Index: ps/trunk/binaries/data/mods/public/gui/common/gamedescription.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/common/gamedescription.js (revision 21473) +++ ps/trunk/binaries/data/mods/public/gui/common/gamedescription.js (revision 21474) @@ -1,446 +1,457 @@ /** * Highlights the victory condition in the game-description. */ var g_DescriptionHighlight = "orange"; /** * The rating assigned to lobby players who didn't complete a ranked 1v1 yet. */ var g_DefaultLobbyRating = 1200; /** * XEP-0172 doesn't restrict nicknames, but our lobby policy does. * So use this human readable delimiter to separate buddy names in the config file. */ var g_BuddyListDelimiter = ","; /** * Returns the nickname without the lobby rating. */ function splitRatingFromNick(playerName) { let result = /^(\S+)\ \((\d+)\)$/g.exec(playerName); return { "nick": result ? result[1] : playerName, "rating": result ? +result[2] : "" }; } /** * Array of playernames that the current user has marked as buddies. */ var g_Buddies = Engine.ConfigDB_GetValue("user", "lobby.buddies").split(g_BuddyListDelimiter); /** * Denotes which players are a lobby buddy of the current user. */ var g_BuddySymbol = '•'; /** * Returns map description and preview image or placeholder. */ function getMapDescriptionAndPreview(mapType, mapName) { let mapData; if (mapType == "random" && mapName == "random") mapData = { "settings": { "Description": translate("A randomly selected map.") } }; else if (mapType == "random" && Engine.FileExists(mapName + ".json")) mapData = Engine.ReadJSONFile(mapName + ".json"); else if (Engine.FileExists(mapName + ".xml")) mapData = Engine.LoadMapSettings(mapName + ".xml"); return deepfreeze({ "description": mapData && mapData.settings && mapData.settings.Description ? translate(mapData.settings.Description) : translate("Sorry, no description available."), "preview": mapData && mapData.settings && mapData.settings.Preview ? mapData.settings.Preview : "nopreview.png" }); } /** * Sets the mappreview image correctly. * It needs to be cropped as the engine only allows loading square textures. * * @param {string} guiObject * @param {string} filename */ function setMapPreviewImage(guiObject, filename) { Engine.GetGUIObjectByName(guiObject).sprite = "cropped:" + 400 / 512 + "," + 300 / 512 + ":" + "session/icons/mappreview/" + filename; } /** * Returns a formatted string describing the player assignments. * Needs g_CivData to translate! * * @param {object} playerDataArray - As known from gamesetup and simstate. * @param {(string[]|false)} playerStates - One of "won", "defeated", "active" for each player. * @returns {string} */ function formatPlayerInfo(playerDataArray, playerStates) { let playerDescriptions = {}; let playerIdx = 0; for (let playerData of playerDataArray) { if (playerData == null || playerData.Civ && playerData.Civ == "gaia") continue; ++playerIdx; let teamIdx = playerData.Team; let isAI = playerData.AI && playerData.AI != ""; let playerState = playerStates && playerStates[playerIdx] || playerData.State; let isActive = !playerState || playerState == "active"; let playerDescription; if (isAI) { if (playerData.Civ) { if (isActive) // Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu playerDescription = translate("%(playerName)s (%(civ)s, %(AIdescription)s)"); else // Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu playerDescription = translate("%(playerName)s (%(civ)s, %(AIdescription)s, %(state)s)"); } else { if (isActive) // Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu playerDescription = translate("%(playerName)s (%(AIdescription)s)"); else // Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu playerDescription = translate("%(playerName)s (%(AIdescription)s, %(state)s)"); } } else { if (playerData.Offline) { // Can only occur in the lobby for now, so no strings with civ needed if (isActive) // Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu playerDescription = translate("%(playerName)s (OFFLINE)"); else // Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu playerDescription = translate("%(playerName)s (OFFLINE, %(state)s)"); } else { if (playerData.Civ) if (isActive) // Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu playerDescription = translate("%(playerName)s (%(civ)s)"); else // Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu playerDescription = translate("%(playerName)s (%(civ)s, %(state)s)"); else if (isActive) // Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu playerDescription = translate("%(playerName)s"); else // Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu playerDescription = translate("%(playerName)s (%(state)s)"); } } // Sort player descriptions by team if (!playerDescriptions[teamIdx]) playerDescriptions[teamIdx] = []; let playerNick = splitRatingFromNick(playerData.Name).nick; playerDescriptions[teamIdx].push(sprintf(playerDescription, { "playerName": coloredText( (g_Buddies.indexOf(playerNick) != -1 ? g_BuddySymbol + " " : "") + escapeText(playerData.Name), (typeof getPlayerColor == 'function' ? (isAI ? "white" : getPlayerColor(playerNick)) : rgbToGuiColor(playerData.Color || g_Settings.PlayerDefaults[playerIdx].Color))), "civ": !playerData.Civ ? translate("Unknown Civilization") : g_CivData && g_CivData[playerData.Civ] && g_CivData[playerData.Civ].Name ? translate(g_CivData[playerData.Civ].Name) : playerData.Civ, "state": playerState == "defeated" ? translateWithContext("playerstate", "defeated") : translateWithContext("playerstate", "won"), "AIdescription": translateAISettings(playerData) })); } let teams = Object.keys(playerDescriptions); if (teams.indexOf("observer") > -1) teams.splice(teams.indexOf("observer"), 1); let teamDescription = []; // If there are no teams, merge all playersDescriptions if (teams.length == 1) teamDescription.push(playerDescriptions[teams[0]].join("\n")); // If there are teams, merge "Team N:" + playerDescriptions else teamDescription = teams.map(team => { let teamCaption = team == -1 ? translate("No Team") : sprintf(translate("Team %(team)s"), { "team": +team + 1 }); // Translation: Describe players of one team in a selected game, f.e. in the replay- or savegame menu or lobby return sprintf(translate("%(team)s:\n%(playerDescriptions)s"), { "team": '[font="sans-bold-14"]' + teamCaption + "[/font]", "playerDescriptions": playerDescriptions[team].join("\n") }); }); if (playerDescriptions.observer) teamDescription.push(sprintf(translate("%(team)s:\n%(playerDescriptions)s"), { "team": '[font="sans-bold-14"]' + translatePlural("Observer", "Observers", playerDescriptions.observer.length) + "[/font]", "playerDescriptions": playerDescriptions.observer.join("\n") })); return teamDescription.join("\n\n"); } /** * Sets an additional map label, map preview image and describes the chosen gamesettings more closely. * * Requires g_GameAttributes and g_VictoryConditions. */ function getGameDescription(extended = false) { let titles = []; + if (!g_GameAttributes.settings.VictoryConditions.length) + titles.push({ + "label": translateWithContext("victory condition", "Endless Game"), + "value": translate("No winner will be determined, even if everyone is defeated.") + }); + + let victoryConditions = g_GameAttributes.settings.VictoryConditions.map(victoryConditionName => + g_VictoryConditions.find(victoryCondition => victoryCondition.Name == victoryConditionName) || { + "Name": victoryConditionName, + "Description": "" + }); - let victoryIdx = g_VictoryConditions.Name.indexOf(g_GameAttributes.settings.GameType || g_VictoryConditions.Default); - if (victoryIdx != -1) + for (let victoryCondition of victoryConditions.sort((a, b) => + a.GUIOrder - b.GUIOrder || (a.Title > b.Title ? 1 : a.Title > b.Title ? -1 : 0))) { - let title = g_VictoryConditions.Title[victoryIdx]; - if (g_VictoryConditions.Name[victoryIdx] == "wonder") + let title = translateVictoryCondition(victoryCondition.Name); + if (victoryCondition.Name == "wonder") title = sprintf( translatePluralWithContext( "victory condition", "Wonder (%(min)s minute)", "Wonder (%(min)s minutes)", g_GameAttributes.settings.WonderDuration ), { "min": g_GameAttributes.settings.WonderDuration } ); - let isCaptureTheRelic = g_VictoryConditions.Name[victoryIdx] == "capture_the_relic"; + let isCaptureTheRelic = victoryCondition.Name == "capture_the_relic"; if (isCaptureTheRelic) title = sprintf( translatePluralWithContext( "victory condition", "Capture the Relic (%(min)s minute)", "Capture the Relic (%(min)s minutes)", g_GameAttributes.settings.RelicDuration ), { "min": g_GameAttributes.settings.RelicDuration } ); titles.push({ "label": title, - "value": g_VictoryConditions.Description[victoryIdx] + "value": victoryCondition.Description }); if (isCaptureTheRelic) titles.push({ "label": translate("Relic Count"), "value": g_GameAttributes.settings.RelicCount }); - if (g_VictoryConditions.Name[victoryIdx] == "regicide") + if (victoryCondition.Name == "regicide") if (g_GameAttributes.settings.RegicideGarrison) titles.push({ "label": translate("Hero Garrison"), "value": translate("Heroes can be garrisoned.") }); else titles.push({ "label": translate("Exposed Heroes"), - "value": translate("Heroes cannot be garrisoned, and they are vulnerable to raids.") + "value": translate("Heroes cannot be garrisoned and they are vulnerable to raids.") }); } if (g_GameAttributes.settings.RatingEnabled && g_GameAttributes.settings.PlayerData.length == 2) titles.push({ "label": translate("Rated game"), "value": translate("When the winner of this match is determined, the lobby score will be adapted.") }); if (g_GameAttributes.settings.LockTeams) titles.push({ "label": translate("Locked Teams"), "value": translate("Players can't change the initial teams.") }); else titles.push({ "label": translate("Diplomacy"), "value": translate("Players can make alliances and declare war on allies.") }); if (g_GameAttributes.settings.LastManStanding) titles.push({ "label": translate("Last Man Standing"), "value": translate("Only one player can win the game. If the remaining players are allies, the game continues until only one remains.") }); else titles.push({ "label": translate("Allied Victory"), "value": translate("If one player wins, his or her allies win too. If one group of allies remains, they win.") }); if (extended) { titles.push({ "label": translate("Ceasefire"), "value": g_GameAttributes.settings.Ceasefire == 0 ? translate("disabled") : sprintf(translatePlural( "For the first minute, other players will stay neutral.", "For the first %(min)s minutes, other players will stay neutral.", g_GameAttributes.settings.Ceasefire), { "min": g_GameAttributes.settings.Ceasefire }) }); titles.push({ "label": translate("Map Name"), "value": translate(g_GameAttributes.settings.Name) }); titles.push({ "label": translate("Map Type"), "value": g_MapTypes.Title[g_MapTypes.Name.indexOf(g_GameAttributes.mapType)] }); if (g_GameAttributes.mapType == "random") { let mapSize = g_MapSizes.Name[g_MapSizes.Tiles.indexOf(g_GameAttributes.settings.Size)]; if (mapSize) titles.push({ "label": translate("Map Size"), "value": mapSize }); } } titles.push({ "label": translate("Map Description"), "value": g_GameAttributes.map == "random" ? translate("Randomly selects a map from the list") : g_GameAttributes.settings.Description ? translate(g_GameAttributes.settings.Description) : translate("Sorry, no description available.") }); if (extended || g_GameAttributes.settings.Nomad) titles.push({ "label": g_GameAttributes.settings.Nomad ? translate("Nomad Mode") : translate("Civic Centers"), "value": g_GameAttributes.settings.Nomad ? translate("Players start with only few units and have to find a suitable place to build their city.") : translate("Players start with a Civic Center.") }); if (g_GameAttributes.settings.Biome) { let biome = g_Settings.Biomes.find(b => b.Id == g_GameAttributes.settings.Biome); titles.push({ "label": translate("Biome"), "value": biome ? biome.Title : translateWithContext("biome", "Random") }); } if (extended) { titles.push({ "label": translate("Starting Resources"), "value": sprintf(translate("%(startingResourcesTitle)s (%(amount)s)"), { "startingResourcesTitle": g_StartingResources.Title[ g_StartingResources.Resources.indexOf( g_GameAttributes.settings.StartingResources)], "amount": g_GameAttributes.settings.StartingResources }) }); titles.push({ "label": translate("Population Limit"), "value": g_PopulationCapacities.Title[ g_PopulationCapacities.Population.indexOf( g_GameAttributes.settings.PopulationCap)] }); titles.push({ "label": translate("Treasures"), "value": g_GameAttributes.settings.DisableTreasures ? translateWithContext("treasures", "Disabled") : translateWithContext("treasures", "As defined by the map.") }); titles.push({ "label": translate("Revealed Map"), "value": g_GameAttributes.settings.RevealMap }); titles.push({ "label": translate("Explored Map"), "value": g_GameAttributes.settings.ExploreMap }); titles.push({ "label": translate("Cheats"), "value": g_GameAttributes.settings.CheatsEnabled }); } return titles.map(title => sprintf(translate("%(label)s %(details)s"), { "label": coloredText(title.label, g_DescriptionHighlight), "details": title.value === true ? translateWithContext("gamesetup option", "enabled") : title.value || translateWithContext("gamesetup option", "disabled") })).join("\n"); } /** * Sets the win/defeat icon to indicate current player's state. * @param {string} state - The current in-game state of the player. * @param {string} imageID - The name of the XML image object to update. */ function setOutcomeIcon(state, imageID) { let image = Engine.GetGUIObjectByName(imageID); if (state == "won") { image.sprite = "stretched:session/icons/victory.png"; image.tooltip = translate("Victorious"); } else if (state == "defeated") { image.sprite = "stretched:session/icons/defeat.png"; image.tooltip = translate("Defeated"); } } function translateAISettings(playerData) { if (!playerData.AI) return ""; return sprintf(translate("%(AIdifficulty)s %(AIbehavior)s %(AIname)s"), { "AIname": translateAIName(playerData.AI), "AIdifficulty": translateAIDifficulty(playerData.AIDiff), "AIbehavior": translateAIBehavior(playerData.AIBehavior), }); } Index: ps/trunk/binaries/data/mods/public/simulation/data/settings/victory_conditions/capture_the_relic.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/settings/victory_conditions/capture_the_relic.json (revision 21473) +++ ps/trunk/binaries/data/mods/public/simulation/data/settings/victory_conditions/capture_the_relic.json (revision 21474) @@ -1,15 +1,14 @@ { "TranslatedKeys": ["Title", "Description"], "Data": { "Title": "Capture the Relic", "Description": "Capture all relics spread across the map and keep them for a certain time to win the game.", "Scripts": [ "scripts/TriggerHelper.js", - "scripts/ConquestCommon.js", - "scripts/Conquest.js", "scripts/CaptureTheRelic.js" - ] + ], + "GUIOrder": 10 } } Index: ps/trunk/binaries/data/mods/public/simulation/data/settings/victory_conditions/conquest_structures.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/settings/victory_conditions/conquest_structures.json (revision 21473) +++ ps/trunk/binaries/data/mods/public/simulation/data/settings/victory_conditions/conquest_structures.json (revision 21474) @@ -1,14 +1,16 @@ { "TranslatedKeys": ["Title", "Description"], "Data": { "Title": "Conquest Structures", - "Description": "Destroy all enemy structures to win.", + "Description": "Defeat opponents by destroying all their structures.", "Scripts": [ "scripts/TriggerHelper.js", "scripts/ConquestCommon.js", "scripts/ConquestStructures.js" - ] + ], + "DisabledWhenChecked": ["conquest"], + "GUIOrder": 1 } } Index: ps/trunk/binaries/data/mods/public/simulation/data/settings/victory_conditions/regicide.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/settings/victory_conditions/regicide.json (revision 21473) +++ ps/trunk/binaries/data/mods/public/simulation/data/settings/victory_conditions/regicide.json (revision 21474) @@ -1,15 +1,14 @@ { "TranslatedKeys": ["Title", "Description"], "Data": { "Title": "Regicide", "Description": "Defeat opponents by killing their hero.", "Scripts": [ "scripts/TriggerHelper.js", - "scripts/ConquestCommon.js", - "scripts/Conquest.js", "scripts/Regicide.js" - ] + ], + "GUIOrder": 10 } } Index: ps/trunk/binaries/data/mods/public/simulation/helpers/Setup.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/helpers/Setup.js (revision 21473) +++ ps/trunk/binaries/data/mods/public/simulation/helpers/Setup.js (revision 21474) @@ -1,87 +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 != undefined) 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); + let gameSettings = { "victoryConditions": settings.VictoryConditions }; + if (gameSettings.victoryConditions.indexOf("capture_the_relic") != -1) + { + gameSettings.relicCount = settings.RelicCount; + gameSettings.relicDuration = settings.RelicDuration * 60 * 1000; + } + if (gameSettings.victoryConditions.indexOf("wonder") != -1) + gameSettings.wonderDuration = settings.WonderDuration * 60 * 1000; + if (gameSettings.victoryConditions.indexOf("regicide") != -1) + gameSettings.regicideGarrison = settings.RegicideGarrison; + cmpEndGameManager.SetGameSettings(gameSettings); 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); Index: ps/trunk/source/tools/atlas/AtlasUI/ScenarioEditor/Sections/Map/Map.cpp =================================================================== --- ps/trunk/source/tools/atlas/AtlasUI/ScenarioEditor/Sections/Map/Map.cpp (revision 21473) +++ ps/trunk/source/tools/atlas/AtlasUI/ScenarioEditor/Sections/Map/Map.cpp (revision 21474) @@ -1,589 +1,652 @@ /* Copyright (C) 2018 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "Map.h" #include "AtlasObject/AtlasObject.h" #include "GameInterface/Messages.h" #include "ScenarioEditor/ScenarioEditor.h" #include "ScenarioEditor/Tools/Common/Tools.h" #include "wx/busyinfo.h" #include "wx/filename.h" #define CREATE_CHECKBOX(window, parentSizer, name, description, ID) \ parentSizer->Add(new wxStaticText(window, wxID_ANY, _(name)), wxSizerFlags().Align(wxALIGN_CENTER_VERTICAL | wxALIGN_RIGHT)); \ parentSizer->Add(Tooltipped(new wxCheckBox(window, ID, wxEmptyString), _(description))); enum { ID_MapName, ID_MapDescription, ID_MapReveal, ID_MapType, ID_MapPreview, ID_MapTeams, ID_MapKW_Demo, ID_MapKW_Naval, + ID_VC_Conquest, + ID_VC_ConquestUnits, + ID_VC_ConquestStructures, + ID_VC_CaptureTheRelic, + ID_VC_Wonder, + ID_VC_Regicide, ID_RandomScript, ID_RandomSize, ID_RandomNomad, ID_RandomSeed, ID_RandomReseed, ID_RandomGenerate, ID_SimPlay, ID_SimFast, ID_SimSlow, ID_SimPause, ID_SimReset, ID_OpenPlayerPanel }; enum { SimInactive, SimPlaying, SimPlayingFast, SimPlayingSlow, SimPaused }; bool IsPlaying(int s) { return (s == SimPlaying || s == SimPlayingFast || s == SimPlayingSlow); } // TODO: Some of these helper things should be moved out of this file // and into shared locations // Helper function for adding tooltips static wxWindow* Tooltipped(wxWindow* window, const wxString& tip) { window->SetToolTip(tip); return window; } // Helper class for storing AtObjs class AtObjClientData : public wxClientData { public: AtObjClientData(const AtObj& obj) : obj(obj) {} virtual ~AtObjClientData() {} AtObj GetValue() { return obj; } private: AtObj obj; }; class MapSettingsControl : public wxPanel { public: MapSettingsControl(wxWindow* parent, ScenarioEditor& scenarioEditor); void CreateWidgets(); void ReadFromEngine(); void SetMapSettings(const AtObj& obj); AtObj UpdateSettingsObject(); private: void SendToEngine(); + void OnConquestChanged(); - void OnEdit(wxCommandEvent& WXUNUSED(evt)) + void OnEdit(wxCommandEvent& evt) { SendToEngine(); + if (evt.GetId() == ID_VC_Conquest) + OnConquestChanged(); } std::set m_MapSettingsKeywords; + std::set m_MapSettingsVictoryConditions; std::vector m_PlayerCivChoices; Observable& m_MapSettings; DECLARE_EVENT_TABLE(); }; BEGIN_EVENT_TABLE(MapSettingsControl, wxPanel) EVT_TEXT(ID_MapName, MapSettingsControl::OnEdit) EVT_TEXT(ID_MapDescription, MapSettingsControl::OnEdit) EVT_TEXT(ID_MapPreview, MapSettingsControl::OnEdit) EVT_CHECKBOX(wxID_ANY, MapSettingsControl::OnEdit) EVT_CHOICE(wxID_ANY, MapSettingsControl::OnEdit) END_EVENT_TABLE(); MapSettingsControl::MapSettingsControl(wxWindow* parent, ScenarioEditor& scenarioEditor) : wxPanel(parent, wxID_ANY), m_MapSettings(scenarioEditor.GetMapSettings()) { wxStaticBoxSizer* sizer = new wxStaticBoxSizer(wxVERTICAL, this, _("Map settings")); SetSizer(sizer); } void MapSettingsControl::CreateWidgets() { wxSizer* sizer = GetSizer(); ///////////////////////////////////////////////////////////////////////// // Map settings wxBoxSizer* nameSizer = new wxBoxSizer(wxHORIZONTAL); nameSizer->Add(new wxStaticText(this, wxID_ANY, _("Name")), wxSizerFlags().Align(wxALIGN_CENTER_VERTICAL)); nameSizer->Add(8, 0); nameSizer->Add(Tooltipped(new wxTextCtrl(this, ID_MapName), _("Displayed name of the map")), wxSizerFlags().Proportion(1)); sizer->Add(nameSizer, wxSizerFlags().Expand()); sizer->Add(0, 2); sizer->Add(new wxStaticText(this, wxID_ANY, _("Description"))); sizer->Add(Tooltipped(new wxTextCtrl(this, ID_MapDescription, wxEmptyString, wxDefaultPosition, wxSize(-1, 100), wxTE_MULTILINE), _("Short description used on the map selection screen")), wxSizerFlags().Expand()); sizer->AddSpacer(5); - // TODO: replace by filenames in binaries/data/mods/public/simulation/data/settings/victory_conditions/ - wxArrayString gameTypes; - gameTypes.Add(_T("conquest")); - gameTypes.Add(_T("conquest_structures")); - gameTypes.Add(_T("conquest_units")); - gameTypes.Add(_T("wonder")); - gameTypes.Add(_T("endless")); - gameTypes.Add(_T("regicide")); - gameTypes.Add(_T("capture_the_relic")); - wxFlexGridSizer* gridSizer = new wxFlexGridSizer(2, 5, 5); gridSizer->AddGrowableCol(1); + // TODO: have preview selector tool? gridSizer->Add(new wxStaticText(this, wxID_ANY, _("Preview")), wxSizerFlags().Align(wxALIGN_CENTER_VERTICAL | wxALIGN_RIGHT)); gridSizer->Add(Tooltipped(new wxTextCtrl(this, ID_MapPreview, wxEmptyString), _("Texture used for map preview")), wxSizerFlags().Expand()); CREATE_CHECKBOX(this, gridSizer, "Reveal map", "If checked, players won't need to explore", ID_MapReveal); - gridSizer->Add(new wxStaticText(this, wxID_ANY, _("Game type")), wxSizerFlags().Align(wxALIGN_CENTER_VERTICAL | wxALIGN_RIGHT)); - gridSizer->Add(Tooltipped(new wxChoice(this, ID_MapType, wxDefaultPosition, wxDefaultSize, gameTypes), - _("Select the game type (or victory condition)")), wxSizerFlags().Expand()); CREATE_CHECKBOX(this, gridSizer, "Lock teams", "If checked, teams will be locked", ID_MapTeams); sizer->Add(gridSizer, wxSizerFlags().Expand()); sizer->AddSpacer(5); + // TODO: replace by names in binaries/data/mods/public/simulation/data/settings/victory_conditions/ + wxStaticBoxSizer* victoryConditionSizer = new wxStaticBoxSizer(wxVERTICAL, this, _("Victory Conditions")); + wxFlexGridSizer* vcGridSizer = new wxFlexGridSizer(2, 0, 5); + vcGridSizer->AddGrowableCol(1); + CREATE_CHECKBOX(this, vcGridSizer, "Conquest", "Select Conquest victory condition", ID_VC_Conquest); + CREATE_CHECKBOX(this, vcGridSizer, "Conquest Units", "Select Conquest Units victory condition", ID_VC_ConquestUnits); + CREATE_CHECKBOX(this, vcGridSizer, "Conquest Structures", "Select Conquest Structures victory condition", ID_VC_ConquestStructures); + CREATE_CHECKBOX(this, vcGridSizer, "Capture the Relic", "Select Capture the Relic victory condition", ID_VC_CaptureTheRelic); + CREATE_CHECKBOX(this, vcGridSizer, "Wonder", "Select Wonder victory condition", ID_VC_Wonder); + CREATE_CHECKBOX(this, vcGridSizer, "Regicide", "Select Regicide victory condition", ID_VC_Regicide); + victoryConditionSizer->Add(vcGridSizer); + sizer->Add(victoryConditionSizer, wxSizerFlags().Expand()); + + sizer->AddSpacer(5); + wxStaticBoxSizer* keywordsSizer = new wxStaticBoxSizer(wxVERTICAL, this, _("Keywords")); wxFlexGridSizer* kwGridSizer = new wxFlexGridSizer(4, 5, 5); CREATE_CHECKBOX(this, kwGridSizer, "Demo", "If checked, map will only be visible using filters in game setup", ID_MapKW_Demo); CREATE_CHECKBOX(this, kwGridSizer, "Naval", "If checked, map will only be visible using filters in game setup", ID_MapKW_Naval); keywordsSizer->Add(kwGridSizer); sizer->Add(keywordsSizer, wxSizerFlags().Expand()); } void MapSettingsControl::ReadFromEngine() { AtlasMessage::qGetMapSettings qry; qry.Post(); if (!(*qry.settings).empty()) { // Prevent error if there's no map settings to parse m_MapSettings = AtlasObject::LoadFromJSON(*qry.settings); } // map name wxDynamicCast(FindWindow(ID_MapName), wxTextCtrl)->ChangeValue(wxString(m_MapSettings["Name"])); // map description wxDynamicCast(FindWindow(ID_MapDescription), wxTextCtrl)->ChangeValue(wxString(m_MapSettings["Description"])); // map preview wxDynamicCast(FindWindow(ID_MapPreview), wxTextCtrl)->ChangeValue(wxString(m_MapSettings["Preview"])); // reveal map wxDynamicCast(FindWindow(ID_MapReveal), wxCheckBox)->SetValue(wxString(m_MapSettings["RevealMap"]) == L"true"); - // game type / victory conditions - if (m_MapSettings["GameType"].defined()) - wxDynamicCast(FindWindow(ID_MapType), wxChoice)->SetStringSelection(wxString(m_MapSettings["GameType"])); - else - wxDynamicCast(FindWindow(ID_MapType), wxChoice)->SetSelection(0); + // victory conditions + m_MapSettingsVictoryConditions.clear(); + for (AtIter victoryCondition = m_MapSettings["VictoryConditions"]["item"]; victoryCondition.defined(); ++victoryCondition) + m_MapSettingsVictoryConditions.insert(std::wstring(victoryCondition)); + + wxWindow* window; +#define INIT_CHECKBOX(ID, mapSettings, value) \ + window = FindWindow(ID); \ + if (window != nullptr) \ + wxDynamicCast(window, wxCheckBox)->SetValue(mapSettings.count(value) != 0); + + INIT_CHECKBOX(ID_VC_Conquest, m_MapSettingsVictoryConditions, L"conquest"); + INIT_CHECKBOX(ID_VC_ConquestUnits, m_MapSettingsVictoryConditions, L"conquest_units"); + INIT_CHECKBOX(ID_VC_ConquestStructures, m_MapSettingsVictoryConditions, L"conquest_structures"); + INIT_CHECKBOX(ID_VC_CaptureTheRelic, m_MapSettingsVictoryConditions, L"capture_the_relic"); + INIT_CHECKBOX(ID_VC_Wonder, m_MapSettingsVictoryConditions, L"wonder"); + INIT_CHECKBOX(ID_VC_Regicide, m_MapSettingsVictoryConditions, L"regicide"); + OnConquestChanged(); // lock teams wxDynamicCast(FindWindow(ID_MapTeams), wxCheckBox)->SetValue(wxString(m_MapSettings["LockTeams"]) == L"true"); // keywords { m_MapSettingsKeywords.clear(); for (AtIter keyword = m_MapSettings["Keywords"]["item"]; keyword.defined(); ++keyword) m_MapSettingsKeywords.insert(std::wstring(keyword)); - wxDynamicCast(FindWindow(ID_MapKW_Demo), wxCheckBox)->SetValue(m_MapSettingsKeywords.count(L"demo") != 0); - wxDynamicCast(FindWindow(ID_MapKW_Naval), wxCheckBox)->SetValue(m_MapSettingsKeywords.count(L"naval") != 0); + INIT_CHECKBOX(ID_MapKW_Demo, m_MapSettingsKeywords, L"demo"); + INIT_CHECKBOX(ID_MapKW_Naval, m_MapSettingsKeywords, L"naval"); } + +#undef INIT_CHECKBOX } void MapSettingsControl::SetMapSettings(const AtObj& obj) { m_MapSettings = obj; m_MapSettings.NotifyObservers(); SendToEngine(); } +// TODO Use the json data for this +void MapSettingsControl::OnConquestChanged() +{ + bool conqestEnabled = wxDynamicCast(FindWindow(ID_VC_Conquest), wxCheckBox)->GetValue(); + + wxCheckBox* conquestUnitsCheckbox = wxDynamicCast(FindWindow(ID_VC_ConquestUnits), wxCheckBox); + conquestUnitsCheckbox->Enable(!conqestEnabled); + wxCheckBox* conquestStructuresCheckbox = wxDynamicCast(FindWindow(ID_VC_ConquestStructures), wxCheckBox); + conquestStructuresCheckbox->Enable(!conqestEnabled); + if (conqestEnabled) + { + conquestUnitsCheckbox->SetValue(false); + conquestStructuresCheckbox->SetValue(false); + } +} + AtObj MapSettingsControl::UpdateSettingsObject() { // map name m_MapSettings.set("Name", wxDynamicCast(FindWindow(ID_MapName), wxTextCtrl)->GetValue()); // map description m_MapSettings.set("Description", wxDynamicCast(FindWindow(ID_MapDescription), wxTextCtrl)->GetValue()); // map preview m_MapSettings.set("Preview", wxDynamicCast(FindWindow(ID_MapPreview), wxTextCtrl)->GetValue()); // reveal map m_MapSettings.setBool("RevealMap", wxDynamicCast(FindWindow(ID_MapReveal), wxCheckBox)->GetValue()); - // game type / victory conditions - m_MapSettings.set("GameType", wxDynamicCast(FindWindow(ID_MapType), wxChoice)->GetStringSelection()); + // victory conditions +#define INSERT_VICTORY_CONDITION_CHECKBOX(name, ID) \ + if (wxDynamicCast(FindWindow(ID), wxCheckBox)->GetValue()) \ + m_MapSettingsVictoryConditions.insert(name); \ + else \ + m_MapSettingsVictoryConditions.erase(name); + + INSERT_VICTORY_CONDITION_CHECKBOX(L"conquest", ID_VC_Conquest); + INSERT_VICTORY_CONDITION_CHECKBOX(L"conquest_units", ID_VC_ConquestUnits); + INSERT_VICTORY_CONDITION_CHECKBOX(L"conquest_structures", ID_VC_ConquestStructures); + INSERT_VICTORY_CONDITION_CHECKBOX(L"capture_the_relic", ID_VC_CaptureTheRelic); + INSERT_VICTORY_CONDITION_CHECKBOX(L"wonder", ID_VC_Wonder); + INSERT_VICTORY_CONDITION_CHECKBOX(L"regicide", ID_VC_Regicide); + +#undef INSERT_VICTORY_CONDITION_CHECKBOX + + AtObj victoryConditions; + victoryConditions.set("@array", L""); + for (std::set::iterator it = m_MapSettingsVictoryConditions.begin(); it != m_MapSettingsVictoryConditions.end(); ++it) + victoryConditions.add("item", it->c_str()); + m_MapSettings.set("VictoryConditions", victoryConditions); // keywords { if (wxDynamicCast(FindWindow(ID_MapKW_Demo), wxCheckBox)->GetValue()) m_MapSettingsKeywords.insert(L"demo"); else m_MapSettingsKeywords.erase(L"demo"); if (wxDynamicCast(FindWindow(ID_MapKW_Naval), wxCheckBox)->GetValue()) m_MapSettingsKeywords.insert(L"naval"); else m_MapSettingsKeywords.erase(L"naval"); AtObj keywords; keywords.set("@array", L""); for (std::set::iterator it = m_MapSettingsKeywords.begin(); it != m_MapSettingsKeywords.end(); ++it) keywords.add("item", it->c_str()); m_MapSettings.set("Keywords", keywords); } // teams locked m_MapSettings.setBool("LockTeams", wxDynamicCast(FindWindow(ID_MapTeams), wxCheckBox)->GetValue()); // default AI RNG seed m_MapSettings.setInt("AISeed", 0); return m_MapSettings; } void MapSettingsControl::SendToEngine() { UpdateSettingsObject(); std::string json = AtlasObject::SaveToJSON(m_MapSettings); // TODO: would be nice if we supported undo for settings changes POST_COMMAND(SetMapSettings, (json)); } MapSidebar::MapSidebar(ScenarioEditor& scenarioEditor, wxWindow* sidebarContainer, wxWindow* bottomBarContainer) : Sidebar(scenarioEditor, sidebarContainer, bottomBarContainer), m_SimState(SimInactive) { wxSizer* scrollSizer = new wxBoxSizer(wxVERTICAL); wxScrolledWindow* scrolledWindow = new wxScrolledWindow(this); scrolledWindow->SetScrollRate(10, 10); scrolledWindow->SetSizer(scrollSizer); m_MainSizer->Add(scrolledWindow, wxSizerFlags().Expand().Proportion(1)); m_MapSettingsCtrl = new MapSettingsControl(scrolledWindow, m_ScenarioEditor); scrollSizer->Add(m_MapSettingsCtrl, wxSizerFlags().Expand()); { ///////////////////////////////////////////////////////////////////////// // Random map settings wxStaticBoxSizer* sizer = new wxStaticBoxSizer(wxVERTICAL, scrolledWindow, _("Random map")); scrollSizer->Add(sizer, wxSizerFlags().Expand()); sizer->Add(new wxChoice(scrolledWindow, ID_RandomScript), wxSizerFlags().Expand()); sizer->AddSpacer(5); sizer->Add(new wxButton(scrolledWindow, ID_OpenPlayerPanel, _T("Change players")), wxSizerFlags().Expand()); sizer->AddSpacer(5); wxFlexGridSizer* gridSizer = new wxFlexGridSizer(2, 5, 5); gridSizer->AddGrowableCol(1); wxChoice* sizeChoice = new wxChoice(scrolledWindow, ID_RandomSize); gridSizer->Add(new wxStaticText(scrolledWindow, wxID_ANY, _("Map size")), wxSizerFlags().Align(wxALIGN_CENTER_VERTICAL | wxALIGN_RIGHT)); gridSizer->Add(sizeChoice, wxSizerFlags().Expand()); CREATE_CHECKBOX(scrolledWindow, gridSizer, "Nomad", "Place only some units instead of starting bases.", ID_RandomNomad); gridSizer->Add(new wxStaticText(scrolledWindow, wxID_ANY, _("Random seed")), wxSizerFlags().Align(wxALIGN_CENTER_VERTICAL | wxALIGN_RIGHT)); wxBoxSizer* seedSizer = new wxBoxSizer(wxHORIZONTAL); seedSizer->Add(Tooltipped(new wxTextCtrl(scrolledWindow, ID_RandomSeed, _T("0"), wxDefaultPosition, wxDefaultSize, 0, wxTextValidator(wxFILTER_NUMERIC)), _("Seed value for random map")), wxSizerFlags(1).Expand()); seedSizer->Add(Tooltipped(new wxButton(scrolledWindow, ID_RandomReseed, _("R"), wxDefaultPosition, wxSize(40, -1)), _("New random seed"))); gridSizer->Add(seedSizer, wxSizerFlags().Expand()); sizer->Add(gridSizer, wxSizerFlags().Expand()); sizer->AddSpacer(5); sizer->Add(Tooltipped(new wxButton(scrolledWindow, ID_RandomGenerate, _("Generate map")), _("Run selected random map script")), wxSizerFlags().Expand()); } { ///////////////////////////////////////////////////////////////////////// // Simulation buttons wxStaticBoxSizer* sizer = new wxStaticBoxSizer(wxVERTICAL, scrolledWindow, _("Simulation test")); scrollSizer->Add(sizer, wxSizerFlags().Expand().Border(wxTOP, 8)); wxGridSizer* gridSizer = new wxGridSizer(5); gridSizer->Add(Tooltipped(new wxButton(scrolledWindow, ID_SimPlay, _("Play"), wxDefaultPosition, wxSize(48, -1)), _("Run the simulation at normal speed")), wxSizerFlags().Expand()); gridSizer->Add(Tooltipped(new wxButton(scrolledWindow, ID_SimFast, _("Fast"), wxDefaultPosition, wxSize(48, -1)), _("Run the simulation at 8x speed")), wxSizerFlags().Expand()); gridSizer->Add(Tooltipped(new wxButton(scrolledWindow, ID_SimSlow, _("Slow"), wxDefaultPosition, wxSize(48, -1)), _("Run the simulation at 1/8x speed")), wxSizerFlags().Expand()); gridSizer->Add(Tooltipped(new wxButton(scrolledWindow, ID_SimPause, _("Pause"), wxDefaultPosition, wxSize(48, -1)), _("Pause the simulation")), wxSizerFlags().Expand()); gridSizer->Add(Tooltipped(new wxButton(scrolledWindow, ID_SimReset, _("Reset"), wxDefaultPosition, wxSize(48, -1)), _("Reset the editor to initial state")), wxSizerFlags().Expand()); sizer->Add(gridSizer, wxSizerFlags().Expand()); UpdateSimButtons(); } } void MapSidebar::OnCollapse(wxCollapsiblePaneEvent& WXUNUSED(evt)) { Freeze(); // Toggling the collapsing doesn't seem to update the sidebar layout // automatically, so do it explicitly here Layout(); Refresh(); // fixes repaint glitch on Windows Thaw(); } void MapSidebar::OnFirstDisplay() { // We do this here becase messages are used which requires simulation to be init'd m_MapSettingsCtrl->CreateWidgets(); m_MapSettingsCtrl->ReadFromEngine(); // Load the map sizes list AtlasMessage::qGetMapSizes qrySizes; qrySizes.Post(); AtObj sizes = AtlasObject::LoadFromJSON(*qrySizes.sizes); wxChoice* sizeChoice = wxDynamicCast(FindWindow(ID_RandomSize), wxChoice); for (AtIter s = sizes["Data"]["item"]; s.defined(); ++s) { long tiles = 0; wxString(s["Tiles"]).ToLong(&tiles); sizeChoice->Append(wxString(s["Name"]), (void*)(intptr_t)tiles); } sizeChoice->SetSelection(0); // Load the RMS script list AtlasMessage::qGetRMSData qry; qry.Post(); std::vector scripts = *qry.data; wxChoice* scriptChoice = wxDynamicCast(FindWindow(ID_RandomScript), wxChoice); scriptChoice->Clear(); for (size_t i = 0; i < scripts.size(); ++i) { AtObj data = AtlasObject::LoadFromJSON(scripts[i]); wxString name(data["settings"]["Name"]); if (!name.IsEmpty()) scriptChoice->Append(name, new AtObjClientData(*data["settings"])); } scriptChoice->SetSelection(0); Layout(); } void MapSidebar::OnMapReload() { m_MapSettingsCtrl->ReadFromEngine(); // Reset sim test buttons POST_MESSAGE(SimPlay, (0.f, false)); POST_MESSAGE(SimStopMusic, ()); POST_MESSAGE(GuiSwitchPage, (L"page_atlas.xml")); m_SimState = SimInactive; UpdateSimButtons(); } void MapSidebar::UpdateSimButtons() { wxButton* button; button = wxDynamicCast(FindWindow(ID_SimPlay), wxButton); wxCHECK(button, ); button->Enable(m_SimState != SimPlaying); button = wxDynamicCast(FindWindow(ID_SimFast), wxButton); wxCHECK(button, ); button->Enable(m_SimState != SimPlayingFast); button = wxDynamicCast(FindWindow(ID_SimSlow), wxButton); wxCHECK(button, ); button->Enable(m_SimState != SimPlayingSlow); button = wxDynamicCast(FindWindow(ID_SimPause), wxButton); wxCHECK(button, ); button->Enable(IsPlaying(m_SimState)); button = wxDynamicCast(FindWindow(ID_SimReset), wxButton); wxCHECK(button, ); button->Enable(m_SimState != SimInactive); } void MapSidebar::OnSimPlay(wxCommandEvent& event) { float speed = 1.f; int newState = SimPlaying; if (event.GetId() == ID_SimFast) { speed = 8.f; newState = SimPlayingFast; } else if (event.GetId() == ID_SimSlow) { speed = 0.125f; newState = SimPlayingSlow; } if (m_SimState == SimInactive) { // Force update of player settings POST_MESSAGE(LoadPlayerSettings, (false)); POST_MESSAGE(SimStateSave, (L"default")); POST_MESSAGE(GuiSwitchPage, (L"page_session.xml")); POST_MESSAGE(SimPlay, (speed, true)); m_SimState = newState; } else // paused or already playing at a different speed { POST_MESSAGE(SimPlay, (speed, true)); m_SimState = newState; } UpdateSimButtons(); } void MapSidebar::OnSimPause(wxCommandEvent& WXUNUSED(event)) { if (IsPlaying(m_SimState)) { POST_MESSAGE(SimPlay, (0.f, true)); m_SimState = SimPaused; } UpdateSimButtons(); } void MapSidebar::OnSimReset(wxCommandEvent& WXUNUSED(event)) { if (IsPlaying(m_SimState)) { POST_MESSAGE(SimPlay, (0.f, true)); POST_MESSAGE(SimStateRestore, (L"default")); POST_MESSAGE(SimStopMusic, ()); POST_MESSAGE(SimPlay, (0.f, false)); POST_MESSAGE(GuiSwitchPage, (L"page_atlas.xml")); m_SimState = SimInactive; } else if (m_SimState == SimPaused) { POST_MESSAGE(SimPlay, (0.f, true)); POST_MESSAGE(SimStateRestore, (L"default")); POST_MESSAGE(SimStopMusic, ()); POST_MESSAGE(SimPlay, (0.f, false)); POST_MESSAGE(GuiSwitchPage, (L"page_atlas.xml")); m_SimState = SimInactive; } UpdateSimButtons(); } void MapSidebar::OnRandomReseed(wxCommandEvent& WXUNUSED(evt)) { // Pick a shortish randomish value wxString seed; seed << (int)floor((rand() / (float)RAND_MAX) * 10000.f); wxDynamicCast(FindWindow(ID_RandomSeed), wxTextCtrl)->SetValue(seed); } void MapSidebar::OnRandomGenerate(wxCommandEvent& WXUNUSED(evt)) { if (m_ScenarioEditor.DiscardChangesDialog()) return; wxChoice* scriptChoice = wxDynamicCast(FindWindow(ID_RandomScript), wxChoice); if (scriptChoice->GetSelection() < 0) return; // TODO: this settings thing seems a bit of a mess, // since it's mixing data from three different sources AtObj settings = m_MapSettingsCtrl->UpdateSettingsObject(); AtObj scriptSettings = dynamic_cast(scriptChoice->GetClientObject(scriptChoice->GetSelection()))->GetValue(); settings.addOverlay(scriptSettings); wxChoice* sizeChoice = wxDynamicCast(FindWindow(ID_RandomSize), wxChoice); wxString size; size << (intptr_t)sizeChoice->GetClientData(sizeChoice->GetSelection()); settings.setInt("Size", wxAtoi(size)); settings.setBool("Nomad", wxDynamicCast(FindWindow(ID_RandomNomad), wxCheckBox)->GetValue()); settings.setInt("Seed", wxAtoi(wxDynamicCast(FindWindow(ID_RandomSeed), wxTextCtrl)->GetValue())); std::string json = AtlasObject::SaveToJSON(settings); wxBusyInfo busy(_("Generating map")); wxBusyCursor busyc; wxString scriptName(settings["Script"]); // Copy the old map settings, so we don't lose them if the map generation fails AtObj oldSettings = settings; AtlasMessage::qGenerateMap qry((std::wstring)scriptName.wc_str(), json); qry.Post(); if (qry.status < 0) { // Display error message and revert to old map settings wxLogError(_("Random map script '%ls' failed"), scriptName.wc_str()); m_MapSettingsCtrl->SetMapSettings(oldSettings); } m_ScenarioEditor.NotifyOnMapReload(); } void MapSidebar::OnOpenPlayerPanel(wxCommandEvent& WXUNUSED(evt)) { m_ScenarioEditor.SelectPage(_T("PlayerSidebar")); } BEGIN_EVENT_TABLE(MapSidebar, Sidebar) EVT_COLLAPSIBLEPANE_CHANGED(wxID_ANY, MapSidebar::OnCollapse) EVT_BUTTON(ID_SimPlay, MapSidebar::OnSimPlay) EVT_BUTTON(ID_SimFast, MapSidebar::OnSimPlay) EVT_BUTTON(ID_SimSlow, MapSidebar::OnSimPlay) EVT_BUTTON(ID_SimPause, MapSidebar::OnSimPause) EVT_BUTTON(ID_SimReset, MapSidebar::OnSimReset) EVT_BUTTON(ID_RandomReseed, MapSidebar::OnRandomReseed) EVT_BUTTON(ID_RandomGenerate, MapSidebar::OnRandomGenerate) EVT_BUTTON(ID_OpenPlayerPanel, MapSidebar::OnOpenPlayerPanel) END_EVENT_TABLE(); Index: ps/trunk/binaries/data/mods/public/gui/common/settings.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/common/settings.js (revision 21473) +++ ps/trunk/binaries/data/mods/public/gui/common/settings.js (revision 21474) @@ -1,438 +1,429 @@ /** * 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/"; /** * 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(), "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", true).filter(biomeID => biomeID != "defaultbiome").map(biomeID => { let description = Engine.ReadJSONFile(g_BiomesDirectory + biomeID + ".json").Description; return { "Id": biomeID, "Title": translateWithContext("biome definition", description.Title), "Description": description.Description ? translateWithContext("biome definition", description.Description) : "" }; }); } /** - * Loads available gametypes. + * Loads available victoryCondtions from json files. * * @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; + let victoryCondition = loadSettingValuesFile(subdir + victoryScriptName + ".json"); + if (victoryCondition) + victoryCondition.Name = victoryScriptName; + return victoryCondition; }); - if (victoryConditions.some(vc => vc == undefined)) + if (victoryConditions.some(victoryCondition => victoryCondition == 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" + * @param {string} victoryConditionName - For example "conquest". * @returns {string} */ -function translateVictoryCondition(gameType) +function translateVictoryCondition(victoryConditionName) { - let victoryCondition = g_Settings.VictoryConditions.find(vc => vc.Name == gameType); - return victoryCondition ? victoryCondition.Title : translateWithContext("victory condition", "Unknown"); + let victoryCondition = g_Settings.VictoryConditions.find(victoryCondition => victoryCondition.Name == victoryConditionName); + return victoryCondition ? victoryCondition.Title : translate("Unknown Victory Condition"); } Index: ps/trunk/binaries/data/mods/public/gui/gamesetup/gamesetup.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/gamesetup/gamesetup.js (revision 21473) +++ ps/trunk/binaries/data/mods/public/gui/gamesetup/gamesetup.js (revision 21474) @@ -1,2703 +1,2712 @@ 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); +const g_VictoryConditions = g_Settings && g_Settings.VictoryConditions; + 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); /** * Store civilization code and page (structree or history) opened in civilization info. */ var g_CivInfo = { "code": "", "page": "page_civinfo.xml" }; /** * 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; /** * 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 = []; /** * Minimum amount of pixels required for the chat panel to be visible. */ var g_MinChatWidth = 96; /** * Horizontal space between chat window and settings. */ var g_ChatSettingsMargin = 10; /** * 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; /** * Horizontal space between tab buttons and lobby button. */ var g_LobbyButtonSpacing = 8; /** * Vertical size of a tab button. */ var g_TabButtonHeight = 30; /** * Vertical space between two tab buttons. */ var g_TabButtonDist = 4; /** * Vertical size of a setting object. */ var g_SettingHeight = 32; /** * Vertical space between two setting objects. */ var g_SettingDist = 2; /** * Maximum width of a column in the settings panel. */ var g_MaxColumnWidth = 470; /** * Pixels per millisecond the settings panel slides when opening/closing. */ var g_SlideSpeed = 1.2; /** * Store last tick time. */ var g_LastTickTime = Date.now(); /** * Order in which the GUI elements will be shown. * All valid settings are required to appear here. */ var g_SettingsTabsGUI = [ { "label": translateWithContext("Match settings tab name", "Map"), "settings": [ "mapType", "mapFilter", "mapSelection", "mapSize", "biome", "nomad", "triggerDifficulty", "disableTreasures", "exploreMap", "revealMap" ] }, { "label": translateWithContext("Match settings tab name", "Player"), "settings": [ "numPlayers", "populationCap", "startingResources", "disableSpies", "enableCheats" ] }, { "label": translateWithContext("Match settings tab name", "Game Type"), "settings": [ - "victoryCondition", + ...g_VictoryConditions.map(victoryCondition => victoryCondition.Name), "relicCount", "relicDuration", "wonderDuration", "regicideGarrison", "gameSpeed", "ceasefire", "lockTeams", "lastManStanding", "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 - Settings 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", + "hidden": () => g_GameAttributes.settings.VictoryConditions.indexOf("capture_the_relic") == -1, "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", + "hidden": () => g_GameAttributes.settings.VictoryConditions.indexOf("capture_the_relic") == -1, "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", + "hidden": () => g_GameAttributes.settings.VictoryConditions.indexOf("wonder") == -1, "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 = { +var g_Checkboxes = Object.assign( + {}, + g_VictoryConditions.reduce((obj, victoryCondition) => { + obj[victoryCondition.Name] = { + "title": () => victoryCondition.Title, + "tooltip": () => victoryCondition.Description, + // Defaults are set in supplementDefault directly from g_VictoryConditions since we use an array + "defined": () => true, + "get": () => g_GameAttributes.settings.VictoryConditions.indexOf(victoryCondition.Name) != -1, + "set": checked => { + if (checked) + { + g_GameAttributes.settings.VictoryConditions.push(victoryCondition.Name); + if (victoryCondition.Set) + for (let setting in victoryCondition.ChangeWhenChecked) + g_Checkboxes[setting].set(victoryCondition.ChangeOnChecked[setting]); + } + else + g_GameAttributes.settings.VictoryConditions = g_GameAttributes.settings.VictoryConditions.filter(victoryConditionName => victoryConditionName != victoryCondition.Name); + }, + "enabled": () => + g_GameAttributes.mapType != "scenario" && + (!victoryCondition.DisabledWhenChecked || + victoryCondition.DisabledWhenChecked.every(victoryConditionName => g_GameAttributes.settings.VictoryConditions.indexOf(victoryConditionName) == -1)) + }; + return obj; + }, {}), + { "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", + "hidden": () => g_GameAttributes.settings.VictoryConditions.indexOf("regicide") == -1, "enabled": () => g_GameAttributes.mapType != "scenario", "initOrder": 1000 }, "nomad": { "title": () => translate("Nomad"), "tooltip": () => translate("In Nomad mode, players start with only few units and have to find a suitable place to build their city. Ceasefire is recommended."), "default": () => false, "defined": () => g_GameAttributes.settings.Nomad !== undefined, "get": () => g_GameAttributes.settings.Nomad, "set": checked => { g_GameAttributes.settings.Nomad = checked; }, "hidden": () => g_GameAttributes.mapType != "random", "initOrder": 1000 }, "revealMap": { "title": () => // Translation: Make sure to differentiate between the revealed map and explored map settings! translate("Revealed Map"), "tooltip": // Translation: Make sure to differentiate between the revealed map and explored map settings! () => 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 settings! () => translate("Explored Map"), "tooltip": // Translation: Make sure to differentiate between the revealed map and explored map settings! () => 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": () => { if (!g_IsNetworked) return true; let size = Engine.GetGUIObjectByName("chatPanel").getComputedSize(); return size.right - size.left < g_MinChatWidth; }, }, "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, }, "lobbyButton": { "onPress": () => function() { if (Engine.HasXmppClient()) Engine.PushGuiPage("page_lobby.xml", { "dialog": true }); }, "hidden": () => !Engine.HasXmppClient() }, "spTips": { "hidden": () => { let settingsPanel = Engine.GetGUIObjectByName("settingsPanel"); let spTips = Engine.GetGUIObjectByName("spTips"); return g_IsNetworked || Engine.ConfigDB_GetValue("user", "gui.gamesetup.enabletips") !== "true" || spTips.size.right > settingsPanel.getComputedSize().left; } } }; /** * 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) saveSettingAndWriteToUserConfig("playername.singleplayer", singleplayerName()); initDefaults(); supplementDefaults(); setTimeout(displayGamestateNotifications, 1000); Engine.GetGUIObjectByName("civInfoButton").tooltip = sprintf( translate("%(hotkey_civinfo)s / %(hotkey_structree)s: View History / Structure Tree\nLast opened will be reopened on click."), { "hotkey_civinfo": colorizeHotkey("%(hotkey)s", "civinfo"), "hotkey_structree": colorizeHotkey("%(hotkey)s", "structree") }); } 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() { + g_GameAttributes.settings.VictoryConditions = g_GameAttributes.settings.VictoryConditions || + g_VictoryConditions.filter(victoryCondition => !!victoryCondition.Default).map(victoryCondition => victoryCondition.Name); + 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() { for (let tab in g_SettingsTabsGUI) g_SettingsTabsGUI[tab].tooltip = sprintf(translate("Toggle the %(name)s settings tab."), { "name": g_SettingsTabsGUI[tab].label }) + colorizeHotkey("\n" + translate("Use %(hotkey)s to move a settings tab down."), "tab.next") + colorizeHotkey("\n" + translate("Use %(hotkey)s to move a settings tab up."), "tab.prev"); // 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 settings in an arbitrary order for (let setting of Object.keys(initOrder).sort((a, b) => initOrder[a] - initOrder[b])) if (g_Dropdowns[setting]) initDropdown(setting); else if (g_Checkboxes[setting]) initCheckbox(setting); else warn('The setting "' + setting + '" is not defined.'); for (let dropdown in g_PlayerDropdowns) initPlayerDropdowns(dropdown); let settingTabButtons = Engine.GetGUIObjectByName("settingTabButtons"); let settingTabButtonsSize = settingTabButtons.size; settingTabButtonsSize.bottom = settingTabButtonsSize.top + g_SettingsTabsGUI.length * (g_TabButtonHeight + g_TabButtonDist); settingTabButtonsSize.right = g_MiscControls.lobbyButton.hidden() ? settingTabButtonsSize.right : Engine.GetGUIObjectByName("lobbyButton").size.left - g_LobbyButtonSpacing; settingTabButtons.size = settingTabButtonsSize; let settingTabButtonsBackground = Engine.GetGUIObjectByName("settingTabButtonsBackground"); settingTabButtonsBackground.size = settingTabButtonsSize; let gameDescription = Engine.GetGUIObjectByName("mapInfoDescriptionFrame"); let gameDescriptionSize = gameDescription.size; gameDescriptionSize.top = settingTabButtonsSize.bottom + 3; gameDescription.size = gameDescriptionSize; placeTabButtons( g_SettingsTabsGUI, g_TabButtonHeight, g_TabButtonDist, category => { selectPanel(category == g_TabCategorySelected ? undefined : category); }, () => { updateGUIObjects(); Engine.GetGUIObjectByName("settingsPanel").hidden = false; }); 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(); } /** * Slide settings panel. * @param {number} dt - Time in milliseconds since last call. */ function updateSettingsPanelPosition(dt) { let slideSpeed = Engine.ConfigDB_GetValue("user", "gui.gamesetup.settingsslide") == "true" ? g_SlideSpeed : Infinity; let settingsPanel = Engine.GetGUIObjectByName("settingsPanel"); let rightBorder = Engine.GetGUIObjectByName("settingTabButtons").size.left; let offset = 0; if (g_TabCategorySelected === undefined) { let maxOffset = rightBorder - settingsPanel.size.left; if (maxOffset > 0) offset = Math.min(slideSpeed * dt, maxOffset); } else if (rightBorder > settingsPanel.size.right) offset = Math.min(slideSpeed * dt, rightBorder - settingsPanel.size.right); else { let maxOffset = settingsPanel.size.right - rightBorder; if (maxOffset > 0) offset = -Math.min(slideSpeed * dt, maxOffset); } let size = settingsPanel.size; size.left += offset; size.right += offset; settingsPanel.size = size; let settingsBackground = Engine.GetGUIObjectByName("settingsBackground"); let backgroundSize = settingsBackground.size; backgroundSize.left = size.left; settingsBackground.size = backgroundSize; let chatPanel = Engine.GetGUIObjectByName("chatPanel"); let chatSize = chatPanel.size; chatSize.right = size.left - g_ChatSettingsMargin; chatPanel.size = chatSize; chatPanel.hidden = g_MiscControls.chatPanel.hidden(); let spTips = Engine.GetGUIObjectByName("spTips"); spTips.hidden = g_MiscControls.spTips.hidden(); } function hideLoadingWindow() { let loadingWindow = Engine.GetGUIObjectByName("loadingWindow"); if (loadingWindow.hidden) return; loadingWindow.hidden = true; Engine.GetGUIObjectByName("setupWindow").hidden = false; if (!Engine.GetGUIObjectByName("chatPanel").hidden) Engine.GetGUIObjectByName("chatInput").focus(); } /** * Settings under the settings tabs use a generic name. * Player settings use custom names. */ function getGUIObjectNameFromSetting(setting) { let idxOffset = 0; for (let category of g_SettingsTabsGUI) { let idx = category.settings.indexOf(setting); if (idx != -1) return [ "setting", g_Dropdowns[setting] ? "Dropdown" : "Checkbox", "[" + (idx + idxOffset) + "]" ]; idxOffset += category.settings.length; } // Assume there is a GUI object with exactly that setting name return [setting, "", ""]; } 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")); } /** * Distribute the currently visible settings over the settings panel. * First calculate the number of columns required, then place the objects. */ function distributeSettings() { let setupWindowSize = Engine.GetGUIObjectByName("setupWindow").getComputedSize(); let columnWidth = Math.min( g_MaxColumnWidth, (setupWindowSize.right - setupWindowSize.left + Engine.GetGUIObjectByName("settingTabButtons").size.left) / 2); let settingsPanel = Engine.GetGUIObjectByName("settingsPanel"); let actualSettingsPanelSize = settingsPanel.getComputedSize(); let maxPerColumn = Math.floor((actualSettingsPanelSize.bottom - actualSettingsPanelSize.top) / g_SettingHeight); let childCount = settingsPanel.children.filter(child => !child.hidden).length; let perColumn = childCount / Math.ceil(childCount / maxPerColumn); let yPos = g_SettingDist; let column = 0; let thisColumn = 0; let settingsPanelSize = settingsPanel.size; for (let child of settingsPanel.children) { if (child.hidden) continue; if (thisColumn >= perColumn) { yPos = g_SettingDist; ++column; thisColumn = 0; } let childSize = child.size; child.size = new GUISize( column * columnWidth, yPos, column * columnWidth + columnWidth - 10, yPos + g_SettingHeight - g_SettingDist); yPos += g_SettingHeight; ++thisColumn; } settingsPanelSize.right = settingsPanelSize.left + (column + 1) * columnWidth; settingsPanel.size = settingsPanelSize; } /** * 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 (typeof g_GameAttributes.settings.SupportedBiomes == "string") biomeList = g_Settings.Biomes.filter(biome => biome.Id.startsWith(g_GameAttributes.settings.SupportedBiomes)); 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"); updateGUIDropdown("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.Title, "Description": diff.Tooltip, "Default": diff.Name == g_GameAttributes.settings.SupportedTriggerDifficulties.Default }))); initDropdown("triggerDifficulty"); updateGUIDropdown("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(); 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", { "dialog": false }); } 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(); let now = Date.now(); let tickLength = now - g_LastTickTime; g_LastTickTime = now; updateSettingsPanelPosition(tickLength); } /** * 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", "SupportedTriggerDifficulties", "TriggerDifficulty"]) g_GameAttributes.settings[prop] = undefined; let mapData = loadMapData(name); let mapSettings = mapData && mapData.settings ? clone(mapData.settings) : {}; if (g_GameAttributes.mapType != "random") - { delete g_GameAttributes.settings.Nomad; - 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]; 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 hidden = indexHidden || obj.hidden && obj.hidden(playerIdx); let selected = hidden ? -1 : dropdown.list_data.indexOf(String(obj.get(playerIdx))); let enabled = !indexHidden && (!obj.enabled || obj.enabled(playerIdx)); dropdown.enabled = g_IsController && enabled; 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(translateWithContext("Title for specific setting", "%(setting)s:"), { "setting": obj.title(playerIdx) }); if (label && !indexHidden) { label.hidden = g_IsController && enabled || hidden; label.caption = selected == -1 ? translateWithContext("settings 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 = g_IsController && 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("%(setting)s:"), { "setting": 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( typeof g_GameAttributes.settings.SupportedBiomes == "string" ? g_BiomeList.Id.slice(1).filter(biomeID => biomeID.startsWith(g_GameAttributes.settings.SupportedBiomes)) : g_GameAttributes.settings.SupportedBiomes); + g_GameAttributes.settings.VictoryScripts = g_GameAttributes.settings.VictoryConditions.reduce( + (scripts, victoryConditionName) => scripts.concat(g_VictoryConditions[g_VictoryConditions.map(data => + data.Name).indexOf(victoryConditionName)].Scripts.filter(script => scripts.indexOf(script) == -1)), + []); + 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(); reloadMapSpecific(); reloadGameSpeedChoices(); reloadPlayerAssignmentChoices(); // Hide exceeding dropdowns and checkboxes for (let setting of Engine.GetGUIObjectByName("settingsPanel").children) setting.hidden = true; // Show the relevant ones if (g_TabCategorySelected !== undefined) { for (let name in g_Dropdowns) if (g_SettingsTabsGUI[g_TabCategorySelected].settings.indexOf(name) != -1) updateGUIDropdown(name); for (let name in g_Checkboxes) if (g_SettingsTabsGUI[g_TabCategorySelected].settings.indexOf(name) != -1) 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(); distributeSettings(); 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 chatInput = Engine.GetGUIObjectByName("chatInput"); let text = chatInput.caption; if (!text.length) return; chatInput.caption = ""; if (!executeNetworkCommand(text)) Engine.SendNetworkChat(text); chatInput.focus(); } 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 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": Engine.LobbyGetNick(), "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, + "victoryConditions": g_GameAttributes.settings.VictoryConditions.join(","), "nbp": clients.connectedPlayers, "maxnbp": g_GameAttributes.settings.PlayerData.length, "players": clients.list, "stunIP": g_StunEndpoint ? g_StunEndpoint.ip : "", "stunPort": g_StunEndpoint ? g_StunEndpoint.port : "", "mods": JSON.stringify(Engine.GetEngineInfo().mods), }; // 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]), []); } function storeCivInfoPage(data) { g_CivInfo.code = data.civ; g_CivInfo.page = data.page; } Index: ps/trunk/binaries/data/mods/public/gui/loadgame/load.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/loadgame/load.js (revision 21473) +++ ps/trunk/binaries/data/mods/public/gui/loadgame/load.js (revision 21474) @@ -1,203 +1,203 @@ var g_SavedGamesMetadata = []; /** * Needed for formatPlayerInfo to show the player civs in the details. */ const g_CivData = loadCivData(false, false); function init() { let savedGames = Engine.GetSavedGames(); // Get current game version and loaded mods let engineInfo = Engine.GetEngineInfo(); if (Engine.GetGUIObjectByName("compatibilityFilter").checked) savedGames = savedGames.filter(game => isCompatibleSavegame(game.metadata, engineInfo)); let gameSelection = Engine.GetGUIObjectByName("gameSelection"); gameSelection.enabled = !!savedGames.length; Engine.GetGUIObjectByName("gameSelectionFeedback").hidden = !!savedGames.length; let selectedGameId = gameSelection.list_data[gameSelection.selected]; // Save metadata for the detailed view g_SavedGamesMetadata = savedGames.map(game => { game.metadata.id = game.id; return game.metadata; }); let sortKey = gameSelection.selected_column; let sortOrder = gameSelection.selected_column_order; g_SavedGamesMetadata = g_SavedGamesMetadata.sort((a, b) => { let cmpA, cmpB; switch (sortKey) { case 'date': cmpA = +a.time; cmpB = +b.time; break; case 'mapName': cmpA = translate(a.initAttributes.settings.Name); cmpB = translate(b.initAttributes.settings.Name); break; case 'mapType': cmpA = translateMapType(a.initAttributes.mapType); cmpB = translateMapType(b.initAttributes.mapType); break; case 'description': cmpA = a.description; cmpB = b.description; break; } if (cmpA < cmpB) return -sortOrder; else if (cmpA > cmpB) return +sortOrder; return 0; }); let list = g_SavedGamesMetadata.map(metadata => { let isCompatible = isCompatibleSavegame(metadata, engineInfo); return { "date": generateSavegameDateString(metadata, engineInfo), "mapName": compatibilityColor(translate(metadata.initAttributes.settings.Name), isCompatible), "mapType": compatibilityColor(translateMapType(metadata.initAttributes.mapType), isCompatible), "description": compatibilityColor(metadata.description, isCompatible) }; }); if (list.length) list = prepareForDropdown(list); gameSelection.list_date = list.date || []; gameSelection.list_mapName = list.mapName || []; gameSelection.list_mapType = list.mapType || []; gameSelection.list_description = list.description || []; // Change these last, otherwise crash // list strings used in the delete dialog gameSelection.list = g_SavedGamesMetadata.map(metadata => generateSavegameLabel(metadata, engineInfo)); gameSelection.list_data = g_SavedGamesMetadata.map(metadata => metadata.id); let selectedGameIndex = g_SavedGamesMetadata.findIndex(metadata => metadata.id == selectedGameId); if (selectedGameIndex != -1) gameSelection.selected = selectedGameIndex; else if (gameSelection.selected >= g_SavedGamesMetadata.length) // happens when deleting the last saved game gameSelection.selected = g_SavedGamesMetadata.length - 1; else if (gameSelection.selected == -1 && g_SavedGamesMetadata.length) gameSelection.selected = 0; selectionChanged(); Engine.GetGUIObjectByName("deleteGameButton").tooltip = deleteTooltip(); } function selectionChanged() { let metadata = g_SavedGamesMetadata[Engine.GetGUIObjectByName("gameSelection").selected]; Engine.GetGUIObjectByName("invalidGame").hidden = !!metadata; Engine.GetGUIObjectByName("validGame").hidden = !metadata; Engine.GetGUIObjectByName("loadGameButton").enabled = !!metadata; Engine.GetGUIObjectByName("deleteGameButton").enabled = !!metadata; if (!metadata) return; Engine.GetGUIObjectByName("savedMapName").caption = translate(metadata.initAttributes.settings.Name); let mapData = getMapDescriptionAndPreview(metadata.initAttributes.mapType, metadata.initAttributes.map); setMapPreviewImage("savedInfoPreview", mapData.preview); Engine.GetGUIObjectByName("savedPlayers").caption = metadata.initAttributes.settings.PlayerData.length - 1; Engine.GetGUIObjectByName("savedPlayedTime").caption = timeToString(metadata.gui.timeElapsed ? metadata.gui.timeElapsed : 0); Engine.GetGUIObjectByName("savedMapType").caption = translateMapType(metadata.initAttributes.mapType); Engine.GetGUIObjectByName("savedMapSize").caption = translateMapSize(metadata.initAttributes.settings.Size); - Engine.GetGUIObjectByName("savedVictory").caption = translateVictoryCondition(metadata.initAttributes.settings.GameType); + Engine.GetGUIObjectByName("savedVictory").caption = metadata.initAttributes.settings.VictoryConditions.map(victoryConditionName => translateVictoryCondition(victoryConditionName)).join(translate(", ")); let caption = sprintf(translate("Mods: %(mods)s"), { "mods": modsToString(metadata.mods) }); if (!hasSameMods(metadata.mods, Engine.GetEngineInfo().mods)) caption = coloredText(caption, "orange"); Engine.GetGUIObjectByName("savedMods").caption = caption; Engine.GetGUIObjectByName("savedPlayersNames").caption = formatPlayerInfo( metadata.initAttributes.settings.PlayerData, metadata.gui.states ); } function loadGame() { let gameSelection = Engine.GetGUIObjectByName("gameSelection"); let gameId = gameSelection.list_data[gameSelection.selected]; let metadata = g_SavedGamesMetadata[gameSelection.selected]; // Check compatibility before really loading it let engineInfo = Engine.GetEngineInfo(); let sameMods = hasSameMods(metadata.mods, engineInfo.mods); let sameEngineVersion = hasSameEngineVersion(metadata, engineInfo); if (sameEngineVersion && sameMods) { reallyLoadGame(gameId); return; } // Version not compatible ... ask for confirmation let message = ""; if (!sameEngineVersion) if (metadata.engine_version) message += sprintf(translate("This savegame needs 0 A.D. version %(requiredVersion)s, while you are running version %(currentVersion)s."), { "requiredVersion": metadata.engine_version, "currentVersion": engineInfo.engine_version }) + "\n"; else message += translate("This savegame needs an older version of 0 A.D.") + "\n"; if (!sameMods) { if (!metadata.mods) metadata.mods = []; message += translate("This savegame needs a different sequence of mods:") + "\n" + comparedModsString(metadata.mods, engineInfo.mods) + "\n"; } message += translate("Do you still want to proceed?"); messageBox( 500, 250, message, translate("Warning"), [translate("No"), translate("Yes")], [init, function(){ reallyLoadGame(gameId); }] ); } function reallyLoadGame(gameId) { let metadata = Engine.StartSavedGame(gameId); if (!metadata) { // Probably the file wasn't found // Show error and refresh saved game list error("Could not load saved game: " + gameId); init(); return; } let pData = metadata.initAttributes.settings.PlayerData[metadata.playerID]; Engine.SwitchGuiPage("page_loading.xml", { "attribs": metadata.initAttributes, "isNetworked": false, "playerAssignments": { "local": { "name": pData ? pData.Name : singleplayerName(), "player": metadata.playerID } }, "savedGUIData": metadata.gui }); } Index: ps/trunk/binaries/data/mods/public/gui/loadgame/load.xml =================================================================== --- ps/trunk/binaries/data/mods/public/gui/loadgame/load.xml (revision 21473) +++ ps/trunk/binaries/data/mods/public/gui/loadgame/load.xml (revision 21474) @@ -1,117 +1,117 @@