WhiteTreePaladin
c8f90ce5a2
Cleaned up session menu code (cached menu objects) This was SVN commit r7935.
160 lines
3.5 KiB
JavaScript
160 lines
3.5 KiB
JavaScript
const GEOLOGY = "geology";
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const FLORA = "flora";
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const FAUNA = "fauna";
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const SPECIAL = "special";
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const GAIA = "Gaia"
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const CART = "Cart";
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const CELT = "Celt";
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const HELE = "Hele";
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const IBER = "Iber";
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const PERS = "Pers";
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const ROME = "Rome";
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const CARTHAGINIANS = "Carthaginians";
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const ROMANS = "Romans";
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const HELLENES = "Hellenes";
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const CELTS = "Celts";
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const PERSIANS = "Persians";
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const IBERIANS = "Iberians";
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// Network Mode
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var g_IsNetworked = false;
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// Cache the basic player data (name, civ, color)
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var g_Players = [];
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var g_PlayerAssignments = {};
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// Cache dev-mode settings that are frequently or widely used
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var g_DevSettings = {
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controlAll: false
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};
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function init(initData, hotloadData)
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{
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if (hotloadData)
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{
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g_Selection.selected = hotloadData.selection;
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}
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else
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{
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// Starting for the first time:
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startMusic();
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}
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if (initData)
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{
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g_IsNetworked = initData.isNetworked; // Set network mode
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g_PlayerAssignments = initData.playerAssignments;
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g_Players = getPlayerData(initData.playerAssignments); // Cache the player data
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}
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else // Needed for autostart loading option
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{
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g_Players = getPlayerData(null);
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}
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cacheMenuObjects();
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onSimulationUpdate();
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}
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function leaveGame()
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{
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stopMusic();
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endGame();
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Engine.SwitchGuiPage("page_pregame.xml");
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}
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// Return some data that we'll use when hotloading this file after changes
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function getHotloadData()
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{
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return { selection: g_Selection.selected };
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}
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function onTick()
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{
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while (true)
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{
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var message = Engine.PollNetworkClient();
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if (!message)
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break;
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handleNetMessage(message);
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}
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g_DevSettings.controlAll = getGUIObjectByName("devControlAll").checked;
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// TODO: at some point this controlAll needs to disable the simulation code's
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// player checks (once it has some player checks)
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updateCursor();
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// If the selection changed, we need to regenerate the sim display
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if (g_Selection.dirty)
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{
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onSimulationUpdate();
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// Display rally points for selected buildings
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Engine.GuiInterfaceCall("DisplayRallyPoint", { "entities": g_Selection.toList() });
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}
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// Run timers
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updateTimers();
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}
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function onSimulationUpdate()
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{
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g_Selection.dirty = false;
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var simState = Engine.GuiInterfaceCall("GetSimulationState");
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// If we're called during init when the game is first loading, there will be no simulation yet, so do nothing
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if (!simState)
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return;
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updateDebug(simState);
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updatePlayerDisplay(simState);
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updateSelectionDetails();
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}
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function updateDebug(simState)
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{
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var debug = getGUIObjectByName("debug");
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if (getGUIObjectByName("devDisplayState").checked)
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{
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debug.hidden = false;
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}
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else
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{
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debug.hidden = true;
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return;
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}
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var text = uneval(simState);
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var selection = g_Selection.toList();
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if (selection.length)
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{
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var entState = Engine.GuiInterfaceCall("GetEntityState", selection[0]);
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if (entState)
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{
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var template = Engine.GuiInterfaceCall("GetTemplateData", entState.template);
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text += "\n\n" + uneval(entState) + "\n\n" + uneval(template);
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}
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}
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debug.caption = text;
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}
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function updatePlayerDisplay(simState)
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{
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var playerState = simState.players[Engine.GetPlayerID()];
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if (!playerState)
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return;
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getGUIObjectByName("resourceFood").caption = playerState.resourceCounts.food;
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getGUIObjectByName("resourceWood").caption = playerState.resourceCounts.wood;
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getGUIObjectByName("resourceStone").caption = playerState.resourceCounts.stone;
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getGUIObjectByName("resourceMetal").caption = playerState.resourceCounts.metal;
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getGUIObjectByName("resourcePop").caption = playerState.popCount + "/" + playerState.popLimit;
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}
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