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forked from 0ad/0ad

Rewrite session chat to use hierarchical object oriented design using class syntax, refs #5387.

Set global hotkeys in JS instead of empty XML objects from
f192d4a2fa/D2260.

Differential Revision: https://code.wildfiregames.com/D2355
This was SVN commit r23062.
This commit is contained in:
elexis 2019-10-06 14:42:12 +00:00
parent b76239cbe7
commit 47f5c27eec
17 changed files with 1100 additions and 768 deletions

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/**
* This class is only concerned with owning the helper classes and linking them.
* The class is not dealing with specific GUI objects and doesn't provide own handlers.
*/
class Chat
{
constructor()
{
this.ChatWindow = new ChatWindow();
this.ChatOverlay = new ChatOverlay();
this.ChatHistory = new ChatHistory();
this.ChatHistory.registerSelectionChangeHandler(this.ChatWindow.onSelectionChange.bind(this.ChatWindow));
this.ChatInput = new ChatInput();
this.ChatInput.registerChatSubmitHandler(executeNetworkCommand);
this.ChatInput.registerChatSubmitHandler(executeCheat);
this.ChatInput.registerChatSubmitHandler(this.submitChat.bind(this));
this.ChatInput.registerChatSubmittedHandler(this.closePage.bind(this));
this.ChatAddressees = new ChatAddressees();
this.ChatAddressees.registerSelectionChangeHandler(this.ChatInput.onSelectionChange.bind(this.ChatInput));
this.ChatAddressees.registerSelectionChangeHandler(this.ChatWindow.onSelectionChange.bind(this.ChatWindow));
this.ChatMessageHandler = new ChatMessageHandler();
this.ChatMessageHandler.registerMessageFormatClass(ChatMessageFormatNetwork);
this.ChatMessageHandler.registerMessageFormatClass(ChatMessageFormatSimulation);
this.ChatMessageFormatPlayer = new ChatMessageFormatPlayer();
this.ChatMessageFormatPlayer.registerAddresseeTypes(this.ChatAddressees.AddresseeTypes);
this.ChatMessageHandler.registerMessageFormat("message", this.ChatMessageFormatPlayer);
this.ChatMessageHandler.registerMessageHandler(this.ChatOverlay.onChatMessage.bind(this.ChatOverlay));
this.ChatMessageHandler.registerMessageHandler(this.ChatHistory.onChatMessage.bind(this.ChatHistory));
this.ChatMessageHandler.registerMessageHandler(() => {
if (this.ChatWindow.isOpen() && this.ChatWindow.isExtended())
this.ChatHistory.displayChatHistory();
});
Engine.SetGlobalHotkey("chat", this.openPage.bind(this));
Engine.SetGlobalHotkey("privatechat", this.openPage.bind(this));
Engine.SetGlobalHotkey("teamchat", () => { this.openPage(g_IsObserver ? "/observers" : "/allies"); });
}
/**
* Called by the owner whenever g_PlayerAssignments or g_Players changed.
*/
onUpdatePlayers()
{
this.ChatAddressees.onUpdatePlayers();
}
openPage(command = "")
{
if (g_Disconnected)
return;
closeOpenDialogs();
this.ChatAddressees.select(command);
this.ChatHistory.displayChatHistory();
this.ChatWindow.openPage(command);
}
closePage()
{
this.ChatWindow.closePage();
}
/**
* Send the given chat message.
*/
submitChat(text, command = "")
{
if (command.startsWith("/msg "))
Engine.SetGlobalHotkey("privatechat", () => { this.openPage(command); });
let msg = command ? command + " " + text : text;
if (Engine.HasNetClient())
Engine.SendNetworkChat(msg);
else
this.ChatMessageHandler.handleMessage({
"type": "message",
"guid": "local",
"text": msg
});
}
}

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/**
* This class is concerned with building and propagating the chat addressee selection.
*/
class ChatAddressees
{
constructor()
{
this.selectionChangeHandlers = [];
this.chatAddressee = Engine.GetGUIObjectByName("chatAddressee");
this.chatAddressee.onSelectionChange = this.onSelectionChange.bind(this);
}
registerSelectionChangeHandler(handler)
{
this.selectionChangeHandlers.push(handler);
}
onSelectionChange()
{
let selection = this.getSelection();
for (let handler of this.selectionChangeHandlers)
handler(selection);
}
getSelection()
{
return this.chatAddressee.list_data[this.chatAddressee.selected] || "";
}
select(command)
{
this.chatAddressee.selected = this.chatAddressee.list_data.indexOf(command);
}
onUpdatePlayers()
{
// Remember previously selected item
let selectedName = this.getSelection();
selectedName = selectedName.startsWith("/msg ") && selectedName.substr("/msg ".length);
let addressees = this.AddresseeTypes.filter(
addresseeType => addresseeType.isSelectable()).map(
addresseeType => ({
"label": translateWithContext("chat addressee", addresseeType.label),
"cmd": addresseeType.command
}));
// Add playernames for private messages
let guids = sortGUIDsByPlayerID();
for (let guid of guids)
{
if (guid == Engine.GetPlayerGUID())
continue;
let playerID = g_PlayerAssignments[guid].player;
// Don't provide option for PM from observer to player
if (g_IsObserver && !isPlayerObserver(playerID))
continue;
let colorBox = isPlayerObserver(playerID) ? "" : colorizePlayernameHelper("■", playerID) + " ";
addressees.push({
"cmd": "/msg " + g_PlayerAssignments[guid].name,
"label": colorBox + g_PlayerAssignments[guid].name
});
}
// Select mock item if the selected addressee went offline
if (selectedName && guids.every(guid => g_PlayerAssignments[guid].name != selectedName))
addressees.push({
"cmd": "/msg " + selectedName,
"label": sprintf(translate("\\[OFFLINE] %(player)s"), { "player": selectedName })
});
let oldChatAddressee = this.getSelection();
this.chatAddressee.list = addressees.map(adressee => adressee.label);
this.chatAddressee.list_data = addressees.map(adressee => adressee.cmd);
this.chatAddressee.selected = Math.max(0, this.chatAddressee.list_data.indexOf(oldChatAddressee));
}
}
ChatAddressees.prototype.AddresseeTypes = [
{
"command": "",
"isSelectable": () => true,
"label": markForTranslationWithContext("chat addressee", "Everyone"),
"isAddressee": () => true
},
{
"command": "/allies",
"isSelectable": () => !g_IsObserver,
"label": markForTranslationWithContext("chat addressee", "Allies"),
"context": markForTranslationWithContext("chat message context", "Ally"),
"isAddressee":
senderID =>
g_Players[senderID] &&
g_Players[Engine.GetPlayerID()] &&
g_Players[senderID].isMutualAlly[Engine.GetPlayerID()],
},
{
"command": "/enemies",
"isSelectable": () => !g_IsObserver,
"label": markForTranslationWithContext("chat addressee", "Enemies"),
"context": markForTranslationWithContext("chat message context", "Enemy"),
"isAddressee":
senderID =>
g_Players[senderID] &&
g_Players[Engine.GetPlayerID()] &&
g_Players[senderID].isEnemy[Engine.GetPlayerID()],
},
{
"command": "/observers",
"isSelectable": () => true,
"label": markForTranslationWithContext("chat addressee", "Observers"),
"context": markForTranslationWithContext("chat message context", "Observer"),
"isAddressee": senderID => g_IsObserver
},
{
"command": "/msg",
"isSelectable": () => false,
"label": undefined,
"context": markForTranslationWithContext("chat message context", "Private"),
"isAddressee": (senderID, addresseeGUID) => addresseeGUID == Engine.GetPlayerGUID()
}
];

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/**
* The objective of this class is to build a message type filter selection and
* to store and display the chat history according to that selection.
*/
class ChatHistory
{
constructor()
{
/**
* All unparsed chat messages received since connect, including timestamp.
*/
this.chatMessages = [];
this.selectionChangeHandlers = [];
this.chatHistoryFilter = Engine.GetGUIObjectByName("chatHistoryFilter");
let filters = prepareForDropdown(this.Filters.filter(chatFilter => !chatFilter.hidden));
this.chatHistoryFilter.list = filters.text.map(text => translateWithContext("chat history filter", text));
this.chatHistoryFilter.list_data = filters.key;
this.chatHistoryFilter.selected = 0;
this.chatHistoryFilter.onSelectionChange = this.onSelectionChange.bind(this);
this.chatHistoryText = Engine.GetGUIObjectByName("chatHistoryText");
}
registerSelectionChangeHandler(handler)
{
this.selectionChangeHandlers.push(handler);
}
/**
* Called each time the history filter changes.
*/
onSelectionChange()
{
this.displayChatHistory();
for (let handler of this.selectionChangeHandlers)
handler();
}
displayChatHistory()
{
let selected = this.chatHistoryFilter.list_data[this.chatHistoryFilter.selected];
this.chatHistoryText.caption =
this.chatMessages.filter(msg => msg.filter[selected]).map(msg =>
Engine.ConfigDB_GetValue("user", "chat.timestamp") == "true" ?
sprintf(translate("%(time)s %(message)s"), {
"time": msg.timePrefix,
"message": msg.txt
}) :
msg.txt).join("\n");
}
onChatMessage(msg, formatted)
{
// Save to chat history
let historical = {
"txt": formatted,
"timePrefix": sprintf(translate("\\[%(time)s]"), {
"time": Engine.FormatMillisecondsIntoDateStringLocal(Date.now(), translate("HH:mm"))
}),
"filter": {}
};
// Apply the filters now before diplomacies or playerstates change
let senderID = msg.guid && g_PlayerAssignments[msg.guid] ? g_PlayerAssignments[msg.guid].player : 0;
for (let filter of this.Filters)
historical.filter[filter.key] = filter.filter(msg, senderID);
this.chatMessages.push(historical);
}
}
/**
* Notice only messages will be filtered that are visible to the player in the first place.
*/
ChatHistory.prototype.Filters = [
{
"key": "all",
"text": markForTranslationWithContext("chat history filter", "Chat and notifications"),
"filter": (msg, senderID) => true
},
{
"key": "chat",
"text": markForTranslationWithContext("chat history filter", "Chat messages"),
"filter": (msg, senderID) => msg.type == "message"
},
{
"key": "player",
"text": markForTranslationWithContext("chat history filter", "Players chat"),
"filter": (msg, senderID) =>
msg.type == "message" &&
senderID > 0 && !isPlayerObserver(senderID)
},
{
"key": "ally",
"text": markForTranslationWithContext("chat history filter", "Ally chat"),
"filter": (msg, senderID) =>
msg.type == "message" &&
msg.cmd && msg.cmd == "/allies"
},
{
"key": "enemy",
"text": markForTranslationWithContext("chat history filter", "Enemy chat"),
"filter": (msg, senderID) =>
msg.type == "message" &&
msg.cmd && msg.cmd == "/enemies"
},
{
"key": "observer",
"text": markForTranslationWithContext("chat history filter", "Observer chat"),
"filter": (msg, senderID) =>
msg.type == "message" &&
msg.cmd && msg.cmd == "/observers"
},
{
"key": "private",
"text": markForTranslationWithContext("chat history filter", "Private chat"),
"filter": (msg, senderID) => !!msg.isVisiblePM
},
{
"key": "gamenotifications",
"text": markForTranslationWithContext("chat history filter", "Game notifications"),
"filter": (msg, senderID) => msg.type != "message" && msg.guid === undefined
},
{
"key": "chatnotifications",
"text": markForTranslationWithContext("chat history filter", "Network notifications"),
"filter": (msg, senderID) => msg.type != "message" && msg.guid !== undefined,
"hidden": !Engine.HasNetClient()
}
];

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/**
* This class is concerned with setting up the text input field and the send button.
*/
class ChatInput
{
constructor()
{
this.selectedCommand = "";
this.chatSubmitHandlers = [];
this.chatSubmittedHandlers = [];
this.chatInput = Engine.GetGUIObjectByName("chatInput");
this.chatInput.onPress = this.submitChatInput.bind(this);
this.chatInput.onTab = this.autoComplete.bind(this);
this.chatInput.tooltip = this.getHotkeyTooltip();
this.sendChat = Engine.GetGUIObjectByName("sendChat");
this.sendChat.onPress = this.submitChatInput.bind(this);
this.sendChat.tooltip = this.getHotkeyTooltip();
}
getHotkeyTooltip()
{
return translateWithContext("chat input", "Type the message to send.") + "\n" +
colorizeAutocompleteHotkey() +
colorizeHotkey("\n" + translate("Press %(hotkey)s to open the public chat."), "chat") +
colorizeHotkey(
"\n" + (g_IsObserver ?
translate("Press %(hotkey)s to open the observer chat.") :
translate("Press %(hotkey)s to open the ally chat.")),
"teamchat") +
colorizeHotkey("\n" + translate("Press %(hotkey)s to open the previously selected private chat."), "privatechat");
}
/**
* The functions registered using this function will be called sequentially
* when the user submits chat, until one of them returns true.
*/
registerChatSubmitHandler(handler)
{
this.chatSubmitHandlers.push(handler);
}
/**
* The functions registered using this function will be called after the user submitted chat input.
*/
registerChatSubmittedHandler(handler)
{
this.chatSubmittedHandlers.push(handler);
}
/**
* Called each time the addressee dropdown changes selection.
*/
onSelectionChange(command)
{
this.selectedCommand = command;
}
autoComplete()
{
let playernames = [];
for (let player in g_PlayerAssignments)
playernames.push(g_PlayerAssignments[player].name);
autoCompleteText(this.chatInput, playernames);
}
submitChatInput()
{
let text = this.chatInput.caption;
if (!text.length)
return;
this.chatSubmitHandlers.some(handler => handler(text, this.selectedCommand));
for (let handler of this.chatSubmittedHandlers)
handler();
}
}

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/**
* This class parses network events sent from the NetClient, such as players connecting or disconnecting from the game.
*/
class ChatMessageFormatNetwork
{
}
ChatMessageFormatNetwork.clientlist = class
{
parse()
{
return getUsernameList();
}
};
ChatMessageFormatNetwork.connect = class
{
parse(msg)
{
return sprintf(
g_PlayerAssignments[msg.guid].player != -1 ?
// Translation: A player that left the game joins again
translate("%(player)s is starting to rejoin the game.") :
// Translation: A player joins the game for the first time
translate("%(player)s is starting to join the game."),
{ "player": colorizePlayernameByGUID(msg.guid) });
}
};
ChatMessageFormatNetwork.disconnect = class
{
parse(msg)
{
return sprintf(translate("%(player)s has left the game."), {
"player": colorizePlayernameByGUID(msg.guid)
});
}
};
ChatMessageFormatNetwork.kicked = class
{
parse(msg)
{
return sprintf(
msg.banned ?
translate("%(username)s has been banned") :
translate("%(username)s has been kicked"),
{
"username": colorizePlayernameHelper(
msg.username,
g_Players.findIndex(p => p.name == msg.username)
)
});
}
};
ChatMessageFormatNetwork.rejoined = class
{
parse(msg)
{
return sprintf(
g_PlayerAssignments[msg.guid].player != -1 ?
// Translation: A player that left the game joins again
translate("%(player)s has rejoined the game.") :
// Translation: A player joins the game for the first time
translate("%(player)s has joined the game."),
{ "player": colorizePlayernameByGUID(msg.guid) });
}
};

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/**
* This class interprets the given message as a chat text sent by a player to a selected addressee.
* It supports the /me command, translation and acoustic notification.
*/
class ChatMessageFormatPlayer
{
constructor()
{
this.AddresseeTypes = [];
}
registerAddresseeTypes(types)
{
this.AddresseeTypes = this.AddresseeTypes.concat(types);
}
parse(msg)
{
if (!msg.text)
return "";
let isMe = msg.text.startsWith("/me ");
if (!isMe && !this.parseMessageAddressee(msg))
return "";
isMe = msg.text.startsWith("/me ");
if (isMe)
msg.text = msg.text.substr("/me ".length);
// Translate or escape text
if (!msg.text)
return "";
if (msg.translate)
{
msg.text = translate(msg.text);
if (msg.translateParameters)
{
let parameters = msg.parameters || {};
translateObjectKeys(parameters, msg.translateParameters);
msg.text = sprintf(msg.text, parameters);
}
}
else
{
msg.text = escapeText(msg.text);
let userName = g_PlayerAssignments[Engine.GetPlayerGUID()].name;
if (userName != g_PlayerAssignments[msg.guid].name &&
msg.text.toLowerCase().indexOf(splitRatingFromNick(userName).nick.toLowerCase()) != -1)
soundNotification("nick");
}
// GUID for players, playerID for AIs
let coloredUsername = msg.guid != -1 ? colorizePlayernameByGUID(msg.guid) : colorizePlayernameByID(msg.player);
return sprintf(translate(this.strings[isMe ? "me" : "regular"][msg.context ? "context" : "no-context"]), {
"message": msg.text,
"context": msg.context ? translateWithContext("chat message context", msg.context) : "",
"user": coloredUsername,
"userTag": sprintf(translate("<%(user)s>"), { "user": coloredUsername })
});
}
/**
* Checks if the current user is an addressee of the chatmessage sent by another player.
* Sets the context and potentially addresseeGUID of that message.
* Returns true if the message should be displayed.
*/
parseMessageAddressee(msg)
{
if (!msg.text.startsWith('/'))
return true;
// Split addressee command and message-text
msg.cmd = msg.text.split(/\s/)[0];
msg.text = msg.text.substr(msg.cmd.length + 1);
// GUID is "local" in singleplayer, some string in multiplayer.
// Chat messages sent by the simulation (AI) come with the playerID.
let senderID = msg.player ? msg.player : (g_PlayerAssignments[msg.guid] || msg).player;
let isSender = msg.guid ?
msg.guid == Engine.GetPlayerGUID() :
senderID == Engine.GetPlayerID();
// Parse private message
let isPM = msg.cmd == "/msg";
let addresseeGUID;
let addresseeIndex;
if (isPM)
{
addresseeGUID = this.matchUsername(msg.text);
let addressee = g_PlayerAssignments[addresseeGUID];
if (!addressee)
{
if (isSender)
warn("Couldn't match username: " + msg.text);
return false;
}
// Prohibit PM if addressee and sender are identical
if (isSender && addresseeGUID == Engine.GetPlayerGUID())
return false;
msg.text = msg.text.substr(addressee.name.length + 1);
addresseeIndex = addressee.player;
}
// Set context string
let addresseeType = this.AddresseeTypes.find(type => type.command == msg.cmd);
if (!addresseeType)
{
if (isSender)
warn("Unknown chat command: " + msg.cmd);
return false;
}
msg.context = addresseeType.context;
// For observers only permit public- and observer-chat and PM to observers
if (isPlayerObserver(senderID) &&
(isPM && !isPlayerObserver(addresseeIndex) || !isPM && msg.cmd != "/observers"))
return false;
let visible = isSender || addresseeType.isAddressee(senderID, addresseeGUID);
msg.isVisiblePM = isPM && visible;
return visible;
}
/**
* Returns the guid of the user with the longest name that is a prefix of the given string.
*/
matchUsername(text)
{
if (!text)
return "";
let match = "";
let playerGUID = "";
for (let guid in g_PlayerAssignments)
{
let pName = g_PlayerAssignments[guid].name;
if (text.indexOf(pName + " ") == 0 && pName.length > match.length)
{
match = pName;
playerGUID = guid;
}
}
return playerGUID;
}
}
/**
* Chatmessage shown after commands like /me or /enemies.
*/
ChatMessageFormatPlayer.prototype.strings = {
"regular": {
"context": markForTranslation("(%(context)s) %(userTag)s %(message)s"),
"no-context": markForTranslation("%(userTag)s %(message)s")
},
"me": {
"context": markForTranslation("(%(context)s) * %(user)s %(message)s"),
"no-context": markForTranslation("* %(user)s %(message)s")
}
};

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/**
* These classes construct a chat message from simulation events initiated from the GuiInterface PushNotification method.
*/
class ChatMessageFormatSimulation
{
}
ChatMessageFormatSimulation.attack = class
{
parse(msg)
{
if (msg.player != g_ViewedPlayer)
return "";
let message = msg.targetIsDomesticAnimal ?
translate("Your livestock has been attacked by %(attacker)s!") :
translate("You have been attacked by %(attacker)s!");
return sprintf(message, {
"attacker": colorizePlayernameByID(msg.attacker)
});
}
};
ChatMessageFormatSimulation.barter = class
{
parse(msg)
{
if (!g_IsObserver || Engine.ConfigDB_GetValue("user", "gui.session.notifications.barter") != "true")
return "";
let amountsSold = {};
amountsSold[msg.resourceSold] = msg.amountsSold;
let amountsBought = {};
amountsBought[msg.resourceBought] = msg.amountsBought;
return sprintf(translate("%(player)s bartered %(amountsBought)s for %(amountsSold)s."), {
"player": colorizePlayernameByID(msg.player),
"amountsBought": getLocalizedResourceAmounts(amountsBought),
"amountsSold": getLocalizedResourceAmounts(amountsSold)
});
}
};
ChatMessageFormatSimulation.diplomacy = class
{
parse(msg)
{
let messageType;
if (g_IsObserver)
messageType = "observer";
else if (Engine.GetPlayerID() == msg.sourcePlayer)
messageType = "active";
else if (Engine.GetPlayerID() == msg.targetPlayer)
messageType = "passive";
else
return "";
return sprintf(translate(this.strings[messageType][msg.status]), {
"player": colorizePlayernameByID(messageType == "active" ? msg.targetPlayer : msg.sourcePlayer),
"player2": colorizePlayernameByID(messageType == "active" ? msg.sourcePlayer : msg.targetPlayer)
});
}
};
ChatMessageFormatSimulation.diplomacy.prototype.strings = {
"active": {
"ally": markForTranslation("You are now allied with %(player)s."),
"enemy": markForTranslation("You are now at war with %(player)s."),
"neutral": markForTranslation("You are now neutral with %(player)s.")
},
"passive": {
"ally": markForTranslation("%(player)s is now allied with you."),
"enemy": markForTranslation("%(player)s is now at war with you."),
"neutral": markForTranslation("%(player)s is now neutral with you.")
},
"observer": {
"ally": markForTranslation("%(player)s is now allied with %(player2)s."),
"enemy": markForTranslation("%(player)s is now at war with %(player2)s."),
"neutral": markForTranslation("%(player)s is now neutral with %(player2)s.")
}
};
ChatMessageFormatSimulation.phase = class
{
parse(msg)
{
let notifyPhase = Engine.ConfigDB_GetValue("user", "gui.session.notifications.phase");
if (notifyPhase == "none" || msg.player != g_ViewedPlayer && !g_IsObserver && !g_Players[msg.player].isMutualAlly[g_ViewedPlayer])
return "";
let message = "";
if (notifyPhase == "all")
{
if (msg.phaseState == "started")
message = translate("%(player)s is advancing to the %(phaseName)s.");
else if (msg.phaseState == "aborted")
message = translate("The %(phaseName)s of %(player)s has been aborted.");
}
if (msg.phaseState == "completed")
message = translate("%(player)s has reached the %(phaseName)s.");
return sprintf(message, {
"player": colorizePlayernameByID(msg.player),
"phaseName": getEntityNames(GetTechnologyData(msg.phaseName, g_Players[msg.player].civ))
});
}
};
ChatMessageFormatSimulation.playerstate = class
{
parse(msg)
{
if (!msg.message.pluralMessage)
return sprintf(translate(msg.message), {
"player": colorizePlayernameByID(msg.players[0])
});
let mPlayers = msg.players.map(playerID => colorizePlayernameByID(playerID));
let lastPlayer = mPlayers.pop();
return sprintf(translatePlural(msg.message.message, msg.message.pluralMessage, msg.message.pluralCount), {
// Translation: This comma is used for separating first to penultimate elements in an enumeration.
"players": mPlayers.join(translate(", ")),
"lastPlayer": lastPlayer
});
}
};
/**
* Optionally show all tributes sent in observer mode and tributes sent between allied players.
* Otherwise, only show tributes sent directly to us, and tributes that we send.
*/
ChatMessageFormatSimulation.tribute = class
{
parse(msg)
{
let message = "";
if (msg.targetPlayer == Engine.GetPlayerID())
message = translate("%(player)s has sent you %(amounts)s.");
else if (msg.sourcePlayer == Engine.GetPlayerID())
message = translate("You have sent %(player2)s %(amounts)s.");
else if (Engine.ConfigDB_GetValue("user", "gui.session.notifications.tribute") == "true" &&
(g_IsObserver || g_GameAttributes.settings.LockTeams &&
g_Players[msg.sourcePlayer].isMutualAlly[Engine.GetPlayerID()] &&
g_Players[msg.targetPlayer].isMutualAlly[Engine.GetPlayerID()]))
message = translate("%(player)s has sent %(player2)s %(amounts)s.");
return sprintf(message, {
"player": colorizePlayernameByID(msg.sourcePlayer),
"player2": colorizePlayernameByID(msg.targetPlayer),
"amounts": getLocalizedResourceAmounts(msg.amounts)
});
}
};

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/**
* The purpose of this class is to run a given chat message through parsers until
* one of them succeeds and then call all callback handlers on the result.
*/
class ChatMessageHandler
{
constructor()
{
/**
* Each property is an array of messageformat class instances.
* The classes must have a parse function that receives a
* msg object and translates into a string.
*/
this.messageFormats = {};
/**
* Functions that are called each time a message was parsed.
*/
this.messageHandlers = [];
this.registerMessageFormat("system", new ChatMessageHandler.System());
}
/**
* @param type - a string denoting the messagetype used by addChatMessage calls.
* @param handler - a class instance with a parse function.
*/
registerMessageFormat(type, handler)
{
if (!this.messageFormats[type])
this.messageFormats[type] = [];
this.messageFormats[type].push(handler);
}
/**
* Receives a class where each enumerable owned property is a chat format
* class identified by the property name.
*/
registerMessageFormatClass(formatClass)
{
for (let type in formatClass)
this.registerMessageFormat(type, new formatClass[type]());
}
registerMessageHandler(handler)
{
this.messageHandlers.push(handler);
}
handleMessage(msg)
{
let formatted = this.parseMessage(msg);
if (!formatted)
return;
for (let handler of this.messageHandlers)
handler(msg, formatted);
}
parseMessage(msg)
{
if (!this.messageFormats[msg.type])
{
error("Unknown chat message type: " + uneval(msg));
return undefined;
}
for (let messageFormat of this.messageFormats[msg.type])
{
let txt = messageFormat.parse(msg);
if (txt)
return txt;
}
return undefined;
}
}
ChatMessageHandler.System = class
{
parse(msg)
{
return msg.txt;
}
};

View File

@ -0,0 +1,69 @@
/**
* This class is concerned with displaying the most recent chat messages on a screen overlay for some seconds.
*/
class ChatOverlay
{
constructor()
{
/**
* Maximum number of lines to display simultaneously.
*/
this.chatLines = 20;
/**
* Number of seconds after which chatmessages will disappear.
*/
this.chatTimeout = 30;
/**
* Holds the timer-IDs used for hiding the chat after chatTimeout seconds.
*/
this.chatTimers = [];
/**
* The currently displayed strings, limited by the given timeframe and limit above.
*/
this.chatMessages = [];
this.chatText = Engine.GetGUIObjectByName("chatText");
}
/**
* Displays this message in the chat overlay and sets up the timer to remove it after a while.
*/
onChatMessage(msg, chatMessage)
{
this.chatMessages.push(chatMessage);
this.chatTimers.push(setTimeout(this.removeOldChatMessage.bind(this), this.chatTimeout * 1000));
if (this.chatMessages.length > this.chatLines)
this.removeOldChatMessage();
else
this.chatText.caption = this.chatMessages.join("\n");
}
/**
* Empty all messages currently displayed in the chat overlay.
*/
clearChatMessages()
{
this.chatMessages = [];
this.chatText.caption = "";
for (let timer of this.chatTimers)
clearTimeout(timer);
this.chatTimers = [];
}
/**
* Called when the timer has run out for the oldest chatmessage or when the message limit is reached.
*/
removeOldChatMessage()
{
clearTimeout(this.chatTimers[0]);
this.chatTimers.shift();
this.chatMessages.shift();
this.chatText.caption = this.chatMessages.join("\n");
}
}

View File

@ -0,0 +1,94 @@
/**
* This class is concerned with opening, closing the chat page, and
* resizing it depending on whether the chat history is shown.
*/
class ChatWindow
{
constructor()
{
this.chatInput = Engine.GetGUIObjectByName("chatInput");
this.closeChat = Engine.GetGUIObjectByName("closeChat");
this.extendedChat = Engine.GetGUIObjectByName("extendedChat");
this.chatHistoryText = Engine.GetGUIObjectByName("chatHistoryText");
this.chatHistoryPage = Engine.GetGUIObjectByName("chatHistoryPage");
this.chatDialogPanel = Engine.GetGUIObjectByName("chatDialogPanel");
this.chatDialogPanelSmallSize = Engine.GetGUIObjectByName("chatDialogPanelSmall").size;
this.chatDialogPanelLargeSize = Engine.GetGUIObjectByName("chatDialogPanelLarge").size;
// Adjust the width so that the chat history is in the golden ratio
this.aspectRatio = (1 + Math.sqrt(5)) / 2;
this.initPage();
}
initPage()
{
this.closeChat.onPress = this.closePage.bind(this);
this.extendedChat.onPress = () => {
Engine.ConfigDB_CreateAndWriteValueToFile("user", "chat.session.extended", String(this.isExtended()), "config/user.cfg");
this.resizeChatWindow();
this.chatInput.focus();
};
this.extendedChat.checked = Engine.ConfigDB_GetValue("user", "chat.session.extended") == "true";
this.resizeChatWindow();
}
/**
* Called if the addressee or history filter selection changed.
*/
onSelectionChange()
{
if (this.isOpen())
this.chatInput.focus();
}
isOpen()
{
return !this.chatDialogPanel.hidden;
}
isExtended()
{
return this.extendedChat.checked;
}
openPage(command)
{
this.chatInput.focus();
this.chatDialogPanel.hidden = false;
}
closePage()
{
this.chatInput.caption = "";
this.chatInput.blur();
this.chatDialogPanel.hidden = true;
}
resizeChatWindow()
{
// Hide/show the panel
this.chatHistoryPage.hidden = !this.isExtended();
// Resize the window
if (this.isExtended())
{
this.chatDialogPanel.size = this.chatDialogPanelLargeSize;
let chatHistoryTextSize = this.chatHistoryText.getComputedSize();
let width = this.aspectRatio * (chatHistoryTextSize.bottom - chatHistoryTextSize.top);
let size = this.chatDialogPanel.size;
size.left = -width / 2 - this.chatHistoryText.size.left;
size.right = width / 2 + this.chatHistoryText.size.left;
this.chatDialogPanel.size = size;
}
else
this.chatDialogPanel.size = this.chatDialogPanelSmallSize;
}
}

View File

@ -27,12 +27,11 @@
tooltip_style="sessionToolTipBold"
>
<translatableAttribute id="tooltip" context="chat input">Filter the chat history.</translatableAttribute>
<action on="SelectionChange">updateChatHistory();</action>
</object>
<object
type="text"
name="chatHistory"
name="chatHistoryText"
size="10 46 100%-10 100%"
sprite="ModernDarkBoxGold"
style="ChatPanel"
@ -65,20 +64,11 @@
name="chatInput"
size="75 100%-76 100%-16 100%-52"
style="ModernInput"
>
<action on="Press">submitChatInput();</action>
<action on="Tab">
let playernames = [];
for (let player in g_PlayerAssignments)
playernames.push(g_PlayerAssignments[player].name);
autoCompleteText(this, playernames);
</action>
</object>
/>
<!-- Cancel Button -->
<object size="16 100%-40 30%+16 100%-12" type="button" style="StoneButton">
<object name="closeChat" size="16 100%-40 30%+16 100%-12" type="button" style="StoneButton">
<translatableAttribute id="caption">Cancel</translatableAttribute>
<action on="Press">closeChat();</action>
</object>
<!-- Extended Chat Checkbox -->
@ -88,9 +78,7 @@
checked="false"
style="ModernTickBox"
size="50%-40 100%-38 50%-20 100%-12"
>
<action on="Press">onToggleChatWindowExtended();</action>
</object>
/>
<!-- Extended Chat Label -->
<object type="text" size="50%-20 100%-38 50%+50 100%-12" text_align="left" textcolor="white">
@ -98,9 +86,8 @@
</object>
<!-- Send Button -->
<object size="70%-16 100%-40 100%-16 100%-12" type="button" style="StoneButton">
<object name="sendChat" size="70%-16 100%-40 100%-16 100%-12" type="button" style="StoneButton">
<translatableAttribute id="caption">Send</translatableAttribute>
<action on="Press">submitChatInput();</action>
</object>
</object>

View File

@ -202,7 +202,7 @@ DeveloperOverlay.prototype.toggle = function()
// Only players can send the simulation chat command
if (Engine.GetPlayerID() == -1)
submitChatDirectly(message);
g_Chat.submitChat(message);
else
Engine.PostNetworkCommand({
"type": "aichat",

View File

@ -4,18 +4,6 @@
<action on="Press">closeOpenDialogs();</action>
</object>
<object hotkey="chat">
<action on="Press">openChat();</action>
</object>
<object hotkey="teamchat">
<action on="Press">openChat(g_IsObserver ? "/observers" : "/allies");</action>
</object>
<object hotkey="privatechat">
<action on="Press">openChat(g_LastChatAddressee);</action>
</object>
<object hotkey="session.gui.toggle">
<action on="Press">toggleGUI();</action>
</object>

View File

@ -136,8 +136,7 @@ function lobbyDialogButton()
function chatMenuButton()
{
closeOpenDialogs();
openChat();
g_Chat.openPage();
}
function resignMenuButton()
@ -248,29 +247,6 @@ function openOptions()
});
}
function openChat(command = "")
{
if (g_Disconnected)
return;
closeOpenDialogs();
let chatAddressee = Engine.GetGUIObjectByName("chatAddressee");
chatAddressee.selected = chatAddressee.list_data.indexOf(command);
Engine.GetGUIObjectByName("chatInput").focus();
Engine.GetGUIObjectByName("chatDialogPanel").hidden = false;
updateChatHistory();
}
function closeChat()
{
Engine.GetGUIObjectByName("chatInput").caption = "";
Engine.GetGUIObjectByName("chatInput").blur(); // Remove focus
Engine.GetGUIObjectByName("chatDialogPanel").hidden = true;
}
function resizeDiplomacyDialog()
{
let dialog = Engine.GetGUIObjectByName("diplomacyDialogPanel");
@ -295,74 +271,6 @@ function resizeDiplomacyDialog()
dialog.size = size;
}
function initChatWindow()
{
let filters = prepareForDropdown(g_ChatHistoryFilters.filter(chatFilter => !chatFilter.hidden));
let chatHistoryFilter = Engine.GetGUIObjectByName("chatHistoryFilter");
chatHistoryFilter.list = filters.text;
chatHistoryFilter.list_data = filters.key;
chatHistoryFilter.selected = 0;
Engine.GetGUIObjectByName("extendedChat").checked =
Engine.ConfigDB_GetValue("user", "chat.session.extended") == "true";
resizeChatWindow();
}
function resizeChatWindow()
{
// Hide/show the panel
let chatHistoryPage = Engine.GetGUIObjectByName("chatHistoryPage");
let extended = Engine.GetGUIObjectByName("extendedChat").checked;
chatHistoryPage.hidden = !extended;
// Resize the window
let chatDialogPanel = Engine.GetGUIObjectByName("chatDialogPanel");
if (extended)
{
chatDialogPanel.size = Engine.GetGUIObjectByName("chatDialogPanelLarge").size;
// Adjust the width so that the chat history is in the golden ratio
let chatHistory = Engine.GetGUIObjectByName("chatHistory");
let height = chatHistory.getComputedSize().bottom - chatHistory.getComputedSize().top;
let width = (1 + Math.sqrt(5)) / 2 * height;
let size = chatDialogPanel.size;
size.left = -width / 2 - chatHistory.size.left;
size.right = width / 2 + chatHistory.size.left;
chatDialogPanel.size = size;
}
else
chatDialogPanel.size = Engine.GetGUIObjectByName("chatDialogPanelSmall").size;
}
function updateChatHistory()
{
if (Engine.GetGUIObjectByName("chatDialogPanel").hidden ||
!Engine.GetGUIObjectByName("extendedChat").checked)
return;
let chatHistoryFilter = Engine.GetGUIObjectByName("chatHistoryFilter");
let selected = chatHistoryFilter.list_data[chatHistoryFilter.selected];
Engine.GetGUIObjectByName("chatHistory").caption =
g_ChatHistory.filter(msg => msg.filter[selected]).map(msg =>
Engine.ConfigDB_GetValue("user", "chat.timestamp") == "true" ?
sprintf(translate("%(time)s %(message)s"), {
"time": msg.timePrefix,
"message": msg.txt
}) :
msg.txt
).join("\n");
}
function onToggleChatWindowExtended()
{
Engine.ConfigDB_CreateAndWriteValueToFile("user", "chat.session.extended", String(Engine.GetGUIObjectByName("extendedChat").checked), "config/user.cfg");
resizeChatWindow();
Engine.GetGUIObjectByName("chatInput").focus();
}
function openDiplomacy()
{
closeOpenDialogs();
@ -1250,10 +1158,11 @@ function openManual()
function closeOpenDialogs()
{
closeMenu();
closeChat();
closeDiplomacy();
closeTrade();
closeObjectives();
g_Chat.closePage();
}
function formatTributeTooltip(playerID, resourceCode, amount)

View File

@ -3,36 +3,6 @@
*/
const g_Cheats = getCheatsData();
/**
* Number of seconds after which chatmessages will disappear.
*/
var g_ChatTimeout = 30;
/**
* Maximum number of lines to display simultaneously.
*/
var g_ChatLines = 20;
/**
* The currently displayed strings, limited by the given timeframe and limit above.
*/
var g_ChatMessages = [];
/**
* All unparsed chat messages received since connect, including timestamp.
*/
var g_ChatHistory = [];
/**
* Holds the timer-IDs used for hiding the chat after g_ChatTimeout seconds.
*/
var g_ChatTimers = [];
/**
* Command to send to the previously selected private chat partner.
*/
var g_LastChatAddressee = "";
/**
* All tutorial messages received so far.
*/
@ -97,52 +67,6 @@ var g_NetMessageTypes = {
"start": msg => {}
};
var g_FormatChatMessage = {
"system": msg => msg.text,
"connect": msg =>
sprintf(
g_PlayerAssignments[msg.guid].player != -1 ?
// Translation: A player that left the game joins again
translate("%(player)s is starting to rejoin the game.") :
// Translation: A player joins the game for the first time
translate("%(player)s is starting to join the game."),
{ "player": colorizePlayernameByGUID(msg.guid) }
),
"disconnect": msg =>
sprintf(translate("%(player)s has left the game."), {
"player": colorizePlayernameByGUID(msg.guid)
}),
"rejoined": msg =>
sprintf(
g_PlayerAssignments[msg.guid].player != -1 ?
// Translation: A player that left the game joins again
translate("%(player)s has rejoined the game.") :
// Translation: A player joins the game for the first time
translate("%(player)s has joined the game."),
{ "player": colorizePlayernameByGUID(msg.guid) }
),
"kicked": msg =>
sprintf(
msg.banned ?
translate("%(username)s has been banned") :
translate("%(username)s has been kicked"),
{
"username": colorizePlayernameHelper(
msg.username,
g_Players.findIndex(p => p.name == msg.username)
)
}
),
"clientlist": msg => getUsernameList(),
"message": msg => formatChatCommand(msg),
"defeat-victory": msg => formatDefeatVictoryMessage(msg.message, msg.players),
"diplomacy": msg => formatDiplomacyMessage(msg),
"tribute": msg => formatTributeMessage(msg),
"barter": msg => formatBarterMessage(msg),
"attack": msg => formatAttackMessage(msg),
"phase": msg => formatPhaseMessage(msg)
};
/**
* Show a label and grey overlay or hide both on connection change.
*/
@ -156,141 +80,11 @@ var g_StatusMessageTypes = {
"active": msg => ""
};
/**
* Chatmessage shown after commands like /me or /enemies.
*/
var g_ChatCommands = {
"regular": {
"context": translate("(%(context)s) %(userTag)s %(message)s"),
"no-context": translate("%(userTag)s %(message)s")
},
"me": {
"context": translate("(%(context)s) * %(user)s %(message)s"),
"no-context": translate("* %(user)s %(message)s")
}
};
var g_ChatAddresseeContext = {
"/team": translate("Team"),
"/allies": translate("Ally"),
"/enemies": translate("Enemy"),
"/observers": translate("Observer"),
"/msg": translate("Private")
};
/**
* Returns true if the current player is an addressee, given the chat message type and sender.
*/
var g_IsChatAddressee = {
"/team": senderID =>
g_Players[senderID] &&
g_Players[Engine.GetPlayerID()] &&
g_Players[Engine.GetPlayerID()].team != -1 &&
g_Players[Engine.GetPlayerID()].team == g_Players[senderID].team,
"/allies": senderID =>
g_Players[senderID] &&
g_Players[Engine.GetPlayerID()] &&
g_Players[senderID].isMutualAlly[Engine.GetPlayerID()],
"/enemies": senderID =>
g_Players[senderID] &&
g_Players[Engine.GetPlayerID()] &&
g_Players[senderID].isEnemy[Engine.GetPlayerID()],
"/observers": senderID =>
g_IsObserver,
"/msg": (senderID, addresseeGUID) =>
addresseeGUID == Engine.GetPlayerGUID()
};
/**
* Notice only messages will be filtered that are visible to the player in the first place.
*/
var g_ChatHistoryFilters = [
{
"key": "all",
"text": translateWithContext("chat history filter", "Chat and notifications"),
"filter": (msg, senderID) => true
},
{
"key": "chat",
"text": translateWithContext("chat history filter", "Chat messages"),
"filter": (msg, senderID) => msg.type == "message"
},
{
"key": "player",
"text": translateWithContext("chat history filter", "Players chat"),
"filter": (msg, senderID) =>
msg.type == "message" &&
senderID > 0 && !isPlayerObserver(senderID)
},
{
"key": "ally",
"text": translateWithContext("chat history filter", "Ally chat"),
"filter": (msg, senderID) =>
msg.type == "message" &&
msg.cmd && msg.cmd == "/allies"
},
{
"key": "enemy",
"text": translateWithContext("chat history filter", "Enemy chat"),
"filter": (msg, senderID) =>
msg.type == "message" &&
msg.cmd && msg.cmd == "/enemies"
},
{
"key": "observer",
"text": translateWithContext("chat history filter", "Observer chat"),
"filter": (msg, senderID) =>
msg.type == "message" &&
msg.cmd && msg.cmd == "/observers"
},
{
"key": "private",
"text": translateWithContext("chat history filter", "Private chat"),
"filter": (msg, senderID) => !!msg.isVisiblePM
},
{
"key": "gamenotifications",
"text": translateWithContext("chat history filter", "Game notifications"),
"filter": (msg, senderID) => msg.type != "message" && msg.guid === undefined
},
{
"key": "chatnotifications",
"text": translateWithContext("chat history filter", "Network notifications"),
"filter": (msg, senderID) => msg.type != "message" && msg.guid !== undefined,
"hidden": !Engine.HasNetClient()
}
];
var g_PlayerStateMessages = {
"won": translate("You have won!"),
"defeated": translate("You have been defeated!")
};
/**
* Chatmessage shown on diplomacy change.
*/
var g_DiplomacyMessages = {
"active": {
"ally": translate("You are now allied with %(player)s."),
"enemy": translate("You are now at war with %(player)s."),
"neutral": translate("You are now neutral with %(player)s.")
},
"passive": {
"ally": translate("%(player)s is now allied with you."),
"enemy": translate("%(player)s is now at war with you."),
"neutral": translate("%(player)s is now neutral with you.")
},
"observer": {
"ally": translate("%(player)s is now allied with %(player2)s."),
"enemy": translate("%(player)s is now at war with %(player2)s."),
"neutral": translate("%(player)s is now neutral with %(player2)s.")
}
};
/**
* Defines how the GUI reacts to notifications that are sent by the simulation.
* Don't open new pages (message boxes) here! Otherwise further notifications
@ -478,7 +272,7 @@ var g_NotificationsTypes =
g_Selection.reset();
g_Selection.addList(selection, false, cmd.type == "gather");
},
"play-tracks": function (notification, player)
"play-tracks": function(notification, player)
{
if (notification.lock)
{
@ -765,7 +559,7 @@ function handlePlayerAssignmentsMessage(message)
});
updateGUIObjects();
updateChatAddressees();
g_Chat.onUpdatePlayers();
sendLobbyPlayerlistUpdate();
}
@ -800,178 +594,14 @@ function onClientLeave(guid)
});
}
function updateChatAddressees()
{
// Remember previously selected item
let chatAddressee = Engine.GetGUIObjectByName("chatAddressee");
let selectedName = chatAddressee.list_data[chatAddressee.selected] || "";
selectedName = selectedName.substr(0, 4) == "/msg" && selectedName.substr(5);
let addressees = [
{
"label": translateWithContext("chat addressee", "Everyone"),
"cmd": ""
}
];
if (!g_IsObserver)
{
addressees.push({
"label": translateWithContext("chat addressee", "Allies"),
"cmd": "/allies"
});
addressees.push({
"label": translateWithContext("chat addressee", "Enemies"),
"cmd": "/enemies"
});
}
addressees.push({
"label": translateWithContext("chat addressee", "Observers"),
"cmd": "/observers"
});
// Add playernames for private messages
let guids = sortGUIDsByPlayerID();
for (let guid of guids)
{
if (guid == Engine.GetPlayerGUID())
continue;
let playerID = g_PlayerAssignments[guid].player;
// Don't provide option for PM from observer to player
if (g_IsObserver && !isPlayerObserver(playerID))
continue;
let colorBox = isPlayerObserver(playerID) ? "" : colorizePlayernameHelper("■", playerID) + " ";
addressees.push({
"cmd": "/msg " + g_PlayerAssignments[guid].name,
"label": colorBox + g_PlayerAssignments[guid].name
});
}
// Select mock item if the selected addressee went offline
if (selectedName && guids.every(guid => g_PlayerAssignments[guid].name != selectedName))
addressees.push({
"cmd": "/msg " + selectedName,
"label": sprintf(translate("\\[OFFLINE] %(player)s"), { "player": selectedName })
});
let oldChatAddressee = chatAddressee.list_data[chatAddressee.selected];
chatAddressee.list = addressees.map(adressee => adressee.label);
chatAddressee.list_data = addressees.map(adressee => adressee.cmd);
chatAddressee.selected = Math.max(0, chatAddressee.list_data.indexOf(oldChatAddressee));
}
/**
* Send text as chat. Don't look for commands.
*
* @param {string} text
*/
function submitChatDirectly(text)
{
if (!text.length)
return;
if (g_IsNetworked)
Engine.SendNetworkChat(text);
else
addChatMessage({ "type": "message", "guid": "local", "text": text });
}
/**
* Loads the text from the GUI window, checks if it is a local command
* or cheat and executes it. Otherwise sends it as chat.
*/
function submitChatInput()
{
let text = Engine.GetGUIObjectByName("chatInput").caption;
closeChat();
if (!text.length)
return;
if (executeNetworkCommand(text))
return;
if (executeCheat(text))
return;
let chatAddressee = Engine.GetGUIObjectByName("chatAddressee");
if (chatAddressee.selected > 0 && (text.indexOf("/") != 0 || text.indexOf("/me ") == 0))
text = chatAddressee.list_data[chatAddressee.selected] + " " + text;
let selectedChat = chatAddressee.list_data[chatAddressee.selected];
if (selectedChat.startsWith("/msg"))
g_LastChatAddressee = selectedChat;
submitChatDirectly(text);
}
/**
* Displays the prepared chatmessage.
*
* @param msg {Object}
*/
function addChatMessage(msg)
{
if (!g_FormatChatMessage[msg.type])
return;
let formatted = g_FormatChatMessage[msg.type](msg);
if (!formatted)
return;
// Update chat overlay
g_ChatMessages.push(formatted);
g_ChatTimers.push(setTimeout(removeOldChatMessage, g_ChatTimeout * 1000));
if (g_ChatMessages.length > g_ChatLines)
removeOldChatMessage();
else
Engine.GetGUIObjectByName("chatText").caption = g_ChatMessages.join("\n");
// Save to chat history
let historical = {
"txt": formatted,
"timePrefix": sprintf(translate("\\[%(time)s]"), {
"time": Engine.FormatMillisecondsIntoDateStringLocal(Date.now(), translate("HH:mm"))
}),
"filter": {}
};
// Apply the filters now before diplomacies or playerstates change
let senderID = msg.guid && g_PlayerAssignments[msg.guid] ? g_PlayerAssignments[msg.guid].player : 0;
for (let filter of g_ChatHistoryFilters)
historical.filter[filter.key] = filter.filter(msg, senderID);
g_ChatHistory.push(historical);
updateChatHistory();
g_Chat.ChatMessageHandler.handleMessage(msg);
}
function clearChatMessages()
{
g_ChatMessages.length = 0;
Engine.GetGUIObjectByName("chatText").caption = "";
for (let timer of g_ChatTimers)
clearTimeout(timer);
g_ChatTimers.length = 0;
}
/**
* Called when the timer has run out for the oldest chatmessage or when the message limit is reached.
*/
function removeOldChatMessage()
{
clearTimeout(g_ChatTimers[0]);
g_ChatTimers.shift();
g_ChatMessages.shift();
Engine.GetGUIObjectByName("chatText").caption = g_ChatMessages.join("\n");
g_Chat.ChatOverlay.clearChatMessages();
}
/**
@ -1006,257 +636,6 @@ function colorizePlayernameParameters(parameters)
parameters[param] = colorizePlayernameByID(parameters[param]);
}
function formatDefeatVictoryMessage(message, players)
{
if (!message.pluralMessage)
return sprintf(translate(message), {
"player": colorizePlayernameByID(players[0])
});
let mPlayers = players.map(playerID => colorizePlayernameByID(playerID));
let lastPlayer = mPlayers.pop();
return sprintf(translatePlural(message.message, message.pluralMessage, message.pluralCount), {
// Translation: This comma is used for separating first to penultimate elements in an enumeration.
"players": mPlayers.join(translate(", ")),
"lastPlayer": lastPlayer
});
}
function formatDiplomacyMessage(msg)
{
let messageType;
if (g_IsObserver)
messageType = "observer";
else if (Engine.GetPlayerID() == msg.sourcePlayer)
messageType = "active";
else if (Engine.GetPlayerID() == msg.targetPlayer)
messageType = "passive";
else
return "";
return sprintf(g_DiplomacyMessages[messageType][msg.status], {
"player": colorizePlayernameByID(messageType == "active" ? msg.targetPlayer : msg.sourcePlayer),
"player2": colorizePlayernameByID(messageType == "active" ? msg.sourcePlayer : msg.targetPlayer)
});
}
/**
* Optionally show all tributes sent in observer mode and tributes sent between allied players.
* Otherwise, only show tributes sent directly to us, and tributes that we send.
*/
function formatTributeMessage(msg)
{
let message = "";
if (msg.targetPlayer == Engine.GetPlayerID())
message = translate("%(player)s has sent you %(amounts)s.");
else if (msg.sourcePlayer == Engine.GetPlayerID())
message = translate("You have sent %(player2)s %(amounts)s.");
else if (Engine.ConfigDB_GetValue("user", "gui.session.notifications.tribute") == "true" &&
(g_IsObserver || g_GameAttributes.settings.LockTeams &&
g_Players[msg.sourcePlayer].isMutualAlly[Engine.GetPlayerID()] &&
g_Players[msg.targetPlayer].isMutualAlly[Engine.GetPlayerID()]))
message = translate("%(player)s has sent %(player2)s %(amounts)s.");
return sprintf(message, {
"player": colorizePlayernameByID(msg.sourcePlayer),
"player2": colorizePlayernameByID(msg.targetPlayer),
"amounts": getLocalizedResourceAmounts(msg.amounts)
});
}
function formatBarterMessage(msg)
{
if (!g_IsObserver || Engine.ConfigDB_GetValue("user", "gui.session.notifications.barter") != "true")
return "";
let amountsSold = {};
amountsSold[msg.resourceSold] = msg.amountsSold;
let amountsBought = {};
amountsBought[msg.resourceBought] = msg.amountsBought;
return sprintf(translate("%(player)s bartered %(amountsBought)s for %(amountsSold)s."), {
"player": colorizePlayernameByID(msg.player),
"amountsBought": getLocalizedResourceAmounts(amountsBought),
"amountsSold": getLocalizedResourceAmounts(amountsSold)
});
}
function formatAttackMessage(msg)
{
if (msg.player != g_ViewedPlayer)
return "";
let message = msg.targetIsDomesticAnimal ?
translate("Your livestock has been attacked by %(attacker)s!") :
translate("You have been attacked by %(attacker)s!");
return sprintf(message, {
"attacker": colorizePlayernameByID(msg.attacker)
});
}
function formatPhaseMessage(msg)
{
let notifyPhase = Engine.ConfigDB_GetValue("user", "gui.session.notifications.phase");
if (notifyPhase == "none" || msg.player != g_ViewedPlayer && !g_IsObserver && !g_Players[msg.player].isMutualAlly[g_ViewedPlayer])
return "";
let message = "";
if (notifyPhase == "all")
{
if (msg.phaseState == "started")
message = translate("%(player)s is advancing to the %(phaseName)s.");
else if (msg.phaseState == "aborted")
message = translate("The %(phaseName)s of %(player)s has been aborted.");
}
if (msg.phaseState == "completed")
message = translate("%(player)s has reached the %(phaseName)s.");
return sprintf(message, {
"player": colorizePlayernameByID(msg.player),
"phaseName": getEntityNames(GetTechnologyData(msg.phaseName, g_Players[msg.player].civ))
});
}
function formatChatCommand(msg)
{
if (!msg.text)
return "";
let isMe = msg.text.indexOf("/me ") == 0;
if (!isMe && !parseChatAddressee(msg))
return "";
isMe = msg.text.indexOf("/me ") == 0;
if (isMe)
msg.text = msg.text.substr("/me ".length);
// Translate or escape text
if (!msg.text)
return "";
if (msg.translate)
{
msg.text = translate(msg.text);
if (msg.translateParameters)
{
let parameters = msg.parameters || {};
translateObjectKeys(parameters, msg.translateParameters);
msg.text = sprintf(msg.text, parameters);
}
}
else
{
msg.text = escapeText(msg.text);
let userName = g_PlayerAssignments[Engine.GetPlayerGUID()].name;
if (userName != g_PlayerAssignments[msg.guid].name &&
msg.text.toLowerCase().indexOf(splitRatingFromNick(userName).nick.toLowerCase()) != -1)
soundNotification("nick");
}
// GUID for players, playerID for AIs
let coloredUsername = msg.guid != -1 ? colorizePlayernameByGUID(msg.guid) : colorizePlayernameByID(msg.player);
return sprintf(g_ChatCommands[isMe ? "me" : "regular"][msg.context ? "context" : "no-context"], {
"message": msg.text,
"context": msg.context || undefined,
"user": coloredUsername,
"userTag": sprintf(translate("<%(user)s>"), { "user": coloredUsername })
});
}
/**
* Checks if the current user is an addressee of the chatmessage sent by another player.
* Sets the context and potentially addresseeGUID of that message.
* Returns true if the message should be displayed.
*
* @param {Object} msg
*/
function parseChatAddressee(msg)
{
if (msg.text[0] != '/')
return true;
// Split addressee command and message-text
msg.cmd = msg.text.split(/\s/)[0];
msg.text = msg.text.substr(msg.cmd.length + 1);
// GUID is "local" in singleplayer, some string in multiplayer.
// Chat messages sent by the simulation (AI) come with the playerID.
let senderID = msg.player ? msg.player : (g_PlayerAssignments[msg.guid] || msg).player;
let isSender = msg.guid ?
msg.guid == Engine.GetPlayerGUID() :
senderID == Engine.GetPlayerID();
// Parse private message
let isPM = msg.cmd == "/msg";
let addresseeGUID;
let addresseeIndex;
if (isPM)
{
addresseeGUID = matchUsername(msg.text);
let addressee = g_PlayerAssignments[addresseeGUID];
if (!addressee)
{
if (isSender)
warn("Couldn't match username: " + msg.text);
return false;
}
// Prohibit PM if addressee and sender are identical
if (isSender && addresseeGUID == Engine.GetPlayerGUID())
return false;
msg.text = msg.text.substr(addressee.name.length + 1);
addresseeIndex = addressee.player;
}
// Set context string
if (!g_ChatAddresseeContext[msg.cmd])
{
if (isSender)
warn("Unknown chat command: " + msg.cmd);
return false;
}
msg.context = g_ChatAddresseeContext[msg.cmd];
// For observers only permit public- and observer-chat and PM to observers
if (isPlayerObserver(senderID) &&
(isPM && !isPlayerObserver(addresseeIndex) || !isPM && msg.cmd != "/observers"))
return false;
let visible = isSender || g_IsChatAddressee[msg.cmd](senderID, addresseeGUID);
msg.isVisiblePM = isPM && visible;
return visible;
}
/**
* Returns the guid of the user with the longest name that is a prefix of the given string.
*/
function matchUsername(text)
{
if (!text)
return "";
let match = "";
let playerGUID = "";
for (let guid in g_PlayerAssignments)
{
let pName = g_PlayerAssignments[guid].name;
if (text.indexOf(pName + " ") == 0 && pName.length > match.length)
{
match = pName;
playerGUID = guid;
}
}
return playerGUID;
}
/**
* Custom dialog response handling, usable by trigger maps.
*/

View File

@ -10,6 +10,8 @@ const g_StartingResources = prepareForDropdown(g_Settings && g_Settings.Starting
const g_VictoryDurations = prepareForDropdown(g_Settings && g_Settings.VictoryDurations);
const g_VictoryConditions = g_Settings && g_Settings.VictoryConditions;
var g_Chat;
var g_GameSpeeds;
/**
@ -271,13 +273,19 @@ function init(initData, hotloadData)
}
g_DeveloperOverlay = new DeveloperOverlay();
g_Chat = new Chat();
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();
@ -293,7 +301,6 @@ function initGUIObjects()
initBarterButtons();
initPanelEntities();
initViewedPlayerDropdown();
initChatWindow();
Engine.SetBoundingBoxDebugOverlay(false);
updateEnabledRangeOverlayTypes();
}
@ -416,17 +423,6 @@ function updateDisplayedPlayerColors()
*/
function updateHotkeyTooltips()
{
Engine.GetGUIObjectByName("chatInput").tooltip =
translateWithContext("chat input", "Type the message to send.") + "\n" +
colorizeAutocompleteHotkey() +
colorizeHotkey("\n" + translate("Press %(hotkey)s to open the public chat."), "chat") +
colorizeHotkey(
"\n" + (g_IsObserver ?
translate("Press %(hotkey)s to open the observer chat.") :
translate("Press %(hotkey)s to open the ally chat.")),
"teamchat") +
colorizeHotkey("\n" + translate("Press %(hotkey)s to open the previously selected private chat."), "privatechat");
Engine.GetGUIObjectByName("idleWorkerButton").tooltip =
colorizeHotkey("%(hotkey)s" + " ", "selection.idleworker") +
translate("Find idle worker");
@ -557,7 +553,7 @@ function selectViewPlayer(playerID)
Engine.SetViewedPlayer(g_ViewedPlayer);
updateDisplayedPlayerColors();
updateTopPanel();
updateChatAddressees();
g_Chat.onUpdatePlayers();
updateHotkeyTooltips();
// Update GUI and clear player-dependent cache
@ -605,7 +601,7 @@ function controlsPlayer(playerID)
function playersFinished(players, victoryString, won)
{
addChatMessage({
"type": "defeat-victory",
"type": "playerstate",
"message": victoryString,
"players": players
});
@ -616,7 +612,7 @@ function playersFinished(players, victoryString, won)
sendLobbyPlayerlistUpdate();
updatePlayerData();
updateChatAddressees();
g_Chat.onUpdatePlayers();
updateGameSpeedControl();
if (players.indexOf(g_ViewedPlayer) == -1)
@ -762,7 +758,11 @@ function leaveGame(willRejoin)
// Return some data that we'll use when hotloading this file after changes
function getHotloadData()
{
return { "selection": g_Selection.selected };
return {
"selection": g_Selection.selected,
"playerAssignments": g_PlayerAssignments,
"player": g_Players,
};
}
function getSavedGameData()
@ -837,7 +837,7 @@ function onWindowResized()
// Update followPlayerLabel
updateTopPanel();
resizeChatWindow();
g_Chat.ChatWindow.resizeChatWindow();
}
function changeGameSpeed(speed)

View File

@ -4,6 +4,7 @@
<script directory="gui/common/"/>
<script directory="gui/session/"/>
<script directory="gui/session/chat/"/>
<object name="session">
@ -94,8 +95,8 @@
font="mono-stroke-10"
/>
<include directory="gui/session/chat/"/>
<include directory="gui/session/dialogs/"/>
<include file="gui/session/chat_window.xml"/>
<include file="gui/session/developer_overlay.xml"/>
<include file="gui/session/diplomacy_window.xml"/>
<include file="gui/session/objectives_window.xml"/>