change player color in gamesetup in random and skirmish maps, patch by elexis and stanislas69, fixes #1580

This was SVN commit r17040.
This commit is contained in:
mimo 2015-09-18 21:54:43 +00:00
parent c24f2b1414
commit 4996d28110
3 changed files with 101 additions and 8 deletions

View File

@ -146,6 +146,20 @@ function rgbToGuiColor(color, alpha)
return ret;
}
function sameColor(color1, color2)
{
return color1.r === color2.r && color1.g === color2.g && color1.b === color2.b;
}
/**
* Computes the euclidian distance between the two colors.
* The smaller the return value, the close the colors. Zero if identical.
*/
function colorDistance(color1, color2)
{
return Math.sqrt(Math.pow(color2.r - color1.r, 2) + Math.pow(color2.g - color1.g, 2) + Math.pow(color2.b - color1.b, 2));
}
// ====================================================================
/**

View File

@ -10,6 +10,9 @@ const g_PopulationCapacities = prepareForDropdown(g_Settings ? g_Settings.Popula
const g_StartingResources = prepareForDropdown(g_Settings ? g_Settings.StartingResources : undefined);
const g_VictoryConditions = prepareForDropdown(g_Settings ? g_Settings.VictoryConditions : undefined);
// All colors except gaia
const g_PlayerColors = initPlayerDefaults().slice(1).map(pData => pData.Color);
////////////////////////////////////////////////////////////////////////////////////////////////
// Is this is a networked game, or offline
@ -366,6 +369,13 @@ function initMain()
updateGameAttributes();
};
// Populate color drop-down lists.
var colorPicker = Engine.GetGUIObjectByName("playerColorPicker["+i+"]");
colorPicker.list = g_PlayerColors.map(color => '[color="' + color.r + ' ' + color.g + ' ' + color.b + '"] ■[/color]');
colorPicker.list_data = g_PlayerColors.map((color, index) => index);
colorPicker.selected = -1;
colorPicker.onSelectionChange = function() { selectPlayerColor(playerSlot, this.selected); };
// Set events
var civ = Engine.GetGUIObjectByName("playerCiv["+i+"]");
civ.onSelectionChange = function() {
@ -877,6 +887,41 @@ function selectNumPlayers(num)
updateGameAttributes();
}
/**
* Assigns the given color to that player.
*/
function selectPlayerColor(playerSlot, colorIndex)
{
if (colorIndex == -1)
return;
var playerData = g_GameAttributes.settings.PlayerData;
// If someone else has that color, give that player the old color
var pData = playerData.find(pData => sameColor(g_PlayerColors[colorIndex], pData.Color));
if (pData)
pData.Color = playerData[playerSlot].Color;
// Assign the new color
playerData[playerSlot].Color = g_PlayerColors[colorIndex];
// Ensure colors are not used twice after increasing the number of players
ensureUniquePlayerColors(playerData);
if (!g_IsInGuiUpdate)
updateGameAttributes();
}
function ensureUniquePlayerColors(playerData)
{
for (let i = playerData.length - 1; i >= 0; --i)
{
// If someone else has that color, assign an unused color
if (playerData.some((pData, j) => i != j && sameColor(playerData[i].Color, pData.Color)))
playerData[i].Color = g_PlayerColors.find(color => playerData.every(pData => !sameColor(color, pData.Color)));
}
}
// Called when the user selects a map type from the list
function selectMapType(type)
{
@ -983,6 +1028,29 @@ function selectMap(name)
g_GameAttributes.settings.VictoryScripts = g_VictoryConditions.Scripts[victoryIdx];
}
// Sanitize player data
if (mapSettings.PlayerData)
{
// Ignore gaia
if (mapSettings.PlayerData.length && !mapSettings.PlayerData[0])
mapSettings.PlayerData.shift();
// Set default color if no color present
mapSettings.PlayerData.forEach((pData, index) => {
if (pData && !pData.Color)
pData.Color = g_PlayerColors[index];
});
// Replace colors with the best matching color of PlayerDefaults
mapSettings.PlayerData.forEach((pData, index) => {
let colorDistances = g_PlayerColors.map(color => colorDistance(color, pData.Color));
let smallestDistance = colorDistances.find(distance => colorDistances.every(distance2 => (distance2 >= distance)));
pData.Color = g_PlayerColors.find(color => colorDistance(color, pData.Color) == smallestDistance);
});
ensureUniquePlayerColors(mapSettings.PlayerData);
}
// Copy any new settings
g_GameAttributes.map = name;
g_GameAttributes.script = mapSettings.Script;
@ -990,10 +1058,6 @@ function selectMap(name)
for (var prop in mapSettings)
g_GameAttributes.settings[prop] = mapSettings[prop];
// Ignore gaia
if (g_GameAttributes.settings.PlayerData.length && !g_GameAttributes.settings.PlayerData[0])
g_GameAttributes.settings.PlayerData.shift();
// Use default AI if the map doesn't specify any explicitly
for (var i = 0; i < g_GameAttributes.settings.PlayerData.length; ++i)
{
@ -1417,8 +1481,8 @@ function onGameAttributesChange()
var pDefs = g_DefaultPlayerData ? g_DefaultPlayerData[i] : {};
// Common to all game types
var color = rgbToGuiColor(getSetting(pData, pDefs, "Color"));
pColor.sprite = "color:" + color + " 100";
var color = getSetting(pData, pDefs, "Color");
pColor.sprite = "color:" + rgbToGuiColor(color) + " 100";
pName.caption = translate(getSetting(pData, pDefs, "Name"));
var team = getSetting(pData, pDefs, "Team");
@ -1457,6 +1521,15 @@ function onGameAttributesChange()
pCiv.selected = (civ ? pCiv.list_data.indexOf(civ) : 0);
pTeam.selected = (team !== undefined && team >= 0) ? team+1 : 0;
}
// Allow host to chose player colors on non-scenario maps
const pColorPicker = Engine.GetGUIObjectByName("playerColorPicker["+i+"]");
const pColorPickerHeading = Engine.GetGUIObjectByName("playerColorHeading");
const canChangeColors = g_IsController && g_GameAttributes.mapType != "scenario";
pColorPicker.hidden = !canChangeColors;
pColorPickerHeading.hidden = !canChangeColors;
if (canChangeColors)
pColorPicker.selected = g_PlayerColors.findIndex(col => sameColor(col, color));
}
Engine.GetGUIObjectByName("mapInfoDescription").caption = playerString;

View File

@ -42,7 +42,10 @@
<object name="playerNameHeading" type="text" style="ModernLabelText" size="0 0 22% 100%">
<translatableAttribute id="caption">Player Name</translatableAttribute>
</object>
<object name="playerPlacementHeading" type="text" style="ModernLabelText" size="22%+5 0 50%+35 100%">
<object name="playerColorHeading" type="text" style="ModernLabelText" size="22%+5 0 22%+40 100%">
<translatableAttribute id="caption">Color</translatableAttribute>
</object>
<object name="playerPlacementHeading" type="text" style="ModernLabelText" size="22%+45 0 50%+35 100%">
<translatableAttribute id="caption">Player Placement</translatableAttribute>
</object>
<object name="playerCivHeading" type="text" style="ModernLabelText" size="50%+65 0 85%-26 100%">
@ -69,7 +72,10 @@
<object name="playerBox[n]" size="0 0 100% 32" hidden="true">
<object name="playerColor[n]" type="image" size="0 0 100% 100%"/>
<object name="playerName[n]" type="text" style="ModernLabelText" size="0 2 22% 30"/>
<object name="playerAssignment[n]" type="dropdown" style="ModernDropDown" size="22%+5 2 50%+35 30" tooltip_style="onscreenToolTip">
<object name="playerColorPicker[n]" type="dropdown" style="ModernDropDown" size="22%+5 2 22%+33 30" sprite="" scrollbar="false" button_width="22" font="sans-stroke-14" tooltip_style="onscreenToolTip">
<translatableAttribute id="tooltip">Pick a color.</translatableAttribute>
</object>
<object name="playerAssignment[n]" type="dropdown" style="ModernDropDown" size="22%+37 2 50%+35 30" tooltip_style="onscreenToolTip">
<translatableAttribute id="tooltip">Select player.</translatableAttribute>
</object>
<object name="playerAssignmentText[n]" type="text" style="ModernLabelText" size="22%+5 0 50%+35 30"/>