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forked from 0ad/0ad
0ad/binaries/data/mods/public/gui/session_new/session.js
Ykkrosh 1c0536bf08 # Refactored the networking code, and redesigned the game setup screen.
Major updates to most network classes.
Simplify CNetServer so it doesn't duplicate any client behaviour; all
players now run CNetClient.
Remove most player/slot management from networking code.
Wait for all players to finish loading before starting the simulation.
Remove CGameAttributes; attributes are now just a JS object.
Remove CPlayer; they are now just simulation entities.
Handle player colours via simulation system.
Add a default map for Atlas, so it always has something to load.
Move network documentation to Doxygen.
Remove lots of now-unused code.

This was SVN commit r7653.
2010-06-30 21:41:04 +00:00

601 lines
19 KiB
JavaScript

// Cache dev-mode settings that are frequently or widely used
var g_DevSettings = {
controlAll: false
};
function init(initData, hotloadData)
{
if (hotloadData)
{
g_Selection.selected = hotloadData.selection;
}
else
{
// Starting for the first time:
startMusic();
}
onSimulationUpdate();
}
function leaveGame()
{
stopMusic();
endGame();
Engine.SwitchGuiPage("page_pregame.xml");
}
// Return some data that we'll use when hotloading this file after changes
function getHotloadData()
{
return { selection: g_Selection.selected };
}
function changeNetStatus(status)
{
var obj = getGUIObjectByName("netStatus");
switch (status)
{
case "normal":
obj.caption = "";
obj.hidden = true;
break;
case "waiting_for_connect":
obj.caption = "Waiting for other players to connect";
obj.hidden = false;
break;
default:
error("Unexpected net status "+status);
}
}
function onTick()
{
g_DevSettings.controlAll = getGUIObjectByName("devControlAll").checked;
// TODO: at some point this controlAll needs to disable the simulation code's
// player checks (once it has some player checks)
updateCursor();
// If the selection changed, we need to regenerate the sim display
if (g_Selection.dirty)
onSimulationUpdate();
}
function onSimulationUpdate()
{
g_Selection.dirty = false;
var simState = Engine.GuiInterfaceCall("GetSimulationState");
// If we're called during init when the game is first loading, there will be no simulation yet, so do nothing
if (!simState)
return;
updateDebug(simState);
updatePlayerDisplay(simState);
updateUnitDisplay();
}
function updateDebug(simState)
{
var debug = getGUIObjectByName("debug");
if (getGUIObjectByName("devDisplayState").checked)
{
debug.hidden = false;
}
else
{
debug.hidden = true;
return;
}
var text = uneval(simState);
var selection = g_Selection.toList();
if (selection.length)
{
var entState = Engine.GuiInterfaceCall("GetEntityState", selection[g_Selection.getPrimary()]);
if (entState)
{
var template = Engine.GuiInterfaceCall("GetTemplateData", entState.template);
text += "\n\n" + uneval(entState) + "\n\n" + uneval(template);
}
}
debug.caption = text;
}
function updatePlayerDisplay(simState)
{
var playerState = simState.players[Engine.GetPlayerID()];
if (!playerState)
return;
getGUIObjectByName("resourceFood").caption = playerState.resourceCounts.food;
getGUIObjectByName("resourceWood").caption = playerState.resourceCounts.wood;
getGUIObjectByName("resourceStone").caption = playerState.resourceCounts.stone;
getGUIObjectByName("resourceMetal").caption = playerState.resourceCounts.metal;
getGUIObjectByName("resourcePop").caption = playerState.popCount + "/" + playerState.popLimit;
}
//-------------------------------- -------------------------------- --------------------------------
// Utility functions
//-------------------------------- -------------------------------- --------------------------------
function damageTypesToTextStacked(dmg)
{
if (!dmg)
return "(None)";
return dmg.hack + " Hack\n" + dmg.pierce + " Pierce\n" + dmg.crush + " Crush";
}
function damageTypesToText(dmg)
{
if (!dmg)
return "[font=\"serif-12\"](None)[/font]";
var hackLabel = "[font=\"serif-12\"] Hack, [/font]";
var pierceLabel = "[font=\"serif-12\"] Pierce, [/font]";
var crushLabel = "[font=\"serif-12\"] Crush[/font]";
var hackDamage = dmg.hack;
var pierceDamage = dmg.pierce;
var crushDamage = dmg.crush;
return hackDamage + hackLabel + pierceDamage + pierceLabel + crushDamage + crushLabel;
}
function isUnitElite(templateName)
{
var eliteStatus = false;
var firstWord = templateName.substring(0, templateName.search("/"));
var endsWith = templateName.substring(templateName.length-2, templateName.length);
if (firstWord == "units" && endsWith == "_e")
eliteStatus = true;
return eliteStatus;
}
function getFullName(template)
{
var name;
if ((template.name.specific && template.name.generic) && (template.name.specific != template.name.generic))
name = template.name.specific + " (" + template.name.generic + ")";
else
name = template.name.specific || template.name.generic || "???";
return "[font=\"serif-bold-16\"]" + name + "[/font]";
}
function createIconTooltip(entState, template)
{
var tooltip = "";
tooltip = getFullName(template);
var hitpointsLabel = "[font=\"serif-bold-13\"]Hitpoints: [/font]";
tooltip += "\n" + hitpointsLabel + entState.hitpoints + "/" + entState.maxHitpoints;
var attackLabel = "[font=\"serif-bold-13\"]Attack: [/font]";
var armourLabel = "[font=\"serif-bold-13\"]Armour: [/font]";
tooltip += "\n" + attackLabel + damageTypesToText(entState.attack) + "\n" + armourLabel + damageTypesToText(entState.armour);
return tooltip;
}
//-------------------------------- -------------------------------- --------------------------------
// Menu Functions
//-------------------------------- -------------------------------- --------------------------------
function toggleDeveloperOverlay()
{
if (getGUIObjectByName("devCommands").hidden)
getGUIObjectByName("devCommands").hidden = false; // show overlay
else
getGUIObjectByName("devCommands").hidden = true; // hide overlay
}
function toggleSettingsWindow()
{
if (getGUIObjectByName("settingsWindow").hidden)
{
getGUIObjectByName("settingsWindow").hidden = false; // show settings
setPaused(true);
}
else
{
getGUIObjectByName("settingsWindow").hidden = true; // hide settings
setPaused(false);
}
getGUIObjectByName("menu").hidden = true; // Hide menu
}
function togglePause()
{
if (getGUIObjectByName("pauseOverlay").hidden)
{
getGUIObjectByName("pauseOverlay").hidden = false; // pause game
setPaused(true);
}
else
{
getGUIObjectByName("pauseOverlay").hidden = true; // unpause game
setPaused(false);
}
getGUIObjectByName("menu").hidden = true; // Hide menu
}
function toggleMenu()
{
if (getGUIObjectByName("menu").hidden)
getGUIObjectByName("menu").hidden = false; // View menu
else
getGUIObjectByName("menu").hidden = true; // Hide menu
}
//-------------------------------- -------------------------------- --------------------------------
// View / Hide Details Panel and Commands Panel information
//-------------------------------- -------------------------------- --------------------------------
// Hides Details Panel's Information
function hideSelectionDetails(booleanValue)
{
getGUIObjectByName("selectionDetailsIcon").hidden = booleanValue;
getGUIObjectByName("selectionDetailsHealth").hidden = booleanValue;
getGUIObjectByName("selectionDetailsStamina").hidden = booleanValue;
getGUIObjectByName("selectionDetailsMainText").hidden = booleanValue;
getGUIObjectByName("selectionDetailsAttack").hidden = booleanValue;
getGUIObjectByName("selectionDetailsArmour").hidden = booleanValue;
getGUIObjectByName("unitSelectionPanel").hidden = booleanValue;
getGUIObjectByName("selectionProductLogo").hidden = !booleanValue; // gets opposite of booleanValue
}
// Hides Commands Panel's Information
function hideCommands(booleanValue)
{
getGUIObjectByName("unitConstructionPanel").hidden = booleanValue;
getGUIObjectByName("unitStancePanel").hidden = booleanValue;
getGUIObjectByName("unitFormationPanel").hidden = booleanValue;
getGUIObjectByName("unitResearchPanel").hidden = booleanValue;
getGUIObjectByName("unitTrainingPanel").hidden = booleanValue;
getGUIObjectByName("unitQueuePanel").hidden = booleanValue;
}
//-------------------------------- -------------------------------- --------------------------------
// Details Panel layout
//-------------------------------- -------------------------------- --------------------------------
// Multiple Selection Layout
function selectionLayoutMultiple()
{
getGUIObjectByName("selectionDetailsMainText").size = "80 100%-70 100%-14 100%-10";
getGUIObjectByName("selectionDetailsSpecific").size = "0 6 100% 30";
getGUIObjectByName("selectionDetailsPlayer").size = "0 34 100% 100%-8";
getGUIObjectByName("selectionDetailsIcon").size = "10 100%-74 66 100%-18";
getGUIObjectByName("selectionDetailsHealth").size = "10 100%-16 66 100%-12";
getGUIObjectByName("selectionDetailsStamina").size = "10 100%-10 66 100%-6";
getGUIObjectByName("selectionDetailsAttack").hidden = true;
getGUIObjectByName("selectionDetailsArmour").hidden = true;
getGUIObjectByName("selectionDetailsMainText").sprite = "goldPanel";
getGUIObjectByName("selectionDetailsSpecific").sprite = "";
}
// Single Selection Layout
function selectionLayoutSingle()
{
getGUIObjectByName("selectionDetailsMainText").size = "6 0 100%-6 60";
getGUIObjectByName("selectionDetailsSpecific").size = "0 0 100% 30";
getGUIObjectByName("selectionDetailsPlayer").size = "0 30 100% 56";
getGUIObjectByName("selectionDetailsIcon").size = "10 100%-104 90 100%-22";
getGUIObjectByName("selectionDetailsHealth").size = "10 100%-20 90 100%-14";
getGUIObjectByName("selectionDetailsStamina").size = "10 100%-12 90 100%-6";
getGUIObjectByName("selectionDetailsAttack").size = "104 72 100% 100%";
getGUIObjectByName("selectionDetailsArmour").size = "204 72 100% 100%";
getGUIObjectByName("selectionDetailsAttack").hidden = false;
getGUIObjectByName("selectionDetailsArmour").hidden = false;
getGUIObjectByName("selectionDetailsMainText").sprite = "";
getGUIObjectByName("selectionDetailsSpecific").sprite = "wheatWindowTitle";
}
// The number of currently visible buttons (used to optimise showing/hiding)
var g_unitPanelButtons = { "Construction": 0, "Training": 0, "Queue": 0 };
// Unit panels are panels with row(s) of buttons
var g_unitPanels = ["Stance", "Formation", "Construction", "Research", "Training", "Queue", "Selection"];
//-------------------------------- -------------------------------- --------------------------------
// Sets up "unit panels" - the panels with rows of icons (Helper function for updateUnitDisplay)
//-------------------------------- -------------------------------- --------------------------------
function setupUnitPanel(guiName, usedPanels, unitEntState, items, callback)
{
usedPanels[guiName] = 1;
var i = 0;
for each (var item in items)
{
if (i > 15) // End loop early if more than 16 buttons
break;
// Get templates
var entType;
if (guiName == "Queue")
entType = item.template;
else
entType = item;
var template = Engine.GuiInterfaceCall("GetTemplateData", entType);
if (!template)
continue; // ignore attempts to use invalid templates (an error should have been reported already)
// Name
var name;
if (guiName == "Selection")
name = template.name.specific || template.name.generic || "???";
else
name = getFullName(template);
// Tooltip
var tooltip = (isUnitElite(entType)? "Elite " + name : name ); // "Elite " is not formatted in bold, so may need custom versions of this later
if (guiName == "Selection")
{
getGUIObjectByName("unit"+guiName+"Count["+i+"]").caption =
(g_Selection.groups.groupTypeCount[item] > 1 ? g_Selection.groups.groupTypeCount[item] : "");
tooltip += (g_Selection.groups.groupTypeCount[item] > 1 ? " (" + g_Selection.groups.groupTypeCount[item] + ")" : "")
}
else if (guiName == "Queue")
{
var progress = Math.round(item.progress*100) + "%";
tooltip += " - " + progress;
getGUIObjectByName("unit"+guiName+"Count["+i+"]").caption = (item.count > 1 ? item.count : "");
getGUIObjectByName("unit"+guiName+"Progress["+i+"]").caption = (item.progress ? progress : "");
}
else if (guiName == "Construction" || guiName == "Training")
{
if (template.cost)
{
var costs = [];
if (template.cost.food) costs.push("[font=\"serif-bold-13\"]Food:[/font] " + template.cost.food);
if (template.cost.wood) costs.push("[font=\"serif-bold-13\"]Wood:[/font] " + template.cost.wood);
if (template.cost.metal) costs.push("[font=\"serif-bold-13\"]Metal:[/font] " + template.cost.metal);
if (template.cost.stone) costs.push("[font=\"serif-bold-13\"]Stone:[/font] " + template.cost.stone);
if (costs.length)
tooltip += "\n" + costs.join(", ");
}
if (guiName == "Training")
{
var [batchSize, batchIncrement] = getTrainingQueueBatchStatus(unitEntState.id, entType);
tooltip += "\n[font=\"serif-13\"]";
if (batchSize) tooltip += "Training [font=\"serif-bold-13\"]" + batchSize + "[font=\"serif-13\"] units; ";
tooltip += "Shift-click to train [font=\"serif-bold-13\"]"+ (batchSize+batchIncrement) + "[font=\"serif-13\"] units[/font]";
}
}
// Button
var button = getGUIObjectByName("unit"+guiName+"Button["+i+"]");
var icon = getGUIObjectByName("unit"+guiName+"Icon["+i+"]");
button.hidden = false;
button.tooltip = tooltip;
if (callback != null)
button.onpress = (function(e) { return function() { callback(e) } })(item); // (need nested functions to get the closure right)
icon.sprite = "snPortraitSheetHele"; // TODO
if (typeof template.icon_cell == "undefined")
icon.cell_id = 0;
else
icon.cell_id = template.icon_cell;
++i;
}
// Position the visible buttons (TODO: if there's lots, maybe they should be squeezed together to fit)
var buttonSideLength = getGUIObjectByName("unit"+guiName+"Button[0]").size.bottom;
var buttonSpacer = ((guiName == "Selection")? 37 : 45);
var numButtons = i;
var j = 0; // index for second row of buttons
for (i = 0; i < numButtons; ++i)
{
var button = getGUIObjectByName("unit"+guiName+"Button["+i+"]");
var size = button.size;
if (i > 7) // Make second row
{
if (guiName == "Queue")
getGUIObjectByName("unit"+guiName+"Panel").size = "0 -104 100% 100%-166"
size.left = buttonSpacer*j;
size.right = buttonSpacer*j + buttonSideLength;
size.top = buttonSpacer;
size.bottom = buttonSpacer + buttonSideLength;
j++;
}
else // Make first row
{
if ((guiName == "Queue"))
getGUIObjectByName("unit"+guiName+"Panel").size = "0 -60 100% 100%-166"
size.left = buttonSpacer*i;
size.right = buttonSpacer*i + size.bottom;
}
button.size = size;
}
// Hide any buttons we're no longer using
for (i = numButtons; i < g_unitPanelButtons[guiName]; ++i)
getGUIObjectByName("unit"+guiName+"Button["+i+"]").hidden = true;
g_unitPanelButtons[guiName] = numButtons;
}
//-------------------------------- -------------------------------- --------------------------------
// Updates middle Selection Details Panel - runs in the main session loop
//-------------------------------- -------------------------------- --------------------------------
function updateUnitDisplay()
{
var detailsPanel = getGUIObjectByName("selectionDetails");
var commandsPanel = getGUIObjectByName("unitCommands");
var selection = g_Selection.toList();
if (selection.length == 0)
{
detailsPanel.hidden = true;
commandsPanel.hidden = true;
return;
}
/* If the unit has no data (e.g. it was killed), don't try displaying any
data for it. (TODO: it should probably be removed from the selection too;
also need to handle multi-unit selections) */
var entState = Engine.GuiInterfaceCall("GetEntityState", selection[g_Selection.getPrimary()]);
if (!entState)
{
detailsPanel.hidden = true;
commandsPanel.hidden = true;
return;
}
var template = Engine.GuiInterfaceCall("GetTemplateData", entState.template);
var iconTooltip = "";
// Hitpoints
if (entState.hitpoints != undefined)
{
var healthSize = getGUIObjectByName("selectionDetailsHealthBar").size;
healthSize.rright = 100*Math.max(0, Math.min(1, entState.hitpoints / entState.maxHitpoints));
getGUIObjectByName("selectionDetailsHealthBar").size = healthSize;
getGUIObjectByName("selectionDetailsHealth").tooltip = "Hitpoints " + entState.hitpoints + " / " + entState.maxHitpoints;
getGUIObjectByName("selectionDetailsHealth").hidden = false;
}
else
{
getGUIObjectByName("selectionDetailsHealth").hidden = true;
getGUIObjectByName("selectionDetailsHealth").tooltip = "";
}
// Is unit Elite?
var eliteStatus = isUnitElite(entState.template);
// Specific Name
getGUIObjectByName("selectionDetailsSpecific").caption = (eliteStatus? "Elite " + template.name.specific : template.name.specific );
// Generic Name
if (template.name.generic == template.name.specific)
{
getGUIObjectByName("selectionDetailsGeneric").hidden = true;
getGUIObjectByName("selectionDetailsSpecific").tooltip = "";
//iconTooltip += template.name.specific;
}
else
{
getGUIObjectByName("selectionDetailsSpecific").tooltip = template.name.generic;
//iconTooltip += template.name.specific + " (" + template.name.generic + ")";
}
// Player Name
getGUIObjectByName("selectionDetailsPlayer").caption = "Player " + entState.player; // TODO: get player name
// Icon
iconTooltip += (eliteStatus? "[font=\"serif-bold-16\"]Elite [/font]" : "");
iconTooltip += createIconTooltip(entState, template);
getGUIObjectByName("selectionDetailsIconImage").tooltip = iconTooltip;
getGUIObjectByName("selectionDetailsIconImage").sprite = "snPortraitSheetHele";
getGUIObjectByName("selectionDetailsIconImage").cell_id = template.icon_cell;
// Attack and Armour Stats
getGUIObjectByName("selectionDetailsAttackStats").caption = damageTypesToTextStacked(entState.attack);
getGUIObjectByName("selectionDetailsArmourStats").caption = damageTypesToTextStacked(entState.armour);
// Different selection details are shown based on whether multiple units or a single unit is selected
if (selection.length > 1)
selectionLayoutMultiple();
else
selectionLayoutSingle();
// Show Panels
detailsPanel.hidden = false;
// Panels that are active
var usedPanels = {};
// If the selection is friendly units, add the command panels
var player = Engine.GetPlayerID();
if (entState.player == player || g_DevSettings.controlAll)
{
if (entState.attack) // TODO - this should be based on some AI properties
{
//usedPanels["Stance"] = 1;
//usedPanels["Formation"] = 1;
// (These are disabled since they're not implemented yet)
}
else // TODO - this should be based on various other things
{
//usedPanels["Research"] = 1;
}
if (entState.buildEntities && entState.buildEntities.length)
setupUnitPanel("Construction", usedPanels, entState, entState.buildEntities, startBuildingPlacement);
if (entState.training && entState.training.entities.length)
setupUnitPanel("Training", usedPanels, entState, entState.training.entities,
function (trainEntType) { addToTrainingQueue(entState.id, trainEntType); } );
if (entState.training && entState.training.queue.length)
setupUnitPanel("Queue", usedPanels, entState, entState.training.queue,
function (item) { removeFromTrainingQueue(entState.id, item.id); } );
if (selection.length > 1)
setupUnitPanel("Selection", usedPanels, entState, g_Selection.groups.groupTemplates,
function (entType) { changePrimarySelectionGroup(entType); } );
// Stamina
// if (entState.stamina != undefined)
getGUIObjectByName("selectionDetailsStamina").hidden = false;
// else
// getGUIObjectByName("selectionDetailsStamina").hidden = true;
commandsPanel.hidden = false;
}
else
{
getGUIObjectByName("selectionDetailsStamina").hidden = true;
commandsPanel.hidden = true;
}
// Hides / unhides Unit Panels (panels should be grouped by type, not by order, but we will leave that for another time)
var offset = 0;
for each (var panelName in g_unitPanels)
{
var panel = getGUIObjectByName("unit" + panelName + "Panel");
if (usedPanels[panelName])
{
// var size = panel.size;
// var h = size.bottom - size.top;
// size.bottom = offset;
// size.top = offset - h;
// panel.size = size;
panel.hidden = false;
// offset -= (h + 6); // changed 12 point spacing to 6 point: offset -= (h + 12);
}
else
{
panel.hidden = true;
}
}
}