGUIObjectNameFromSetting(name); let idxName = playerIdx === undefined ? "" : "[" + playerIdx + "]"; let dropdown = Engine.GetGUIObjectByName(guiName + guiType + guiIdx + idxName); let label = Engine.GetGUIObjectByName(guiName + "Text" + guiIdx + idxName); let frame = Engine.GetGUIObjectByName(guiName + "Frame" + guiIdx + idxName); let title = Engine.GetGUIObjectByName(guiName + "Title" + guiIdx + idxName); if (guiType == "Dropdown") Engine.GetGUIObjectByName(guiName + "Checkbox" + guiIdx).hidden = true; let indexHidden = isControlArrayElementHidden(playerIdx); let obj = (playerIdx === undefined ? g_Dropdowns : g_PlayerDropdowns)[name]; let selected = indexHidden ? -1 : dropdown.list_data.indexOf(String(obj.get(playerIdx))); let enabled = !indexHidden && (!obj.enabled || obj.enabled(playerIdx)); let hidden = indexHidden || obj.hidden && obj.hidden(playerIdx); dropdown.hidden = !g_IsController || !enabled || hidden; dropdown.selected = selected; dropdown.tooltip = !indexHidden && obj.tooltip ? obj.tooltip(-1, playerIdx) : ""; if (frame) frame.hidden = hidden; if (title && obj.title && !indexHidden) title.caption = sprintf(translate("%(option)s:"), { "option": obj.title(playerIdx) }); if (label && !indexHidden) { label.hidden = g_IsController && enabled || hidden; label.caption = selected == -1 ? translateWithContext("option value", "Unknown") : dropdown.list[selected]; } } /** * Not used for the player assignments, so playerCheckboxes are not implemented, * hence no index. */ function updateGUICheckbox(name) { let obj = g_Checkboxes[name]; let checked = obj.get(); let hidden = obj.hidden && obj.hidden(); let enabled = !obj.enabled || obj.enabled(); let [guiName, guiType, guiIdx] = getGUIObjectNameFromSetting(name); let checkbox = Engine.GetGUIObjectByName(guiName + guiType + guiIdx); let label = Engine.GetGUIObjectByName(guiName + "Text" + guiIdx); let frame = Engine.GetGUIObjectByName(guiName + "Frame" + guiIdx); let title = Engine.GetGUIObjectByName(guiName + "Title" + guiIdx); if (guiType == "Checkbox") Engine.GetGUIObjectByName(guiName + "Dropdown" + guiIdx).hidden = true; checkbox.checked = checked; checkbox.enabled = enabled; checkbox.hidden = hidden || !g_IsController; checkbox.tooltip = obj.tooltip ? obj.tooltip() : ""; label.caption = checked ? translate("Yes") : translate("No"); label.hidden = hidden || g_IsController; if (frame) frame.hidden = hidden; if (title && obj.title) title.caption = sprintf(translate("%(option)s:"), { "option": obj.title() }); } function updateGUIMiscControl(name, playerIdx) { let idxName = playerIdx === undefined ? "" : "[" + playerIdx + "]"; let obj = (playerIdx === undefined ? g_MiscControls : g_PlayerMiscElements)[name]; let control = Engine.GetGUIObjectByName(name + idxName); if (!control) warn("No GUI object with name '" + name + "'"); let hide = isControlArrayElementHidden(playerIdx); control.hidden = hide; if (hide) return; for (let property in obj) control[property] = obj[property](playerIdx); } function launchGame() { if (!g_IsController) { error("Only host can start game"); return; } if (!g_GameAttributes.map) return; savePersistMatchSettings(); // Select random map if (g_GameAttributes.map == "random") { let victoryScriptsSelected = g_GameAttributes.settings.VictoryScripts; let gameTypeSelected = g_GameAttributes.settings.GameType; selectMap(pickRandom(g_Dropdowns.mapSelection.ids().slice(1))); g_GameAttributes.settings.VictoryScripts = victoryScriptsSelected; g_GameAttributes.settings.GameType = gameTypeSelected; } if (g_GameAttributes.settings.Biome == "random") g_GameAttributes.settings.Biome = pickRandom( g_GameAttributes.settings.SupportedBiomes === true ? g_BiomeList.Id.slice(1) : g_GameAttributes.settings.SupportedBiomes); g_GameAttributes.settings.TriggerScripts = g_GameAttributes.settings.VictoryScripts.concat(g_GameAttributes.settings.TriggerScripts || []); // Prevent reseting the readystate g_GameStarted = true; g_GameAttributes.settings.mapType = g_GameAttributes.mapType; // Get a unique array of selectable cultures let cultures = Object.keys(g_CivData).filter(civ => g_CivData[civ].SelectableInGameSetup).map(civ => g_CivData[civ].Culture); cultures = cultures.filter((culture, index) => cultures.indexOf(culture) === index); // Determine random civs and botnames for (let i in g_GameAttributes.settings.PlayerData) { // Pick a random civ of a random culture let chosenCiv = g_GameAttributes.settings.PlayerData[i].Civ || "random"; if (chosenCiv == "random") { let culture = pickRandom(cultures); chosenCiv = pickRandom(Object.keys(g_CivData).filter(civ => g_CivData[civ].Culture == culture)); } g_GameAttributes.settings.PlayerData[i].Civ = chosenCiv; // Pick one of the available botnames for the chosen civ if (g_GameAttributes.mapType === "scenario" || !g_GameAttributes.settings.PlayerData[i].AI) continue; let chosenName = pickRandom(g_CivData[chosenCiv].AINames); if (!g_IsNetworked) chosenName = translate(chosenName); // Count how many players use the chosenName let usedName = g_GameAttributes.settings.PlayerData.filter(pData => pData.Name && pData.Name.indexOf(chosenName) !== -1).length; g_GameAttributes.settings.PlayerData[i].Name = !usedName ? chosenName : sprintf(translate("%(playerName)s %(romanNumber)s"), { "playerName": chosenName, "romanNumber": g_RomanNumbers[usedName+1] }); } // Copy playernames for the purpose of replays for (let guid in g_PlayerAssignments) { let player = g_PlayerAssignments[guid]; if (player.player > 0) // not observer or GAIA g_GameAttributes.settings.PlayerData[player.player - 1].Name = player.name; } // Seed used for both map generation and simulation g_GameAttributes.settings.Seed = randIntExclusive(0, Math.pow(2, 32)); g_GameAttributes.settings.AISeed = randIntExclusive(0, Math.pow(2, 32)); // Used for identifying rated game reports for the lobby g_GameAttributes.matchID = Engine.GetMatchID(); if (g_IsNetworked) { Engine.SetNetworkGameAttributes(g_GameAttributes); Engine.StartNetworkGame(); } else { // Find the player ID which the user has been assigned to let playerID = -1; for (let i in g_GameAttributes.settings.PlayerData) { let assignBox = Engine.GetGUIObjectByName("playerAssignment[" + i + "]"); if (assignBox.list_data[assignBox.selected] == "guid:local") playerID = +i + 1; } Engine.StartGame(g_GameAttributes, playerID); Engine.SwitchGuiPage("page_loading.xml", { "attribs": g_GameAttributes, "isNetworked": g_IsNetworked, "playerAssignments": g_PlayerAssignments }); } } function launchTutorial() { g_GameAttributes.mapType = "scenario"; selectMap("maps/tutorials/starting_economy_walkthrough"); launchGame(); } /** * Don't set any attributes here, just show the changes in the GUI. * * Unless the mapsettings don't specify a property and the user didn't set it in g_GameAttributes previously. */ function updateGUIObjects() { g_IsInGuiUpdate = true; reloadMapFilterList(); - reloadBiomeList(); + reloadMapSpecific(); reloadGameSpeedChoices(); reloadPlayerAssignmentChoices(); // Hide exceeding dropdowns and checkboxes for (let panel in g_OptionOrderGUI) for (let child of Engine.GetGUIObjectByName(panel + "Options").children) child.hidden = true; // Show the relevant ones for (let name in g_Dropdowns) updateGUIDropdown(name); for (let name in g_Checkboxes) updateGUICheckbox(name); for (let i = 0; i < g_MaxPlayers; ++i) { for (let name in g_PlayerDropdowns) updateGUIDropdown(name, i); for (let name in g_PlayerMiscElements) updateGUIMiscControl(name, i); } for (let name in g_MiscControls) updateGUIMiscControl(name); updateGameDescription(); resizeMoreOptionsWindow(); rightAlignCancelButton(); updateAutocompleteEntries(); g_IsInGuiUpdate = false; // Refresh AI config page if (g_LastViewedAIPlayer != -1) { Engine.PopGuiPage(); openAIConfig(g_LastViewedAIPlayer); } } function rightAlignCancelButton() { let offset = 10; let startGame = Engine.GetGUIObjectByName("startGame"); let right = startGame.hidden ? startGame.size.right : startGame.size.left - offset; let cancelGame = Engine.GetGUIObjectByName("cancelGame"); let cancelGameSize = cancelGame.size; let buttonWidth = cancelGameSize.right - cancelGameSize.left; cancelGameSize.right = right; right -= buttonWidth; for (let element of ["cheatWarningText", "onscreenToolTip"]) { let elementSize = Engine.GetGUIObjectByName(element).size; elementSize.right = right - (cancelGameSize.left - elementSize.right); Engine.GetGUIObjectByName(element).size = elementSize; } cancelGameSize.left = right; cancelGame.size = cancelGameSize; } function updateGameDescription() { setMapPreviewImage("mapPreview", getMapPreview(g_GameAttributes.map)); Engine.GetGUIObjectByName("mapInfoName").caption = translateMapTitle(getMapDisplayName(g_GameAttributes.map)); Engine.GetGUIObjectByName("mapInfoDescription").caption = getGameDescription(); } /** * Broadcast the changed settings to all clients and the lobbybot. */ function updateGameAttributes() { if (g_IsInGuiUpdate || !g_IsController) return; if (g_IsNetworked) { Engine.SetNetworkGameAttributes(g_GameAttributes); if (g_LoadingState >= 2) sendRegisterGameStanza(); resetReadyData(); } else updateGUIObjects(); } function openAIConfig(playerSlot) { g_LastViewedAIPlayer = playerSlot; Engine.PushGuiPage("page_aiconfig.xml", { "callback": "AIConfigCallback", "isController": g_IsController, "playerSlot": playerSlot, "id": g_GameAttributes.settings.PlayerData[playerSlot].AI, "difficulty": g_GameAttributes.settings.PlayerData[playerSlot].AIDiff, "behavior": g_GameAttributes.settings.PlayerData[playerSlot].AIBehavior }); } /** * Called after closing the dialog. */ function AIConfigCallback(ai) { g_LastViewedAIPlayer = -1; if (!ai.save || !g_IsController) return; g_GameAttributes.settings.PlayerData[ai.playerSlot].AI = ai.id; g_GameAttributes.settings.PlayerData[ai.playerSlot].AIDiff = ai.difficulty; g_GameAttributes.settings.PlayerData[ai.playerSlot].AIBehavior = ai.behavior; updateGameAttributes(); } function reloadPlayerAssignmentChoices() { let playerChoices = sortGUIDsByPlayerID().map(guid => ({ "Choice": "guid:" + guid, "Color": g_PlayerAssignments[guid].player == -1 ? g_PlayerAssignmentColors.observer : g_PlayerAssignmentColors.player, "Name": g_PlayerAssignments[guid].name })); // Only display hidden AIs if the map preselects them let aiChoices = g_Settings.AIDescriptions .filter(ai => !ai.data.hidden || g_GameAttributes.settings.PlayerData.some(pData => pData.AI == ai.id)) .map(ai => ({ "Choice": "ai:" + ai.id, "Name": sprintf(translate("AI: %(ai)s"), { "ai": translate(ai.data.name) }), "Color": g_PlayerAssignmentColors.AI })); let unassignedSlot = [{ "Choice": "unassigned", "Name": translate("Unassigned"), "Color": g_PlayerAssignmentColors.unassigned }]; g_PlayerAssignmentList = prepareForDropdown(playerChoices.concat(aiChoices).concat(unassignedSlot)); initPlayerDropdowns("playerAssignment"); } function swapPlayers(guidToSwap, newSlot) { // Player slots are indexed from 0 as Gaia is omitted. let newPlayerID = newSlot + 1; let playerID = g_PlayerAssignments[guidToSwap].player; // Attempt to swap the player or AI occupying the target slot, // if any, into the slot this player is currently in. if (playerID != -1) { for (let guid in g_PlayerAssignments) { // Move the player in the destination slot into the current slot. if (g_PlayerAssignments[guid].player != newPlayerID) continue; if (g_IsNetworked) Engine.AssignNetworkPlayer(playerID, guid); else g_PlayerAssignments[guid].player = playerID; break; } // Transfer the AI from the target slot to the current slot. g_GameAttributes.settings.PlayerData[playerID - 1].AI = g_GameAttributes.settings.PlayerData[newSlot].AI; g_GameAttributes.settings.PlayerData[playerID - 1].AIDiff = g_GameAttributes.settings.PlayerData[newSlot].AIDiff; g_GameAttributes.settings.PlayerData[playerID - 1].AIBehavior = g_GameAttributes.settings.PlayerData[newSlot].AIBehavior; // Swap civilizations and colors if they aren't fixed if (g_GameAttributes.mapType != "scenario") { [g_GameAttributes.settings.PlayerData[playerID - 1].Civ, g_GameAttributes.settings.PlayerData[newSlot].Civ] = [g_GameAttributes.settings.PlayerData[newSlot].Civ, g_GameAttributes.settings.PlayerData[playerID - 1].Civ]; [g_GameAttributes.settings.PlayerData[playerID - 1].Color, g_GameAttributes.settings.PlayerData[newSlot].Color] = [g_GameAttributes.settings.PlayerData[newSlot].Color, g_GameAttributes.settings.PlayerData[playerID - 1].Color]; } } if (g_IsNetworked) Engine.AssignNetworkPlayer(newPlayerID, guidToSwap); else g_PlayerAssignments[guidToSwap].player = newPlayerID; g_GameAttributes.settings.PlayerData[newSlot].AI = ""; } function submitChatInput() { let input = Engine.GetGUIObjectByName("chatInput"); let text = input.caption; if (!text.length) return; input.caption = ""; if (executeNetworkCommand(text)) return; Engine.SendNetworkChat(text); } function senderFont(text) { return '[font="' + g_SenderFont + '"]' + text + '[/font]'; } function systemMessage(message) { return senderFont(sprintf(translate("== %(message)s"), { "message": message })); } function colorizePlayernameByGUID(guid, username = "") { // TODO: Maybe the host should have the moderator-prefix? if (!username) username = g_PlayerAssignments[guid] ? escapeText(g_PlayerAssignments[guid].name) : translate("Unknown Player"); let playerID = g_PlayerAssignments[guid] ? g_PlayerAssignments[guid].player : -1; let color = g_ColorRegular; if (playerID > 0) { color = g_GameAttributes.settings.PlayerData[playerID - 1].Color; // Enlighten playercolor to improve readability let [h, s, l] = rgbToHsl(color.r, color.g, color.b); let [r, g, b] = hslToRgb(h, s, Math.max(0.6, l)); color = rgbToGuiColor({ "r": r, "g": g, "b": b }); } return coloredText(username, color); } function addChatMessage(msg) { if (!g_FormatChatMessage[msg.type]) return; if (msg.type == "chat") { let userName = g_PlayerAssignments[Engine.GetPlayerGUID()].name; if (userName != g_PlayerAssignments[msg.guid].name && msg.text.toLowerCase().indexOf(splitRatingFromNick(userName).nick.toLowerCase()) != -1) soundNotification("nick"); } let user = colorizePlayernameByGUID(msg.guid || -1, msg.username || ""); let text = g_FormatChatMessage[msg.type](msg, user); if (!text) return; if (Engine.ConfigDB_GetValue("user", "chat.timestamp") == "true") text = sprintf(translate("%(time)s %(message)s"), { "time": sprintf(translate("\\[%(time)s]"), { "time": Engine.FormatMillisecondsIntoDateStringLocal(Date.now(), translate("HH:mm")) }), "message": text }); g_ChatMessages.push(text); Engine.GetGUIObjectByName("chatText").caption = g_ChatMessages.join("\n"); } function showMoreOptions(show) { Engine.GetGUIObjectByName("moreOptionsFade").hidden = !show; Engine.GetGUIObjectByName("moreOptions").hidden = !show; } function resetCivilizations() { for (let i in g_GameAttributes.settings.PlayerData) g_GameAttributes.settings.PlayerData[i].Civ = "random"; updateGameAttributes(); } function resetTeams() { for (let i in g_GameAttributes.settings.PlayerData) g_GameAttributes.settings.PlayerData[i].Team = -1; updateGameAttributes(); } function toggleReady() { setReady((g_IsReady + 1) % 3, true); } function setReady(ready, sendMessage) { g_IsReady = ready; if (sendMessage) Engine.SendNetworkReady(g_IsReady); updateGUIObjects(); } function resetReadyData() { if (g_GameStarted) return; if (g_ReadyChanged < 1) addChatMessage({ "type": "settings" }); else if (g_ReadyChanged == 2 && !g_ReadyInit) return; // duplicate calls on init else g_ReadyInit = false; g_ReadyChanged = 2; if (!g_IsNetworked) g_IsReady = 2; else if (g_IsController) { Engine.ClearAllPlayerReady(); setReady(2, true); } else if (g_IsReady != 2) setReady(0, false); } /** * Send a list of playernames and distinct between players and observers. * Don't send teams, AIs or anything else until the game was started. * The playerData format from g_GameAttributes is kept to reuse the GUI function presenting the data. */ function formatClientsForStanza() { let connectedPlayers = 0; let playerData = []; for (let guid in g_PlayerAssignments) { let pData = { "Name": g_PlayerAssignments[guid].name }; if (g_GameAttributes.settings.PlayerData[g_PlayerAssignments[guid].player - 1]) ++connectedPlayers; else pData.Team = "observer"; playerData.push(pData); } return { "list": playerDataToStringifiedTeamList(playerData), "connectedPlayers": connectedPlayers }; } /** * Send the relevant gamesettings to the lobbybot immediately. */ function sendRegisterGameStanzaImmediate() { if (!g_IsController || !Engine.HasXmppClient()) return; if (g_GameStanzaTimer !== undefined) { clearTimeout(g_GameStanzaTimer); g_GameStanzaTimer = undefined; } let clients = formatClientsForStanza(); let stanza = { "name": g_ServerName, "port": g_ServerPort, "hostUsername": g_Username, "mapName": g_GameAttributes.map, "niceMapName": getMapDisplayName(g_GameAttributes.map), "mapSize": g_GameAttributes.mapType == "random" ? g_GameAttributes.settings.Size : "Default", "mapType": g_GameAttributes.mapType, "victoryCondition": g_GameAttributes.settings.GameType, "nbp": clients.connectedPlayers, "maxnbp": g_GameAttributes.settings.PlayerData.length, "players": clients.list, "stunIP": g_StunEndpoint ? g_StunEndpoint.ip : "", "stunPort": g_StunEndpoint ? g_StunEndpoint.port : "", }; // Only send the stanza if the relevant settings actually changed if (g_LastGameStanza && Object.keys(stanza).every(prop => g_LastGameStanza[prop] == stanza[prop])) return; g_LastGameStanza = stanza; Engine.SendRegisterGame(stanza); } /** * Send the relevant gamesettings to the lobbybot in a deferred manner. */ function sendRegisterGameStanza() { if (!g_IsController || !Engine.HasXmppClient()) return; if (g_GameStanzaTimer !== undefined) clearTimeout(g_GameStanzaTimer); g_GameStanzaTimer = setTimeout(sendRegisterGameStanzaImmediate, g_GameStanzaTimeout * 1000); } /** * Figures out all strings that can be autocompleted and sorts * them by priority (so that playernames are always autocompleted first). */ function updateAutocompleteEntries() { let autocomplete = { "0": [] }; for (let control of [g_Dropdowns, g_Checkboxes]) for (let name in control) autocomplete[0] = autocomplete[0].concat(control[name].title()); for (let dropdown of [g_Dropdowns, g_PlayerDropdowns]) for (let name in dropdown) { let priority = dropdown[name].autocomplete; if (priority === undefined) continue; autocomplete[priority] = (autocomplete[priority] || []).concat(dropdown[name].labels()); } g_Autocomplete = Object.keys(autocomplete).sort().reverse().reduce((all, priority) => all.concat(autocomplete[priority]), []); } Index: ps/trunk/binaries/data/mods/public/l10n/messages.json =================================================================== --- ps/trunk/binaries/data/mods/public/l10n/messages.json (revision 20759) +++ ps/trunk/binaries/data/mods/public/l10n/messages.json (revision 20760) @@ -1,739 +1,740 @@ [ { "output": "public-civilizations.pot", "inputRoot": "..", "project": "0 A.D. — Empires Ascendant", "copyrightHolder": "Wildfire Games", "rules": [ { "extractor": "json", "filemasks": [ "simulation/data/civs/**.json" ], "options": { "keywords": [ "Name", "Description", "History", "Special", "AINames" ] } } ] }, { "output": "public-gui-ingame.pot", "inputRoot": "..", "project": "0 A.D. — Empires Ascendant", "copyrightHolder": "Wildfire Games", "rules": [ { "extractor": "javascript", "filemasks": [ "gui/session/**.js" ], "options": { "format": "javascript-format", "keywords": { "translate": [1], "translatePlural": [1, 2], "translateWithContext": [[1], 2], "translatePluralWithContext": [[1], 2, 3], "markForTranslation": [1], "markForTranslationWithContext": [[1], 2], "markForPluralTranslation": [1, 2] }, "commentTags": [ "Translation:" ] } }, { "extractor": "xml", "filemasks": [ "gui/session/**.xml" ], "options": { "keywords": { "translatableAttribute": { "locationAttributes": ["id"] }, "translate": {} } } } ] }, { "output": "public-gui-gamesetup.pot", "inputRoot": "..", "project": "0 A.D. — Empires Ascendant", "copyrightHolder": "Wildfire Games", "rules": [ { "extractor": "javascript", "filemasks": [ "gui/aiconfig/**.js", "gui/gamesetup/**.js", "gui/loading/**.js" ], "options": { "format": "javascript-format", "keywords": { "translate": [1], "translatePlural": [1, 2], "translateWithContext": [[1], 2], "translatePluralWithContext": [[1], 2, 3], "markForTranslation": [1], "markForTranslationWithContext": [[1], 2], "markForPluralTranslation": [1, 2] }, "commentTags": [ "Translation:" ] } }, { "extractor": "xml", "filemasks": [ "gui/aiconfig/**.xml", "gui/gamesetup/**.xml", "gui/loading/**.xml" ], "options": { "keywords": { "translatableAttribute": { "locationAttributes": ["id"] }, "translate": {} } } }, { "extractor": "txt", "filemasks": [ "gui/text/quotes.txt" ], "options": { } } ] }, { "output": "public-gui-lobby.pot", "inputRoot": "..", "project": "0 A.D. — Empires Ascendant", "copyrightHolder": "Wildfire Games", "rules": [ { "extractor": "javascript", "filemasks": [ "gui/lobby/**.js", "gui/prelobby/**.js" ], "options": { "format": "javascript-format", "keywords": { "translate": [1], "translatePlural": [1, 2], "translateWithContext": [[1], 2], "translatePluralWithContext": [[1], 2, 3], "markForTranslation": [1], "markForTranslationWithContext": [[1], 2], "markForPluralTranslation": [1, 2] }, "commentTags": [ "Translation:" ] } }, { "extractor": "xml", "filemasks": [ "gui/lobby/**.xml", "gui/prelobby/**.xml" ], "options": { "keywords": { "translatableAttribute": { "locationAttributes": ["id"] }, "translate": {} } } }, { "extractor": "txt", "filemasks": [ "gui/prelobby/Terms_of_Service.txt", "gui/prelobby/Terms_of_Use.txt" ], "options": { } } ] }, { "output": "public-gui-manual.pot", "inputRoot": "..", "project": "0 A.D. — Empires Ascendant", "copyrightHolder": "Wildfire Games", "rules": [ { "extractor": "javascript", "filemasks": [ "gui/manual/**.js" ], "options": { "format": "javascript-format", "keywords": { "translate": [1], "translatePlural": [1, 2], "translateWithContext": [[1], 2], "translatePluralWithContext": [[1], 2, 3], "markForTranslation": [1], "markForTranslationWithContext": [[1], 2], "markForPluralTranslation": [1, 2] }, "commentTags": [ "Translation:" ] } }, { "extractor": "xml", "filemasks": [ "gui/manual/**.xml" ], "options": { "keywords": { "translatableAttribute": { "locationAttributes": ["id"] }, "translate": {} } } }, { "extractor": "txt", "filemasks": [ "gui/manual/intro.txt", "gui/manual/userreport.txt" ], "options": { } } ] }, { "output": "public-gui-other.pot", "inputRoot": "..", "project": "0 A.D. — Empires Ascendant", "copyrightHolder": "Wildfire Games", "rules": [ { "extractor": "javascript", "filemasks": [ "globalscripts/**.js", "gui/civinfo/**.js", "gui/common/**.js", "gui/credits/**.js", "gui/locale/**.js", "gui/msgbox/**.js", "gui/options/**.js", "gui/pregame/**.js", "gui/reference/common/**.js", "gui/reference/structree/**.js", "gui/replaymenu/**.js", "gui/savedgames/**.js", "gui/splashscreen/**.js", "gui/summary/**.js" ], "options": { "format": "javascript-format", "keywords": { "translate": [1], "translatePlural": [1, 2], "translateWithContext": [[1], 2], "translatePluralWithContext": [[1], 2, 3], "markForTranslation": [1], "markForTranslationWithContext": [[1], 2], "markForPluralTranslation": [1, 2] }, "commentTags": [ "dennis-ignore:", "Translation:" ] } }, { "extractor": "xml", "filemasks": [ "globalscripts/**.xml", "gui/civinfo/**.xml", "gui/common/**.xml", "gui/credits/**.xml", "gui/locale/**.xml", "gui/msgbox/**.xml", "gui/options/**.xml", "gui/pregame/**.xml", "gui/reference/structree/**.xml", "gui/replaymenu/**.xml", "gui/savedgames/**.xml", "gui/splashscreen/**.xml", "gui/summary/**.xml" ], "options": { "keywords": { "translatableAttribute": { "locationAttributes": ["id"] }, "translate": {} } } }, { "extractor": "json", "filemasks": [ "mod.json" ], "options": { "keywords": [ "label", "description" ] } }, { "extractor": "json", "filemasks": [ "gui/credits/texts/**.json" ], "options": { "keywords": [ "Title", "Subtitle" ] } }, { "extractor": "json", "filemasks": [ "gui/options/**.json" ], "options": { "keywords": [ "label", "tooltip" ] } }, { "extractor": "json", "filemasks": [ "simulation/data/resources/**.json" ], "options": { "keywords": [ "description" ] } }, { "extractor": "json", "filemasks": [ "simulation/data/resources/**.json" ], "options": { "keywords": [ "name", "subtypes" ], "comments": [ "Translation: Word as used at the beginning of a sentence or as a single-word sentence." ], "context": "firstWord" } }, { "extractor": "json", "filemasks": [ "simulation/data/resources/**.json" ], "options": { "keywords": [ "name", "subtypes" ], "comments": [ "Translation: Word as used in the middle of a sentence (which may require using lowercase for your language)." ], "context": "withinSentence" } }, { "extractor": "txt", "filemasks": [ "gui/gamesetup/**.txt", "gui/splashscreen/splashscreen.txt", "gui/text/tips/**.txt" ], "options": { } } ] }, { "output": "public-templates-units.pot", "inputRoot": "..", "project": "0 A.D. — Empires Ascendant", "copyrightHolder": "Wildfire Games", "rules": [ { "extractor": "xml", "filemasks": [ "simulation/templates/template_unit_*.xml", "simulation/templates/units/**.xml" ], "options": { "keywords": { "GenericName": {}, "SpecificName": {}, "VisibleClasses": { "splitOnWhitespace": true }, "Tooltip": {}, "DisabledTooltip": {}, "FormationName": {}, "FromClass": {}, "Rank": { "tagAsContext": true } } } } ] }, { "output": "public-templates-buildings.pot", "inputRoot": "..", "project": "0 A.D. — Empires Ascendant", "copyrightHolder": "Wildfire Games", "rules": [ { "extractor": "xml", "filemasks": [ "simulation/templates/template_structure_*.xml", "simulation/templates/structures/**.xml" ], "options": { "keywords": { "GenericName": {}, "SpecificName": {}, "VisibleClasses": { "splitOnWhitespace": true }, "Tooltip": {}, "DisabledTooltip": {}, "FormationName": {}, "FromClass": {}, "Rank": { "tagAsContext": true } } } } ] }, { "output": "public-templates-other.pot", "inputRoot": "..", "project": "0 A.D. — Empires Ascendant", "copyrightHolder": "Wildfire Games", "rules": [ { "extractor": "xml", "filemasks": { "includeMasks": [ "simulation/templates/**.xml" ], "excludeMasks": [ "simulation/templates/structures/**.xml", "simulation/templates/template_structure_*.xml", "simulation/templates/template_unit_*.xml", "simulation/templates/units/**.xml" ] }, "options": { "keywords": { "GenericName": {}, "SpecificName": {}, "VisibleClasses": { "splitOnWhitespace": true }, "Tooltip": {}, "DisabledTooltip": {}, "FormationName": {}, "FromClass": {}, "Rank": { "tagAsContext": true } } } } ] }, { "output": "public-simulation-auras.pot", "inputRoot": "..", "project": "0 A.D. — Empires Ascendant", "copyrightHolder": "Wildfire Games", "rules": [ { "extractor": "json", "filemasks": [ "simulation/data/auras/**.json" ], "options": { "keywords": [ "auraName", "auraDescription" ] } } ] }, { "output": "public-simulation-technologies.pot", "inputRoot": "..", "project": "0 A.D. — Empires Ascendant", "copyrightHolder": "Wildfire Games", "rules": [ { "extractor": "json", "filemasks": [ "simulation/data/technologies/**.json" ], "options": { "keywords": [ "specificName", "genericName", "description", "tooltip", "requirementsTooltip" ] } } ] }, { "output": "public-simulation-other.pot", "inputRoot": "..", "project": "0 A.D. — Empires Ascendant", "copyrightHolder": "Wildfire Games", "rules": [ { "extractor": "javascript", "filemasks": [ "simulation/ai/**.js", "simulation/components/**.js", "simulation/helpers/**.js" ], "options": { "format": "javascript-format", "keywords": { "translate": [1], "translatePlural": [1, 2], "translateWithContext": [[1], 2], "translatePluralWithContext": [[1], 2, 3], "markForTranslation": [1], "markForTranslationWithContext": [[1], 2], "markForPluralTranslation": [1, 2] }, "commentTags": [ "Translation:" ] } }, { "extractor": "json", "filemasks": [ "simulation/data/settings/player_defaults.json" ], "options": { "keywords": [ "Name" ] } }, { "extractor": "json", "filemasks": [ "simulation/data/settings/game_speeds.json" ], "options": { "keywords": ["Title"] } }, { "extractor": "json", "filemasks": [ "simulation/data/settings/biomes.json", "simulation/data/settings/victory_conditions/*.json" ], "options": { "keywords": ["Title", "Description"] } }, { "extractor": "json", "filemasks": [ "simulation/data/settings/starting_resources.json" ], "options": { "keywords": ["Title"], "context": "startingResources" } }, - { + { "extractor": "json", "filemasks": [ - "simulation/data/settings/map_sizes.json" + "simulation/data/settings/map_sizes.json", + "simulation/data/settings/trigger_difficulties.json" ], "options": { "keywords": [ "Name", "Tooltip" ] } }, { "extractor": "json", "filemasks": [ "simulation/ai/**.json" ], "options": { "keywords": [ "name", "description" ] } } ] }, { "output": "public-maps.pot", "inputRoot": "..", "project": "0 A.D. — Empires Ascendant", "copyrightHolder": "Wildfire Games", "rules": [ { "extractor": "json", "filemasks": [ "maps/random/**.json" ], "options": { "keywords": [ "Name", "Description" ] } }, { "extractor": "javascript", "filemasks": [ "maps/scenarios/**.js", "maps/skirmishes/**.js", "maps/random/**.js" ], "options": { "format": "javascript-format", "keywords": { "markForTranslation": [1], "markForTranslationWithContext": [[1], 2], "markForPluralTranslation": [1, 2] }, "commentTags": [ "Translation:" ] } }, { "extractor": "xml", "filemasks": [ "maps/scenarios/**.xml", "maps/skirmishes/**.xml" ], "options": { "keywords": { "ScriptSettings": { "extractJson": { "keywords": [ "Name", "Description" ] } } } } }, { "extractor": "json", "filemasks": [ "maps/random/rmbiome/biomes/**.json" ], "options": { "keywords": [ "Title", "Description" ], "context": "biome definition" } } ] }, { "output": "public-tutorials.pot", "inputRoot": "..", "project": "0 A.D. — Empires Ascendant", "copyrightHolder": "Wildfire Games", "rules": [ { "extractor": "javascript", "filemasks": [ "maps/tutorials/**.js" ], "options": { "format": "javascript-format", "keywords": { "markForTranslation": [1], "markForTranslationWithContext": [[1], 2], "markForPluralTranslation": [1, 2] }, "commentTags": [ "Translation:" ] } }, { "extractor": "xml", "filemasks": [ "maps/tutorials/**.xml" ], "options": { "keywords": { "ScriptSettings": { "extractJson": { "keywords": [ "Name", "Description" ] } } } } } ] } ] Index: ps/trunk/binaries/data/mods/public/simulation/components/Trigger.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/components/Trigger.js (revision 20759) +++ ps/trunk/binaries/data/mods/public/simulation/components/Trigger.js (revision 20760) @@ -1,333 +1,348 @@ function Trigger() {} Trigger.prototype.Schema = ""; /** * Events we're able to receive and call handlers for. */ Trigger.prototype.eventNames = [ "CinemaPathEnded", "CinemaQueueEnded", "ConstructionStarted", "DiplomacyChanged", "Deserialized", "InitGame", "Interval", "OwnershipChanged", "PlayerCommand", "PlayerDefeated", "PlayerWon", "Range", "ResearchFinished", "ResearchQueued", "StructureBuilt", "TrainingFinished", "TrainingQueued", "TreasureCollected" ]; Trigger.prototype.Init = function() { + // Difficulty used by trigger scripts (as defined in data/settings/trigger_difficulties.json). + this.difficulty = 3; this.triggerPoints = {}; // Each event has its own set of actions determined by the map maker. for (let eventName of this.eventNames) this["On" + eventName + "Actions"] = {}; }; Trigger.prototype.RegisterTriggerPoint = function(ref, ent) { if (!this.triggerPoints[ref]) this.triggerPoints[ref] = []; this.triggerPoints[ref].push(ent); }; Trigger.prototype.RemoveRegisteredTriggerPoint = function(ref, ent) { if (!this.triggerPoints[ref]) { warn("no trigger points found with ref "+ref); return; } let i = this.triggerPoints[ref].indexOf(ent); if (i == -1) { warn("entity " + ent + " wasn't found under the trigger points with ref "+ref); return; } this.triggerPoints[ref].splice(i, 1); }; Trigger.prototype.GetTriggerPoints = function(ref) { return this.triggerPoints[ref] || []; }; /** * Binds a function to the specified event. * * @param {string} event - One of eventNames * @param {string} action - Name of a function available to this object * @param {Object} data - f.e. enabled or not, delay for timers, range for range triggers * * @example * data = { enabled: true, interval: 1000, delay: 500 } * * Range trigger: * data.entities = [id1, id2] * Ids of the source * data.players = [1,2,3,...] * list of player ids * data.minRange = 0 * Minimum range for the query * data.maxRange = -1 * Maximum range for the query (-1 = no maximum) * data.requiredComponent = 0 * Required component id the entities will have * data.enabled = false * If the query is enabled by default */ Trigger.prototype.RegisterTrigger = function(event, action, data) { let eventString = event + "Actions"; if (!this[eventString]) { warn("Trigger.js: Invalid trigger event \"" + event + "\"."); return; } if (this[eventString][action]) { warn("Trigger.js: Trigger \"" + action + "\" has been registered before. Aborting..."); return; } // clone the data to be sure it's only modified locally // We could run into triggers overwriting each other's data otherwise. // F.e. getting the wrong timer tag data = clone(data) || { "enabled": false }; this[eventString][action] = data; // setup range query if (event == "OnRange") { if (!data.entities) { warn("Trigger.js: Range triggers should carry extra data"); return; } data.queries = []; for (let ent of data.entities) { let cmpTriggerPoint = Engine.QueryInterface(ent, IID_TriggerPoint); if (!cmpTriggerPoint) { warn("Trigger.js: Range triggers must be defined on trigger points"); continue; } data.queries.push(cmpTriggerPoint.RegisterRangeTrigger(action, data)); } } if (data.enabled) this.EnableTrigger(event, action); }; Trigger.prototype.DisableTrigger = function(event, action) { let eventString = event + "Actions"; if (!this[eventString][action]) { warn("Trigger.js: Disabling unknown trigger"); return; } let data = this[eventString][action]; // special casing interval and range triggers for performance if (event == "OnInterval") { if (!data.timer) // don't disable it a second time return; let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); cmpTimer.CancelTimer(data.timer); data.timer = null; } else if (event == "OnRange") { if (!data.queries) { warn("Trigger.js: Range query wasn't set up before trying to disable it."); return; } let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); for (let query of data.queries) cmpRangeManager.DisableActiveQuery(query); } data.enabled = false; }; Trigger.prototype.EnableTrigger = function(event, action) { let eventString = event + "Actions"; if (!this[eventString][action]) { warn("Trigger.js: Enabling unknown trigger"); return; } let data = this[eventString][action]; // special casing interval and range triggers for performance if (event == "OnInterval") { if (data.timer) // don't enable it a second time return; if (!data.interval) { warn("Trigger.js: An interval trigger should have an intervel in its data"); return; } let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); data.timer = cmpTimer.SetInterval(this.entity, IID_Trigger, "DoAction", data.delay || 0, data.interval, { "action" : action }); } else if (event == "OnRange") { if (!data.queries) { warn("Trigger.js: Range query wasn't set up before"); return; } let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); for (let query of data.queries) cmpRangeManager.EnableActiveQuery(query); } data.enabled = true; }; /** * This function executes the actions bound to the events. * It's either called directlty from other simulation scripts, * or from message listeners in this file * * @param {string} event - One of eventNames * @param {Object} data - will be passed to the actions */ Trigger.prototype.CallEvent = function(event, data) { let eventString = "On" + event + "Actions"; if (!this[eventString]) { warn("Trigger.js: Unknown trigger event called:\"" + event + "\"."); return; } for (let action in this[eventString]) if (this[eventString][action].enabled) this.DoAction({ "action": action, "data":data }); }; Trigger.prototype.OnGlobalInitGame = function(msg) { this.CallEvent("InitGame", {}); }; Trigger.prototype.OnGlobalConstructionFinished = function(msg) { this.CallEvent("StructureBuilt", { "building": msg.newentity, "foundation": msg.entity }); }; Trigger.prototype.OnGlobalTrainingFinished = function(msg) { this.CallEvent("TrainingFinished", msg); // The data for this one is {"entities": createdEnts, // "owner": cmpOwnership.GetOwner(), // "metadata": metadata} // See function "SpawnUnits" in ProductionQueue for more details }; Trigger.prototype.OnGlobalResearchFinished = function(msg) { this.CallEvent("ResearchFinished", msg); // The data for this one is { "player": playerID, "tech": tech } }; Trigger.prototype.OnGlobalCinemaPathEnded = function(msg) { this.CallEvent("CinemaPathEnded", msg); }; Trigger.prototype.OnGlobalCinemaQueueEnded = function(msg) { this.CallEvent("CinemaQueueEnded", msg); }; Trigger.prototype.OnGlobalDeserialized = function(msg) { this.CallEvent("Deserialized", msg); }; Trigger.prototype.OnGlobalOwnershipChanged = function(msg) { this.CallEvent("OwnershipChanged", msg); // data is {"entity": ent, "from": playerId, "to": playerId} }; Trigger.prototype.OnGlobalPlayerDefeated = function(msg) { this.CallEvent("PlayerDefeated", msg); }; Trigger.prototype.OnGlobalPlayerWon = function(msg) { this.CallEvent("PlayerWon", msg); }; Trigger.prototype.OnGlobalDiplomacyChanged = function(msg) { this.CallEvent("DiplomacyChanged", msg); }; /** * Execute a function after a certain delay. * * @param {Number} time - Delay in milliseconds. * @param {String} action - Name of the action function. * @param {Object} data - Arbitrary object that will be passed to the action function. * @return {Number} The ID of the timer, so it can be stopped later. */ Trigger.prototype.DoAfterDelay = function(time, action, data) { let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); return cmpTimer.SetTimeout(SYSTEM_ENTITY, IID_Trigger, "DoAction", time, { "action": action, "data": data }); }; /** * Execute a function each time a certain delay has passed. * * @param {Number} interval - Interval in milleseconds between consecutive calls. * @param {String} action - Name of the action function. * @param {Object} data - Arbitrary object that will be passed to the action function. * @param {Number} [start] - Optional initial delay in milleseconds before starting the calls. * If not given, interval will be used. * @return {Number} the ID of the timer, so it can be stopped later. */ Trigger.prototype.DoRepeatedly = function(time, action, data, start) { let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); return cmpTimer.SetInterval(SYSTEM_ENTITY, IID_Trigger, "DoAction", start !== undefined ? start : time, time, { "action": action, "data": data }); }; /** * Called by the trigger listeners to exucute the actual action. Including sanity checks. */ Trigger.prototype.DoAction = function(msg) { if (this[msg.action]) this[msg.action](msg.data || null); else warn("Trigger.js: called a trigger action '" + msg.action + "' that wasn't found"); }; +/** + * Level of difficulty used by trigger scripts. + */ +Trigger.prototype.GetDifficulty = function(diff) +{ + return this.difficulty; +}; + +Trigger.prototype.SetDifficulty = function(diff) +{ + this.difficulty = diff; +}; + Engine.RegisterSystemComponentType(IID_Trigger, "Trigger", Trigger); Index: ps/trunk/binaries/data/mods/public/simulation/data/settings/trigger_difficulties.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/settings/trigger_difficulties.json (nonexistent) +++ ps/trunk/binaries/data/mods/public/simulation/data/settings/trigger_difficulties.json (revision 20760) @@ -0,0 +1,31 @@ +{ + "TranslatedKeys": ["Name", "Tooltip"], + "Data": + [ + { + "Difficulty": 1, + "Name": "Very Easy", + "Tooltip": "Choose this difficulty if you are discovering 0 A.D.." + }, + { + "Difficulty": 2, + "Name": "Easy", + "Tooltip": "Choose this difficulty if you do not like being knocked down." + }, + { + "Difficulty": 3, + "Name": "Medium", + "Tooltip": "Choose this difficulty if you have already a good experience with 0 A.D.." + }, + { + "Difficulty": 4, + "Name": "Hard", + "Tooltip": "Choose this difficulty if you want to be really challenged." + }, + { + "Difficulty": 5, + "Name": "Very Hard", + "Tooltip": "Choose this difficulty if you do not mind being swept out." + } + ] +} Property changes on: ps/trunk/binaries/data/mods/public/simulation/data/settings/trigger_difficulties.json ___________________________________________________________________ Added: svn:eol-style ## -0,0 +1 ## +native \ No newline at end of property Index: ps/trunk/binaries/data/mods/public/simulation/helpers/Setup.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/helpers/Setup.js (revision 20759) +++ ps/trunk/binaries/data/mods/public/simulation/helpers/Setup.js (revision 20760) @@ -1,78 +1,87 @@ /** * Used to initialize non-player settings relevant to the map, like * default stance and victory conditions. DO NOT load players here */ function LoadMapSettings(settings) { if (!settings) settings = {}; if (settings.DefaultStance) { for (let ent of Engine.GetEntitiesWithInterface(IID_UnitAI)) { let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); cmpUnitAI.SwitchToStance(settings.DefaultStance); } } if (settings.RevealMap) { let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); if (cmpRangeManager) cmpRangeManager.SetLosRevealAll(-1, true); } if (settings.DisableTreasures) for (let ent of Engine.GetEntitiesWithInterface(IID_ResourceSupply)) { let cmpResourceSupply = Engine.QueryInterface(ent, IID_ResourceSupply); if (cmpResourceSupply.GetType().generic == "treasure") Engine.DestroyEntity(ent); } if (settings.CircularMap) { let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); if (cmpRangeManager) cmpRangeManager.SetLosCircular(true); let cmpObstructionManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager); if (cmpObstructionManager) cmpObstructionManager.SetPassabilityCircular(true); } + if (settings.TriggerDifficulty) + Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger).SetDifficulty(settings.TriggerDifficulty); + else if (settings.SupportedTriggerDifficulties) // used by Atlas and autostart games + { + let difficulties = Engine.ReadJSONFile("simulation/data/settings/trigger_difficulties.json").Data; + let defaultDiff = difficulties.find(d => d.Name == settings.SupportedTriggerDifficulties.Default).Difficulty; + Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger).SetDifficulty(defaultDiff); + } + let cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager); let gameTypeSettings = {}; if (settings.GameType && settings.GameType == "capture_the_relic") gameTypeSettings.relicCount = settings.RelicCount; if (settings.GameType && settings.GameType == "capture_the_relic") gameTypeSettings.relicDuration = settings.RelicDuration * 60 * 1000; if (settings.GameType && settings.GameType == "wonder") gameTypeSettings.wonderDuration = settings.WonderDuration * 60 * 1000; if (settings.GameType && settings.GameType == "regicide") gameTypeSettings.regicideGarrison = settings.RegicideGarrison; if (settings.GameType) cmpEndGameManager.SetGameType(settings.GameType, gameTypeSettings); cmpEndGameManager.SetAlliedVictory(settings.LockTeams || !settings.LastManStanding); if (settings.LockTeams && settings.LastManStanding) warn("Last man standing is only available in games with unlocked teams!"); if (settings.Garrison) for (let holder in settings.Garrison) { let cmpGarrisonHolder = Engine.QueryInterface(+holder, IID_GarrisonHolder); if (!cmpGarrisonHolder) warn("Map error in Setup.js: entity " + holder + " can not garrison units"); else cmpGarrisonHolder.initGarrison = settings.Garrison[holder]; } let cmpCeasefireManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_CeasefireManager); if (settings.Ceasefire) cmpCeasefireManager.StartCeasefire(settings.Ceasefire * 60 * 1000); } Engine.RegisterGlobal("LoadMapSettings", LoadMapSettings);