A minor change.
This was SVN commit r12099.
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@ -1,7 +1,7 @@
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////////////////////////////////////////////////////////////////////////////////////////////////
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// Constants
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const DEFAULT_NETWORKED_MAP = "Oasis XI";
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const DEFAULT_OFFLINE_MAP = "Punjab III";
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const DEFAULT_NETWORKED_MAP = "Oasis X";
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const DEFAULT_OFFLINE_MAP = "Oasis X";
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// TODO: Move these somewhere like simulation\data\game_types.json, Atlas needs them too
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const VICTORY_TEXT = ["Conquest", "None"];
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@ -195,7 +195,8 @@ function initMain()
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getGUIObjectByName("mapTypeText").hidden = false;
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getGUIObjectByName("mapFilterSelection").hidden = true;
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getGUIObjectByName("mapFilterText").hidden = false;
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getGUIObjectByName("mapSelection").enabled = false;
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getGUIObjectByName("mapSelectionText").hidden = false;
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getGUIObjectByName("mapSelection").hidden = true;
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// Disable player and game options controls
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// TODO: Shouldn't players be able to choose their own assignment?
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@ -401,11 +402,9 @@ function initCivNameList()
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// Extract name/code, and skip civs that are explicitly disabled
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// (intended for unusable incomplete civs)
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var civList = [
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{ "name": civ.Name, "code": civ.Code }
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var civList = [ { "name": civ.Name, "code": civ.Code }
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for each (civ in g_CivData)
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if (civ.SelectableInGameSetup !== false)
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];
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if (civ.SelectableInGameSetup !== false) ];
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// Alphabetically sort the list, ignoring case
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civList.sort(sortNameIgnoreCase);
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@ -413,10 +412,6 @@ function initCivNameList()
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var civListNames = [ civ.name for each (civ in civList) ];
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var civListCodes = [ civ.code for each (civ in civList) ];
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// Add random civ to beginning of list
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civListNames.unshift("[color=\"255 160 10 255\"]Random");
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civListCodes.unshift("random");
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// Update the dropdowns
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for (var i = 0; i < MAX_PLAYERS; ++i)
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{
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@ -736,17 +731,6 @@ function launchGame()
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return;
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}
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var numPlayers = g_GameAttributes.settings.PlayerData.length;
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// Assign random civilizations to players with that choice
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// (this is synchronized because we're the host)
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var civs = [ civ.Code for each (civ in g_CivData) if (civ.SelectableInGameSetup !== false) ];
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for (var i = 0; i < numPlayers; ++i)
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{
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if (g_GameAttributes.settings.PlayerData[i].Civ == "random")
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g_GameAttributes.settings.PlayerData[i].Civ = civs[Math.floor(Math.random()*civs.length)];
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}
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if (g_IsNetworked)
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{
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Engine.SetNetworkGameAttributes(g_GameAttributes);
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@ -755,6 +739,7 @@ function launchGame()
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else
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{
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// Find the player ID which the user has been assigned to
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var numPlayers = g_GameAttributes.settings.PlayerData.length;
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var playerID = -1;
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for (var i = 0; i < numPlayers; ++i)
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{
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@ -797,7 +782,7 @@ function onGameAttributesChange()
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getGUIObjectByName("mapTypeText").caption = mapTypeSelection.list[idx];
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var mapSelectionBox = getGUIObjectByName("mapSelection");
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mapSelectionBox.selected = mapSelectionBox.list_data.indexOf(mapName);
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getGUIObjectByName("mapSelectionText").caption = mapName;
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initMapNameList();
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}
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@ -944,7 +929,7 @@ function onGameAttributesChange()
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pTeam.hidden = true;
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// Set text values
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pCivText.caption = (civ != "random" ? g_CivData[civ].Name : "Random");
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pCivText.caption = g_CivData[civ].Name;
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pTeamText.caption = (team !== undefined && team >= 0) ? team+1 : "-";
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}
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else if (g_GameAttributes.mapType == "random")
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@ -86,6 +86,7 @@
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<object size="10.9% 363 28% 423" name="mapFilterSelectionTooltip">
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<object name="mapTypeText" type="text" style="LeftLabelText" size="0 0 100% 28" hidden="true"/>
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<object name="mapFilterText" type="text" style="LeftLabelText" size="0 32 100% 60" hidden="true"/>
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<object name="mapSelectionText" type="text" style="LeftLabelText" size="0 64 100% 82" hidden="true"/>
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</object>
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<object name="mapTypeSelection"
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