Index: ps/trunk/binaries/data/mods/public/gui/session/trade_window.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/gui/session/trade_window.xml (revision 23071)
+++ ps/trunk/binaries/data/mods/public/gui/session/trade_window.xml (nonexistent)
@@ -1,112 +0,0 @@
-
-
-
Property changes on: ps/trunk/binaries/data/mods/public/gui/session/trade_window.xml
___________________________________________________________________
Deleted: svn:eol-style
## -1 +0,0 ##
-native
\ No newline at end of property
Deleted: svn:mime-type
## -1 +0,0 ##
-text/xml
\ No newline at end of property
Index: ps/trunk/binaries/data/mods/public/gui/session/hotkeys/misc.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/gui/session/hotkeys/misc.xml (revision 23071)
+++ ps/trunk/binaries/data/mods/public/gui/session/hotkeys/misc.xml (revision 23072)
@@ -1,118 +1,106 @@
closeOpenDialogs();
toggleGUI();
toggleMenu();
toggleTutorial();
openGameSummary();
openStrucTree("page_civinfo.xml");
openStrucTree("page_structree.xml");
toggleConfigBool("silhouettes");
var newSetting = !Engine.Renderer_GetShowSkyEnabled();
Engine.Renderer_SetShowSkyEnabled(newSetting);
togglePause();
Engine.QuickSave(getSavedGameData());
Engine.QuickLoad();
performCommand(g_Selection.toList().map(ent => GetEntityState(ent)), "delete");
unloadAll();
stopUnits(g_Selection.toList());
backToWork();
updateSelectionDetails();
updateSelectionDetails();
-
-
- updateSelectionDetails();
- updateBarterButtons();
-
-
-
- updateSelectionDetails();
- updateBarterButtons();
-
-
-
findIdleUnit(g_MilitaryTypes);
findIdleUnit(["!Domestic"]);
clearSelection();
toggleRangeOverlay("Attack");
toggleRangeOverlay("Auras");
toggleRangeOverlay("Heal");
g_ShowAllStatusBars = !g_ShowAllStatusBars;
recalculateStatusBarDisplay();
Index: ps/trunk/binaries/data/mods/public/gui/session/menu.js
===================================================================
--- ps/trunk/binaries/data/mods/public/gui/session/menu.js (revision 23071)
+++ ps/trunk/binaries/data/mods/public/gui/session/menu.js (revision 23072)
@@ -1,871 +1,442 @@
// Menu / panel border size
var MARGIN = 4;
// Includes the main menu button
const NUM_BUTTONS = 10;
// Regular menu buttons
var BUTTON_HEIGHT = 32;
// The position where the bottom of the menu will end up (currently 228)
const END_MENU_POSITION = (BUTTON_HEIGHT * NUM_BUTTONS) + MARGIN;
// Menu starting position: bottom
const MENU_BOTTOM = 0;
// Menu starting position: top
const MENU_TOP = MENU_BOTTOM - END_MENU_POSITION;
// Number of pixels per millisecond to move
var MENU_SPEED = 1.2;
-// Trade menu: step for probability changes
-var STEP = 5;
-
-// Shown in the trade dialog.
-var g_IdleTraderTextColor = "orange";
-
/**
* Store civilization code and page (structree or history) opened in civilization info.
*/
var g_CivInfo = {
"civ": "",
"page": "page_structree.xml"
};
-/**
- * The barter constants should match with the simulation
- * Quantity of goods to sell per click.
- */
-const g_BarterResourceSellQuantity = 100;
-
-/**
- * Multiplier to be applied when holding the massbarter hotkey.
- */
-const g_BarterMultiplier = 5;
-
-/**
- * Barter actions, as mapped to the names of GUI Buttons.
- */
-const g_BarterActions = ["Buy", "Sell"];
-
-/**
- * Currently selected resource type to sell in the barter GUI.
- */
-var g_BarterSell;
-
var g_IsMenuOpen = false;
-var g_IsTradeOpen = false;
var g_IsObjectivesOpen = false;
/**
* Remember last viewed summary panel and charts.
*/
var g_SummarySelectedData;
function initMenu()
{
Engine.GetGUIObjectByName("menu").size = "100%-164 " + MENU_TOP + " 100% " + MENU_BOTTOM;
// TODO: Atlas should pass g_GameAttributes.settings
for (let button of ["menuExitButton", "summaryButton", "objectivesButton"])
Engine.GetGUIObjectByName(button).enabled = !Engine.IsAtlasRunning();
}
function updateMenuPosition(dt)
{
let menu = Engine.GetGUIObjectByName("menu");
let maxOffset = g_IsMenuOpen ?
END_MENU_POSITION - menu.size.bottom :
menu.size.top - MENU_TOP;
if (maxOffset <= 0)
return;
let offset = Math.min(MENU_SPEED * dt, maxOffset) * (g_IsMenuOpen ? +1 : -1);
let size = menu.size;
size.top += offset;
size.bottom += offset;
menu.size = size;
}
// Opens the menu by revealing the screen which contains the menu
function openMenu()
{
g_IsMenuOpen = true;
}
// Closes the menu and resets position
function closeMenu()
{
g_IsMenuOpen = false;
}
function toggleMenu()
{
g_IsMenuOpen = !g_IsMenuOpen;
}
function optionsMenuButton()
{
closeOpenDialogs();
openOptions();
}
function lobbyDialogButton()
{
if (!Engine.HasXmppClient())
return;
closeOpenDialogs();
Engine.PushGuiPage("page_lobby.xml", { "dialog": true });
}
function chatMenuButton()
{
g_Chat.openPage();
}
function resignMenuButton()
{
closeOpenDialogs();
pauseGame();
messageBox(
400, 200,
translate("Are you sure you want to resign?"),
translate("Confirmation"),
[translate("No"), translate("Yes")],
[resumeGame, resignGame]
);
}
function exitMenuButton()
{
closeOpenDialogs();
pauseGame();
let messageTypes = {
"host": {
"caption": translate("Are you sure you want to quit? Leaving will disconnect all other players."),
"buttons": [resumeGame, leaveGame]
},
"client": {
"caption": translate("Are you sure you want to quit?"),
"buttons": [resumeGame, resignQuestion]
},
"singleplayer": {
"caption": translate("Are you sure you want to quit?"),
"buttons": [resumeGame, leaveGame]
}
};
let messageType = g_IsNetworked && g_IsController ? "host" :
(g_IsNetworked && !g_IsObserver ? "client" : "singleplayer");
messageBox(
400, 200,
messageTypes[messageType].caption,
translate("Confirmation"),
[translate("No"), translate("Yes")],
messageTypes[messageType].buttons
);
}
function resignQuestion()
{
messageBox(
400, 200,
translate("Do you want to resign or will you return soon?"),
translate("Confirmation"),
[translate("I will return"), translate("I resign")],
[leaveGame, resignGame],
[true, false]
);
}
function openDeleteDialog(selection)
{
closeOpenDialogs();
let deleteSelectedEntities = function(selectionArg)
{
Engine.PostNetworkCommand({
"type": "delete-entities",
"entities": selectionArg
});
};
messageBox(
400, 200,
translate("Destroy everything currently selected?"),
translate("Delete"),
[translate("No"), translate("Yes")],
[resumeGame, deleteSelectedEntities],
[null, selection]
);
}
function openSave()
{
closeOpenDialogs();
pauseGame();
Engine.PushGuiPage(
"page_loadgame.xml",
{ "savedGameData": getSavedGameData() },
resumeGame);
}
function openOptions()
{
closeOpenDialogs();
pauseGame();
Engine.PushGuiPage(
"page_options.xml",
{},
callbackFunctionNames => {
for (let functionName of callbackFunctionNames)
if (global[functionName])
global[functionName]();
resumeGame();
});
}
-function resizeTradeDialog()
-{
- let dialog = Engine.GetGUIObjectByName("tradeDialogPanel");
- let size = dialog.size;
- let width = size.right - size.left;
-
- let resTradCodesLength = g_ResourceData.GetTradableCodes().length;
- Engine.GetGUIObjectByName("tradeDialogPanelTrade").hidden = !resTradCodesLength;
-
- let resBarterCodesLength = g_ResourceData.GetBarterableCodes().length;
- Engine.GetGUIObjectByName("tradeDialogPanelBarter").hidden = !resBarterCodesLength;
-
- let tradeSize = Engine.GetGUIObjectByName("tradeResource[0]").size;
- let length = Math.max(resTradCodesLength, resBarterCodesLength);
- width += length * (tradeSize.right - tradeSize.left);
-
- size.left = -width / 2;
- size.right = width / 2;
- dialog.size = size;
-}
-
-function openTrade()
-{
- closeOpenDialogs();
-
- if (g_ViewedPlayer < 1)
- return;
-
- g_IsTradeOpen = true;
-
- let proba = Engine.GuiInterfaceCall("GetTradingGoods", g_ViewedPlayer);
- let button = {};
- let resTradeCodes = g_ResourceData.GetTradableCodes();
- let resBarterCodes = g_ResourceData.GetBarterableCodes();
- let currTradeSelection = resTradeCodes[0];
-
- let updateTradeButtons = function()
- {
- for (let res in button)
- {
- button[res].label.caption = proba[res] + "%";
-
- button[res].sel.hidden = !controlsPlayer(g_ViewedPlayer) || res != currTradeSelection;
- button[res].up.hidden = !controlsPlayer(g_ViewedPlayer) || res == currTradeSelection || proba[res] == 100 || proba[currTradeSelection] == 0;
- button[res].dn.hidden = !controlsPlayer(g_ViewedPlayer) || res == currTradeSelection || proba[res] == 0 || proba[currTradeSelection] == 100;
- }
- };
-
- hideRemaining("tradeResources", resTradeCodes.length);
- Engine.GetGUIObjectByName("tradeHelp").hidden = false;
-
-
- for (let i = 0; i < resBarterCodes.length; ++i)
- {
- let resBarterCode = resBarterCodes[i];
-
- let barterResource = Engine.GetGUIObjectByName("barterResource[" + i + "]");
- if (!barterResource)
- {
- warn("Current GUI limits prevent displaying more than " + i + " resources in the barter dialog!");
- break;
- }
-
- barterOpenCommon(resBarterCode, i, "barter");
- setPanelObjectPosition(barterResource, i, i + 1);
- }
-
- for (let i = 0; i < resTradeCodes.length; ++i)
- {
- let resTradeCode = resTradeCodes[i];
-
- let tradeResource = Engine.GetGUIObjectByName("tradeResource[" + i + "]");
- if (!tradeResource)
- {
- warn("Current GUI limits prevent displaying more than " + i + " resources in the trading goods selection dialog!");
- break;
- }
-
- setPanelObjectPosition(tradeResource, i, i + 1);
-
- let icon = Engine.GetGUIObjectByName("tradeResourceIcon[" + i + "]");
- icon.sprite = "stretched:session/icons/resources/" + resTradeCode + ".png";
-
- let buttonUp = Engine.GetGUIObjectByName("tradeArrowUp[" + i + "]");
- let buttonDn = Engine.GetGUIObjectByName("tradeArrowDn[" + i + "]");
-
- button[resTradeCode] = {
- "up": buttonUp,
- "dn": buttonDn,
- "label": Engine.GetGUIObjectByName("tradeResourceText[" + i + "]"),
- "sel": Engine.GetGUIObjectByName("tradeResourceSelection[" + i + "]")
- };
-
- proba[resTradeCode] = proba[resTradeCode] || 0;
-
- let buttonResource = Engine.GetGUIObjectByName("tradeResourceButton[" + i + "]");
- buttonResource.enabled = controlsPlayer(g_ViewedPlayer);
- buttonResource.onPress = (resource => {
- return () => {
- if (Engine.HotkeyIsPressed("session.fulltradeswap"))
- {
- for (let res of resTradeCodes)
- proba[res] = 0;
- proba[resource] = 100;
- Engine.PostNetworkCommand({ "type": "set-trading-goods", "tradingGoods": proba });
- }
- currTradeSelection = resource;
- updateTradeButtons();
- };
- })(resTradeCode);
-
- buttonUp.enabled = controlsPlayer(g_ViewedPlayer);
- buttonUp.onPress = (resource => {
- return () => {
- proba[resource] += Math.min(STEP, proba[currTradeSelection]);
- proba[currTradeSelection] -= Math.min(STEP, proba[currTradeSelection]);
- Engine.PostNetworkCommand({ "type": "set-trading-goods", "tradingGoods": proba });
- updateTradeButtons();
- };
- })(resTradeCode);
-
- buttonDn.enabled = controlsPlayer(g_ViewedPlayer);
- buttonDn.onPress = (resource => {
- return () => {
- proba[currTradeSelection] += Math.min(STEP, proba[resource]);
- proba[resource] -= Math.min(STEP, proba[resource]);
- Engine.PostNetworkCommand({ "type": "set-trading-goods", "tradingGoods": proba });
- updateTradeButtons();
- };
- })(resTradeCode);
- }
-
- updateTradeButtons();
- updateTraderTexts();
-
- Engine.GetGUIObjectByName("tradeDialogPanel").hidden = false;
-}
-
-function updateTraderTexts()
-{
- let traderNumber = Engine.GuiInterfaceCall("GetTraderNumber", g_ViewedPlayer);
- Engine.GetGUIObjectByName("traderCountText").caption = getIdleLandTradersText(traderNumber) + "\n\n" + getIdleShipTradersText(traderNumber);
-}
-
-function initBarterButtons()
-{
- let resBartCodes = g_ResourceData.GetBarterableCodes();
- g_BarterSell = resBartCodes.length ? resBartCodes[0] : undefined;
-}
-
-/**
- * Code common to both the Barter Panel and the Trade/Barter Dialog, that
- * only needs to be run when the panel or dialog is opened by the player.
- *
- * @param {string} resourceCode
- * @param {number} idx - Element index within its set
- * @param {string} prefix - Common prefix of the gui elements to be worked upon
- */
-function barterOpenCommon(resourceCode, idx, prefix)
-{
- let barterButton = {};
- for (let action of g_BarterActions)
- barterButton[action] = Engine.GetGUIObjectByName(prefix + action + "Button[" + idx + "]");
-
- let resource = resourceNameWithinSentence(resourceCode);
- barterButton.Buy.tooltip = sprintf(translate("Buy %(resource)s"), { "resource": resource });
- barterButton.Sell.tooltip = sprintf(translate("Sell %(resource)s"), { "resource": resource });
-
- barterButton.Sell.onPress = function() {
- g_BarterSell = resourceCode;
- updateSelectionDetails();
- updateBarterButtons();
- };
-}
-
-/**
- * Code common to both the Barter Panel and the Trade/Barter Dialog, that
- * needs to be run on simulation update and when relevant hotkeys
- * (i.e. massbarter) are pressed.
- *
- * @param {string} resourceCode
- * @param {number} idx - Element index within its set
- * @param {string} prefix - Common prefix of the gui elements to be worked upon
- * @param {number} player
- */
-function barterUpdateCommon(resourceCode, idx, prefix, player)
-{
- let barterButton = {};
- let barterIcon = {};
- let barterAmount = {};
- for (let action of g_BarterActions)
- {
- barterButton[action] = Engine.GetGUIObjectByName(prefix + action + "Button[" + idx + "]");
- barterIcon[action] = Engine.GetGUIObjectByName(prefix + action + "Icon[" + idx + "]");
- barterAmount[action] = Engine.GetGUIObjectByName(prefix + action + "Amount[" + idx + "]");
- }
- let selectionIcon = Engine.GetGUIObjectByName(prefix + "SellSelection[" + idx + "]");
-
- let amountToSell = g_BarterResourceSellQuantity;
- if (Engine.HotkeyIsPressed("session.massbarter"))
- amountToSell *= g_BarterMultiplier;
-
- let isSelected = resourceCode == g_BarterSell;
- let grayscale = isSelected ? "color:0 0 0 100:grayscale:" : "";
-
- // Select color of the sell button
- let neededRes = {};
- neededRes[resourceCode] = amountToSell;
- let canSellCurrent = Engine.GuiInterfaceCall("GetNeededResources", {
- "cost": neededRes,
- "player": player
- }) ? "color:255 0 0 80:" : "";
-
- // Select color of the buy button
- neededRes = {};
- neededRes[g_BarterSell] = amountToSell;
- let canBuyAny = Engine.GuiInterfaceCall("GetNeededResources", {
- "cost": neededRes,
- "player": player
- }) ? "color:255 0 0 80:" : "";
-
- barterIcon.Sell.sprite = canSellCurrent + "stretched:" + grayscale + "session/icons/resources/" + resourceCode + ".png";
- barterIcon.Buy.sprite = canBuyAny + "stretched:" + grayscale + "session/icons/resources/" + resourceCode + ".png";
-
- barterAmount.Sell.caption = "-" + amountToSell;
- let prices = GetSimState().players[player].barterPrices;
- barterAmount.Buy.caption = "+" + Math.round(prices.sell[g_BarterSell] / prices.buy[resourceCode] * amountToSell);
-
- barterButton.Buy.onPress = function() {
- Engine.PostNetworkCommand({
- "type": "barter",
- "sell": g_BarterSell,
- "buy": resourceCode,
- "amount": amountToSell
- });
- };
-
- barterButton.Buy.hidden = isSelected;
- barterButton.Buy.enabled = controlsPlayer(player);
- barterButton.Sell.hidden = false;
- selectionIcon.hidden = !isSelected;
-}
-
-function updateBarterButtons()
-{
- let playerState = GetSimState().players[g_ViewedPlayer];
- if (!playerState)
- return;
-
- let canBarter = playerState.canBarter;
- Engine.GetGUIObjectByName("barterNoMarketsMessage").hidden = canBarter;
- Engine.GetGUIObjectByName("barterResources").hidden = !canBarter;
- Engine.GetGUIObjectByName("barterHelp").hidden = !canBarter;
-
- if (canBarter)
- g_ResourceData.GetBarterableCodes().forEach((resCode, i) => {
- barterUpdateCommon(resCode, i, "barter", g_ViewedPlayer);
- });
-}
-
-function getIdleLandTradersText(traderNumber)
-{
- let active = traderNumber.landTrader.trading;
- let garrisoned = traderNumber.landTrader.garrisoned;
- let inactive = traderNumber.landTrader.total - active - garrisoned;
-
- let messageTypes = {
- "active": {
- "garrisoned": {
- "no-inactive": translate("%(openingTradingString)s, and %(garrisonedString)s."),
- "inactive": translate("%(openingTradingString)s, %(garrisonedString)s, and %(inactiveString)s.")
- },
- "no-garrisoned": {
- "no-inactive": translate("%(openingTradingString)s."),
- "inactive": translate("%(openingTradingString)s, and %(inactiveString)s.")
- }
- },
- "no-active": {
- "garrisoned": {
- "no-inactive": translate("%(openingGarrisonedString)s."),
- "inactive": translate("%(openingGarrisonedString)s, and %(inactiveString)s.")
- },
- "no-garrisoned": {
- "inactive": translatePlural("There is %(inactiveString)s.", "There are %(inactiveString)s.", inactive),
- "no-inactive": translate("There are no land traders.")
- }
- }
- };
-
- let message = messageTypes[active ? "active" : "no-active"][garrisoned ? "garrisoned" : "no-garrisoned"][inactive ? "inactive" : "no-inactive"];
-
- let activeString = sprintf(
- translatePlural(
- "There is %(numberTrading)s land trader trading",
- "There are %(numberTrading)s land traders trading",
- active
- ),
- { "numberTrading": active }
- );
-
- let inactiveString = sprintf(
- active || garrisoned ?
- translatePlural(
- "%(numberOfLandTraders)s inactive",
- "%(numberOfLandTraders)s inactive",
- inactive
- ) :
- translatePlural(
- "%(numberOfLandTraders)s land trader inactive",
- "%(numberOfLandTraders)s land traders inactive",
- inactive
- ),
- { "numberOfLandTraders": inactive }
- );
-
- let garrisonedString = sprintf(
- active || inactive ?
- translatePlural(
- "%(numberGarrisoned)s garrisoned on a trading merchant ship",
- "%(numberGarrisoned)s garrisoned on a trading merchant ship",
- garrisoned
- ) :
- translatePlural(
- "There is %(numberGarrisoned)s land trader garrisoned on a trading merchant ship",
- "There are %(numberGarrisoned)s land traders garrisoned on a trading merchant ship",
- garrisoned
- ),
- { "numberGarrisoned": garrisoned }
- );
-
- return sprintf(message, {
- "openingTradingString": activeString,
- "openingGarrisonedString": garrisonedString,
- "garrisonedString": garrisonedString,
- "inactiveString": coloredText(inactiveString, g_IdleTraderTextColor)
- });
-}
-
-function getIdleShipTradersText(traderNumber)
-{
- let active = traderNumber.shipTrader.trading;
- let inactive = traderNumber.shipTrader.total - active;
-
- let messageTypes = {
- "active": {
- "inactive": translate("%(openingTradingString)s, and %(inactiveString)s."),
- "no-inactive": translate("%(openingTradingString)s.")
- },
- "no-active": {
- "inactive": translatePlural("There is %(inactiveString)s.", "There are %(inactiveString)s.", inactive),
- "no-inactive": translate("There are no merchant ships.")
- }
- };
-
- let message = messageTypes[active ? "active" : "no-active"][inactive ? "inactive" : "no-inactive"];
-
- let activeString = sprintf(
- translatePlural(
- "There is %(numberTrading)s merchant ship trading",
- "There are %(numberTrading)s merchant ships trading",
- active
- ),
- { "numberTrading": active }
- );
-
- let inactiveString = sprintf(
- active ?
- translatePlural(
- "%(numberOfShipTraders)s inactive",
- "%(numberOfShipTraders)s inactive",
- inactive
- ) :
- translatePlural(
- "%(numberOfShipTraders)s merchant ship inactive",
- "%(numberOfShipTraders)s merchant ships inactive",
- inactive
- ),
- { "numberOfShipTraders": inactive }
- );
-
- return sprintf(message, {
- "openingTradingString": activeString,
- "inactiveString": coloredText(inactiveString, g_IdleTraderTextColor)
- });
-}
-
-function closeTrade()
-{
- g_IsTradeOpen = false;
- Engine.GetGUIObjectByName("tradeDialogPanel").hidden = true;
-}
-
-function toggleTrade()
-{
- let open = g_IsTradeOpen;
- closeOpenDialogs();
-
- if (!open)
- openTrade();
-}
-
function toggleTutorial()
{
let tutorialPanel = Engine.GetGUIObjectByName("tutorialPanel");
tutorialPanel.hidden = !tutorialPanel.hidden ||
!Engine.GetGUIObjectByName("tutorialText").caption;
}
function updateGameSpeedControl()
{
Engine.GetGUIObjectByName("gameSpeedButton").hidden = g_IsNetworked;
let player = g_Players[Engine.GetPlayerID()];
g_GameSpeeds = getGameSpeedChoices(!player || player.state != "active");
let gameSpeed = Engine.GetGUIObjectByName("gameSpeed");
gameSpeed.list = g_GameSpeeds.Title;
gameSpeed.list_data = g_GameSpeeds.Speed;
let simRate = Engine.GetSimRate();
let gameSpeedIdx = g_GameSpeeds.Speed.indexOf(+simRate.toFixed(2));
if (gameSpeedIdx == -1)
warn("Unknown gamespeed:" + simRate);
gameSpeed.selected = gameSpeedIdx != -1 ? gameSpeedIdx : g_GameSpeeds.Default;
gameSpeed.onSelectionChange = function() {
changeGameSpeed(+this.list_data[this.selected]);
};
}
function toggleGameSpeed()
{
let gameSpeed = Engine.GetGUIObjectByName("gameSpeed");
gameSpeed.hidden = !gameSpeed.hidden;
}
function toggleObjectives()
{
let open = g_IsObjectivesOpen;
closeOpenDialogs();
if (!open)
openObjectives();
}
function openObjectives()
{
g_IsObjectivesOpen = true;
let player = g_Players[Engine.GetPlayerID()];
let playerState = player && player.state;
let isActive = !playerState || playerState == "active";
Engine.GetGUIObjectByName("gameDescriptionText").caption = getGameDescription();
let objectivesPlayerstate = Engine.GetGUIObjectByName("objectivesPlayerstate");
objectivesPlayerstate.hidden = isActive;
objectivesPlayerstate.caption = g_PlayerStateMessages[playerState] || "";
let gameDescription = Engine.GetGUIObjectByName("gameDescription");
let gameDescriptionSize = gameDescription.size;
gameDescriptionSize.top = Engine.GetGUIObjectByName(
isActive ? "objectivesTitle" : "objectivesPlayerstate").size.bottom;
gameDescription.size = gameDescriptionSize;
Engine.GetGUIObjectByName("objectivesPanel").hidden = false;
}
function closeObjectives()
{
g_IsObjectivesOpen = false;
Engine.GetGUIObjectByName("objectivesPanel").hidden = true;
}
/**
* Allows players to see their own summary.
* If they have shared ally vision researched, they are able to see the summary of there allies too.
*/
function openGameSummary()
{
closeOpenDialogs();
pauseGame();
let extendedSimState = Engine.GuiInterfaceCall("GetExtendedSimulationState");
Engine.PushGuiPage(
"page_summary.xml",
{
"sim": {
"mapSettings": g_GameAttributes.settings,
"playerStates": extendedSimState.players.filter((state, player) =>
g_IsObserver || player == 0 || player == g_ViewedPlayer ||
extendedSimState.players[g_ViewedPlayer].hasSharedLos && g_Players[player].isMutualAlly[g_ViewedPlayer]),
"timeElapsed": extendedSimState.timeElapsed
},
"gui": {
"dialog": true,
"isInGame": true
},
"selectedData": g_SummarySelectedData
},
resumeGameAndSaveSummarySelectedData);
}
function openStrucTree(page)
{
closeOpenDialogs();
pauseGame();
Engine.PushGuiPage(
page,
{
"civ": g_CivInfo.civ || g_Players[g_ViewedPlayer].civ
// TODO add info about researched techs and unlocked entities
},
storeCivInfoPage);
}
function storeCivInfoPage(data)
{
if (data.nextPage)
Engine.PushGuiPage(
data.nextPage,
{ "civ": data.civ },
storeCivInfoPage);
else
{
g_CivInfo = data;
resumeGame();
}
}
/**
* Pause or resume the game.
*
* @param explicit - true if the player explicitly wants to pause or resume.
* If this argument isn't set, a multiplayer game won't be paused and the pause overlay
* won't be shown in single player.
*/
function pauseGame(pause = true, explicit = false)
{
// The NetServer only supports pausing after all clients finished loading the game.
if (g_IsNetworked && (!explicit || !g_IsNetworkedActive))
return;
if (explicit)
g_Paused = pause;
Engine.SetPaused(g_Paused || pause, !!explicit);
if (g_IsNetworked)
{
setClientPauseState(Engine.GetPlayerGUID(), g_Paused);
return;
}
updatePauseOverlay();
}
function resumeGame(explicit = false)
{
pauseGame(false, explicit);
}
function resumeGameAndSaveSummarySelectedData(data)
{
g_SummarySelectedData = data.summarySelectedData;
resumeGame(data.explicitResume);
}
/**
* Called when the current player toggles a pause button.
*/
function togglePause()
{
if (!Engine.GetGUIObjectByName("pauseButton").enabled)
return;
closeOpenDialogs();
pauseGame(!g_Paused, true);
}
/**
* Called when a client pauses or resumes in a multiplayer game.
*/
function setClientPauseState(guid, paused)
{
// Update the list of pausing clients.
let index = g_PausingClients.indexOf(guid);
if (paused && index == -1)
g_PausingClients.push(guid);
else if (!paused && index != -1)
g_PausingClients.splice(index, 1);
updatePauseOverlay();
Engine.SetPaused(!!g_PausingClients.length, false);
}
/**
* Update the pause overlay.
*/
function updatePauseOverlay()
{
Engine.GetGUIObjectByName("pauseButton").caption = g_Paused ? translate("Resume") : translate("Pause");
Engine.GetGUIObjectByName("resumeMessage").hidden = !g_Paused;
Engine.GetGUIObjectByName("pausedByText").hidden = !g_IsNetworked;
Engine.GetGUIObjectByName("pausedByText").caption = sprintf(translate("Paused by %(players)s"),
{ "players": g_PausingClients.map(guid => colorizePlayernameByGUID(guid)).join(translateWithContext("Separator for a list of players", ", ")) });
Engine.GetGUIObjectByName("pauseOverlay").hidden = !(g_Paused || g_PausingClients.length);
Engine.GetGUIObjectByName("pauseOverlay").onPress = g_Paused ? togglePause : function() {};
}
function openManual()
{
closeOpenDialogs();
pauseGame();
Engine.PushGuiPage("page_manual.xml", {}, resumeGame);
}
function closeOpenDialogs()
{
closeMenu();
- closeTrade();
closeObjectives();
g_Chat.closePage();
g_DiplomacyDialog.close();
+ g_TradeDialog.close();
}
Index: ps/trunk/binaries/data/mods/public/gui/session/selection_panels.js
===================================================================
--- ps/trunk/binaries/data/mods/public/gui/session/selection_panels.js (revision 23071)
+++ ps/trunk/binaries/data/mods/public/gui/session/selection_panels.js (revision 23072)
@@ -1,1182 +1,1188 @@
/**
* Contains the layout and button settings per selection panel
*
* getItems returns a list of basic items used to fill the panel.
* This method is obligated. If the items list is empty, the panel
* won't be rendered.
*
* Then there's a loop over all items provided. In the loop,
* the item and some other standard data is added to a data object.
*
* The standard data is
* {
* "i": index
* "item": item coming from the getItems function
* "playerState": playerState
* "unitEntStates": states of the selected entities
* "rowLength": rowLength
* "numberOfItems": number of items that will be processed
* "button": gui Button object
* "icon": gui Icon object
* "guiSelection": gui button Selection overlay
* "countDisplay": gui caption space
* }
*
* Then for every data object, the setupButton function is called which
* sets the view and handlers of the button.
*/
// Cache some formation info
// Available formations per player
-let g_AvailableFormations = new Map();
-let g_FormationsInfo = new Map();
+var g_AvailableFormations = new Map();
+var g_FormationsInfo = new Map();
-let g_SelectionPanels = {};
+var g_SelectionPanels = {};
+
+var g_SelectionPanelBarterButtonManager;
g_SelectionPanels.Alert = {
"getMaxNumberOfItems": function()
{
return 2;
},
"getItems": function(unitEntStates)
{
return unitEntStates.some(state => !!state.alertRaiser) ? ["raise", "end"] : [];
},
"setupButton": function(data)
{
data.button.onPress = function() {
switch (data.item)
{
case "raise":
raiseAlert();
return;
case "end":
endOfAlert();
return;
}
};
switch (data.item)
{
case "raise":
data.icon.sprite = "stretched:session/icons/bell_level1.png";
data.button.tooltip = translate("Raise an alert!");
break;
case "end":
data.button.tooltip = translate("End of alert.");
data.icon.sprite = "stretched:session/icons/bell_level0.png";
break;
}
data.button.enabled = controlsPlayer(data.player);
setPanelObjectPosition(data.button, this.getMaxNumberOfItems() - data.i, data.rowLength);
return true;
}
};
g_SelectionPanels.Barter = {
"getMaxNumberOfItems": function()
{
return 4;
},
"rowLength": 4,
"conflictsWith": ["Garrison"],
"getItems": function(unitEntStates)
{
// If more than `rowLength` resources, don't display icons.
if (unitEntStates.every(state => !state.isBarterMarket) || g_ResourceData.GetBarterableCodes().length > this.rowLength)
return [];
return g_ResourceData.GetBarterableCodes();
},
"setupButton": function(data)
{
- barterOpenCommon(data.item, data.i, "unitBarter");
- barterUpdateCommon(data.item, data.i, "unitBarter", data.player);
-
- let button = {};
- for (let action of g_BarterActions)
- button[action] = Engine.GetGUIObjectByName("unitBarter" + action + "Button[" + data.i + "]");
-
- setPanelObjectPosition(button.Sell, data.i, data.rowLength);
- setPanelObjectPosition(button.Buy, data.i + data.rowLength, data.rowLength);
+ if (g_SelectionPanelBarterButtonManager)
+ {
+ g_SelectionPanelBarterButtonManager.setViewedPlayer(data.player);
+ g_SelectionPanelBarterButtonManager.update();
+ }
return true;
}
};
g_SelectionPanels.Command = {
"getMaxNumberOfItems": function()
{
return 6;
},
"getItems": function(unitEntStates)
{
let commands = [];
for (let command in g_EntityCommands)
{
let info = g_EntityCommands[command].getInfo(unitEntStates);
if (info)
{
info.name = command;
commands.push(info);
}
}
return commands;
},
"setupButton": function(data)
{
data.button.tooltip = data.item.tooltip;
data.button.onPress = function() {
if (data.item.callback)
data.item.callback(data.item);
else
performCommand(data.unitEntStates, data.item.name);
};
data.countDisplay.caption = data.item.count || "";
data.button.enabled =
g_IsObserver && data.item.name == "focus-rally" ||
controlsPlayer(data.player) && (data.item.name != "delete" ||
data.unitEntStates.some(state => !isUndeletable(state)));
data.icon.sprite = "stretched:session/icons/" + data.item.icon;
let size = data.button.size;
// relative to the center ( = 50%)
size.rleft = 50;
size.rright = 50;
// offset from the center calculation, count on square buttons, so size.bottom is the width too
size.left = (data.i - data.numberOfItems / 2) * (size.bottom + 1);
size.right = size.left + size.bottom;
data.button.size = size;
return true;
}
};
g_SelectionPanels.AllyCommand = {
"getMaxNumberOfItems": function()
{
return 2;
},
"conflictsWith": ["Command"],
"getItems": function(unitEntStates)
{
let commands = [];
for (let command in g_AllyEntityCommands)
for (let state of unitEntStates)
{
let info = g_AllyEntityCommands[command].getInfo(state);
if (info)
{
info.name = command;
commands.push(info);
break;
}
}
return commands;
},
"setupButton": function(data)
{
data.button.tooltip = data.item.tooltip;
data.button.onPress = function() {
if (data.item.callback)
data.item.callback(data.item);
else
performAllyCommand(data.unitEntStates[0].id, data.item.name);
};
data.countDisplay.caption = data.item.count || "";
data.button.enabled = !!data.item.count;
let grayscale = data.button.enabled ? "" : "grayscale:";
data.icon.sprite = "stretched:" + grayscale + "session/icons/" + data.item.icon;
let size = data.button.size;
// relative to the center ( = 50%)
size.rleft = 50;
size.rright = 50;
// offset from the center calculation, count on square buttons, so size.bottom is the width too
size.left = (data.i - data.numberOfItems / 2) * (size.bottom + 1);
size.right = size.left + size.bottom;
data.button.size = size;
return true;
}
};
g_SelectionPanels.Construction = {
"getMaxNumberOfItems": function()
{
return 24 - getNumberOfRightPanelButtons();
},
"getItems": function()
{
return getAllBuildableEntitiesFromSelection();
},
"setupButton": function(data)
{
let template = GetTemplateData(data.item);
if (!template)
return false;
let technologyEnabled = Engine.GuiInterfaceCall("IsTechnologyResearched", {
"tech": template.requiredTechnology,
"player": data.player
});
let neededResources;
if (template.cost)
neededResources = Engine.GuiInterfaceCall("GetNeededResources", {
"cost": multiplyEntityCosts(template, 1),
"player": data.player
});
data.button.onPress = function() { startBuildingPlacement(data.item, data.playerState); };
data.button.onPressRight = function() { showTemplateDetails(data.item); };
let tooltips = [
getEntityNamesFormatted,
getVisibleEntityClassesFormatted,
getAurasTooltip,
getEntityTooltip,
getEntityCostTooltip,
getGarrisonTooltip,
getPopulationBonusTooltip,
showTemplateViewerOnRightClickTooltip
].map(func => func(template));
let limits = getEntityLimitAndCount(data.playerState, data.item);
tooltips.push(
formatLimitString(limits.entLimit, limits.entCount, limits.entLimitChangers),
getRequiredTechnologyTooltip(technologyEnabled, template.requiredTechnology, GetSimState().players[data.player].civ),
getNeededResourcesTooltip(neededResources));
data.button.tooltip = tooltips.filter(tip => tip).join("\n");
let modifier = "";
if (!technologyEnabled || limits.canBeAddedCount == 0)
{
data.button.enabled = false;
modifier += "color:0 0 0 127:grayscale:";
}
else if (neededResources)
{
data.button.enabled = false;
modifier += resourcesToAlphaMask(neededResources) + ":";
}
else
data.button.enabled = controlsPlayer(data.player);
if (template.icon)
data.icon.sprite = modifier + "stretched:session/portraits/" + template.icon;
setPanelObjectPosition(data.button, data.i + getNumberOfRightPanelButtons(), data.rowLength);
return true;
}
};
g_SelectionPanels.Formation = {
"getMaxNumberOfItems": function()
{
return 16;
},
"rowLength": 4,
"conflictsWith": ["Garrison"],
"getItems": function(unitEntStates)
{
if (unitEntStates.some(state => !hasClass(state, "Unit")))
return [];
if (!g_AvailableFormations.has(unitEntStates[0].player))
g_AvailableFormations.set(unitEntStates[0].player, Engine.GuiInterfaceCall("GetAvailableFormations", unitEntStates[0].player));
let availableFormations = g_AvailableFormations.get(unitEntStates[0].player);
// Hide the panel if all formations are disabled
if (availableFormations.some(formation => canMoveSelectionIntoFormation(formation)))
return availableFormations;
return [];
},
"setupButton": function(data)
{
if (!g_FormationsInfo.has(data.item))
g_FormationsInfo.set(data.item, Engine.GuiInterfaceCall("GetFormationInfoFromTemplate", { "templateName": data.item }));
let formationInfo = g_FormationsInfo.get(data.item);
let formationOk = canMoveSelectionIntoFormation(data.item);
let unitIds = data.unitEntStates.map(state => state.id);
let formationSelected = Engine.GuiInterfaceCall("IsFormationSelected", {
"ents": unitIds,
"formationTemplate": data.item
});
data.button.onPress = function() {
performFormation(unitIds, data.item);
};
let tooltip = translate(formationInfo.name);
if (!formationOk && formationInfo.tooltip)
tooltip += "\n" + coloredText(translate(formationInfo.tooltip), "red");
data.button.tooltip = tooltip;
data.button.enabled = formationOk && controlsPlayer(data.player);
let grayscale = formationOk ? "" : "grayscale:";
data.guiSelection.hidden = !formationSelected;
data.icon.sprite = "stretched:" + grayscale + "session/icons/" + formationInfo.icon;
setPanelObjectPosition(data.button, data.i, data.rowLength);
return true;
}
};
g_SelectionPanels.Garrison = {
"getMaxNumberOfItems": function()
{
return 12;
},
"rowLength": 4,
"conflictsWith": ["Barter"],
"getItems": function(unitEntStates)
{
if (unitEntStates.every(state => !state.garrisonHolder))
return [];
let groups = new EntityGroups();
for (let state of unitEntStates)
if (state.garrisonHolder)
groups.add(state.garrisonHolder.entities);
return groups.getEntsGrouped();
},
"setupButton": function(data)
{
let entState = GetEntityState(data.item.ents[0]);
let template = GetTemplateData(entState.template);
if (!template)
return false;
data.button.onPress = function() {
unloadTemplate(template.selectionGroupName || entState.template, entState.player);
};
data.countDisplay.caption = data.item.ents.length || "";
let canUngarrison =
g_ViewedPlayer == data.player ||
g_ViewedPlayer == entState.player;
data.button.enabled = canUngarrison && controlsPlayer(g_ViewedPlayer);
data.button.tooltip = (canUngarrison || g_IsObserver ?
sprintf(translate("Unload %(name)s"), { "name": getEntityNames(template) }) + "\n" +
translate("Single-click to unload 1. Shift-click to unload all of this type.") :
getEntityNames(template)) + "\n" +
sprintf(translate("Player: %(playername)s"), {
"playername": g_Players[entState.player].name
});
data.guiSelection.sprite = "color:" + g_DiplomacyColors.getPlayerColor(entState.player, 160);
data.button.sprite_disabled = data.button.sprite;
// Selection panel buttons only appear disabled if they
// also appear disabled to the owner of the building.
data.icon.sprite =
(canUngarrison || g_IsObserver ? "" : "grayscale:") +
"stretched:session/portraits/" + template.icon;
setPanelObjectPosition(data.button, data.i, data.rowLength);
return true;
}
};
g_SelectionPanels.Gate = {
"getMaxNumberOfItems": function()
{
return 24 - getNumberOfRightPanelButtons();
},
"getItems": function(unitEntStates)
{
let hideLocked = unitEntStates.every(state => !state.gate || !state.gate.locked);
let hideUnlocked = unitEntStates.every(state => !state.gate || state.gate.locked);
if (hideLocked && hideUnlocked)
return [];
return [
{
"hidden": hideLocked,
"tooltip": translate("Lock Gate"),
"icon": "session/icons/lock_locked.png",
"locked": true
},
{
"hidden": hideUnlocked,
"tooltip": translate("Unlock Gate"),
"icon": "session/icons/lock_unlocked.png",
"locked": false
}
];
},
"setupButton": function(data)
{
data.button.onPress = function() { lockGate(data.item.locked); };
data.button.tooltip = data.item.tooltip;
data.button.enabled = controlsPlayer(data.player);
data.guiSelection.hidden = data.item.hidden;
data.icon.sprite = "stretched:" + data.item.icon;
setPanelObjectPosition(data.button, data.i + getNumberOfRightPanelButtons(), data.rowLength);
return true;
}
};
g_SelectionPanels.Pack = {
"getMaxNumberOfItems": function()
{
return 24 - getNumberOfRightPanelButtons();
},
"getItems": function(unitEntStates)
{
let checks = {};
for (let state of unitEntStates)
{
if (!state.pack)
continue;
if (state.pack.progress == 0)
{
if (state.pack.packed)
checks.unpackButton = true;
else
checks.packButton = true;
}
else if (state.pack.packed)
checks.unpackCancelButton = true;
else
checks.packCancelButton = true;
}
let items = [];
if (checks.packButton)
items.push({
"packing": false,
"packed": false,
"tooltip": translate("Pack"),
"callback": function() { packUnit(true); }
});
if (checks.unpackButton)
items.push({
"packing": false,
"packed": true,
"tooltip": translate("Unpack"),
"callback": function() { packUnit(false); }
});
if (checks.packCancelButton)
items.push({
"packing": true,
"packed": false,
"tooltip": translate("Cancel Packing"),
"callback": function() { cancelPackUnit(true); }
});
if (checks.unpackCancelButton)
items.push({
"packing": true,
"packed": true,
"tooltip": translate("Cancel Unpacking"),
"callback": function() { cancelPackUnit(false); }
});
return items;
},
"setupButton": function(data)
{
data.button.onPress = function() {data.item.callback(data.item); };
data.button.tooltip = data.item.tooltip;
if (data.item.packing)
data.icon.sprite = "stretched:session/icons/cancel.png";
else if (data.item.packed)
data.icon.sprite = "stretched:session/icons/unpack.png";
else
data.icon.sprite = "stretched:session/icons/pack.png";
data.button.enabled = controlsPlayer(data.player);
setPanelObjectPosition(data.button, data.i + getNumberOfRightPanelButtons(), data.rowLength);
return true;
}
};
g_SelectionPanels.Queue = {
"getMaxNumberOfItems": function()
{
return 16;
},
/**
* Returns a list of all items in the productionqueue of the selection
* The first entry of every entity's production queue will come before
* the second entry of every entity's production queue
*/
"getItems": function(unitEntStates)
{
let queue = [];
let foundNew = true;
for (let i = 0; foundNew; ++i)
{
foundNew = false;
for (let state of unitEntStates)
{
if (!state.production || !state.production.queue[i])
continue;
queue.push({
"producingEnt": state.id,
"queuedItem": state.production.queue[i]
});
foundNew = true;
}
}
return queue;
},
"resizePanel": function(numberOfItems, rowLength)
{
let numRows = Math.ceil(numberOfItems / rowLength);
let panel = Engine.GetGUIObjectByName("unitQueuePanel");
let size = panel.size;
let buttonSize = Engine.GetGUIObjectByName("unitQueueButton[0]").size.bottom;
let margin = 4;
size.top = size.bottom - numRows * buttonSize - (numRows + 2) * margin;
panel.size = size;
},
"setupButton": function(data)
{
let queuedItem = data.item.queuedItem;
// Differentiate between units and techs
let template;
if (queuedItem.unitTemplate)
template = GetTemplateData(queuedItem.unitTemplate);
else if (queuedItem.technologyTemplate)
template = GetTechnologyData(queuedItem.technologyTemplate, GetSimState().players[data.player].civ);
else
{
warning("Unknown production queue template " + uneval(queuedItem));
return false;
}
data.button.onPress = function() { removeFromProductionQueue(data.item.producingEnt, queuedItem.id); };
let tooltip = getEntityNames(template);
if (queuedItem.neededSlots)
{
tooltip += "\n" + coloredText(translate("Insufficient population capacity:"), "red");
tooltip += "\n" + sprintf(translate("%(population)s %(neededSlots)s"), {
"population": resourceIcon("population"),
"neededSlots": queuedItem.neededSlots
});
}
data.button.tooltip = tooltip;
data.countDisplay.caption = queuedItem.count > 1 ? queuedItem.count : "";
// Show the time remaining to finish the first item
if (data.i == 0)
Engine.GetGUIObjectByName("queueTimeRemaining").caption =
Engine.FormatMillisecondsIntoDateStringGMT(queuedItem.timeRemaining, translateWithContext("countdown format", "m:ss"));
let guiObject = Engine.GetGUIObjectByName("unitQueueProgressSlider[" + data.i + "]");
let size = guiObject.size;
// Buttons are assumed to be square, so left/right offsets can be used for top/bottom.
size.top = size.left + Math.round(queuedItem.progress * (size.right - size.left));
guiObject.size = size;
if (template.icon)
data.icon.sprite = "stretched:session/portraits/" + template.icon;
data.button.enabled = controlsPlayer(data.player);
setPanelObjectPosition(data.button, data.i, data.rowLength);
return true;
}
};
g_SelectionPanels.Research = {
"getMaxNumberOfItems": function()
{
return 8;
},
"getItems": function(unitEntStates)
{
let ret = [];
if (unitEntStates.length == 1)
return !unitEntStates[0].production || !unitEntStates[0].production.technologies ? ret :
unitEntStates[0].production.technologies.map(tech => ({
"tech": tech,
"techCostMultiplier": unitEntStates[0].production.techCostMultiplier,
"researchFacilityId": unitEntStates[0].id
}));
for (let state of unitEntStates)
{
if (!state.production || !state.production.technologies)
continue;
// Remove the techs we already have in ret (with the same name and techCostMultiplier)
let filteredTechs = state.production.technologies.filter(
tech => tech != null && !ret.some(
item =>
(item.tech == tech ||
item.tech.pair &&
tech.pair &&
item.tech.bottom == tech.bottom &&
item.tech.top == tech.top) &&
Object.keys(item.techCostMultiplier).every(
k => item.techCostMultiplier[k] == state.production.techCostMultiplier[k])
));
if (filteredTechs.length + ret.length <= this.getMaxNumberOfItems() &&
getNumberOfRightPanelButtons() <= this.getMaxNumberOfItems() * (filteredTechs.some(tech => !!tech.pair) ? 1 : 2))
ret = ret.concat(filteredTechs.map(tech => ({
"tech": tech,
"techCostMultiplier": state.production.techCostMultiplier,
"researchFacilityId": state.id
})));
}
return ret;
},
"hideItem": function(i, rowLength) // Called when no item is found
{
Engine.GetGUIObjectByName("unitResearchButton[" + i + "]").hidden = true;
// We also remove the paired tech and the pair symbol
Engine.GetGUIObjectByName("unitResearchButton[" + (i + rowLength) + "]").hidden = true;
Engine.GetGUIObjectByName("unitResearchPair[" + i + "]").hidden = true;
},
"setupButton": function(data)
{
if (!data.item.tech)
{
g_SelectionPanels.Research.hideItem(data.i, data.rowLength);
return false;
}
// Start position (start at the bottom)
let position = data.i + data.rowLength;
// Only show the top button for pairs
if (!data.item.tech.pair)
Engine.GetGUIObjectByName("unitResearchButton[" + data.i + "]").hidden = true;
// Set up the tech connector
let pair = Engine.GetGUIObjectByName("unitResearchPair[" + data.i + "]");
pair.hidden = data.item.tech.pair == null;
setPanelObjectPosition(pair, data.i, data.rowLength);
// Handle one or two techs (tech pair)
let player = data.player;
let playerState = GetSimState().players[player];
for (let tech of data.item.tech.pair ? [data.item.tech.bottom, data.item.tech.top] : [data.item.tech])
{
// Don't change the object returned by GetTechnologyData
let template = clone(GetTechnologyData(tech, playerState.civ));
if (!template)
return false;
for (let res in template.cost)
template.cost[res] *= data.item.techCostMultiplier[res];
let neededResources = Engine.GuiInterfaceCall("GetNeededResources", {
"cost": template.cost,
"player": player
});
let requirementsPassed = Engine.GuiInterfaceCall("CheckTechnologyRequirements", {
"tech": tech,
"player": player
});
let button = Engine.GetGUIObjectByName("unitResearchButton[" + position + "]");
let icon = Engine.GetGUIObjectByName("unitResearchIcon[" + position + "]");
let tooltips = [
getEntityNamesFormatted,
getEntityTooltip,
getEntityCostTooltip,
showTemplateViewerOnRightClickTooltip
].map(func => func(template));
if (!requirementsPassed)
{
let tip = template.requirementsTooltip;
let reqs = template.reqs;
for (let req of reqs)
{
if (!req.entities)
continue;
let entityCounts = [];
for (let entity of req.entities)
{
let current = 0;
switch (entity.check)
{
case "count":
current = playerState.classCounts[entity.class] || 0;
break;
case "variants":
current = playerState.typeCountsByClass[entity.class] ?
Object.keys(playerState.typeCountsByClass[entity.class]).length : 0;
break;
}
let remaining = entity.number - current;
if (remaining < 1)
continue;
entityCounts.push(sprintf(translatePlural("%(number)s entity of class %(class)s", "%(number)s entities of class %(class)s", remaining), {
"number": remaining,
"class": entity.class
}));
}
tip += " " + sprintf(translate("Remaining: %(entityCounts)s"), {
"entityCounts": entityCounts.join(translateWithContext("Separator for a list of entity counts", ", "))
});
}
tooltips.push(tip);
}
tooltips.push(getNeededResourcesTooltip(neededResources));
button.tooltip = tooltips.filter(tip => tip).join("\n");
button.onPress = (t => function() {
addResearchToQueue(data.item.researchFacilityId, t);
})(tech);
button.onPressRight = (t => function () {
showTemplateDetails(
t,
GetTemplateData(data.unitEntStates.find(state => state.id == data.item.researchFacilityId).template).nativeCiv);
})(tech);
if (data.item.tech.pair)
{
// On mouse enter, show a cross over the other icon
let unchosenIcon = Engine.GetGUIObjectByName("unitResearchUnchosenIcon[" + (position + data.rowLength) % (2 * data.rowLength) + "]");
button.onMouseEnter = function() {
unchosenIcon.hidden = false;
};
button.onMouseLeave = function() {
unchosenIcon.hidden = true;
};
}
button.hidden = false;
let modifier = "";
if (!requirementsPassed)
{
button.enabled = false;
modifier += "color:0 0 0 127:grayscale:";
}
else if (neededResources)
{
button.enabled = false;
modifier += resourcesToAlphaMask(neededResources) + ":";
}
else
button.enabled = controlsPlayer(data.player);
if (template.icon)
icon.sprite = modifier + "stretched:session/portraits/" + template.icon;
setPanelObjectPosition(button, position, data.rowLength);
// Prepare to handle the top button (if any)
position -= data.rowLength;
}
return true;
}
};
g_SelectionPanels.Selection = {
"getMaxNumberOfItems": function()
{
return 16;
},
"rowLength": 4,
"getItems": function(unitEntStates)
{
if (unitEntStates.length < 2)
return [];
return g_Selection.groups.getEntsGrouped();
},
"setupButton": function(data)
{
let entState = GetEntityState(data.item.ents[0]);
let template = GetTemplateData(entState.template);
if (!template)
return false;
for (let ent of data.item.ents)
{
let state = GetEntityState(ent);
if (state.resourceCarrying && state.resourceCarrying.length !== 0)
{
if (!data.carried)
data.carried = {};
let carrying = state.resourceCarrying[0];
if (data.carried[carrying.type])
data.carried[carrying.type] += carrying.amount;
else
data.carried[carrying.type] = carrying.amount;
}
if (state.trader && state.trader.goods && state.trader.goods.amount)
{
if (!data.carried)
data.carried = {};
let amount = state.trader.goods.amount;
let type = state.trader.goods.type;
let totalGain = amount.traderGain;
if (amount.market1Gain)
totalGain += amount.market1Gain;
if (amount.market2Gain)
totalGain += amount.market2Gain;
if (data.carried[type])
data.carried[type] += totalGain;
else
data.carried[type] = totalGain;
}
}
let unitOwner = GetEntityState(data.item.ents[0]).player;
let tooltip = getEntityNames(template);
if (data.carried)
tooltip += "\n" + Object.keys(data.carried).map(res =>
resourceIcon(res) + data.carried[res]
).join(" ");
if (g_IsObserver)
tooltip += "\n" + sprintf(translate("Player: %(playername)s"), {
"playername": g_Players[unitOwner].name
});
data.button.tooltip = tooltip;
data.guiSelection.sprite = "color:" + g_DiplomacyColors.getPlayerColor(unitOwner, 160);
data.guiSelection.hidden = !g_IsObserver;
data.countDisplay.caption = data.item.ents.length || "";
data.button.onPress = function() { changePrimarySelectionGroup(data.item.key, false); };
data.button.onPressRight = function() { changePrimarySelectionGroup(data.item.key, true); };
if (template.icon)
data.icon.sprite = "stretched:session/portraits/" + template.icon;
setPanelObjectPosition(data.button, data.i, data.rowLength);
return true;
}
};
g_SelectionPanels.Stance = {
"getMaxNumberOfItems": function()
{
return 5;
},
"getItems": function(unitEntStates)
{
if (unitEntStates.some(state => !state.unitAI || !hasClass(state, "Unit") || hasClass(state, "Animal")))
return [];
return unitEntStates[0].unitAI.selectableStances;
},
"setupButton": function(data)
{
let unitIds = data.unitEntStates.map(state => state.id);
data.button.onPress = function() { performStance(unitIds, data.item); };
data.button.tooltip = getStanceDisplayName(data.item) + "\n" +
"[font=\"sans-13\"]" + getStanceTooltip(data.item) + "[/font]";
data.guiSelection.hidden = !Engine.GuiInterfaceCall("IsStanceSelected", {
"ents": unitIds,
"stance": data.item
});
data.icon.sprite = "stretched:session/icons/stances/" + data.item + ".png";
data.button.enabled = controlsPlayer(data.player);
setPanelObjectPosition(data.button, data.i, data.rowLength);
return true;
}
};
g_SelectionPanels.Training = {
"getMaxNumberOfItems": function()
{
return 24 - getNumberOfRightPanelButtons();
},
"getItems": function()
{
return getAllTrainableEntitiesFromSelection();
},
"setupButton": function(data)
{
let template = GetTemplateData(data.item);
if (!template)
return false;
let technologyEnabled = Engine.GuiInterfaceCall("IsTechnologyResearched", {
"tech": template.requiredTechnology,
"player": data.player
});
let unitIds = data.unitEntStates.map(status => status.id);
let [buildingsCountToTrainFullBatch, fullBatchSize, remainderBatch] =
getTrainingStatus(unitIds, data.item, data.playerState);
let trainNum = buildingsCountToTrainFullBatch * fullBatchSize + remainderBatch;
let neededResources;
if (template.cost)
neededResources = Engine.GuiInterfaceCall("GetNeededResources", {
"cost": multiplyEntityCosts(template, trainNum),
"player": data.player
});
data.button.onPress = function() {
if (!neededResources)
addTrainingToQueue(unitIds, data.item, data.playerState);
};
data.button.onPressRight = function() {
showTemplateDetails(data.item);
};
data.countDisplay.caption = trainNum > 1 ? trainNum : "";
let tooltips = [
"[font=\"sans-bold-16\"]" +
colorizeHotkey("%(hotkey)s", "session.queueunit." + (data.i + 1)) +
"[/font]" + " " + getEntityNamesFormatted(template),
getVisibleEntityClassesFormatted(template),
getAurasTooltip(template),
getEntityTooltip(template),
getEntityCostTooltip(template, unitIds[0], buildingsCountToTrainFullBatch, fullBatchSize, remainderBatch)
];
let limits = getEntityLimitAndCount(data.playerState, data.item);
tooltips.push(formatLimitString(limits.entLimit, limits.entCount, limits.entLimitChangers));
if (Engine.ConfigDB_GetValue("user", "showdetailedtooltips") === "true")
tooltips = tooltips.concat([
getHealthTooltip,
getAttackTooltip,
getSplashDamageTooltip,
getHealerTooltip,
getArmorTooltip,
getGarrisonTooltip,
getProjectilesTooltip,
getSpeedTooltip
].map(func => func(template)));
tooltips.push(showTemplateViewerOnRightClickTooltip());
tooltips.push(
formatBatchTrainingString(buildingsCountToTrainFullBatch, fullBatchSize, remainderBatch),
getRequiredTechnologyTooltip(technologyEnabled, template.requiredTechnology, GetSimState().players[data.player].civ),
getNeededResourcesTooltip(neededResources));
data.button.tooltip = tooltips.filter(tip => tip).join("\n");
let modifier = "";
if (!technologyEnabled || limits.canBeAddedCount == 0)
{
data.button.enabled = false;
modifier = "color:0 0 0 127:grayscale:";
}
else
{
data.button.enabled = controlsPlayer(data.player);
if (neededResources)
modifier = resourcesToAlphaMask(neededResources) + ":";
}
if (template.icon)
data.icon.sprite = modifier + "stretched:session/portraits/" + template.icon;
let index = data.i + getNumberOfRightPanelButtons();
setPanelObjectPosition(data.button, index, data.rowLength);
return true;
}
};
g_SelectionPanels.Upgrade = {
"getMaxNumberOfItems": function()
{
return 24 - getNumberOfRightPanelButtons();
},
"getItems": function(unitEntStates)
{
// Interface becomes complicated with multiple different units and this is meant per-entity, so prevent it if the selection has multiple different units.
if (unitEntStates.some(state => state.template != unitEntStates[0].template))
return false;
return unitEntStates[0].upgrade && unitEntStates[0].upgrade.upgrades;
},
"setupButton": function(data)
{
let template = GetTemplateData(data.item.entity);
if (!template)
return false;
let technologyEnabled = true;
if (data.item.requiredTechnology)
technologyEnabled = Engine.GuiInterfaceCall("IsTechnologyResearched", {
"tech": data.item.requiredTechnology,
"player": data.player
});
let neededResources = data.item.cost && Engine.GuiInterfaceCall("GetNeededResources", {
"cost": multiplyEntityCosts(data.item, data.unitEntStates.length),
"player": data.player
});
let limits = getEntityLimitAndCount(data.playerState, data.item.entity);
let progress = data.unitEntStates[0].upgrade.progress || 0;
let isUpgrading = data.unitEntStates[0].upgrade.template == data.item.entity;
let tooltip;
if (!progress)
{
let tooltips = [];
if (data.item.tooltip)
tooltips.push(sprintf(translate("Upgrade to %(name)s. %(tooltip)s"), {
"name": template.name.generic,
"tooltip": translate(data.item.tooltip)
}));
else
tooltips.push(sprintf(translate("Upgrade to %(name)s."), {
"name": template.name.generic
}));
tooltips.push(
getEntityCostComponentsTooltipString(data.item, undefined, data.unitEntStates.length),
formatLimitString(limits.entLimit, limits.entCount, limits.entLimitChangers),
getRequiredTechnologyTooltip(technologyEnabled, data.item.requiredTechnology, GetSimState().players[data.player].civ),
getNeededResourcesTooltip(neededResources),
showTemplateViewerOnRightClickTooltip());
tooltip = tooltips.filter(tip => tip).join("\n");
data.button.onPress = function() { upgradeEntity(data.item.entity); };
}
else if (isUpgrading)
{
tooltip = translate("Cancel Upgrading");
data.button.onPress = function() { cancelUpgradeEntity(); };
}
else
{
tooltip = translate("Cannot upgrade when the entity is already upgrading.");
data.button.onPress = function() {};
}
data.button.enabled = controlsPlayer(data.player);
data.button.tooltip = tooltip;
data.button.onPressRight = function() {
showTemplateDetails(data.item.entity);
};
let modifier = "";
if (!isUpgrading)
if (progress || !technologyEnabled || limits.canBeAddedCount == 0 &&
!hasSameRestrictionCategory(data.item.entity, data.unitEntStates[0].template))
{
data.button.enabled = false;
modifier = "color:0 0 0 127:grayscale:";
}
else if (neededResources)
{
data.button.enabled = false;
modifier = resourcesToAlphaMask(neededResources) + ":";
}
data.icon.sprite = modifier + "stretched:session/" +
(data.item.icon || "portraits/" + template.icon);
data.countDisplay.caption = data.unitEntStates.length > 1 ? data.unitEntStates.length : "";
let progressOverlay = Engine.GetGUIObjectByName("unitUpgradeProgressSlider[" + data.i + "]");
if (isUpgrading)
{
let size = progressOverlay.size;
size.top = size.left + Math.round(progress * (size.right - size.left));
progressOverlay.size = size;
}
progressOverlay.hidden = !isUpgrading;
setPanelObjectPosition(data.button, data.i + getNumberOfRightPanelButtons(), data.rowLength);
return true;
}
};
+function initSelectionPanels()
+{
+
+ let unitBarterPanel = Engine.GetGUIObjectByName("unitBarterPanel");
+ if (BarterButtonManager.IsAvailable(unitBarterPanel))
+ g_SelectionPanelBarterButtonManager = new BarterButtonManager(unitBarterPanel);
+}
+
/**
* Pauses game and opens the template details viewer for a selected entity or technology.
*
* Technologies don't have a set civ, so we pass along the native civ of
* the template of the entity that's researching it.
*
* @param {string} [civCode] - The template name of the entity that researches the selected technology.
*/
function showTemplateDetails(templateName, civCode)
{
pauseGame();
Engine.PushGuiPage(
"page_viewer.xml",
{
"templateName": templateName,
"civ": civCode
},
resumeGame);
}
/**
* If two panels need the same space, so they collide,
* the one appearing first in the order is rendered.
*
* Note that the panel needs to appear in the list to get rendered.
*/
let g_PanelsOrder = [
// LEFT PANE
"Barter", // Must always be visible on markets
"Garrison", // More important than Formation, as you want to see the garrisoned units in ships
"Alert",
"Formation",
"Stance", // Normal together with formation
// RIGHT PANE
"Gate", // Must always be shown on gates
"Pack", // Must always be shown on packable entities
"Upgrade", // Must always be shown on upgradable entities
"Training",
"Construction",
"Research", // Normal together with training
// UNIQUE PANES (importance doesn't matter)
"Command",
"AllyCommand",
"Queue",
"Selection",
];
Index: ps/trunk/binaries/data/mods/public/gui/session/selection_panels_left/barter_panel.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/gui/session/selection_panels_left/barter_panel.xml (revision 23071)
+++ ps/trunk/binaries/data/mods/public/gui/session/selection_panels_left/barter_panel.xml (revision 23072)
@@ -1,23 +1,10 @@
-
-
-
-
-
-
-
-
-
+
-
-
-
-
+
+
+
-
Index: ps/trunk/binaries/data/mods/public/gui/session/session.js
===================================================================
--- ps/trunk/binaries/data/mods/public/gui/session/session.js (revision 23071)
+++ ps/trunk/binaries/data/mods/public/gui/session/session.js (revision 23072)
@@ -1,1636 +1,1617 @@
const g_IsReplay = Engine.IsVisualReplay();
const g_CivData = loadCivData(false, true);
const g_Ceasefire = prepareForDropdown(g_Settings && g_Settings.Ceasefire);
const g_MapSizes = prepareForDropdown(g_Settings && g_Settings.MapSizes);
const g_MapTypes = prepareForDropdown(g_Settings && g_Settings.MapTypes);
const g_PopulationCapacities = prepareForDropdown(g_Settings && g_Settings.PopulationCapacities);
const g_StartingResources = prepareForDropdown(g_Settings && g_Settings.StartingResources);
const g_VictoryDurations = prepareForDropdown(g_Settings && g_Settings.VictoryDurations);
const g_VictoryConditions = g_Settings && g_Settings.VictoryConditions;
var g_Chat;
var g_DiplomacyButton;
var g_DiplomacyColors;
var g_DiplomacyDialog;
var g_MiniMapPanel;
+var g_TradeDialog;
+var g_TradeDialogButton;
var g_GameSpeeds;
/**
* Colors to flash when pop limit reached.
*/
var g_DefaultPopulationColor = "white";
var g_PopulationAlertColor = "orange";
/**
* Seen in the tooltip of the top panel.
*/
var g_ResourceTitleFont = "sans-bold-16";
/**
* A random file will be played. TODO: more variety
*/
var g_Ambient = ["audio/ambient/dayscape/day_temperate_gen_03.ogg"];
/**
* Map, player and match settings set in gamesetup.
*/
const g_GameAttributes = deepfreeze(Engine.GuiInterfaceCall("GetInitAttributes"));
/**
* True if this is a multiplayer game.
*/
const g_IsNetworked = Engine.HasNetClient();
/**
* Is this user in control of game settings (i.e. is a network server, or offline player).
*/
var g_IsController = !g_IsNetworked || Engine.HasNetServer();
/**
* Whether we have finished the synchronization and
* can start showing simulation related message boxes.
*/
var g_IsNetworkedActive = false;
/**
* True if the connection to the server has been lost.
*/
var g_Disconnected = false;
/**
* True if the current user has observer capabilities.
*/
var g_IsObserver = false;
/**
* True if the current user has rejoined (or joined the game after it started).
*/
var g_HasRejoined = false;
/**
* Shows a message box asking the user to leave if "won" or "defeated".
*/
var g_ConfirmExit = false;
/**
* True if the current player has paused the game explicitly.
*/
var g_Paused = false;
/**
* The list of GUIDs of players who have currently paused the game, if the game is networked.
*/
var g_PausingClients = [];
/**
* The playerID selected in the change perspective tool.
*/
var g_ViewedPlayer = Engine.GetPlayerID();
/**
* True if the camera should focus on attacks and player commands
* and select the affected units.
*/
var g_FollowPlayer = false;
/**
* Cache the basic player data (name, civ, color).
*/
var g_Players = [];
/**
* Last time when onTick was called().
* Used for animating the main menu.
*/
var g_LastTickTime = Date.now();
/**
* Recalculate which units have their status bars shown with this frequency in milliseconds.
*/
var g_StatusBarUpdate = 200;
/**
* For restoring selection, order and filters when returning to the replay menu
*/
var g_ReplaySelectionData;
/**
* Remembers which clients are assigned to which player slots.
* The keys are guids or "local" in Singleplayer.
*/
var g_PlayerAssignments;
var g_DeveloperOverlay;
/**
* Whether the entire UI should be hidden (useful for promotional screenshots).
* Can be toggled with a hotkey.
*/
var g_ShowGUI = true;
/**
* Whether status bars should be shown for all of the player's units.
*/
var g_ShowAllStatusBars = false;
/**
* Blink the population counter if the player can't train more units.
*/
var g_IsTrainingBlocked = false;
/**
* Cache of simulation state and template data (apart from TechnologyData, updated on every simulation update).
*/
var g_SimState;
var g_EntityStates = {};
var g_TemplateData = {};
var g_TechnologyData = {};
var g_ResourceData = new Resources();
/**
* Top coordinate of the research list.
* Changes depending on the number of displayed counters.
*/
var g_ResearchListTop = 4;
/**
* List of additional entities to highlight.
*/
var g_ShowGuarding = false;
var g_ShowGuarded = false;
var g_AdditionalHighlight = [];
/**
* Display data of the current players entities shown in the top panel.
*/
var g_PanelEntities = [];
/**
* Order in which the panel entities are shown.
*/
var g_PanelEntityOrder = ["Hero", "Relic"];
/**
* Unit classes to be checked for the idle-worker-hotkey.
*/
var g_WorkerTypes = ["FemaleCitizen", "Trader", "FishingBoat", "Citizen"];
/**
* Unit classes to be checked for the military-only-selection modifier and for the idle-warrior-hotkey.
*/
var g_MilitaryTypes = ["Melee", "Ranged"];
function GetSimState()
{
if (!g_SimState)
g_SimState = deepfreeze(Engine.GuiInterfaceCall("GetSimulationState"));
return g_SimState;
}
function GetMultipleEntityStates(ents)
{
if (!ents.length)
return null;
let entityStates = Engine.GuiInterfaceCall("GetMultipleEntityStates", ents);
for (let item of entityStates)
g_EntityStates[item.entId] = item.state && deepfreeze(item.state);
return entityStates;
}
function GetEntityState(entId)
{
if (!g_EntityStates[entId])
{
let entityState = Engine.GuiInterfaceCall("GetEntityState", entId);
g_EntityStates[entId] = entityState && deepfreeze(entityState);
}
return g_EntityStates[entId];
}
function GetTemplateData(templateName)
{
if (!(templateName in g_TemplateData))
{
let template = Engine.GuiInterfaceCall("GetTemplateData", templateName);
translateObjectKeys(template, ["specific", "generic", "tooltip"]);
g_TemplateData[templateName] = deepfreeze(template);
}
return g_TemplateData[templateName];
}
function GetTechnologyData(technologyName, civ)
{
if (!g_TechnologyData[civ])
g_TechnologyData[civ] = {};
if (!(technologyName in g_TechnologyData[civ]))
{
let template = GetTechnologyDataHelper(TechnologyTemplates.Get(technologyName), civ, g_ResourceData);
translateObjectKeys(template, ["specific", "generic", "description", "tooltip", "requirementsTooltip"]);
g_TechnologyData[civ][technologyName] = deepfreeze(template);
}
return g_TechnologyData[civ][technologyName];
}
function init(initData, hotloadData)
{
if (!g_Settings)
{
Engine.EndGame();
Engine.SwitchGuiPage("page_pregame.xml");
return;
}
// Fallback used by atlas
g_PlayerAssignments = initData ? initData.playerAssignments : { "local": { "player": 1 } };
// Fallback used by atlas and autostart games
if (g_PlayerAssignments.local && !g_PlayerAssignments.local.name)
g_PlayerAssignments.local.name = singleplayerName();
if (initData)
{
g_ReplaySelectionData = initData.replaySelectionData;
g_HasRejoined = initData.isRejoining;
if (initData.savedGUIData)
restoreSavedGameData(initData.savedGUIData);
}
g_Chat = new Chat();
g_DeveloperOverlay = new DeveloperOverlay();
g_DiplomacyColors = new DiplomacyColors();
g_DiplomacyDialog = new DiplomacyDialog(g_DiplomacyColors);
g_DiplomacyButton = new DiplomacyButton(g_DiplomacyDialog);
g_MiniMapPanel = new MiniMapPanel(g_DiplomacyColors, g_WorkerTypes);
+ g_TradeDialog = new TradeDialog();
+ g_TradeDialogButton = new TradeDialogButton(g_TradeDialog);
+ initSelectionPanels();
LoadModificationTemplates();
updatePlayerData();
initializeMusic(); // before changing the perspective
initGUIObjects();
if (hotloadData)
{
g_Selection.selected = hotloadData.selection;
g_PlayerAssignments = hotloadData.playerAssignments;
g_Players = hotloadData.player;
}
sendLobbyPlayerlistUpdate();
onSimulationUpdate();
setTimeout(displayGamestateNotifications, 1000);
}
function initGUIObjects()
{
initMenu();
updateGameSpeedControl();
- resizeTradeDialog();
- initBarterButtons();
+ g_TradeDialog.resize();
initPanelEntities();
g_DiplomacyColors.onPlayerInit();
initViewedPlayerDropdown();
Engine.SetBoundingBoxDebugOverlay(false);
updateEnabledRangeOverlayTypes();
g_DiplomacyDialog.onPlayerInit();
}
function updatePlayerData()
{
let simState = GetSimState();
if (!simState)
return;
let playerData = [];
for (let i = 0; i < simState.players.length; ++i)
{
let playerState = simState.players[i];
playerData.push({
"name": playerState.name,
"civ": playerState.civ,
"color": {
"r": playerState.color.r * 255,
"g": playerState.color.g * 255,
"b": playerState.color.b * 255,
"a": playerState.color.a * 255
},
"team": playerState.team,
"teamsLocked": playerState.teamsLocked,
"cheatsEnabled": playerState.cheatsEnabled,
"state": playerState.state,
"isAlly": playerState.isAlly,
"isMutualAlly": playerState.isMutualAlly,
"isNeutral": playerState.isNeutral,
"isEnemy": playerState.isEnemy,
"guid": undefined, // network guid for players controlled by hosts
"offline": g_Players[i] && !!g_Players[i].offline
});
}
for (let guid in g_PlayerAssignments)
{
let playerID = g_PlayerAssignments[guid].player;
if (!playerData[playerID])
continue;
playerData[playerID].guid = guid;
playerData[playerID].name = g_PlayerAssignments[guid].name;
}
g_Players = playerData;
}
/**
* Called when the user changed the diplomacy colors in the options.
* TODO: Remove this proxy and make the options page agnostic of the session page.
*/
function updateDisplayedPlayerColors()
{
g_DiplomacyColors.updateDisplayedPlayerColors();
}
/**
* Depends on the current player (g_IsObserver).
*/
function updateHotkeyTooltips()
{
- Engine.GetGUIObjectByName("tradeButton").tooltip =
- colorizeHotkey("%(hotkey)s" + " ", "session.gui.barter.toggle") +
- translate("Barter & Trade");
-
- Engine.GetGUIObjectByName("tradeHelp").tooltip = colorizeHotkey(
- translate("Select one type of goods you want to modify by clicking on it, and then use the arrows of the other types to modify their shares. You can also press %(hotkey)s while selecting one type of goods to bring its share to 100%%."),
- "session.fulltradeswap");
-
- Engine.GetGUIObjectByName("barterHelp").tooltip = sprintf(
- translate("Start by selecting the resource you wish to sell from the upper row. For each time the lower buttons are pressed, %(quantity)s of the upper resource will be sold for the displayed quantity of the lower. Press and hold %(hotkey)s to temporarily multiply the traded amount by %(multiplier)s."), {
- "quantity": g_BarterResourceSellQuantity,
- "hotkey": colorizeHotkey("%(hotkey)s", "session.massbarter"),
- "multiplier": g_BarterMultiplier
- });
-
Engine.GetGUIObjectByName("objectivesButton").tooltip =
colorizeHotkey("%(hotkey)s" + " ", "session.gui.objectives.toggle") +
translate("Objectives");
}
function initPanelEntities()
{
Engine.GetGUIObjectByName("panelEntityPanel").children.forEach((button, slot) => {
button.onPress = function() {
let panelEnt = g_PanelEntities.find(ent => ent.slot !== undefined && ent.slot == slot);
if (!panelEnt)
return;
if (!Engine.HotkeyIsPressed("selection.add"))
g_Selection.reset();
g_Selection.addList([panelEnt.ent]);
};
button.onDoublePress = function() {
let panelEnt = g_PanelEntities.find(ent => ent.slot !== undefined && ent.slot == slot);
if (panelEnt)
selectAndMoveTo(getEntityOrHolder(panelEnt.ent));
};
});
}
/**
* Returns the entity itself except when garrisoned where it returns its garrisonHolder
*/
function getEntityOrHolder(ent)
{
let entState = GetEntityState(ent);
if (entState && !entState.position && entState.unitAI && entState.unitAI.orders.length &&
entState.unitAI.orders[0].type == "Garrison")
return getEntityOrHolder(entState.unitAI.orders[0].data.target);
return ent;
}
function initializeMusic()
{
initMusic();
if (g_ViewedPlayer != -1 && g_CivData[g_Players[g_ViewedPlayer].civ].Music)
global.music.storeTracks(g_CivData[g_Players[g_ViewedPlayer].civ].Music);
global.music.setState(global.music.states.PEACE);
playAmbient();
}
function initViewedPlayerDropdown()
{
updateViewedPlayerDropdown();
// Select "observer" in the view player dropdown when rejoining as a defeated player
let player = g_Players[Engine.GetPlayerID()];
Engine.GetGUIObjectByName("viewPlayer").selected = player && player.state == "defeated" ? 0 : Engine.GetPlayerID() + 1;
}
function updateViewedPlayerDropdown()
{
let viewPlayer = Engine.GetGUIObjectByName("viewPlayer");
viewPlayer.list_data = [-1].concat(g_Players.map((player, i) => i));
viewPlayer.list = [translate("Observer")].concat(g_Players.map(
(player, i) => colorizePlayernameHelper("â– ", i) + " " + player.name
));
}
/**
* Change perspective tool.
* Shown to observers or when enabling the developers option.
*/
function selectViewPlayer(playerID)
{
if (playerID < -1 || playerID > g_Players.length - 1)
return;
if (g_ShowAllStatusBars)
recalculateStatusBarDisplay(true);
g_IsObserver = isPlayerObserver(Engine.GetPlayerID());
if (g_IsObserver || g_DeveloperOverlay.isChangePerspective())
{
if (g_ViewedPlayer != playerID)
clearSelection();
g_ViewedPlayer = playerID;
}
if (g_DeveloperOverlay.isChangePerspective())
{
Engine.SetPlayerID(g_ViewedPlayer);
g_IsObserver = isPlayerObserver(g_ViewedPlayer);
}
Engine.SetViewedPlayer(g_ViewedPlayer);
g_DiplomacyColors.updateDisplayedPlayerColors();
updateTopPanel();
g_Chat.onUpdatePlayers();
updateHotkeyTooltips();
// Update GUI and clear player-dependent cache
g_TemplateData = {};
Engine.GuiInterfaceCall("ResetTemplateModified");
onSimulationUpdate();
g_DiplomacyDialog.update();
-
- if (g_IsTradeOpen)
- openTrade();
+ g_TradeDialog.update();
}
/**
* Returns true if the player with that ID is in observermode.
*/
function isPlayerObserver(playerID)
{
let playerStates = GetSimState().players;
return !playerStates[playerID] || playerStates[playerID].state != "active";
}
/**
* Returns true if the current user can issue commands for that player.
*/
function controlsPlayer(playerID)
{
let playerStates = GetSimState().players;
return !!playerStates[Engine.GetPlayerID()] &&
playerStates[Engine.GetPlayerID()].controlsAll ||
Engine.GetPlayerID() == playerID &&
!!playerStates[playerID] &&
playerStates[playerID].state != "defeated";
}
/**
* Called when one or more players have won or were defeated.
*
* @param {array} - IDs of the players who have won or were defeated.
* @param {object} - a plural string stating the victory reason.
* @param {boolean} - whether these players have won or lost.
*/
function playersFinished(players, victoryString, won)
{
addChatMessage({
"type": "playerstate",
"message": victoryString,
"players": players
});
if (players.indexOf(Engine.GetPlayerID()) != -1)
reportGame();
sendLobbyPlayerlistUpdate();
updatePlayerData();
g_Chat.onUpdatePlayers();
updateGameSpeedControl();
if (players.indexOf(g_ViewedPlayer) == -1)
return;
// Select "observer" item on loss. On win enable observermode without changing perspective
Engine.GetGUIObjectByName("viewPlayer").selected = won ? g_ViewedPlayer + 1 : 0;
if (players.indexOf(Engine.GetPlayerID()) == -1 || Engine.IsAtlasRunning())
return;
global.music.setState(
won ?
global.music.states.VICTORY :
global.music.states.DEFEAT
);
g_ConfirmExit = won ? "won" : "defeated";
}
/**
* Sets civ icon for the currently viewed player.
* Hides most gui objects for observers.
*/
function updateTopPanel()
{
let isPlayer = g_ViewedPlayer > 0;
let civIcon = Engine.GetGUIObjectByName("civIcon");
civIcon.hidden = !isPlayer;
if (isPlayer)
{
civIcon.sprite = "stretched:" + g_CivData[g_Players[g_ViewedPlayer].civ].Emblem;
Engine.GetGUIObjectByName("civIconOverlay").tooltip =
sprintf(
translate("%(civ)s\n%(hotkey_civinfo)s / %(hotkey_structree)s: View History / Structure Tree\nLast opened will be reopened on click."), {
"civ": setStringTags(g_CivData[g_Players[g_ViewedPlayer].civ].Name, { "font": "sans-bold-stroke-14" }),
"hotkey_civinfo": colorizeHotkey("%(hotkey)s", "civinfo"),
"hotkey_structree": colorizeHotkey("%(hotkey)s", "structree")
});
}
// Following gaia can be interesting on scripted maps
Engine.GetGUIObjectByName("optionFollowPlayer").hidden = !g_IsObserver || g_ViewedPlayer == -1;
let viewPlayer = Engine.GetGUIObjectByName("viewPlayer");
viewPlayer.hidden = !g_IsObserver && !g_DeveloperOverlay.isChangePerspective();
let followPlayerLabel = Engine.GetGUIObjectByName("followPlayerLabel");
followPlayerLabel.hidden = Engine.GetTextWidth(followPlayerLabel.font, followPlayerLabel.caption + " ") +
followPlayerLabel.getComputedSize().left > viewPlayer.getComputedSize().left;
let resCodes = g_ResourceData.GetCodes();
let r = 0;
for (let res of resCodes)
{
if (!Engine.GetGUIObjectByName("resource[" + r + "]"))
{
warn("Current GUI limits prevent displaying more than " + r + " resources in the top panel!");
break;
}
Engine.GetGUIObjectByName("resource[" + r + "]_icon").sprite = "stretched:session/icons/resources/" + res + ".png";
Engine.GetGUIObjectByName("resource[" + r + "]").hidden = !isPlayer;
++r;
}
horizontallySpaceObjects("resourceCounts", 5);
hideRemaining("resourceCounts", r);
let resPop = Engine.GetGUIObjectByName("population");
let resPopSize = resPop.size;
resPopSize.left = Engine.GetGUIObjectByName("resource[" + (r - 1) + "]").size.right;
resPop.size = resPopSize;
Engine.GetGUIObjectByName("population").hidden = !isPlayer;
g_DiplomacyButton.update();
+ g_TradeDialogButton.update();
- Engine.GetGUIObjectByName("tradeButton").hidden = !isPlayer ||
- (!g_ResourceData.GetTradableCodes().length && !g_ResourceData.GetBarterableCodes().length);
Engine.GetGUIObjectByName("observerText").hidden = isPlayer;
let alphaLabel = Engine.GetGUIObjectByName("alphaLabel");
alphaLabel.hidden = isPlayer && !viewPlayer.hidden;
alphaLabel.size = isPlayer ? "50%+44 0 100%-283 100%" : "155 0 85%-279 100%";
Engine.GetGUIObjectByName("pauseButton").enabled = !g_IsObserver || !g_IsNetworked || g_IsController;
Engine.GetGUIObjectByName("menuResignButton").enabled = !g_IsObserver;
Engine.GetGUIObjectByName("lobbyButton").enabled = Engine.HasXmppClient();
}
/**
* Resign a player.
* @param leaveGameAfterResign If player is quitting after resignation.
*/
function resignGame(leaveGameAfterResign)
{
if (g_IsObserver || g_Disconnected)
return;
Engine.PostNetworkCommand({
"type": "resign"
});
if (!leaveGameAfterResign)
resumeGame(true);
}
/**
* Leave the game
* @param willRejoin If player is going to be rejoining a networked game.
*/
function leaveGame(willRejoin)
{
if (!willRejoin && !g_IsObserver)
resignGame(true);
// Before ending the game
let replayDirectory = Engine.GetCurrentReplayDirectory();
let simData = Engine.GuiInterfaceCall("GetReplayMetadata");
let playerID = Engine.GetPlayerID();
Engine.EndGame();
// After the replay file was closed in EndGame
// Done here to keep EndGame small
if (!g_IsReplay)
Engine.AddReplayToCache(replayDirectory);
if (g_IsController && Engine.HasXmppClient())
Engine.SendUnregisterGame();
Engine.SwitchGuiPage("page_summary.xml", {
"sim": simData,
"gui": {
"dialog": false,
"assignedPlayer": playerID,
"disconnected": g_Disconnected,
"isReplay": g_IsReplay,
"replayDirectory": !g_HasRejoined && replayDirectory,
"replaySelectionData": g_ReplaySelectionData
}
});
}
// Return some data that we'll use when hotloading this file after changes
function getHotloadData()
{
return {
"selection": g_Selection.selected,
"playerAssignments": g_PlayerAssignments,
"player": g_Players,
};
}
function getSavedGameData()
{
return {
"groups": g_Groups.groups
};
}
function restoreSavedGameData(data)
{
// Restore camera if any
if (data.camera)
Engine.SetCameraData(data.camera.PosX, data.camera.PosY, data.camera.PosZ,
data.camera.RotX, data.camera.RotY, data.camera.Zoom);
// Clear selection when loading a game
g_Selection.reset();
// Restore control groups
for (let groupNumber in data.groups)
{
g_Groups.groups[groupNumber].groups = data.groups[groupNumber].groups;
g_Groups.groups[groupNumber].ents = data.groups[groupNumber].ents;
}
updateGroups();
}
/**
* Called every frame.
*/
function onTick()
{
if (!g_Settings)
return;
let now = Date.now();
let tickLength = now - g_LastTickTime;
g_LastTickTime = now;
handleNetMessages();
updateCursorAndTooltip();
if (g_Selection.dirty)
{
g_Selection.dirty = false;
// When selection changed, get the entityStates of new entities
GetMultipleEntityStates(g_Selection.toList().filter(entId => !g_EntityStates[entId]));
updateGUIObjects();
// Display rally points for selected buildings
if (Engine.GetPlayerID() != -1)
Engine.GuiInterfaceCall("DisplayRallyPoint", { "entities": g_Selection.toList() });
}
else if (g_ShowAllStatusBars && now % g_StatusBarUpdate <= tickLength)
recalculateStatusBarDisplay();
updateTimers();
updateMenuPosition(tickLength);
// When training is blocked, flash population (alternates color every 500msec)
Engine.GetGUIObjectByName("resourcePop").textcolor = g_IsTrainingBlocked && now % 1000 < 500 ? g_PopulationAlertColor : g_DefaultPopulationColor;
Engine.GuiInterfaceCall("ClearRenamedEntities");
}
function onWindowResized()
{
// Update followPlayerLabel
updateTopPanel();
g_Chat.ChatWindow.resizeChatWindow();
}
function changeGameSpeed(speed)
{
if (!g_IsNetworked)
Engine.SetSimRate(speed);
}
function onSimulationUpdate()
{
// Templates change depending on technologies and auras, so they have to be reloaded after such a change.
// g_TechnologyData data never changes, so it shouldn't be deleted.
g_EntityStates = {};
if (Engine.GuiInterfaceCall("IsTemplateModified"))
{
g_TemplateData = {};
Engine.GuiInterfaceCall("ResetTemplateModified");
}
g_SimState = undefined;
if (!GetSimState())
return;
GetMultipleEntityStates(g_Selection.toList());
updateCinemaPath();
handleNotifications();
updateGUIObjects();
if (g_ConfirmExit)
confirmExit();
}
/**
* Don't show the message box before all playerstate changes are processed.
*/
function confirmExit()
{
if (g_IsNetworked && !g_IsNetworkedActive)
return;
closeOpenDialogs();
// Don't ask for exit if other humans are still playing
let askExit = !Engine.HasNetServer() || g_Players.every((player, i) =>
i == 0 ||
player.state != "active" ||
g_GameAttributes.settings.PlayerData[i].AI != "");
let subject = g_PlayerStateMessages[g_ConfirmExit];
if (askExit)
subject += "\n" + translate("Do you want to quit?");
messageBox(
400, 200,
subject,
g_ConfirmExit == "won" ?
translate("VICTORIOUS!") :
translate("DEFEATED!"),
askExit ? [translate("No"), translate("Yes")] : [translate("OK")],
askExit ? [resumeGame, leaveGame] : [resumeGame]
);
g_ConfirmExit = false;
}
function toggleGUI()
{
g_ShowGUI = !g_ShowGUI;
updateCinemaPath();
}
function updateCinemaPath()
{
let isPlayingCinemaPath = GetSimState().cinemaPlaying && !g_Disconnected;
Engine.GetGUIObjectByName("session").hidden = !g_ShowGUI || isPlayingCinemaPath;
Engine.Renderer_SetSilhouettesEnabled(!isPlayingCinemaPath && Engine.ConfigDB_GetValue("user", "silhouettes") == "true");
}
function updateGUIObjects()
{
g_Selection.update();
if (g_ShowAllStatusBars)
recalculateStatusBarDisplay();
if (g_ShowGuarding || g_ShowGuarded)
updateAdditionalHighlight();
updatePanelEntities();
displayPanelEntities();
updateGroups();
updatePlayerDisplay();
updateResearchDisplay();
updateSelectionDetails();
updateBuildingPlacementPreview();
updateTimeNotifications();
- if (g_IsTradeOpen)
- {
- updateTraderTexts();
- updateBarterButtons();
- }
-
if (g_ViewedPlayer > 0)
{
let playerState = GetSimState().players[g_ViewedPlayer];
g_DeveloperOverlay.setControlAll(playerState && playerState.controlsAll);
}
if (!g_IsObserver)
{
// Update music state on basis of battle state.
let battleState = Engine.GuiInterfaceCall("GetBattleState", g_ViewedPlayer);
if (battleState)
global.music.setState(global.music.states[battleState]);
}
updateViewedPlayerDropdown();
g_DeveloperOverlay.update();
g_DiplomacyDialog.update();
g_MiniMapPanel.update();
+ g_TradeDialog.update();
}
function saveResPopTooltipSort()
{
Engine.ConfigDB_CreateAndWriteValueToFile("user", "gui.session.respoptooltipsort", String((+Engine.ConfigDB_GetValue("user", "gui.session.respoptooltipsort") + 2) % 3 - 1), "config/user.cfg");
}
function onReplayFinished()
{
closeOpenDialogs();
pauseGame();
messageBox(400, 200,
translateWithContext("replayFinished", "The replay has finished. Do you want to quit?"),
translateWithContext("replayFinished", "Confirmation"),
[translateWithContext("replayFinished", "No"), translateWithContext("replayFinished", "Yes")],
[resumeGame, leaveGame]);
}
/**
* updates a status bar on the GUI
* nameOfBar: name of the bar
* points: points to show
* maxPoints: max points
* direction: gets less from (right to left) 0; (top to bottom) 1; (left to right) 2; (bottom to top) 3;
*/
function updateGUIStatusBar(nameOfBar, points, maxPoints, direction)
{
// check, if optional direction parameter is valid.
if (!direction || !(direction >= 0 && direction < 4))
direction = 0;
// get the bar and update it
let statusBar = Engine.GetGUIObjectByName(nameOfBar);
if (!statusBar)
return;
let healthSize = statusBar.size;
let value = 100 * Math.max(0, Math.min(1, points / maxPoints));
// inverse bar
if (direction == 2 || direction == 3)
value = 100 - value;
if (direction == 0)
healthSize.rright = value;
else if (direction == 1)
healthSize.rbottom = value;
else if (direction == 2)
healthSize.rleft = value;
else if (direction == 3)
healthSize.rtop = value;
statusBar.size = healthSize;
}
function updatePanelEntities()
{
let panelEnts =
g_ViewedPlayer == -1 ?
GetSimState().players.reduce((ents, pState) => ents.concat(pState.panelEntities), []) :
GetSimState().players[g_ViewedPlayer].panelEntities;
g_PanelEntities = g_PanelEntities.filter(panelEnt => panelEnts.find(ent => ent == panelEnt.ent));
for (let ent of panelEnts)
{
let panelEntState = GetEntityState(ent);
let template = GetTemplateData(panelEntState.template);
let panelEnt = g_PanelEntities.find(pEnt => ent == pEnt.ent);
if (!panelEnt)
{
panelEnt = {
"ent": ent,
"tooltip": undefined,
"sprite": "stretched:session/portraits/" + template.icon,
"maxHitpoints": undefined,
"currentHitpoints": panelEntState.hitpoints,
"previousHitpoints": undefined
};
g_PanelEntities.push(panelEnt);
}
panelEnt.tooltip = createPanelEntityTooltip(panelEntState, template);
panelEnt.previousHitpoints = panelEnt.currentHitpoints;
panelEnt.currentHitpoints = panelEntState.hitpoints;
panelEnt.maxHitpoints = panelEntState.maxHitpoints;
}
let panelEntIndex = ent => g_PanelEntityOrder.findIndex(entClass =>
GetEntityState(ent).identity.classes.indexOf(entClass) != -1);
g_PanelEntities = g_PanelEntities.sort((panelEntA, panelEntB) => panelEntIndex(panelEntA.ent) - panelEntIndex(panelEntB.ent));
}
function createPanelEntityTooltip(panelEntState, template)
{
let getPanelEntNameTooltip = panelEntState => "[font=\"sans-bold-16\"]" + template.name.specific + "[/font]";
return [
getPanelEntNameTooltip,
getCurrentHealthTooltip,
getAttackTooltip,
getArmorTooltip,
getEntityTooltip,
getAurasTooltip
].map(tooltip => tooltip(panelEntState)).filter(tip => tip).join("\n");
}
function displayPanelEntities()
{
let buttons = Engine.GetGUIObjectByName("panelEntityPanel").children;
buttons.forEach((button, slot) => {
if (button.hidden || g_PanelEntities.some(ent => ent.slot !== undefined && ent.slot == slot))
return;
button.hidden = true;
stopColorFade("panelEntityHitOverlay[" + slot + "]");
});
// The slot identifies the button, displayIndex determines its position.
for (let displayIndex = 0; displayIndex < Math.min(g_PanelEntities.length, buttons.length); ++displayIndex)
{
let panelEnt = g_PanelEntities[displayIndex];
// Find the first unused slot if new, otherwise reuse previous.
let slot = panelEnt.slot === undefined ?
buttons.findIndex(button => button.hidden) :
panelEnt.slot;
let panelEntButton = Engine.GetGUIObjectByName("panelEntityButton[" + slot + "]");
panelEntButton.tooltip = panelEnt.tooltip;
updateGUIStatusBar("panelEntityHealthBar[" + slot + "]", panelEnt.currentHitpoints, panelEnt.maxHitpoints);
if (panelEnt.slot === undefined)
{
let panelEntImage = Engine.GetGUIObjectByName("panelEntityImage[" + slot + "]");
panelEntImage.sprite = panelEnt.sprite;
panelEntButton.hidden = false;
panelEnt.slot = slot;
}
// If the health of the panelEnt changed since the last update, trigger the animation.
if (panelEnt.previousHitpoints > panelEnt.currentHitpoints)
startColorFade("panelEntityHitOverlay[" + slot + "]", 100, 0,
colorFade_attackUnit, true, smoothColorFadeRestart_attackUnit);
// TODO: Instead of instant position changes, animate button movement.
setPanelObjectPosition(panelEntButton, displayIndex, buttons.length);
}
}
function updateGroups()
{
g_Groups.update();
// Determine the sum of the costs of a given template
let getCostSum = (ent) => {
let cost = GetTemplateData(GetEntityState(ent).template).cost;
return cost ? Object.keys(cost).map(key => cost[key]).reduce((sum, cur) => sum + cur) : 0;
};
for (let i in Engine.GetGUIObjectByName("unitGroupPanel").children)
{
Engine.GetGUIObjectByName("unitGroupLabel[" + i + "]").caption = i;
let button = Engine.GetGUIObjectByName("unitGroupButton[" + i + "]");
button.hidden = g_Groups.groups[i].getTotalCount() == 0;
button.onpress = (function(i) { return function() { performGroup((Engine.HotkeyIsPressed("selection.add") ? "add" : "select"), i); }; })(i);
button.ondoublepress = (function(i) { return function() { performGroup("snap", i); }; })(i);
button.onpressright = (function(i) { return function() { performGroup("breakUp", i); }; })(i);
// Choose the icon of the most common template (or the most costly if it's not unique)
if (g_Groups.groups[i].getTotalCount() > 0)
{
let icon = GetTemplateData(GetEntityState(g_Groups.groups[i].getEntsGrouped().reduce((pre, cur) => {
if (pre.ents.length == cur.ents.length)
return getCostSum(pre.ents[0]) > getCostSum(cur.ents[0]) ? pre : cur;
return pre.ents.length > cur.ents.length ? pre : cur;
}).ents[0]).template).icon;
Engine.GetGUIObjectByName("unitGroupIcon[" + i + "]").sprite =
icon ? ("stretched:session/portraits/" + icon) : "groupsIcon";
}
setPanelObjectPosition(button, i, 1);
}
}
/**
* Create ally player stat tooltip.
* @param {string} resource - Resource type, on which values will be sorted.
* @param {object} playerStates - Playerstates from players whos stats are viewed in the tooltip.
* @param {number} sort - 0 no order, -1 descending, 1 ascending order.
* @returns {string} Tooltip string.
*/
function getAllyStatTooltip(resource, playerStates, sort)
{
let tooltip = [];
for (let player in playerStates)
tooltip.push({
"playername": colorizePlayernameHelper("â– ", player) + " " + g_Players[player].name,
"statValue": resource == "pop" ?
sprintf(translate("%(popCount)s/%(popLimit)s/%(popMax)s"), playerStates[player]) :
Math.round(playerStates[player].resourceCounts[resource]),
"orderValue": resource == "pop" ? playerStates[player].popCount :
Math.round(playerStates[player].resourceCounts[resource])
});
if (sort)
tooltip.sort((a, b) => sort * (b.orderValue - a.orderValue));
return "\n" + tooltip.map(stat => sprintf(translate("%(playername)s: %(statValue)s"), stat)).join("\n");
}
function updatePlayerDisplay()
{
let allPlayerStates = GetSimState().players;
let viewedPlayerState = allPlayerStates[g_ViewedPlayer];
let viewablePlayerStates = {};
for (let player in allPlayerStates)
if (player != 0 &&
player != g_ViewedPlayer &&
g_Players[player].state != "defeated" &&
(g_IsObserver ||
viewedPlayerState.hasSharedLos &&
g_Players[player].isMutualAlly[g_ViewedPlayer]))
viewablePlayerStates[player] = allPlayerStates[player];
if (!viewedPlayerState)
return;
let tooltipSort = +Engine.ConfigDB_GetValue("user", "gui.session.respoptooltipsort");
let orderHotkeyTooltip = Object.keys(viewablePlayerStates).length <= 1 ? "" :
"\n" + sprintf(translate("%(order)s: %(hotkey)s to change order."), {
"hotkey": setStringTags("\\[Click]", g_HotkeyTags),
"order": tooltipSort == 0 ? translate("Unordered") : tooltipSort == 1 ? translate("Descending") : translate("Ascending")
});
let resCodes = g_ResourceData.GetCodes();
for (let r = 0; r < resCodes.length; ++r)
{
let resourceObj = Engine.GetGUIObjectByName("resource[" + r + "]");
if (!resourceObj)
break;
let res = resCodes[r];
let tooltip = '[font="' + g_ResourceTitleFont + '"]' +
resourceNameFirstWord(res) + '[/font]';
let descr = g_ResourceData.GetResource(res).description;
if (descr)
tooltip += "\n" + translate(descr);
tooltip += orderHotkeyTooltip + getAllyStatTooltip(res, viewablePlayerStates, tooltipSort);
resourceObj.tooltip = tooltip;
Engine.GetGUIObjectByName("resource[" + r + "]_count").caption = Math.floor(viewedPlayerState.resourceCounts[res]);
}
Engine.GetGUIObjectByName("resourcePop").caption = sprintf(translate("%(popCount)s/%(popLimit)s"), viewedPlayerState);
Engine.GetGUIObjectByName("population").tooltip = translate("Population (current / limit)") + "\n" +
sprintf(translate("Maximum population: %(popCap)s"), { "popCap": viewedPlayerState.popMax }) +
orderHotkeyTooltip +
getAllyStatTooltip("pop", viewablePlayerStates, tooltipSort);
g_IsTrainingBlocked = viewedPlayerState.trainingBlocked;
}
function selectAndMoveTo(ent)
{
let entState = GetEntityState(ent);
if (!entState || !entState.position)
return;
g_Selection.reset();
g_Selection.addList([ent]);
let position = entState.position;
Engine.CameraMoveTo(position.x, position.z);
}
function updateResearchDisplay()
{
let researchStarted = Engine.GuiInterfaceCall("GetStartedResearch", g_ViewedPlayer);
// Set up initial positioning.
let buttonSideLength = Engine.GetGUIObjectByName("researchStartedButton[0]").size.right;
for (let i = 0; i < 10; ++i)
{
let button = Engine.GetGUIObjectByName("researchStartedButton[" + i + "]");
let size = button.size;
size.top = g_ResearchListTop + (4 + buttonSideLength) * i;
size.bottom = size.top + buttonSideLength;
button.size = size;
}
let numButtons = 0;
for (let tech in researchStarted)
{
// Show at most 10 in-progress techs.
if (numButtons >= 10)
break;
let template = GetTechnologyData(tech, g_Players[g_ViewedPlayer].civ);
let button = Engine.GetGUIObjectByName("researchStartedButton[" + numButtons + "]");
button.hidden = false;
button.tooltip = getEntityNames(template);
button.onpress = (function(e) { return function() { selectAndMoveTo(e); }; })(researchStarted[tech].researcher);
let icon = "stretched:session/portraits/" + template.icon;
Engine.GetGUIObjectByName("researchStartedIcon[" + numButtons + "]").sprite = icon;
// Scale the progress indicator.
let size = Engine.GetGUIObjectByName("researchStartedProgressSlider[" + numButtons + "]").size;
// Buttons are assumed to be square, so left/right offsets can be used for top/bottom.
size.top = size.left + Math.round(researchStarted[tech].progress * (size.right - size.left));
Engine.GetGUIObjectByName("researchStartedProgressSlider[" + numButtons + "]").size = size;
Engine.GetGUIObjectByName("researchStartedTimeRemaining[" + numButtons + "]").caption =
Engine.FormatMillisecondsIntoDateStringGMT(researchStarted[tech].timeRemaining, translateWithContext("countdown format", "m:ss"));
++numButtons;
}
// Hide unused buttons.
for (let i = numButtons; i < 10; ++i)
Engine.GetGUIObjectByName("researchStartedButton[" + i + "]").hidden = true;
}
/**
* Toggles the display of status bars for all of the player's entities.
*
* @param {Boolean} remove - Whether to hide all previously shown status bars.
*/
function recalculateStatusBarDisplay(remove = false)
{
let entities;
if (g_ShowAllStatusBars && !remove)
entities = g_ViewedPlayer == -1 ?
Engine.PickNonGaiaEntitiesOnScreen() :
Engine.PickPlayerEntitiesOnScreen(g_ViewedPlayer);
else
{
let selected = g_Selection.toList();
for (let ent in g_Selection.highlighted)
selected.push(g_Selection.highlighted[ent]);
// Remove selected entities from the 'all entities' array,
// to avoid disabling their status bars.
entities = Engine.GuiInterfaceCall(
g_ViewedPlayer == -1 ? "GetNonGaiaEntities" : "GetPlayerEntities", {
"viewedPlayer": g_ViewedPlayer
}).filter(idx => selected.indexOf(idx) == -1);
}
Engine.GuiInterfaceCall("SetStatusBars", {
"entities": entities,
"enabled": g_ShowAllStatusBars && !remove,
"showRank": Engine.ConfigDB_GetValue("user", "gui.session.rankabovestatusbar") == "true",
"showExperience": Engine.ConfigDB_GetValue("user", "gui.session.experiencestatusbar") == "true"
});
}
/**
* Inverts the given configuration boolean and returns the current state.
* For example "silhouettes".
*/
function toggleConfigBool(configName)
{
let enabled = Engine.ConfigDB_GetValue("user", configName) != "true";
Engine.ConfigDB_CreateAndWriteValueToFile("user", configName, String(enabled), "config/user.cfg");
return enabled;
}
/**
* Toggles the display of range overlays of selected entities for the given range type.
* @param {string} type - for example "Auras"
*/
function toggleRangeOverlay(type)
{
let enabled = toggleConfigBool("gui.session." + type.toLowerCase() + "range");
Engine.GuiInterfaceCall("EnableVisualRangeOverlayType", {
"type": type,
"enabled": enabled
});
let selected = g_Selection.toList();
for (let ent in g_Selection.highlighted)
selected.push(g_Selection.highlighted[ent]);
Engine.GuiInterfaceCall("SetRangeOverlays", {
"entities": selected,
"enabled": enabled
});
}
function updateEnabledRangeOverlayTypes()
{
for (let type of ["Attack", "Auras", "Heal"])
Engine.GuiInterfaceCall("EnableVisualRangeOverlayType", {
"type": type,
"enabled": Engine.ConfigDB_GetValue("user", "gui.session." + type.toLowerCase() + "range") == "true"
});
}
// Update the additional list of entities to be highlighted.
function updateAdditionalHighlight()
{
let entsAdd = []; // list of entities units to be highlighted
let entsRemove = [];
let highlighted = g_Selection.toList();
for (let ent in g_Selection.highlighted)
highlighted.push(g_Selection.highlighted[ent]);
if (g_ShowGuarding)
// flag the guarding entities to add in this additional highlight
for (let sel in g_Selection.selected)
{
let state = GetEntityState(g_Selection.selected[sel]);
if (!state.guard || !state.guard.entities.length)
continue;
for (let ent of state.guard.entities)
if (highlighted.indexOf(ent) == -1 && entsAdd.indexOf(ent) == -1)
entsAdd.push(ent);
}
if (g_ShowGuarded)
// flag the guarded entities to add in this additional highlight
for (let sel in g_Selection.selected)
{
let state = GetEntityState(g_Selection.selected[sel]);
if (!state.unitAI || !state.unitAI.isGuarding)
continue;
let ent = state.unitAI.isGuarding;
if (highlighted.indexOf(ent) == -1 && entsAdd.indexOf(ent) == -1)
entsAdd.push(ent);
}
// flag the entities to remove (from the previously added) from this additional highlight
for (let ent of g_AdditionalHighlight)
if (highlighted.indexOf(ent) == -1 && entsAdd.indexOf(ent) == -1 && entsRemove.indexOf(ent) == -1)
entsRemove.push(ent);
_setHighlight(entsAdd, g_HighlightedAlpha, true);
_setHighlight(entsRemove, 0, false);
g_AdditionalHighlight = entsAdd;
}
function playAmbient()
{
Engine.PlayAmbientSound(pickRandom(g_Ambient), true);
}
/**
* Adds the ingame time and ceasefire counter to the global FPS and
* realtime counters shown in the top right corner.
*/
function appendSessionCounters(counters)
{
let simState = GetSimState();
if (Engine.ConfigDB_GetValue("user", "gui.session.timeelapsedcounter") === "true")
{
let currentSpeed = Engine.GetSimRate();
if (currentSpeed != 1.0)
// Translation: The "x" means "times", with the mathematical meaning of multiplication.
counters.push(sprintf(translate("%(time)s (%(speed)sx)"), {
"time": timeToString(simState.timeElapsed),
"speed": Engine.FormatDecimalNumberIntoString(currentSpeed)
}));
else
counters.push(timeToString(simState.timeElapsed));
}
if (simState.ceasefireActive && Engine.ConfigDB_GetValue("user", "gui.session.ceasefirecounter") === "true")
counters.push(timeToString(simState.ceasefireTimeRemaining));
g_ResearchListTop = 4 + 14 * counters.length;
}
/**
* Send the current list of players, teams, AIs, observers and defeated/won and offline states to the lobby.
* The playerData format from g_GameAttributes is kept to reuse the GUI function presenting the data.
*/
function sendLobbyPlayerlistUpdate()
{
if (!g_IsController || !Engine.HasXmppClient())
return;
// Extract the relevant player data and minimize packet load
let minPlayerData = [];
for (let playerID in g_GameAttributes.settings.PlayerData)
{
if (+playerID == 0)
continue;
let pData = g_GameAttributes.settings.PlayerData[playerID];
let minPData = { "Name": pData.Name, "Civ": pData.Civ };
if (g_GameAttributes.settings.LockTeams)
minPData.Team = pData.Team;
if (pData.AI)
{
minPData.AI = pData.AI;
minPData.AIDiff = pData.AIDiff;
minPData.AIBehavior = pData.AIBehavior;
}
if (g_Players[playerID].offline)
minPData.Offline = true;
// Whether the player has won or was defeated
let state = g_Players[playerID].state;
if (state != "active")
minPData.State = state;
minPlayerData.push(minPData);
}
// Add observers
let connectedPlayers = 0;
for (let guid in g_PlayerAssignments)
{
let pData = g_GameAttributes.settings.PlayerData[g_PlayerAssignments[guid].player];
if (pData)
++connectedPlayers;
else
minPlayerData.push({
"Name": g_PlayerAssignments[guid].name,
"Team": "observer"
});
}
Engine.SendChangeStateGame(connectedPlayers, playerDataToStringifiedTeamList(minPlayerData));
}
/**
* Send a report on the gamestatus to the lobby.
* Keep in sync with source/tools/XpartaMuPP/LobbyRanking.py
*/
function reportGame()
{
// Only 1v1 games are rated (and Gaia is part of g_Players)
if (!Engine.HasXmppClient() || !Engine.IsRankedGame() ||
g_Players.length != 3 || Engine.GetPlayerID() == -1)
return;
let extendedSimState = Engine.GuiInterfaceCall("GetExtendedSimulationState");
let unitsClasses = [
"total",
"Infantry",
"Worker",
"FemaleCitizen",
"Cavalry",
"Champion",
"Hero",
"Siege",
"Ship",
"Trader"
];
let unitsCountersTypes = [
"unitsTrained",
"unitsLost",
"enemyUnitsKilled"
];
let buildingsClasses = [
"total",
"CivCentre",
"House",
"Economic",
"Outpost",
"Military",
"Fortress",
"Wonder"
];
let buildingsCountersTypes = [
"buildingsConstructed",
"buildingsLost",
"enemyBuildingsDestroyed"
];
let resourcesTypes = [
"wood",
"food",
"stone",
"metal"
];
let resourcesCounterTypes = [
"resourcesGathered",
"resourcesUsed",
"resourcesSold",
"resourcesBought"
];
let misc = [
"tradeIncome",
"tributesSent",
"tributesReceived",
"treasuresCollected",
"lootCollected",
"percentMapExplored"
];
let playerStatistics = {};
// Unit Stats
for (let unitCounterType of unitsCountersTypes)
{
if (!playerStatistics[unitCounterType])
playerStatistics[unitCounterType] = { };
for (let unitsClass of unitsClasses)
playerStatistics[unitCounterType][unitsClass] = "";
}
playerStatistics.unitsLostValue = "";
playerStatistics.unitsKilledValue = "";
// Building stats
for (let buildingCounterType of buildingsCountersTypes)
{
if (!playerStatistics[buildingCounterType])
playerStatistics[buildingCounterType] = { };
for (let buildingsClass of buildingsClasses)
playerStatistics[buildingCounterType][buildingsClass] = "";
}
playerStatistics.buildingsLostValue = "";
playerStatistics.enemyBuildingsDestroyedValue = "";
// Resources
for (let resourcesCounterType of resourcesCounterTypes)
{
if (!playerStatistics[resourcesCounterType])
playerStatistics[resourcesCounterType] = { };
for (let resourcesType of resourcesTypes)
playerStatistics[resourcesCounterType][resourcesType] = "";
}
playerStatistics.resourcesGathered.vegetarianFood = "";
for (let type of misc)
playerStatistics[type] = "";
// Total
playerStatistics.economyScore = "";
playerStatistics.militaryScore = "";
playerStatistics.totalScore = "";
let mapName = g_GameAttributes.settings.Name;
let playerStates = "";
let playerCivs = "";
let teams = "";
let teamsLocked = true;
// Serialize the statistics for each player into a comma-separated list.
// Ignore gaia
for (let i = 1; i < extendedSimState.players.length; ++i)
{
let player = extendedSimState.players[i];
let maxIndex = player.sequences.time.length - 1;
playerStates += player.state + ",";
playerCivs += player.civ + ",";
teams += player.team + ",";
teamsLocked = teamsLocked && player.teamsLocked;
for (let resourcesCounterType of resourcesCounterTypes)
for (let resourcesType of resourcesTypes)
playerStatistics[resourcesCounterType][resourcesType] += player.sequences[resourcesCounterType][resourcesType][maxIndex] + ",";
playerStatistics.resourcesGathered.vegetarianFood += player.sequences.resourcesGathered.vegetarianFood[maxIndex] + ",";
for (let unitCounterType of unitsCountersTypes)
for (let unitsClass of unitsClasses)
playerStatistics[unitCounterType][unitsClass] += player.sequences[unitCounterType][unitsClass][maxIndex] + ",";
for (let buildingCounterType of buildingsCountersTypes)
for (let buildingsClass of buildingsClasses)
playerStatistics[buildingCounterType][buildingsClass] += player.sequences[buildingCounterType][buildingsClass][maxIndex] + ",";
let total = 0;
for (let type in player.sequences.resourcesGathered)
total += player.sequences.resourcesGathered[type][maxIndex];
playerStatistics.economyScore += total + ",";
playerStatistics.militaryScore += Math.round((player.sequences.enemyUnitsKilledValue[maxIndex] +
player.sequences.enemyBuildingsDestroyedValue[maxIndex]) / 10) + ",";
playerStatistics.totalScore += (total + Math.round((player.sequences.enemyUnitsKilledValue[maxIndex] +
player.sequences.enemyBuildingsDestroyedValue[maxIndex]) / 10)) + ",";
for (let type of misc)
playerStatistics[type] += player.sequences[type][maxIndex] + ",";
}
// Send the report with serialized data
let reportObject = {};
reportObject.timeElapsed = extendedSimState.timeElapsed;
reportObject.playerStates = playerStates;
reportObject.playerID = Engine.GetPlayerID();
reportObject.matchID = g_GameAttributes.matchID;
reportObject.civs = playerCivs;
reportObject.teams = teams;
reportObject.teamsLocked = String(teamsLocked);
reportObject.ceasefireActive = String(extendedSimState.ceasefireActive);
reportObject.ceasefireTimeRemaining = String(extendedSimState.ceasefireTimeRemaining);
reportObject.mapName = mapName;
reportObject.economyScore = playerStatistics.economyScore;
reportObject.militaryScore = playerStatistics.militaryScore;
reportObject.totalScore = playerStatistics.totalScore;
for (let rct of resourcesCounterTypes)
for (let rt of resourcesTypes)
reportObject[rt + rct.substr(9)] = playerStatistics[rct][rt];
// eg. rt = food rct.substr = Gathered rct = resourcesGathered
reportObject.vegetarianFoodGathered = playerStatistics.resourcesGathered.vegetarianFood;
for (let type of unitsClasses)
{
// eg. type = Infantry (type.substr(0,1)).toLowerCase()+type.substr(1) = infantry
reportObject[(type.substr(0, 1)).toLowerCase() + type.substr(1) + "UnitsTrained"] = playerStatistics.unitsTrained[type];
reportObject[(type.substr(0, 1)).toLowerCase() + type.substr(1) + "UnitsLost"] = playerStatistics.unitsLost[type];
reportObject["enemy" + type + "UnitsKilled"] = playerStatistics.enemyUnitsKilled[type];
}
for (let type of buildingsClasses)
{
reportObject[(type.substr(0, 1)).toLowerCase() + type.substr(1) + "BuildingsConstructed"] = playerStatistics.buildingsConstructed[type];
reportObject[(type.substr(0, 1)).toLowerCase() + type.substr(1) + "BuildingsLost"] = playerStatistics.buildingsLost[type];
reportObject["enemy" + type + "BuildingsDestroyed"] = playerStatistics.enemyBuildingsDestroyed[type];
}
for (let type of misc)
reportObject[type] = playerStatistics[type];
Engine.SendGameReport(reportObject);
}
Index: ps/trunk/binaries/data/mods/public/gui/session/session.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/gui/session/session.xml (revision 23071)
+++ ps/trunk/binaries/data/mods/public/gui/session/session.xml (revision 23072)
@@ -1,164 +1,165 @@
+
onTick();
onWindowResized();
restoreSavedGameData(arguments[0]);
onSimulationUpdate();
onReplayFinished();
onReplayOutOfSync(arguments[0], arguments[1], arguments[2]);
Engine.ConfigDB_CreateValue("user", "gui.session.timeelapsedcounter", String(Engine.ConfigDB_GetValue("user", "gui.session.timeelapsedcounter") != "true"));
Engine.ConfigDB_CreateValue("user", "gui.session.ceasefirecounter", String(Engine.ConfigDB_GetValue("user", "gui.session.ceasefirecounter") != "true"));
Exit
leaveGame();
Game Paused
Click to Resume Game
togglePause();
-
+
Index: ps/trunk/binaries/data/mods/public/gui/session/top_panel/TradeDialogButton.js
===================================================================
--- ps/trunk/binaries/data/mods/public/gui/session/top_panel/TradeDialogButton.js (nonexistent)
+++ ps/trunk/binaries/data/mods/public/gui/session/top_panel/TradeDialogButton.js (revision 23072)
@@ -0,0 +1,23 @@
+/**
+ * This class handles the button which opens the diplomacy dialog.
+ */
+class TradeDialogButton
+{
+ constructor(tradeDialog)
+ {
+ this.tradeButton = Engine.GetGUIObjectByName("tradeButton");
+ this.tradeButton.onPress = tradeDialog.toggle.bind(tradeDialog);
+ this.isAvailable = g_ResourceData.GetTradableCodes().length || g_ResourceData.GetBarterableCodes().length;
+ }
+
+ update()
+ {
+ this.tradeButton.hidden = g_ViewedPlayer < 1 || !this.isAvailable;
+
+ this.tradeButton.tooltip =
+ colorizeHotkey("%(hotkey)s" + " ", "session.gui.barter.toggle") +
+ translate(this.Tooltip);
+ }
+}
+
+TradeDialogButton.prototype.Tooltip = markForTranslation("Barter & Trade");
Property changes on: ps/trunk/binaries/data/mods/public/gui/session/top_panel/TradeDialogButton.js
___________________________________________________________________
Added: svn:eol-style
## -0,0 +1 ##
+native
\ No newline at end of property
Index: ps/trunk/binaries/data/mods/public/gui/session/top_panel/button_trade.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/gui/session/top_panel/button_trade.xml (revision 23071)
+++ ps/trunk/binaries/data/mods/public/gui/session/top_panel/button_trade.xml (revision 23072)
@@ -1,13 +1,10 @@
-
- toggleTrade();
-
Index: ps/trunk/binaries/data/mods/public/gui/session/trade/BarterButton.js
===================================================================
--- ps/trunk/binaries/data/mods/public/gui/session/trade/BarterButton.js (nonexistent)
+++ ps/trunk/binaries/data/mods/public/gui/session/trade/BarterButton.js (revision 23072)
@@ -0,0 +1,119 @@
+/**
+ * This class manages a buy and sell button for one resource.
+ * The sell button selects the resource to be sold.
+ * The buy button selects the resource to be bought and performs the sale.
+ */
+class BarterButton
+{
+ constructor(barterButtonManager, resourceCode, i, panel)
+ {
+ this.barterButtonManager = barterButtonManager;
+ this.resourceCode = resourceCode;
+ this.amountToSell = 0;
+
+ this.sellButton = panel.children[i].children[0].children[0];
+ this.sellIcon = this.sellButton.children[0];
+ this.sellAmount = this.sellButton.children[1];
+ this.sellSelection = this.sellButton.children[2];
+
+ this.buyButton = panel.children[i].children[0].children[1];
+ this.buyIcon= this.buyButton.children[0];
+ this.buyAmount = this.buyButton.children[1];
+
+ let resourceName = { "resource": resourceNameWithinSentence(resourceCode) };
+
+ this.sellButton.tooltip = sprintf(this.SellTooltip, resourceName);
+ this.sellButton.onPress = () => { barterButtonManager.setSelectedResource(this.resourceCode); };
+ this.sellButton.hidden = false;
+
+ this.buyButton.tooltip = sprintf(this.BuyTooltip, resourceName);
+ this.buyButton.onPress = () => { this.buy(); };
+
+ this.iconPath = this.ResourceIconPath + resourceCode + ".png";
+
+ setPanelObjectPosition(panel.children[i], i, Infinity);
+ }
+
+ buy()
+ {
+ Engine.PostNetworkCommand({
+ "type": "barter",
+ "sell": this.barterButtonManager.selectedResource,
+ "buy": this.resourceCode,
+ "amount": this.amountToSell
+ });
+ }
+
+ /**
+ * The viewed player might be the owner of the selected market.
+ */
+ update(viewedPlayer)
+ {
+ this.amountToSell = this.BarterResourceSellQuantity;
+
+ if (Engine.HotkeyIsPressed("session.massbarter"))
+ this.amountToSell *= this.Multiplier;
+
+ let neededResourcesSell = Engine.GuiInterfaceCall("GetNeededResources", {
+ "cost": {
+ [this.resourceCode]: this.amountToSell
+ },
+ "player": viewedPlayer
+ });
+
+ let neededResourcesBuy = Engine.GuiInterfaceCall("GetNeededResources", {
+ "cost": {
+ [this.barterButtonManager.selectedResource]: this.amountToSell
+ },
+ "player": viewedPlayer
+ });
+
+ let isSelected = this.resourceCode == this.barterButtonManager.selectedResource;
+ let icon = "stretched:" + (isSelected ? this.SelectedModifier : "") + this.iconPath;
+ this.sellIcon.sprite = (neededResourcesSell ? this.DisabledModifier : "") + icon;
+ this.buyIcon.sprite = (neededResourcesBuy ? this.DisabledModifier : "") + icon;
+
+ this.sellAmount.caption = sprintf(translateWithContext("sell action", this.SellCaption), {
+ "amount": this.amountToSell
+ });
+
+ let prices = GetSimState().players[viewedPlayer].barterPrices;
+
+ this.buyAmount.caption = sprintf(translateWithContext("buy action", this.BuyCaption), {
+ "amount": Math.round(
+ prices.sell[this.barterButtonManager.selectedResource] /
+ prices.buy[this.resourceCode] * this.amountToSell)
+ });
+
+ this.buyButton.hidden = isSelected;
+ this.buyButton.enabled = controlsPlayer(viewedPlayer);
+ this.sellSelection.hidden = !isSelected;
+ }
+}
+
+BarterButton.getWidth = function(panel)
+{
+ let size = panel.children[0].size;
+ return size.right - size.left;
+};
+
+BarterButton.prototype.BuyTooltip = markForTranslation("Buy %(resource)s");
+BarterButton.prototype.SellTooltip = markForTranslation("Sell %(resource)s");
+BarterButton.prototype.BuyCaption = markForTranslationWithContext("buy action", "+%(amount)s");
+BarterButton.prototype.SellCaption = markForTranslationWithContext("sell action", "-%(amount)s");
+
+/**
+ * The barter constants should match with the simulation Quantity of goods to sell per click.
+ */
+BarterButton.prototype.BarterResourceSellQuantity = 100;
+
+/**
+ * Multiplier to be applied when holding the massbarter hotkey.
+ */
+BarterButton.prototype.Multiplier = 5;
+
+BarterButton.prototype.SelectedModifier = "color:0 0 0 100:grayscale:";
+
+BarterButton.prototype.DisabledModifier = "color:255 0 0 80:";
+
+BarterButton.prototype.ResourceIconPath = "session/icons/resources/";
Property changes on: ps/trunk/binaries/data/mods/public/gui/session/trade/BarterButton.js
___________________________________________________________________
Added: svn:eol-style
## -0,0 +1 ##
+native
\ No newline at end of property
Index: ps/trunk/binaries/data/mods/public/gui/session/trade/BarterButton.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/gui/session/trade/BarterButton.xml (nonexistent)
+++ ps/trunk/binaries/data/mods/public/gui/session/trade/BarterButton.xml (revision 23072)
@@ -0,0 +1,17 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Property changes on: ps/trunk/binaries/data/mods/public/gui/session/trade/BarterButton.xml
___________________________________________________________________
Added: svn:eol-style
## -0,0 +1 ##
+native
\ No newline at end of property
Index: ps/trunk/binaries/data/mods/public/gui/session/trade/BarterButtonManager.js
===================================================================
--- ps/trunk/binaries/data/mods/public/gui/session/trade/BarterButtonManager.js (nonexistent)
+++ ps/trunk/binaries/data/mods/public/gui/session/trade/BarterButtonManager.js (revision 23072)
@@ -0,0 +1,47 @@
+/**
+ * This class provides barter buttons.
+ * This is instantiated once for the selection panels and once for the trade dialog.
+ */
+class BarterButtonManager
+{
+ constructor(panel)
+ {
+ if (!BarterButtonManager.IsAvailable(panel))
+ throw "BarterButtonManager instantiated with no barterable resources or too few buttons!";
+
+ // The player may be the owner of the selected market
+ this.viewedPlayer = -1;
+
+ let resourceCodes = g_ResourceData.GetBarterableCodes();
+ this.selectedResource = resourceCodes[0];
+ this.buttons = resourceCodes.map((resourceCode, i) =>
+ new BarterButton(this, resourceCode, i, panel));
+
+ panel.onPress = this.update.bind(this);
+ panel.onRelease = this.update.bind(this);
+ }
+
+ setViewedPlayer(viewedPlayer)
+ {
+ this.viewedPlayer = viewedPlayer;
+ }
+
+ setSelectedResource(resourceCode)
+ {
+ this.selectedResource = resourceCode;
+ this.update();
+ }
+
+ update()
+ {
+ if (this.viewedPlayer >= 1)
+ for (let button of this.buttons)
+ button.update(this.viewedPlayer);
+ }
+}
+
+BarterButtonManager.IsAvailable = function(panel)
+{
+ let resourceCount = g_ResourceData.GetBarterableCodes().length;
+ return resourceCount && resourceCount <= panel.children.length;
+};
Property changes on: ps/trunk/binaries/data/mods/public/gui/session/trade/BarterButtonManager.js
___________________________________________________________________
Added: svn:eol-style
## -0,0 +1 ##
+native
\ No newline at end of property
Index: ps/trunk/binaries/data/mods/public/gui/session/trade/BarterPanel.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/gui/session/trade/BarterPanel.xml (nonexistent)
+++ ps/trunk/binaries/data/mods/public/gui/session/trade/BarterPanel.xml (revision 23072)
@@ -0,0 +1,37 @@
+
+
+
+
+ Barter
+
+
+
+
+
+
+
+ Sell:
+
+
+
+ Buy:
+
+
+
+ No Markets Available
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Property changes on: ps/trunk/binaries/data/mods/public/gui/session/trade/BarterPanel.xml
___________________________________________________________________
Added: svn:eol-style
## -0,0 +1 ##
+native
\ No newline at end of property
Added: svn:mime-type
## -0,0 +1 ##
+text/xml
\ No newline at end of property
Index: ps/trunk/binaries/data/mods/public/gui/session/trade/TradeButton.js
===================================================================
--- ps/trunk/binaries/data/mods/public/gui/session/trade/TradeButton.js (nonexistent)
+++ ps/trunk/binaries/data/mods/public/gui/session/trade/TradeButton.js (revision 23072)
@@ -0,0 +1,69 @@
+/**
+ * This class manages a button of the trading goods selection,
+ * where the user can determine the amounts of resource tpes that the trade carts shall transport.
+ */
+class TradeButton
+{
+ constructor(tradeButtonManager, resourceCode, i)
+ {
+ this.tradeButtonManager = tradeButtonManager;
+ this.resourceCode = resourceCode;
+
+ let id = "[" + i + "]";
+
+ this.tradeArrowUp = Engine.GetGUIObjectByName("tradeArrowUp" + id);
+ this.tradeArrowDn = Engine.GetGUIObjectByName("tradeArrowDn" + id);
+ this.tradeResource = Engine.GetGUIObjectByName("tradeResource" + id);
+ this.tradeResourceText = Engine.GetGUIObjectByName("tradeResourceText" + id);
+ this.tradeResourceButton = Engine.GetGUIObjectByName("tradeResourceButton" + id);
+ this.tradeResourceSelection = Engine.GetGUIObjectByName("tradeResourceSelection" + id);
+
+ Engine.GetGUIObjectByName("tradeResourceIcon" + id).sprite =
+ "stretched:" + this.ResourceIconPath + resourceCode + ".png";
+
+ this.tradeResourceButton.onPress = () => { tradeButtonManager.selectResource(resourceCode); };
+
+ this.tradeArrowUp.onPress = () => {
+ tradeButtonManager.changeResourceAmount(resourceCode, +Math.min(this.AmountStep, tradeButtonManager.tradingGoods[tradeButtonManager.selectedResource]));
+ };
+
+ this.tradeArrowDn.onPress = () => {
+ tradeButtonManager.changeResourceAmount(resourceCode, -Math.min(this.AmountStep, tradeButtonManager.tradingGoods[resourceCode]));
+ };
+
+ setPanelObjectPosition(this.tradeResource, i, i + 1);
+ }
+
+ update(enabled)
+ {
+ let isSelected = this.tradeButtonManager.selectedResource == this.resourceCode;
+ let currentAmount = this.tradeButtonManager.tradingGoods[this.resourceCode];
+ let selectedAmount = this.tradeButtonManager.tradingGoods[this.tradeButtonManager.selectedResource];
+
+ this.tradeResourceText.caption = sprintf(translateWithContext("trading good ratio", this.AmountRatioCaption), {
+ "amount": currentAmount
+ });
+ this.tradeResourceButton.enabled = enabled;
+ this.tradeResourceSelection.hidden = !enabled || !isSelected;
+
+ this.tradeArrowUp.enabled = enabled;
+ this.tradeArrowDn.enabled = enabled;
+ this.tradeArrowUp.hidden = !enabled || isSelected || currentAmount == 100 || selectedAmount == 0;
+ this.tradeArrowDn.hidden = !enabled || isSelected || currentAmount == 0 || selectedAmount == 100;
+ }
+}
+
+TradeButton.prototype.AmountRatioCaption = markForTranslationWithContext("trading good ratio", "%(amount)s%%");
+
+TradeButton.getWidth = function()
+{
+ let size = Engine.GetGUIObjectByName("tradeResource[0]").size;
+ return size.right - size.left;
+};
+
+TradeButton.prototype.ResourceIconPath = "session/icons/resources/";
+
+/**
+ * Percent of trading good selection to change per click.
+ */
+TradeButton.prototype.AmountStep = 5;
Property changes on: ps/trunk/binaries/data/mods/public/gui/session/trade/TradeButton.js
___________________________________________________________________
Added: svn:eol-style
## -0,0 +1 ##
+native
\ No newline at end of property
Index: ps/trunk/binaries/data/mods/public/gui/session/trade/TradeButtonManager.js
===================================================================
--- ps/trunk/binaries/data/mods/public/gui/session/trade/TradeButtonManager.js (nonexistent)
+++ ps/trunk/binaries/data/mods/public/gui/session/trade/TradeButtonManager.js (revision 23072)
@@ -0,0 +1,76 @@
+/**
+ * This class handles the buttons used to determine selection of goods carried by traders.
+ */
+class TradeButtonManager
+{
+ constructor()
+ {
+ if (!TradeButtonManager.IsAvailable())
+ throw "TradeButtonManager instantiated with no tradeable resources or too few buttons!";
+
+ // Assume that the simulation state will always follow the GUI
+ this.tradingGoods = Engine.GuiInterfaceCall("GetTradingGoods", g_ViewedPlayer);
+
+ let resourceCodes = g_ResourceData.GetTradableCodes();
+ this.selectedResource = resourceCodes[0];
+ this.buttons = resourceCodes.map((resCode, i) => new TradeButton(this, resCode, i));
+
+ hideRemaining("tradeResources", resourceCodes.length);
+
+ this.tradeHelp = Engine.GetGUIObjectByName("tradeHelp");
+ this.tradeHelp.hidden = false;
+ }
+
+ update()
+ {
+ this.tradeHelp.tooltip = colorizeHotkey(translate(this.TradeSwapTooltip), "session.fulltradeswap");
+
+ let enabled = controlsPlayer(g_ViewedPlayer);
+ for (let button of this.buttons)
+ button.update(enabled, this.selectedResource, this.tradingGoods);
+ }
+
+ selectResource(resourceCode)
+ {
+ if (Engine.HotkeyIsPressed("session.fulltradeswap"))
+ this.fullTradeSwap(resourceCode);
+
+ this.selectedResource = resourceCode;
+ this.update();
+ }
+
+ fullTradeSwap(resourceCode)
+ {
+ for (let resCode in this.tradingGoods)
+ this.tradingGoods[resCode] = 0;
+
+ this.tradingGoods[resourceCode] = 100;
+ this.setTradingGoods();
+ }
+
+ changeResourceAmount(resourceCode, amount)
+ {
+ this.tradingGoods[this.selectedResource] -= amount;
+ this.tradingGoods[resourceCode] += amount;
+
+ this.setTradingGoods();
+ this.update();
+ }
+
+ setTradingGoods()
+ {
+ Engine.PostNetworkCommand({
+ "type": "set-trading-goods",
+ "tradingGoods": this.tradingGoods
+ });
+ }
+}
+
+TradeButtonManager.IsAvailable = function()
+{
+ let resourceCount = g_ResourceData.GetTradableCodes().length;
+ return resourceCount && resourceCount <= Engine.GetGUIObjectByName("tradeResources").children.length;
+};
+
+TradeButtonManager.prototype.TradeSwapTooltip =
+ markForTranslation("Select one type of goods you want to modify by clicking on it, and then use the arrows of the other types to modify their shares. You can also press %(hotkey)s while selecting one type of goods to bring its share to 100%%.");
Property changes on: ps/trunk/binaries/data/mods/public/gui/session/trade/TradeButtonManager.js
___________________________________________________________________
Added: svn:eol-style
## -0,0 +1 ##
+native
\ No newline at end of property
Index: ps/trunk/binaries/data/mods/public/gui/session/trade/TradeDialog.js
===================================================================
--- ps/trunk/binaries/data/mods/public/gui/session/trade/TradeDialog.js (nonexistent)
+++ ps/trunk/binaries/data/mods/public/gui/session/trade/TradeDialog.js (revision 23072)
@@ -0,0 +1,72 @@
+/**
+ * This class manages the trading good selection, idle trader information and barter panel.
+ */
+class TradeDialog
+{
+ constructor()
+ {
+ this.tradePanel = new this.TradePanel();
+ this.barterPanel = new this.BarterPanel();
+
+ this.tradeDialogPanel = Engine.GetGUIObjectByName("tradeDialogPanel");
+
+ Engine.GetGUIObjectByName("closeTrade").onPress = this.close.bind(this);
+ }
+
+ open()
+ {
+ closeOpenDialogs();
+
+ if (g_ViewedPlayer < 1)
+ return;
+
+ this.updatePanels();
+ this.tradeDialogPanel.hidden = false;
+ }
+
+ close()
+ {
+ this.tradeDialogPanel.hidden = true;
+ }
+
+ isOpen()
+ {
+ return !this.tradeDialogPanel.hidden;
+ }
+
+ toggle()
+ {
+ let open = this.isOpen();
+ closeOpenDialogs();
+
+ if (!open)
+ this.open();
+ }
+
+ update()
+ {
+ if (!this.isOpen())
+ return;
+
+ this.updatePanels();
+ }
+
+ updatePanels()
+ {
+ this.barterPanel.update();
+ this.tradePanel.update();
+ }
+
+ resize()
+ {
+ let size = this.tradeDialogPanel.size;
+
+ let width = 1/2 * Math.max(
+ TradeDialog.prototype.BarterPanel.getWidthOffset(),
+ TradeDialog.prototype.TradePanel.getWidthOffset());
+
+ size.left -= width;
+ size.right += width;
+ this.tradeDialogPanel.size = size;
+ }
+}
Property changes on: ps/trunk/binaries/data/mods/public/gui/session/trade/TradeDialog.js
___________________________________________________________________
Added: svn:eol-style
## -0,0 +1 ##
+native
\ No newline at end of property
Index: ps/trunk/binaries/data/mods/public/gui/session/trade/TradeDialog.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/gui/session/trade/TradeDialog.xml (nonexistent)
+++ ps/trunk/binaries/data/mods/public/gui/session/trade/TradeDialog.xml (revision 23072)
@@ -0,0 +1,24 @@
+
+
+
+ Barter & Trade Goods
+
+
+
+
+
+
+
+
+
+
+
+
+ Close
+
+
Property changes on: ps/trunk/binaries/data/mods/public/gui/session/trade/TradeDialog.xml
___________________________________________________________________
Added: svn:eol-style
## -0,0 +1 ##
+native
\ No newline at end of property
Added: svn:mime-type
## -0,0 +1 ##
+text/xml
\ No newline at end of property
Index: ps/trunk/binaries/data/mods/public/gui/session/trade/TradeDialogBarterPanel.js
===================================================================
--- ps/trunk/binaries/data/mods/public/gui/session/trade/TradeDialogBarterPanel.js (nonexistent)
+++ ps/trunk/binaries/data/mods/public/gui/session/trade/TradeDialogBarterPanel.js (revision 23072)
@@ -0,0 +1,45 @@
+/**
+ * This class owns the BarterButtonManager and the accessory elements for bartering.
+ */
+TradeDialog.prototype.BarterPanel = class
+{
+ constructor()
+ {
+ this.barterResources = Engine.GetGUIObjectByName("barterResources");
+
+ let isAvailable = BarterButtonManager.IsAvailable(this.barterResources);
+ if (isAvailable)
+ this.barterButtonManager = new BarterButtonManager(this.barterResources);
+
+ Engine.GetGUIObjectByName("tradeDialogPanelBarter").hidden = !isAvailable;
+
+ this.barterNoMarketsMessage = Engine.GetGUIObjectByName("barterNoMarketsMessage");
+ this.barterHelp = Engine.GetGUIObjectByName("barterHelp");
+ }
+
+ update()
+ {
+ let playerState = GetSimState().players[g_ViewedPlayer];
+ let canBarter = playerState && playerState.canBarter;
+
+ this.barterButtonManager.setViewedPlayer(g_ViewedPlayer);
+ this.barterButtonManager.update();
+ this.barterNoMarketsMessage.hidden = canBarter;
+ this.barterResources.hidden = !canBarter;
+ this.barterHelp.hidden = !canBarter;
+ this.barterHelp.tooltip = sprintf(
+ translate(this.InstructionsTooltip), {
+ "quantity": this.BarterResourceSellQuantity,
+ "hotkey": colorizeHotkey("%(hotkey)s", "session.massbarter"),
+ "multiplier": this.Multiplier
+ });
+ }
+};
+
+TradeDialog.prototype.BarterPanel.getWidthOffset = function()
+{
+ return BarterButton.getWidth(Engine.GetGUIObjectByName("barterResources")) * g_ResourceData.GetBarterableCodes().length;
+};
+
+TradeDialog.prototype.BarterPanel.prototype.InstructionsTooltip =
+ markForTranslation("Start by selecting the resource you wish to sell from the upper row. For each time the lower buttons are pressed, %(quantity)s of the upper resource will be sold for the displayed quantity of the lower. Press and hold %(hotkey)s to temporarily multiply the traded amount by %(multiplier)s.");
Property changes on: ps/trunk/binaries/data/mods/public/gui/session/trade/TradeDialogBarterPanel.js
___________________________________________________________________
Added: svn:eol-style
## -0,0 +1 ##
+native
\ No newline at end of property
Index: ps/trunk/binaries/data/mods/public/gui/session/trade/TradeDialogTradePanel.js
===================================================================
--- ps/trunk/binaries/data/mods/public/gui/session/trade/TradeDialogTradePanel.js (nonexistent)
+++ ps/trunk/binaries/data/mods/public/gui/session/trade/TradeDialogTradePanel.js (revision 23072)
@@ -0,0 +1,24 @@
+/**
+ * This class owns the TradeButtonManager and trader information texts.
+ */
+TradeDialog.prototype.TradePanel = class
+{
+ constructor()
+ {
+ if (TradeButtonManager.IsAvailable())
+ this.tradeButtonManager = new TradeButtonManager();
+
+ this.traderStatusText = new TraderStatusText();
+ }
+
+ update()
+ {
+ for (let name in this)
+ this[name].update();
+ }
+};
+
+TradeDialog.prototype.TradePanel.getWidthOffset = function()
+{
+ return TradeButton.getWidth() * g_ResourceData.GetTradableCodes().length;
+};
Property changes on: ps/trunk/binaries/data/mods/public/gui/session/trade/TradeDialogTradePanel.js
___________________________________________________________________
Added: svn:eol-style
## -0,0 +1 ##
+native
\ No newline at end of property
Index: ps/trunk/binaries/data/mods/public/gui/session/trade/TradePanel.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/gui/session/trade/TradePanel.xml (nonexistent)
+++ ps/trunk/binaries/data/mods/public/gui/session/trade/TradePanel.xml (revision 23072)
@@ -0,0 +1,45 @@
+
+
+
+
+ Trade
+
+
+
+
+
+
+
+
+ Goods:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Property changes on: ps/trunk/binaries/data/mods/public/gui/session/trade/TradePanel.xml
___________________________________________________________________
Added: svn:eol-style
## -0,0 +1 ##
+native
\ No newline at end of property
Added: svn:mime-type
## -0,0 +1 ##
+text/xml
\ No newline at end of property
Index: ps/trunk/binaries/data/mods/public/gui/session/trade/TraderStatusText.js
===================================================================
--- ps/trunk/binaries/data/mods/public/gui/session/trade/TraderStatusText.js (nonexistent)
+++ ps/trunk/binaries/data/mods/public/gui/session/trade/TraderStatusText.js (revision 23072)
@@ -0,0 +1,29 @@
+/**
+ * This class composes the texts summarizing the current status of trader activity.
+ */
+class TraderStatusText
+{
+ constructor()
+ {
+ this.traderCountText = Engine.GetGUIObjectByName("traderCountText");
+
+ this.components = Object.keys(this.Components.prototype).map(name =>
+ new this.Components.prototype[name]());
+ }
+
+ update()
+ {
+ let traderNumber = Engine.GuiInterfaceCall("GetTraderNumber", g_ViewedPlayer);
+ this.traderCountText.caption = this.components.reduce((caption, component) =>
+ caption += component.getText(traderNumber, this.IdleTraderTextTags) + "\n\n", "").trim();
+ }
+}
+
+TraderStatusText.prototype.IdleTraderTextTags = { "color": "orange" };
+
+/**
+ * This class stores classes that build a trader information text and can be extended in externally.
+ */
+TraderStatusText.prototype.Components = class
+{
+};
Property changes on: ps/trunk/binaries/data/mods/public/gui/session/trade/TraderStatusText.js
___________________________________________________________________
Added: svn:eol-style
## -0,0 +1 ##
+native
\ No newline at end of property
Index: ps/trunk/binaries/data/mods/public/gui/session/trade/TraderStatusTextLand.js
===================================================================
--- ps/trunk/binaries/data/mods/public/gui/session/trade/TraderStatusTextLand.js (nonexistent)
+++ ps/trunk/binaries/data/mods/public/gui/session/trade/TraderStatusTextLand.js (revision 23072)
@@ -0,0 +1,83 @@
+/**
+ * This class provides information on the current trade carts.
+ */
+TraderStatusText.prototype.Components.prototype.LandText = class
+{
+ getText(traderNumber, idleTags)
+ {
+ let active = traderNumber.landTrader.trading;
+ let garrisoned = traderNumber.landTrader.garrisoned;
+ let inactive = traderNumber.landTrader.total - active - garrisoned;
+
+ let message = this.IdleLandTraderText[active ? "active" : "no-active"][garrisoned ? "garrisoned" : "no-garrisoned"][inactive ? "inactive" : "no-inactive"](inactive);
+
+ let activeString = sprintf(
+ translatePlural(
+ "There is %(numberTrading)s land trader trading",
+ "There are %(numberTrading)s land traders trading",
+ active
+ ),
+ { "numberTrading": active }
+ );
+
+ let inactiveString = sprintf(
+ active || garrisoned ?
+ translatePlural(
+ "%(numberOfLandTraders)s inactive",
+ "%(numberOfLandTraders)s inactive",
+ inactive
+ ) :
+ translatePlural(
+ "%(numberOfLandTraders)s land trader inactive",
+ "%(numberOfLandTraders)s land traders inactive",
+ inactive
+ ),
+ { "numberOfLandTraders": inactive }
+ );
+
+ let garrisonedString = sprintf(
+ active || inactive ?
+ translatePlural(
+ "%(numberGarrisoned)s garrisoned on a trading merchant ship",
+ "%(numberGarrisoned)s garrisoned on a trading merchant ship",
+ garrisoned
+ ) :
+ translatePlural(
+ "There is %(numberGarrisoned)s land trader garrisoned on a trading merchant ship",
+ "There are %(numberGarrisoned)s land traders garrisoned on a trading merchant ship",
+ garrisoned
+ ),
+ { "numberGarrisoned": garrisoned }
+ );
+
+ return sprintf(message, {
+ "openingTradingString": activeString,
+ "openingGarrisonedString": garrisonedString,
+ "garrisonedString": garrisonedString,
+ "inactiveString": setStringTags(inactiveString, idleTags)
+ });
+ }
+};
+
+TraderStatusText.prototype.Components.prototype.LandText.prototype.IdleLandTraderText = {
+ "active": {
+ "garrisoned": {
+ "no-inactive": () => translate("%(openingTradingString)s, and %(garrisonedString)s."),
+ "inactive": () => translate("%(openingTradingString)s, %(garrisonedString)s, and %(inactiveString)s.")
+ },
+ "no-garrisoned": {
+ "no-inactive": () => translate("%(openingTradingString)s."),
+ "inactive": () => translate("%(openingTradingString)s, and %(inactiveString)s.")
+ }
+ },
+ "no-active": {
+ "garrisoned": {
+ "no-inactive": () => translate("%(openingGarrisonedString)s."),
+ "inactive": () => translate("%(openingGarrisonedString)s, and %(inactiveString)s.")
+ },
+ "no-garrisoned": {
+ "inactive": inactive => translatePlural("There is %(inactiveString)s.", "There are %(inactiveString)s.", inactive),
+ "no-inactive": () => translate("There are no land traders.")
+ }
+ }
+};
Property changes on: ps/trunk/binaries/data/mods/public/gui/session/trade/TraderStatusTextLand.js
___________________________________________________________________
Added: svn:eol-style
## -0,0 +1 ##
+native
\ No newline at end of property
Index: ps/trunk/binaries/data/mods/public/gui/session/trade/TraderStatusTextShip.js
===================================================================
--- ps/trunk/binaries/data/mods/public/gui/session/trade/TraderStatusTextShip.js (nonexistent)
+++ ps/trunk/binaries/data/mods/public/gui/session/trade/TraderStatusTextShip.js (revision 23072)
@@ -0,0 +1,53 @@
+/**
+ * This class provides information on the current merchant ships.
+ */
+TraderStatusText.prototype.Components.prototype.ShipText = class
+{
+ getText(traderNumber, idleTags)
+ {
+ let active = traderNumber.shipTrader.trading;
+ let inactive = traderNumber.shipTrader.total - active;
+
+ let message = this.IdleShipTraderText[active ? "active" : "no-active"][inactive ? "inactive" : "no-inactive"](inactive);
+
+ let activeString = sprintf(
+ translatePlural(
+ "There is %(numberTrading)s merchant ship trading",
+ "There are %(numberTrading)s merchant ships trading",
+ active
+ ),
+ { "numberTrading": active }
+ );
+
+ let inactiveString = sprintf(
+ active ?
+ translatePlural(
+ "%(numberOfShipTraders)s inactive",
+ "%(numberOfShipTraders)s inactive",
+ inactive
+ ) :
+ translatePlural(
+ "%(numberOfShipTraders)s merchant ship inactive",
+ "%(numberOfShipTraders)s merchant ships inactive",
+ inactive
+ ),
+ { "numberOfShipTraders": inactive }
+ );
+
+ return sprintf(message, {
+ "openingTradingString": activeString,
+ "inactiveString": setStringTags(inactiveString, idleTags)
+ });
+ }
+};
+
+TraderStatusText.prototype.Components.prototype.ShipText.prototype.IdleShipTraderText = {
+ "active": {
+ "inactive": () => translate("%(openingTradingString)s, and %(inactiveString)s."),
+ "no-inactive": () => translate("%(openingTradingString)s.")
+ },
+ "no-active": {
+ "inactive": inactive => translatePlural("There is %(inactiveString)s.", "There are %(inactiveString)s.", inactive),
+ "no-inactive": () => translate("There are no merchant ships.")
+ }
+};
Property changes on: ps/trunk/binaries/data/mods/public/gui/session/trade/TraderStatusTextShip.js
___________________________________________________________________
Added: svn:eol-style
## -0,0 +1 ##
+native
\ No newline at end of property
Index: ps/trunk/binaries/data/mods/public/gui/session/unit_actions.js
===================================================================
--- ps/trunk/binaries/data/mods/public/gui/session/unit_actions.js (revision 23071)
+++ ps/trunk/binaries/data/mods/public/gui/session/unit_actions.js (revision 23072)
@@ -1,1542 +1,1542 @@
/**
* Specifies which template should indicate the target location of a player command,
* given a command type.
*/
var g_TargetMarker = {
"move": "special/target_marker"
};
/**
* Which enemy entity types will be attacked on sight when patroling.
*/
var g_PatrolTargets = ["Unit"];
/**
* List of different actions units can execute,
* this is mostly used to determine which actions can be executed
*
* "execute" is meant to send the command to the engine
*
* The next functions will always return false
* in case you have to continue to seek
* (i.e. look at the next entity for getActionInfo, the next
* possible action for the actionCheck ...)
* They will return an object when the searching is finished
*
* "getActionInfo" is used to determine if the action is possible,
* and also give visual feedback to the user (tooltips, cursors, ...)
*
* "preSelectedActionCheck" is used to select actions when the gui buttons
* were used to set them, but still require a target (like the guard button)
*
* "hotkeyActionCheck" is used to check the possibility of actions when
* a hotkey is pressed
*
* "actionCheck" is used to check the possibilty of actions without specific
* command. For that, the specificness variable is used
*
* "specificness" is used to determine how specific an action is,
* The lower the number, the more specific an action is, and the bigger
* the chance of selecting that action when multiple actions are possible
*/
var g_UnitActions =
{
"move":
{
"execute": function(target, action, selection, queued)
{
Engine.PostNetworkCommand({
"type": "walk",
"entities": selection,
"x": target.x,
"z": target.z,
"queued": queued
});
DrawTargetMarker(target);
Engine.GuiInterfaceCall("PlaySound", {
"name": "order_walk",
"entity": selection[0]
});
return true;
},
"getActionInfo": function(entState, targetState)
{
return { "possible": true };
},
"hotkeyActionCheck": function(target, selection)
{
if (!someUnitAI(selection) ||
!Engine.HotkeyIsPressed("session.move") ||
!getActionInfo("move", target, selection).possible)
return false;
return { "type": "move" };
},
"actionCheck": function(target, selection)
{
if (!someUnitAI(selection) || !getActionInfo("move", target, selection).possible)
return false;
return { "type": "move" };
},
"specificness": 12,
},
"attack-move":
{
"execute": function(target, action, selection, queued)
{
let targetClasses;
if (Engine.HotkeyIsPressed("session.attackmoveUnit"))
targetClasses = { "attack": ["Unit"] };
else
targetClasses = { "attack": ["Unit", "Structure"] };
Engine.PostNetworkCommand({
"type": "attack-walk",
"entities": selection,
"x": target.x,
"z": target.z,
"targetClasses": targetClasses,
"queued": queued
});
DrawTargetMarker(target);
Engine.GuiInterfaceCall("PlaySound", {
"name": "order_walk",
"entity": selection[0]
});
return true;
},
"getActionInfo": function(entState, targetState)
{
return { "possible": true };
},
"hotkeyActionCheck": function(target, selection)
{
if (!someUnitAI(selection) ||
!Engine.HotkeyIsPressed("session.attackmove") ||
!getActionInfo("attack-move", target, selection).possible)
return false;
return {
"type": "attack-move",
"cursor": "action-attack-move"
};
},
"specificness": 30,
},
"capture":
{
"execute": function(target, action, selection, queued)
{
Engine.PostNetworkCommand({
"type": "attack",
"entities": selection,
"target": action.target,
"allowCapture": true,
"queued": queued
});
Engine.GuiInterfaceCall("PlaySound", {
"name": "order_attack",
"entity": selection[0]
});
return true;
},
"getActionInfo": function(entState, targetState)
{
if (!entState.attack || !targetState.hitpoints)
return false;
return {
"possible": Engine.GuiInterfaceCall("CanAttack", {
"entity": entState.id,
"target": targetState.id,
"types": ["Capture"]
})
};
},
"actionCheck": function(target, selection)
{
if (!getActionInfo("capture", target, selection).possible)
return false;
return {
"type": "capture",
"cursor": "action-capture",
"target": target
};
},
"specificness": 9,
},
"attack":
{
"execute": function(target, action, selection, queued)
{
Engine.PostNetworkCommand({
"type": "attack",
"entities": selection,
"target": action.target,
"queued": queued,
"allowCapture": false
});
Engine.GuiInterfaceCall("PlaySound", {
"name": "order_attack",
"entity": selection[0]
});
return true;
},
"getActionInfo": function(entState, targetState)
{
if (!entState.attack || !targetState.hitpoints)
return false;
return {
"possible": Engine.GuiInterfaceCall("CanAttack", {
"entity": entState.id,
"target": targetState.id,
"types": ["!Capture"]
})
};
},
"hotkeyActionCheck": function(target, selection)
{
if (!Engine.HotkeyIsPressed("session.attack") ||
!getActionInfo("attack", target, selection).possible)
return false;
return {
"type": "attack",
"cursor": "action-attack",
"target": target
};
},
"actionCheck": function(target, selection)
{
if (!getActionInfo("attack", target, selection).possible)
return false;
return {
"type": "attack",
"cursor": "action-attack",
"target": target
};
},
"specificness": 10,
},
"patrol":
{
"execute": function(target, action, selection, queued)
{
Engine.PostNetworkCommand({
"type": "patrol",
"entities": selection,
"x": target.x,
"z": target.z,
"target": action.target,
"targetClasses": { "attack": g_PatrolTargets },
"queued": queued,
"allowCapture": false
});
DrawTargetMarker(target);
Engine.GuiInterfaceCall("PlaySound", { "name": "order_patrol", "entity": selection[0] });
return true;
},
"getActionInfo": function(entState, targetState)
{
if (!entState.unitAI || !entState.unitAI.canPatrol)
return false;
return { "possible": true };
},
"hotkeyActionCheck": function(target, selection)
{
if (!someCanPatrol(selection) ||
!Engine.HotkeyIsPressed("session.patrol") ||
!getActionInfo("patrol", target, selection).possible)
return false;
return {
"type": "patrol",
"cursor": "action-patrol",
"target": target
};
},
"preSelectedActionCheck": function(target, selection)
{
if (preSelectedAction != ACTION_PATROL || !getActionInfo("patrol", target, selection).possible)
return false;
return {
"type": "patrol",
"cursor": "action-patrol",
"target": target
};
},
"specificness": 37,
},
"heal":
{
"execute": function(target, action, selection, queued)
{
Engine.PostNetworkCommand({
"type": "heal",
"entities": selection,
"target": action.target,
"queued": queued
});
Engine.GuiInterfaceCall("PlaySound", {
"name": "order_heal",
"entity": selection[0]
});
return true;
},
"getActionInfo": function(entState, targetState)
{
if (!entState.heal ||
!hasClass(targetState, "Unit") || !targetState.needsHeal ||
!playerCheck(entState, targetState, ["Player", "Ally"]) ||
entState.id == targetState.id) // Healers can't heal themselves.
return false;
let unhealableClasses = entState.heal.unhealableClasses;
if (MatchesClassList(targetState.identity.classes, unhealableClasses))
return false;
let healableClasses = entState.heal.healableClasses;
if (!MatchesClassList(targetState.identity.classes, healableClasses))
return false;
return { "possible": true };
},
"actionCheck": function(target, selection)
{
if (!getActionInfo("heal", target, selection).possible)
return false;
return {
"type": "heal",
"cursor": "action-heal",
"target": target
};
},
"specificness": 7,
},
"repair":
{
"execute": function(target, action, selection, queued)
{
Engine.PostNetworkCommand({
"type": "repair",
"entities": selection,
"target": action.target,
"autocontinue": true,
"queued": queued
});
Engine.GuiInterfaceCall("PlaySound", {
"name": "order_repair",
"entity": selection[0]
});
return true;
},
"getActionInfo": function(entState, targetState)
{
if (!entState.builder ||
!targetState.needsRepair && !targetState.foundation ||
!playerCheck(entState, targetState, ["Player", "Ally"]))
return false;
return { "possible": true };
},
"preSelectedActionCheck": function(target, selection)
{
if (preSelectedAction != ACTION_REPAIR)
return false;
if (getActionInfo("repair", target, selection).possible)
return {
"type": "repair",
"cursor": "action-repair",
"target": target
};
return {
"type": "none",
"cursor": "action-repair-disabled",
"target": null
};
},
"hotkeyActionCheck": function(target, selection)
{
if (!Engine.HotkeyIsPressed("session.repair") ||
!getActionInfo("repair", target, selection).possible)
return false;
return {
"type": "repair",
"cursor": "action-repair",
"target": target
};
},
"actionCheck": function(target, selection)
{
if (!getActionInfo("repair", target, selection).possible)
return false;
return {
"type": "repair",
"cursor": "action-repair",
"target": target
};
},
"specificness": 11,
},
"gather":
{
"execute": function(target, action, selection, queued)
{
Engine.PostNetworkCommand({
"type": "gather",
"entities": selection,
"target": action.target,
"queued": queued
});
Engine.GuiInterfaceCall("PlaySound", {
"name": "order_gather",
"entity": selection[0]
});
return true;
},
"getActionInfo": function(entState, targetState)
{
if (!targetState.resourceSupply)
return false;
let resource = findGatherType(entState, targetState.resourceSupply);
if (!resource)
return false;
return {
"possible": true,
"cursor": "action-gather-" + resource
};
},
"actionCheck": function(target, selection)
{
let actionInfo = getActionInfo("gather", target, selection);
if (!actionInfo.possible)
return false;
return {
"type": "gather",
"cursor": actionInfo.cursor,
"target": target
};
},
"specificness": 1,
},
"returnresource":
{
"execute": function(target, action, selection, queued)
{
Engine.PostNetworkCommand({
"type": "returnresource",
"entities": selection,
"target": action.target,
"queued": queued
});
Engine.GuiInterfaceCall("PlaySound", {
"name": "order_gather",
"entity": selection[0]
});
return true;
},
"getActionInfo": function(entState, targetState)
{
if (!targetState.resourceDropsite)
return false;
let playerState = GetSimState().players[entState.player];
if (playerState.hasSharedDropsites && targetState.resourceDropsite.shared)
{
if (!playerCheck(entState, targetState, ["Player", "MutualAlly"]))
return false;
}
else if (!playerCheck(entState, targetState, ["Player"]))
return false;
if (!entState.resourceCarrying || !entState.resourceCarrying.length)
return false;
let carriedType = entState.resourceCarrying[0].type;
if (targetState.resourceDropsite.types.indexOf(carriedType) == -1)
return false;
return {
"possible": true,
"cursor": "action-return-" + carriedType
};
},
"actionCheck": function(target, selection)
{
let actionInfo = getActionInfo("returnresource", target, selection);
if (!actionInfo.possible)
return false;
return {
"type": "returnresource",
"cursor": actionInfo.cursor,
"target": target
};
},
"specificness": 2,
},
"setup-trade-route":
{
"execute": function(target, action, selection, queued)
{
Engine.PostNetworkCommand({
"type": "setup-trade-route",
"entities": selection,
"target": action.target,
"source": null,
"route": null,
"queued": queued
});
Engine.GuiInterfaceCall("PlaySound", {
"name": "order_trade",
"entity": selection[0]
});
return true;
},
"getActionInfo": function(entState, targetState)
{
if (targetState.foundation || !entState.trader || !targetState.market ||
playerCheck(entState, targetState, ["Enemy"]) ||
!(targetState.market.land && hasClass(entState, "Organic") ||
targetState.market.naval && hasClass(entState, "Ship")))
return false;
let tradingDetails = Engine.GuiInterfaceCall("GetTradingDetails", {
"trader": entState.id,
"target": targetState.id
});
if (!tradingDetails)
return false;
let tooltip;
switch (tradingDetails.type)
{
case "is first":
tooltip = translate("Origin trade market.") + "\n";
if (tradingDetails.hasBothMarkets)
tooltip += sprintf(translate("Gain: %(gain)s"), {
"gain": getTradingTooltip(tradingDetails.gain)
});
else
tooltip += translate("Right-click on another market to set it as a destination trade market.");
break;
case "is second":
tooltip = translate("Destination trade market.") + "\n" +
sprintf(translate("Gain: %(gain)s"), {
"gain": getTradingTooltip(tradingDetails.gain)
});
break;
case "set first":
tooltip = translate("Right-click to set as origin trade market");
break;
case "set second":
if (tradingDetails.gain.traderGain == 0) // markets too close
return false;
tooltip = translate("Right-click to set as destination trade market.") + "\n" +
sprintf(translate("Gain: %(gain)s"), {
"gain": getTradingTooltip(tradingDetails.gain)
});
break;
}
return {
"possible": true,
"tooltip": tooltip
};
},
"actionCheck": function(target, selection)
{
let actionInfo = getActionInfo("setup-trade-route", target, selection);
if (!actionInfo.possible)
return false;
return {
"type": "setup-trade-route",
"cursor": "action-setup-trade-route",
"tooltip": actionInfo.tooltip,
"target": target
};
},
"specificness": 0,
},
"garrison":
{
"execute": function(target, action, selection, queued)
{
Engine.PostNetworkCommand({
"type": "garrison",
"entities": selection,
"target": action.target,
"queued": queued
});
Engine.GuiInterfaceCall("PlaySound", {
"name": "order_garrison",
"entity": selection[0]
});
return true;
},
"getActionInfo": function(entState, targetState)
{
if (!entState.canGarrison || !targetState.garrisonHolder ||
!playerCheck(entState, targetState, ["Player", "MutualAlly"]))
return false;
let tooltip = sprintf(translate("Current garrison: %(garrisoned)s/%(capacity)s"), {
"garrisoned": targetState.garrisonHolder.garrisonedEntitiesCount,
"capacity": targetState.garrisonHolder.capacity
});
let extraCount = 0;
if (entState.garrisonHolder)
extraCount += entState.garrisonHolder.garrisonedEntitiesCount;
if (targetState.garrisonHolder.garrisonedEntitiesCount + extraCount >= targetState.garrisonHolder.capacity)
tooltip = coloredText(tooltip, "orange");
if (!MatchesClassList(entState.identity.classes, targetState.garrisonHolder.allowedClasses))
return false;
return {
"possible": true,
"tooltip": tooltip
};
},
"preSelectedActionCheck": function(target, selection)
{
if (preSelectedAction != ACTION_GARRISON)
return false;
let actionInfo = getActionInfo("garrison", target, selection);
if (!actionInfo.possible)
return {
"type": "none",
"cursor": "action-garrison-disabled",
"target": null
};
return {
"type": "garrison",
"cursor": "action-garrison",
"tooltip": actionInfo.tooltip,
"target": target
};
},
"hotkeyActionCheck": function(target, selection)
{
let actionInfo = getActionInfo("garrison", target, selection);
if (!Engine.HotkeyIsPressed("session.garrison") || !actionInfo.possible)
return false;
return {
"type": "garrison",
"cursor": "action-garrison",
"tooltip": actionInfo.tooltip,
"target": target
};
},
"specificness": 20,
},
"guard":
{
"execute": function(target, action, selection, queued)
{
Engine.PostNetworkCommand({
"type": "guard",
"entities": selection,
"target": action.target,
"queued": queued
});
Engine.GuiInterfaceCall("PlaySound", {
"name": "order_guard",
"entity": selection[0]
});
return true;
},
"getActionInfo": function(entState, targetState)
{
if (!targetState.guard ||
!playerCheck(entState, targetState, ["Player", "Ally"]) ||
!entState.unitAI || !entState.unitAI.canGuard ||
targetState.unitAI && targetState.unitAI.isGuarding)
return false;
return { "possible": true };
},
"preSelectedActionCheck": function(target, selection)
{
if (preSelectedAction != ACTION_GUARD)
return false;
if (getActionInfo("guard", target, selection).possible)
return {
"type": "guard",
"cursor": "action-guard",
"target": target
};
return {
"type": "none",
"cursor": "action-guard-disabled",
"target": null
};
},
"hotkeyActionCheck": function(target, selection)
{
if (!Engine.HotkeyIsPressed("session.guard") ||
!getActionInfo("guard", target, selection).possible)
return false;
return {
"type": "guard",
"cursor": "action-guard",
"target": target
};
},
"specificness": 40,
},
"remove-guard":
{
"execute": function(target, action, selection, queued)
{
Engine.PostNetworkCommand({
"type": "remove-guard",
"entities": selection,
"target": action.target,
"queued": queued
});
Engine.GuiInterfaceCall("PlaySound", {
"name": "order_guard",
"entity": selection[0]
});
return true;
},
"hotkeyActionCheck": function(target, selection)
{
if (!Engine.HotkeyIsPressed("session.guard") ||
!getActionInfo("remove-guard", target, selection).possible ||
!someGuarding(selection))
return false;
return {
"type": "remove-guard",
"cursor": "action-remove-guard"
};
},
"specificness": 41,
},
"set-rallypoint":
{
"execute": function(target, action, selection, queued)
{
// if there is a position set in the action then use this so that when setting a
// rally point on an entity it is centered on that entity
if (action.position)
target = action.position;
Engine.PostNetworkCommand({
"type": "set-rallypoint",
"entities": selection,
"x": target.x,
"z": target.z,
"data": action.data,
"queued": queued
});
// Display rally point at the new coordinates, to avoid display lag
Engine.GuiInterfaceCall("DisplayRallyPoint", {
"entities": selection,
"x": target.x,
"z": target.z,
"queued": queued
});
return true;
},
"getActionInfo": function(entState, targetState)
{
let tooltip;
// default to walking there (or attack-walking if hotkey pressed)
let data = { "command": "walk" };
let cursor = "";
if (Engine.HotkeyIsPressed("session.attackmove"))
{
let targetClasses;
if (Engine.HotkeyIsPressed("session.attackmoveUnit"))
targetClasses = { "attack": ["Unit"] };
else
targetClasses = { "attack": ["Unit", "Structure"] };
data.command = "attack-walk";
data.targetClasses = targetClasses;
cursor = "action-attack-move";
}
if (Engine.HotkeyIsPressed("session.repair") &&
(targetState.needsRepair || targetState.foundation) &&
playerCheck(entState, targetState, ["Player", "Ally"]))
{
data.command = "repair";
data.target = targetState.id;
cursor = "action-repair";
}
else if (targetState.garrisonHolder &&
playerCheck(entState, targetState, ["Player", "MutualAlly"]))
{
data.command = "garrison";
data.target = targetState.id;
cursor = "action-garrison";
tooltip = sprintf(translate("Current garrison: %(garrisoned)s/%(capacity)s"), {
"garrisoned": targetState.garrisonHolder.garrisonedEntitiesCount,
"capacity": targetState.garrisonHolder.capacity
});
if (targetState.garrisonHolder.garrisonedEntitiesCount >=
targetState.garrisonHolder.capacity)
tooltip = coloredText(tooltip, "orange");
}
else if (targetState.resourceSupply)
{
let resourceType = targetState.resourceSupply.type;
if (resourceType.generic == "treasure")
cursor = "action-gather-" + resourceType.generic;
else
cursor = "action-gather-" + resourceType.specific;
data.command = "gather-near-position";
data.resourceType = resourceType;
data.resourceTemplate = targetState.template;
if (!targetState.speed)
{
data.command = "gather";
data.target = targetState.id;
}
}
else if (entState.market && targetState.market &&
entState.id != targetState.id &&
(!entState.market.naval || targetState.market.naval) &&
!playerCheck(entState, targetState, ["Enemy"]))
{
// Find a trader (if any) that this building can produce.
let trader;
if (entState.production && entState.production.entities.length)
for (let i = 0; i < entState.production.entities.length; ++i)
if ((trader = GetTemplateData(entState.production.entities[i]).trader))
break;
let traderData = {
"firstMarket": entState.id,
"secondMarket": targetState.id,
"template": trader
};
let gain = Engine.GuiInterfaceCall("GetTradingRouteGain", traderData);
if (gain && gain.traderGain)
{
data.command = "trade";
data.target = traderData.secondMarket;
data.source = traderData.firstMarket;
cursor = "action-setup-trade-route";
tooltip = translate("Right-click to establish a default route for new traders.") + "\n" +
sprintf(
trader ?
translate("Gain: %(gain)s") :
translate("Expected gain: %(gain)s"),
{ "gain": getTradingTooltip(gain) });
}
}
else if ((targetState.needsRepair || targetState.foundation) && playerCheck(entState, targetState, ["Ally"]))
{
data.command = "repair";
data.target = targetState.id;
cursor = "action-repair";
}
else if (playerCheck(entState, targetState, ["Enemy"]))
{
data.target = targetState.id;
data.command = "attack";
cursor = "action-attack";
}
// Don't allow the rally point to be set on any of the currently selected entities (used for unset)
// except if the autorallypoint hotkey is pressed and the target can produce entities
if (!Engine.HotkeyIsPressed("session.autorallypoint") ||
!targetState.production ||
!targetState.production.entities.length)
for (let ent in g_Selection.selected)
if (targetState.id == +ent)
return false;
return {
"possible": true,
"data": data,
"position": targetState.position,
"cursor": cursor,
"tooltip": tooltip
};
},
"actionCheck": function(target, selection)
{
if (someUnitAI(selection) || !someRallyPoints(selection))
return false;
let actionInfo = getActionInfo("set-rallypoint", target, selection);
if (!actionInfo.possible)
return false;
return {
"type": "set-rallypoint",
"cursor": actionInfo.cursor,
"data": actionInfo.data,
"tooltip": actionInfo.tooltip,
"position": actionInfo.position
};
},
"specificness": 6,
},
"unset-rallypoint":
{
"execute": function(target, action, selection, queued)
{
Engine.PostNetworkCommand({
"type": "unset-rallypoint",
"entities": selection
});
// Remove displayed rally point
Engine.GuiInterfaceCall("DisplayRallyPoint", {
"entities": []
});
return true;
},
"getActionInfo": function(entState, targetState)
{
if (entState.id != targetState.id ||
!entState.rallyPoint || !entState.rallyPoint.position)
return false;
return { "possible": true };
},
"actionCheck": function(target, selection)
{
if (someUnitAI(selection) || !someRallyPoints(selection) ||
!getActionInfo("unset-rallypoint", target, selection).possible)
return false;
return {
"type": "unset-rallypoint",
"cursor": "action-unset-rally"
};
},
"specificness": 11,
},
"none":
{
"execute": function(target, action, selection, queued)
{
return true;
},
"specificness": 100,
},
};
/**
* Info and actions for the entity commands
* Currently displayed in the bottom of the central panel
*/
var g_EntityCommands =
{
"unload-all": {
"getInfo": function(entStates)
{
let count = 0;
for (let entState of entStates)
if (entState.garrisonHolder)
count += entState.garrisonHolder.entities.length;
if (!count)
return false;
return {
"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.unload") +
translate("Unload All."),
"icon": "garrison-out.png",
"count": count,
};
},
"execute": function()
{
unloadAll();
},
},
"delete": {
"getInfo": function(entStates)
{
return entStates.some(entState => !isUndeletable(entState)) ?
{
"tooltip":
colorizeHotkey("%(hotkey)s" + " ", "session.kill") +
translate("Destroy the selected units or buildings.") + "\n" +
colorizeHotkey(
translate("Use %(hotkey)s to avoid the confirmation dialog."),
"session.noconfirmation"
),
"icon": "kill_small.png"
} :
{
// Get all delete reasons and remove duplications
"tooltip": entStates.map(entState => isUndeletable(entState))
.filter((reason, pos, self) =>
self.indexOf(reason) == pos && reason
).join("\n"),
"icon": "kill_small_disabled.png"
};
},
"execute": function(entStates)
{
if (!entStates.length || entStates.every(entState => isUndeletable(entState)))
return;
if (Engine.HotkeyIsPressed("session.noconfirmation"))
Engine.PostNetworkCommand({
"type": "delete-entities",
"entities": entStates.map(entState => entState.id)
});
else
openDeleteDialog(entStates.map(entState => entState.id));
},
},
"stop": {
"getInfo": function(entStates)
{
if (entStates.every(entState => !entState.unitAI))
return false;
return {
"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.stop") +
translate("Abort the current order."),
"icon": "stop.png"
};
},
"execute": function(entStates)
{
if (entStates.length)
stopUnits(entStates.map(entState => entState.id));
},
},
"garrison": {
"getInfo": function(entStates)
{
if (entStates.every(entState => !entState.unitAI || entState.turretParent || false))
return false;
return {
"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.garrison") +
translate("Order the selected units to garrison in a building or unit."),
"icon": "garrison.png"
};
},
"execute": function()
{
inputState = INPUT_PRESELECTEDACTION;
preSelectedAction = ACTION_GARRISON;
},
},
"unload": {
"getInfo": function(entStates)
{
if (entStates.every(entState => {
if (!entState.unitAI || !entState.turretParent)
return true;
let parent = GetEntityState(entState.turretParent);
return !parent || !parent.garrisonHolder || parent.garrisonHolder.entities.indexOf(entState.id) == -1;
}))
return false;
return {
"tooltip": translate("Unload"),
"icon": "garrison-out.png"
};
},
"execute": function()
{
unloadSelection();
},
},
"repair": {
"getInfo": function(entStates)
{
if (entStates.every(entState => !entState.builder))
return false;
return {
"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.repair") +
translate("Order the selected units to repair a building or mechanical unit."),
"icon": "repair.png"
};
},
"execute": function()
{
inputState = INPUT_PRESELECTEDACTION;
preSelectedAction = ACTION_REPAIR;
},
},
"focus-rally": {
"getInfo": function(entStates)
{
if (entStates.every(entState => !entState.rallyPoint))
return false;
return {
"tooltip": colorizeHotkey("%(hotkey)s" + " ", "camera.rallypointfocus") +
translate("Focus on Rally Point."),
"icon": "focus-rally.png"
};
},
"execute": function(entStates)
{
// TODO: Would be nicer to cycle between the rallypoints of multiple entities instead of just using the first
let focusTarget;
for (let entState of entStates)
if (entState.rallyPoint && entState.rallyPoint.position)
{
focusTarget = entState.rallyPoint.position;
break;
}
if (!focusTarget)
for (let entState of entStates)
if (entState.position)
{
focusTarget = entState.position;
break;
}
if (focusTarget)
Engine.CameraMoveTo(focusTarget.x, focusTarget.z);
},
},
"back-to-work": {
"getInfo": function(entStates)
{
if (entStates.every(entState => !entState.unitAI || !entState.unitAI.hasWorkOrders))
return false;
return {
"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.backtowork") +
translate("Back to Work"),
"icon": "production.png"
};
},
"execute": function()
{
backToWork();
},
},
"add-guard": {
"getInfo": function(entStates)
{
if (entStates.every(entState =>
!entState.unitAI || !entState.unitAI.canGuard || entState.unitAI.isGuarding))
return false;
return {
"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.guard") +
translate("Order the selected units to guard a building or unit."),
"icon": "add-guard.png"
};
},
"execute": function()
{
inputState = INPUT_PRESELECTEDACTION;
preSelectedAction = ACTION_GUARD;
},
},
"remove-guard": {
"getInfo": function(entStates)
{
if (entStates.every(entState => !entState.unitAI || !entState.unitAI.isGuarding))
return false;
return {
"tooltip": translate("Remove guard"),
"icon": "remove-guard.png"
};
},
"execute": function()
{
removeGuard();
},
},
"select-trading-goods": {
"getInfo": function(entStates)
{
if (entStates.every(entState => !entState.market))
return false;
return {
"tooltip": translate("Barter & Trade"),
"icon": "economics.png"
};
},
"execute": function()
{
- toggleTrade();
+ g_TradeDialog.toggle();
},
},
"patrol": {
"getInfo": function(entStates)
{
if (!entStates.some(entState => entState.unitAI && entState.unitAI.canPatrol))
return false;
return {
"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.patrol") +
translate("Patrol") + "\n" +
translate("Attack all encountered enemy units while avoiding buildings."),
"icon": "patrol.png"
};
},
"execute": function()
{
inputState = INPUT_PRESELECTEDACTION;
preSelectedAction = ACTION_PATROL;
},
},
"share-dropsite": {
"getInfo": function(entStates)
{
let sharableEntities = entStates.filter(
entState => entState.resourceDropsite && entState.resourceDropsite.sharable);
if (!sharableEntities.length)
return false;
// Returns if none of the entities belong to a player with a mutual ally
if (entStates.every(entState => !GetSimState().players[entState.player].isMutualAlly.some(
(isAlly, playerId) => isAlly && playerId != entState.player)))
return false;
return sharableEntities.some(entState => !entState.resourceDropsite.shared) ?
{
"tooltip": translate("Press to allow allies to use this dropsite"),
"icon": "locked_small.png"
} :
{
"tooltip": translate("Press to prevent allies from using this dropsite"),
"icon": "unlocked_small.png"
};
},
"execute": function(entStates)
{
let sharableEntities = entStates.filter(
entState => entState.resourceDropsite && entState.resourceDropsite.sharable);
Engine.PostNetworkCommand({
"type": "set-dropsite-sharing",
"entities": sharableEntities.map(entState => entState.id),
"shared": sharableEntities.some(entState => !entState.resourceDropsite.shared)
});
},
}
};
var g_AllyEntityCommands =
{
"unload-all": {
"getInfo": function(entState)
{
if (!entState.garrisonHolder)
return false;
let player = Engine.GetPlayerID();
let count = 0;
for (let ent in g_Selection.selected)
{
let selectedEntState = GetEntityState(+ent);
if (!selectedEntState.garrisonHolder)
continue;
for (let entity of selectedEntState.garrisonHolder.entities)
{
let state = GetEntityState(entity);
if (state.player == player)
++count;
}
}
return {
"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.unload") +
translate("Unload All."),
"icon": "garrison-out.png",
"count": count,
};
},
"execute": function(entState)
{
unloadAll();
},
},
"share-dropsite": {
"getInfo": function(entState)
{
if (Engine.GetPlayerID() == -1 ||
!GetSimState().players[Engine.GetPlayerID()].hasSharedDropsites ||
!entState.resourceDropsite || !entState.resourceDropsite.sharable)
return false;
if (entState.resourceDropsite.shared)
return {
"tooltip": translate("You are allowed to use this dropsite"),
"icon": "unlocked_small.png"
};
return {
"tooltip": translate("The use of this dropsite is prohibited"),
"icon": "locked_small.png"
};
},
"execute": function(entState)
{
// This command button is always disabled
},
}
};
function playerCheck(entState, targetState, validPlayers)
{
let playerState = GetSimState().players[entState.player];
for (let player of validPlayers)
if (player == "Gaia" && targetState.player == 0 ||
player == "Player" && targetState.player == entState.player ||
playerState["is" + player] && playerState["is" + player][targetState.player])
return true;
return false;
}
function hasClass(entState, className)
{
// note: use the functions in globalscripts/Templates.js for more versatile matching
return entState.identity && entState.identity.classes.indexOf(className) != -1;
}
/**
* Work out whether at least part of the selected entities have UnitAI.
*/
function someUnitAI(entities)
{
return entities.some(ent => {
let entState = GetEntityState(ent);
return entState && entState.unitAI || false;
});
}
function someRallyPoints(entities)
{
return entities.some(ent => {
let entState = GetEntityState(ent);
return entState && entState.rallyPoint || false;
});
}
function someGuarding(entities)
{
return entities.some(ent => {
let entState = GetEntityState(ent);
return entState && entState.unitAI && entState.unitAI.isGuarding;
});
}
function someCanPatrol(entities)
{
return entities.some(ent => {
let entState = GetEntityState(ent);
return entState && entState.unitAI && entState.unitAI.canPatrol;
});
}
/**
* Keep in sync with Commands.js.
*/
function isUndeletable(entState)
{
if (g_DeveloperOverlay.isControlAll())
return false;
if (entState.resourceSupply && entState.resourceSupply.killBeforeGather)
return translate("The entity has to be killed before it can be gathered from");
if (entState.capturePoints && entState.capturePoints[entState.player] < entState.maxCapturePoints / 2)
return translate("You cannot destroy this entity as you own less than half the capture points");
if (!entState.identity.canDelete)
return translate("This entity is undeletable");
return false;
}
function DrawTargetMarker(target)
{
Engine.GuiInterfaceCall("AddTargetMarker", {
"template": g_TargetMarker.move,
"x": target.x,
"z": target.z
});
}
function findGatherType(gatherer, supply)
{
if (!gatherer.resourceGatherRates || !supply)
return undefined;
if (gatherer.resourceGatherRates[supply.type.generic + "." + supply.type.specific])
return supply.type.specific;
if (gatherer.resourceGatherRates[supply.type.generic])
return supply.type.generic;
return undefined;
}
function getActionInfo(action, target, selection)
{
let simState = GetSimState();
// If the selection doesn't exist, no action
if (!GetEntityState(selection[0]))
return { "possible": false };
if (!target) // TODO move these non-target actions to an object like unit_actions.js
{
if (action == "set-rallypoint")
{
let cursor = "";
let data = { "command": "walk" };
if (Engine.HotkeyIsPressed("session.attackmove"))
{
data.command = "attack-walk";
data.targetClasses = Engine.HotkeyIsPressed("session.attackmoveUnit") ?
{ "attack": ["Unit"] } : { "attack": ["Unit", "Structure"] };
cursor = "action-attack-move";
}
else if (Engine.HotkeyIsPressed("session.patrol"))
{
data.command = "patrol";
data.targetClasses = { "attack": g_PatrolTargets };
cursor = "action-patrol";
}
return {
"possible": true,
"data": data,
"cursor": cursor
};
}
return {
"possible": ["move", "attack-move", "remove-guard", "patrol"].indexOf(action) != -1
};
}
// Look at the first targeted entity
// (TODO: maybe we eventually want to look at more, and be more context-sensitive?
// e.g. prefer to attack an enemy unit, even if some friendly units are closer to the mouse)
let targetState = GetEntityState(target);
if (!targetState)
return { "possible": false };
// Check if any entities in the selection can do some of the available actions with target
for (let entityID of selection)
{
let entState = GetEntityState(entityID);
if (!entState)
continue;
if (g_UnitActions[action] && g_UnitActions[action].getActionInfo)
{
let r = g_UnitActions[action].getActionInfo(entState, targetState, simState);
if (r && r.possible) // return true if it's possible for one of the entities
return r;
}
}
return { "possible": false };
}