WhiteTreePaladin
ea7c2e569c
(I made some changes to some parts which can always be changed back. It's still a work in progress.) This was SVN commit r8200.
192 lines
6.2 KiB
JavaScript
192 lines
6.2 KiB
JavaScript
const RESOURCE_ICON_CELL_IDS = {food : 0, wood : 1, stone : 2, metal : 3};
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function layoutSelectionMultiple()
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{
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// getGUIObjectByName("specific").hidden = true;
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// getGUIObjectByName("iconBorder").hidden = true;
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// getGUIObjectByName("statsArea").hidden = true;
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// getGUIObjectByName("health").hidden = true;
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// getGUIObjectByName("stamina").hidden = true;
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getGUIObjectByName("detailsArea").hidden = true;
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}
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function layoutSelectionSingle(entState)
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{
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getGUIObjectByName("detailsArea").hidden = false;
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getGUIObjectByName("specific").hidden = false;
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getGUIObjectByName("iconBorder").hidden = false;
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// getGUIObjectByName("sdStatsArea").hidden = false;
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if (entState.hitpoints != undefined)
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getGUIObjectByName("health").hidden = false;
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else
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getGUIObjectByName("health").hidden = true;
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var player = Engine.GetPlayerID();
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if (entState.player == player || g_DevSettings.controlAll)
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{
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//if (entState.stamina != undefined)
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getGUIObjectByName("stamina").hidden = false;
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//else
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// getGUIObjectByName("stamina").hidden = true;
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}
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}
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// Fills out information that most entities have
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function displayGeneralInfo(entState, template)
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{
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// Get general unit and player data
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var specificName = "[font=\"serif-bold-18\"]" + template.name.specific + "[/font]";
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var genericName = template.name.generic != template.name.specific? template.name.generic : "";
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var civName = getFormalCivName(toTitleCase(g_Players[entState.player].civ));
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var playerName = g_Players[entState.player].name;
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var playerColor = g_Players[entState.player].color.r + " " + g_Players[entState.player].color.g + " " +
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g_Players[entState.player].color.b+ " " + g_Players[entState.player].color.a;
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// Rank
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getGUIObjectByName("rankIcon").cell_id = getRankIconCellId(entState);
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// Hitpoints
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var hitpoints = "";
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if (entState.hitpoints)
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{
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var unitHealthBar = getGUIObjectByName("healthBar");
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var healthSize = unitHealthBar.size;
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healthSize.rtop = 100-100*Math.max(0, Math.min(1, entState.hitpoints / entState.maxHitpoints));
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unitHealthBar.size = healthSize;
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hitpoints = "[font=\"serif-bold-13\"]Hitpoints [/font]" + entState.hitpoints + "/" + entState.maxHitpoints;
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getGUIObjectByName("health").tooltip = hitpoints;
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}
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// Resource stats
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var resources = "";
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var resourceType = "";
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if (entState.resourceSupply)
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{
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resources = Math.ceil(+entState.resourceSupply.amount) + "/" + entState.resourceSupply.max;
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resourceType = entState.resourceSupply.type["generic"];
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var unitResourceBar = getGUIObjectByName("resourceBar");
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var resourceSize = unitResourceBar.size;
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resourceSize.rtop = 100-100*Math.max(0, Math.min(1, +entState.resourceSupply.amount / entState.resourceSupply.max));
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unitResourceBar.size = resourceSize;
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var unitResources = getGUIObjectByName("resources");
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unitResources.tooltip = "[font=\"serif-bold-13\"]Resources: [/font]" + resources + " " + resourceType;
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if (!entState.hitpoints)
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unitResources.size = getGUIObjectByName("health").size;
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else
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unitResources.size = getGUIObjectByName("stamina").size;
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getGUIObjectByName("resources").hidden = false;
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}
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else
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{
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getGUIObjectByName("resources").hidden = true;
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}
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// Set Captions
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getGUIObjectByName("specific").caption = specificName;
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getGUIObjectByName("player").caption = civName == GAIA? playerName : playerName + " (" + civName + ")";
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getGUIObjectByName("player").textcolor = playerColor;
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// Icon image
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if (template.icon_sheet && typeof template.icon_cell)
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{
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getGUIObjectByName("icon").sprite = template.icon_sheet;
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getGUIObjectByName("icon").cell_id = template.icon_cell;
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}
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else
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{
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// TODO: we should require all entities to have icons, so this case never occurs
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getGUIObjectByName("icon").sprite = "bkFillBlack";
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}
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// Tooltips
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// getGUIObjectByName("sdSpecific").tooltip = genericName;
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getGUIObjectByName("attackIcon").tooltip = damageTypesToText(entState.attack);
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getGUIObjectByName("armourIcon").tooltip = damageTypesToText(entState.armour);
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// getGUIObjectByName("player").tooltip = civName != GAIA? civName : ""; // Don't need civ tooltip for Gaia Player - redundant
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getGUIObjectByName("health").tooltip = hitpoints;
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// Icon Tooltip
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var iconTooltip = "";
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if (genericName)
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iconTooltip = "[font=\"serif-bold-16\"]" + genericName + "[/font]";
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if (template.tooltip)
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iconTooltip += "\n[font=\"serif-13\"]" + template.tooltip + "[/font]";
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getGUIObjectByName("iconBorder").tooltip = iconTooltip;
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}
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// Updates middle entity Selection Details Panel
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function updateSelectionDetails()
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{
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var supplementalDetailsPanel = getGUIObjectByName("supplementalSelectionDetails");
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var detailsPanel = getGUIObjectByName("selectionDetails");
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var commandsPanel = getGUIObjectByName("unitCommands");
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g_Selection.update();
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var selection = g_Selection.toList();
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if (selection.length == 0)
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{
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supplementalDetailsPanel.hidden = true;
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detailsPanel.hidden = true;
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commandsPanel.hidden = true;
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getGUIObjectByName("unitSelectionPanel").hidden = true;
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return;
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}
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/* If the unit has no data (e.g. it was killed), don't try displaying any
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data for it. (TODO: it should probably be removed from the selection too;
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also need to handle multi-unit selections) */
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var entState = GetEntityState(selection[0]);
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if (!entState)
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return;
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// Choose the highest ranked version of the primary selection
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// Different selection details are shown based on whether multiple units or a single unit is selected
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/*
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if (selection.length > 1)
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layoutSelectionMultiple();
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else
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layoutSelectionSingle(entState);
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*/
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var template = GetTemplateData(entState.template);
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// Fill out general info and display it
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if (selection.length == 1)
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{
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displayGeneralInfo(entState, template); // must come after layout functions
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getGUIObjectByName("detailsArea").hidden = false;
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}
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else
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{
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getGUIObjectByName("detailsArea").hidden = true;
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}
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// Show Panels
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detailsPanel.hidden = false;
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// Fill out commands panel for specific unit selected (or first unit of primary group)
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updateUnitCommands(entState, supplementalDetailsPanel, commandsPanel, selection);
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}
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