Gamesetup cleanup (game/map-description), refs #3994.
Add linebreaks. Eliminate unneeded variables mapName and gameDescription. Remove a check as g_GameAttributes.map is always defined. Sort the two one-line statements above the helper variable declarations to make it more more obvious that the statements don't use them. This was SVN commit r18227.
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@ -1396,8 +1396,6 @@ function updateGUIObjects()
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"exploreMap", "disableTreasures", "lockTeams"])
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hideControl(ctrl, ctrl + "Text", notScenario);
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setMapDescription();
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for (let i = 0; i < g_MaxPlayers; ++i)
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{
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Engine.GetGUIObjectByName("playerBox["+i+"]").hidden = (i >= numPlayers);
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@ -1445,6 +1443,7 @@ function updateGUIObjects()
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pColorPicker.selected = g_PlayerColors.findIndex(col => sameColor(col, color));
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}
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updateMapDescription();
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resizeMoreOptionsWindow();
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g_IsInGuiUpdate = false;
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@ -1466,41 +1465,59 @@ function updateGUIObjects()
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/**
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* Sets an additional map label, map preview image and mapsettings description.
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*/
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function setMapDescription()
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function updateMapDescription()
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{
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let numPlayers = g_GameAttributes.settings.PlayerData ? g_GameAttributes.settings.PlayerData.length : 0;
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let mapName = g_GameAttributes.map || "";
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setMapPreviewImage("mapPreview", getMapPreview(g_GameAttributes.map));
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let victoryIdx = Math.max(0, g_VictoryConditions.Name.indexOf(g_GameAttributes.settings.GameType || ""));
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Engine.GetGUIObjectByName("mapInfoName").caption =
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g_GameAttributes.map == "random" ?
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translateWithContext("map selection", "Random") :
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translate(getMapDisplayName(g_GameAttributes.map));
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let numPlayers = sprintf(
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translatePlural(
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"%(number)s player. ",
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"%(number)s players. ",
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g_GameAttributes.settings.PlayerData.length
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),
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{ "number": g_GameAttributes.settings.PlayerData.length }
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);
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let mapDescription =
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g_GameAttributes.map == "random" ?
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translate("Randomly selects a map from the list") :
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g_GameAttributes.settings.Description ?
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translate(g_GameAttributes.settings.Description) :
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translate("Sorry, no description available.");
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let victoryIdx = g_VictoryConditions.Name.indexOf(g_GameAttributes.settings.GameType);
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let victoryTitle;
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if (g_VictoryConditions.Name[victoryIdx] == "wonder")
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victoryTitle = sprintf(
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translatePluralWithContext(
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"victory condition",
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"Wonder (%(min)s minute)",
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"Wonder (%(min)s minutes)",
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g_GameAttributes.settings.WonderDuration
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),
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{ "min": g_GameAttributes.settings.WonderDuration }
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);
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if (victoryIdx == -1)
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victoryTitle = translateWithContext("victory condition", "Unknown")
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else
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victoryTitle = g_VictoryConditions.Title[victoryIdx];
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{
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if (g_VictoryConditions.Name[victoryIdx] == "wonder")
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victoryTitle = sprintf(
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translatePluralWithContext(
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"victory condition",
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"Wonder (%(min)s minute)",
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"Wonder (%(min)s minutes)",
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g_GameAttributes.settings.WonderDuration
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),
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{ "min": g_GameAttributes.settings.WonderDuration }
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);
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else
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victoryTitle = g_VictoryConditions.Title[victoryIdx];
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if (victoryIdx != g_VictoryConditions.Default)
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victoryTitle = "[color=\"" + g_VictoryColor + "\"]" + victoryTitle + "[/color]";
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if (victoryIdx != g_VictoryConditions.Default)
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victoryTitle = "[color=\"" + g_VictoryColor + "\"]" + victoryTitle + "[/color]";
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}
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let mapDescription = g_GameAttributes.settings.Description ? translate(g_GameAttributes.settings.Description) : translate("Sorry, no description available.");
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if (mapName == "random")
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mapDescription = translate("Randomly selects a map from the list");
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let gameDescription = sprintf(translatePlural("%(number)s player. ", "%(number)s players. ", numPlayers), { "number": numPlayers });
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gameDescription += translate("Victory Condition:") + " " + victoryTitle + ".\n\n";
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gameDescription += mapDescription;
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Engine.GetGUIObjectByName("mapInfoName").caption = mapName == "random" ? translateWithContext("map selection", "Random") : translate(getMapDisplayName(mapName));
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Engine.GetGUIObjectByName("mapInfoDescription").caption = gameDescription;
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setMapPreviewImage("mapPreview", getMapPreview(mapName));
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Engine.GetGUIObjectByName("mapInfoDescription").caption =
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numPlayers +
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translate("Victory Condition:") + " " + victoryTitle + ".\n\n" +
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mapDescription;
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}
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/**
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