1
0
forked from 0ad/0ad
0ad/binaries/data/mods/public/gui/gamesetup/gamesetup.js
leper a21e01150a Basic diplomacy. Refs #7.
This was SVN commit r12778.
2012-10-23 16:31:07 +00:00

1482 lines
40 KiB
JavaScript

////////////////////////////////////////////////////////////////////////////////////////////////
// Constants
const DEFAULT_NETWORKED_MAP = "Acropolis 1";
const DEFAULT_OFFLINE_MAP = "Acropolis 1";
// TODO: Move these somewhere like simulation\data\game_types.json, Atlas needs them too
const VICTORY_TEXT = ["Conquest", "None"];
const VICTORY_DATA = ["conquest", "endless"];
const VICTORY_DEFAULTIDX = 0;
const POPULATION_CAP = ["50", "100", "150", "200", "250", "300", "Unlimited"];
const POPULATION_CAP_DATA = [50, 100, 150, 200, 250, 300, 10000];
const POPULATION_CAP_DEFAULTIDX = 5;
const STARTING_RESOURCES = ["Very Low", "Low", "Medium", "High", "Very High", "Deathmatch"];
const STARTING_RESOURCES_DATA = [100, 300, 500, 1000, 3000, 50000];
const STARTING_RESOURCES_DEFAULTIDX = 1;
// Max number of players for any map
const MAX_PLAYERS = 8;
////////////////////////////////////////////////////////////////////////////////////////////////
// Is this is a networked game, or offline
var g_IsNetworked;
// Is this user in control of game settings (i.e. is a network server, or offline player)
var g_IsController;
// Are we currently updating the GUI in response to network messages instead of user input
// (and therefore shouldn't send further messages to the network)
var g_IsInGuiUpdate;
var g_PlayerAssignments = {};
// Default game setup attributes
var g_DefaultPlayerData = [];
var g_GameAttributes = {
settings: {}
};
var g_MapSizes = {};
var g_AIs = [];
var g_ChatMessages = [];
// Data caches
var g_MapData = {};
var g_CivData = {};
var g_MapFilters = [];
// Warn about the AI's nonexistent naval map support.
var g_NavalWarning = "\n\n[font=\"serif-bold-12\"][color=\"orange\"]Warning:[/color][/font] \
The AI does not support naval maps and may cause severe performance issues. \
Naval maps are recommended to be played with human opponents only.";
// To prevent the display locking up while we load the map metadata,
// we'll start with a 'loading' message and switch to the main screen in the
// tick handler
var g_LoadingState = 0; // 0 = not started, 1 = loading, 2 = loaded
////////////////////////////////////////////////////////////////////////////////////////////////
function init(attribs)
{
switch (attribs.type)
{
case "offline":
g_IsNetworked = false;
g_IsController = true;
break;
case "server":
g_IsNetworked = true;
g_IsController = true;
break;
case "client":
g_IsNetworked = true;
g_IsController = false;
break;
default:
error("Unexpected 'type' in gamesetup init: "+attribs.type);
}
}
// Called after the map data is loaded and cached
function initMain()
{
// Load AI list and hide deprecated AIs
g_AIs = Engine.GetAIs().filter( function(ai) {
return !ai.data.hidden;
});
// Sort AIs by displayed name
g_AIs.sort(function (a, b) {
return a.data.name < b.data.name ? -1 : b.data.name < a.data.name ? +1 : 0;
});
// Get default player data - remove gaia
g_DefaultPlayerData = initPlayerDefaults();
g_DefaultPlayerData.shift();
for (var i = 0; i < g_DefaultPlayerData.length; i++)
g_DefaultPlayerData[i].Civ = "random";
g_MapSizes = initMapSizes();
// Init civs
initCivNameList();
// Init map types
var mapTypes = getGUIObjectByName("mapTypeSelection");
mapTypes.list = ["Scenario","Random"];
mapTypes.list_data = ["scenario","random"];
// Setup map filters - will appear in order they are added
addFilter("Default", function(settings) { return settings && !keywordTestOR(settings.Keywords, ["naval", "demo", "hidden"]); });
addFilter("Naval Maps", function(settings) { return settings && keywordTestAND(settings.Keywords, ["naval"]); });
addFilter("Demo Maps", function(settings) { return settings && keywordTestAND(settings.Keywords, ["demo"]); });
addFilter("Old Maps", function(settings) { return !settings; });
addFilter("All Maps", function(settings) { return true; });
// Populate map filters dropdown
var mapFilters = getGUIObjectByName("mapFilterSelection");
mapFilters.list = getFilters();
g_GameAttributes.mapFilter = "Default";
// Setup controls for host only
if (g_IsController)
{
mapTypes.selected = 0;
mapFilters.selected = 0;
initMapNameList();
var numPlayersSelection = getGUIObjectByName("numPlayersSelection");
var players = [];
for (var i = 1; i <= MAX_PLAYERS; ++i)
players.push(i);
numPlayersSelection.list = players;
numPlayersSelection.list_data = players;
numPlayersSelection.selected = MAX_PLAYERS - 1;
var populationCaps = getGUIObjectByName("populationCap");
populationCaps.list = POPULATION_CAP;
populationCaps.list_data = POPULATION_CAP_DATA;
populationCaps.selected = POPULATION_CAP_DEFAULTIDX;
populationCaps.onSelectionChange = function()
{
if (this.selected != -1)
{
g_GameAttributes.settings.PopulationCap = POPULATION_CAP_DATA[this.selected];
}
if (!g_IsInGuiUpdate)
{
updateGameAttributes();
}
}
var startingResourcesL = getGUIObjectByName("startingResources");
startingResourcesL.list = STARTING_RESOURCES;
startingResourcesL.list_data = STARTING_RESOURCES_DATA;
startingResourcesL.selected = STARTING_RESOURCES_DEFAULTIDX;
startingResourcesL.onSelectionChange = function()
{
if (this.selected != -1)
{
g_GameAttributes.settings.StartingResources = STARTING_RESOURCES_DATA[this.selected];
}
if (!g_IsInGuiUpdate)
{
updateGameAttributes();
}
}
var victoryConditions = getGUIObjectByName("victoryCondition");
victoryConditions.list = VICTORY_TEXT;
victoryConditions.list_data = VICTORY_DATA;
victoryConditions.onSelectionChange = function()
{ // Update attributes so other players can see change
if (this.selected != -1)
{
g_GameAttributes.settings.GameType = VICTORY_DATA[this.selected];
}
if (!g_IsInGuiUpdate)
{
updateGameAttributes();
}
};
victoryConditions.selected = VICTORY_DEFAULTIDX;
var mapSize = getGUIObjectByName("mapSize");
mapSize.list = g_MapSizes.names;
mapSize.list_data = g_MapSizes.tiles;
mapSize.onSelectionChange = function()
{ // Update attributes so other players can see change
if (this.selected != -1)
{
g_GameAttributes.settings.Size = g_MapSizes.tiles[this.selected];
}
if (!g_IsInGuiUpdate)
{
updateGameAttributes();
}
};
getGUIObjectByName("revealMap").onPress = function()
{ // Update attributes so other players can see change
g_GameAttributes.settings.RevealMap = this.checked;
if (!g_IsInGuiUpdate)
{
updateGameAttributes();
}
};
getGUIObjectByName("lockTeams").onPress = function()
{ // Update attributes so other players can see change
g_GameAttributes.settings.LockTeams = this.checked;
if (!g_IsInGuiUpdate)
{
updateGameAttributes();
}
};
getGUIObjectByName("enableCheats").onPress = function()
{ // Update attributes so other players can see change
g_GameAttributes.settings.CheatsEnabled = this.checked;
if (!g_IsInGuiUpdate)
{
updateGameAttributes();
}
};
}
else
{
// If we're a network client, disable all the map controls
// TODO: make them look visually disabled so it's obvious why they don't work
getGUIObjectByName("mapTypeSelection").hidden = true;
getGUIObjectByName("mapTypeText").hidden = false;
getGUIObjectByName("mapFilterSelection").hidden = true;
getGUIObjectByName("mapFilterText").hidden = false;
getGUIObjectByName("mapSelectionText").hidden = false;
getGUIObjectByName("mapSelection").hidden = true;
getGUIObjectByName("victoryConditionText").hidden = false;
getGUIObjectByName("victoryCondition").hidden = true;
// Disable player and game options controls
// TODO: Shouldn't players be able to choose their own assignment?
for (var i = 0; i < MAX_PLAYERS; ++i)
{
getGUIObjectByName("playerAssignment["+i+"]").enabled = false;
getGUIObjectByName("playerCiv["+i+"]").hidden = true;
getGUIObjectByName("playerTeam["+i+"]").hidden = true;
}
getGUIObjectByName("numPlayersSelection").hidden = true;
// Disable "start game" button
// TODO: Perhaps replace this with a "ready" button, and require host to wait?
getGUIObjectByName("startGame").enabled = false;
}
// Set up multiplayer/singleplayer bits:
if (!g_IsNetworked)
{
getGUIObjectByName("chatPanel").hidden = true;
getGUIObjectByName("enableCheats").checked = true;
g_GameAttributes.settings.CheatsEnabled = true;
}
else
{
getGUIObjectByName("enableCheatsDesc").hidden = false;
getGUIObjectByName("enableCheats").checked = false;
g_GameAttributes.settings.CheatsEnabled = false;
if (g_IsController)
{
getGUIObjectByName("enableCheats").hidden = false;
}
else
{
getGUIObjectByName("enableCheatsText").hidden = false;
}
}
// Settings for all possible player slots
var boxSpacing = 32;
for (var i = 0; i < MAX_PLAYERS; ++i)
{
// Space player boxes
var box = getGUIObjectByName("playerBox["+i+"]");
var boxSize = box.size;
var h = boxSize.bottom - boxSize.top;
boxSize.top = i * boxSpacing;
boxSize.bottom = i * boxSpacing + h;
box.size = boxSize;
// Populate team dropdowns
var team = getGUIObjectByName("playerTeam["+i+"]");
team.list = ["None", "1", "2", "3", "4"];
team.list_data = [-1, 0, 1, 2, 3];
team.selected = 0;
let playerSlot = i; // declare for inner function use
team.onSelectionChange = function()
{ // Update team
if (this.selected != -1)
{
g_GameAttributes.settings.PlayerData[playerSlot].Team = this.selected - 1;
}
if (!g_IsInGuiUpdate)
{
updateGameAttributes();
}
};
// Set events
var civ = getGUIObjectByName("playerCiv["+i+"]");
civ.onSelectionChange = function()
{ // Update civ
if ((this.selected != -1)&&(g_GameAttributes.mapType !== "scenario"))
{
g_GameAttributes.settings.PlayerData[playerSlot].Civ = this.list_data[this.selected];
}
if (!g_IsInGuiUpdate)
{
updateGameAttributes();
}
};
}
if (g_IsNetworked)
{
// For multiplayer, focus the chat input box by default
getGUIObjectByName("chatInput").focus();
}
else
{
// For single-player, focus the map list by default,
// to allow easy keyboard selection of maps
getGUIObjectByName("mapSelection").focus();
}
}
function handleNetMessage(message)
{
log("Net message: "+uneval(message));
switch (message.type)
{
case "netstatus":
switch (message.status)
{
case "disconnected":
Engine.DisconnectNetworkGame();
Engine.PopGuiPage();
reportDisconnect(message.reason);
break;
default:
error("Unrecognised netstatus type "+message.status);
break;
}
break;
case "gamesetup":
if (message.data) // (the host gets undefined data on first connect, so skip that)
{
g_GameAttributes = message.data;
}
onGameAttributesChange();
break;
case "players":
// Find and report all joinings/leavings
for (var host in message.hosts)
{
if (! g_PlayerAssignments[host])
{
addChatMessage({ "type": "connect", "username": message.hosts[host].name });
}
}
for (var host in g_PlayerAssignments)
{
if (! message.hosts[host])
{
addChatMessage({ "type": "disconnect", "guid": host });
}
}
// Update the player list
g_PlayerAssignments = message.hosts;
updatePlayerList();
break;
case "start":
Engine.SwitchGuiPage("page_loading.xml", {
"attribs": g_GameAttributes,
"isNetworked" : g_IsNetworked,
"playerAssignments": g_PlayerAssignments
});
break;
case "chat":
addChatMessage({ "type": "message", "guid": message.guid, "text": message.text });
break;
default:
error("Unrecognised net message type "+message.type);
}
}
// Get display name from map data
function getMapDisplayName(map)
{
var mapData = loadMapData(map);
if (!mapData || !mapData.settings || !mapData.settings.Name)
{ // Give some msg that map format is unsupported
log("Map data missing in scenario '"+map+"' - likely unsupported format");
return map;
}
return mapData.settings.Name;
}
// Get display name from map data
function getMapPreview(map)
{
var mapData = loadMapData(map);
if (!mapData || !mapData.settings || !mapData.settings.Preview)
{ // Give some msg that map format is unsupported
return "nopreview.png";
}
return mapData.settings.Preview;
}
// Get a setting if it exists or return default
function getSetting(settings, defaults, property)
{
if (settings && (property in settings))
{
return settings[property];
}
// Use defaults
if (defaults && (property in defaults))
{
return defaults[property];
}
return undefined;
}
// Initialize the dropdowns containing all the available civs
function initCivNameList()
{
// Cache civ data
g_CivData = loadCivData();
// Extract name/code, and skip civs that are explicitly disabled
// (intended for unusable incomplete civs)
var civList = [
{ "name": civ.Name, "code": civ.Code }
for each (civ in g_CivData)
if (civ.SelectableInGameSetup !== false)
];
// Alphabetically sort the list, ignoring case
civList.sort(sortNameIgnoreCase);
var civListNames = [ civ.name for each (civ in civList) ];
var civListCodes = [ civ.code for each (civ in civList) ];
// Add random civ to beginning of list
civListNames.unshift("[color=\"orange\"]Random");
civListCodes.unshift("random");
// Update the dropdowns
for (var i = 0; i < MAX_PLAYERS; ++i)
{
var civ = getGUIObjectByName("playerCiv["+i+"]");
civ.list = civListNames;
civ.list_data = civListCodes;
civ.selected = 0;
}
}
// Initialise the list control containing all the available maps
function initMapNameList()
{
// Get a list of map filenames
// TODO: Should verify these are valid maps before adding to list
var mapSelectionBox = getGUIObjectByName("mapSelection")
var mapFiles;
switch (g_GameAttributes.mapType)
{
case "scenario":
mapFiles = getXMLFileList(g_GameAttributes.mapPath);
break;
case "random":
mapFiles = getJSONFileList(g_GameAttributes.mapPath);
break;
default:
error("initMapNameList: Unexpected map type '"+g_GameAttributes.mapType+"'");
return;
}
// Apply map filter, if any defined
var mapList = [];
for (var i = 0; i < mapFiles.length; ++i)
{
var file = mapFiles[i];
var mapData = loadMapData(file);
if (g_GameAttributes.mapFilter && mapData && testFilter(g_GameAttributes.mapFilter, mapData.settings))
{
mapList.push({ "name": getMapDisplayName(file), "file": file });
}
}
// Alphabetically sort the list, ignoring case
mapList.sort(sortNameIgnoreCase);
if (g_GameAttributes.mapType == "random")
mapList.unshift({ "name": "[color=\"orange\"]Random[/color]", "file": "random" });
var mapListNames = [ map.name for each (map in mapList) ];
var mapListFiles = [ map.file for each (map in mapList) ];
// Select the default map
var selected = mapListFiles.indexOf(g_GameAttributes.map);
// Default to the first element if list is not empty and we can't find the one we searched for
if (selected == -1 && mapList.length)
{
selected = 0;
}
// Update the list control
mapSelectionBox.list = mapListNames;
mapSelectionBox.list_data = mapListFiles;
mapSelectionBox.selected = selected;
}
function loadMapData(name)
{
if (!name)
{
return undefined;
}
if (name == "random")
{
g_MapData[name] = {settings : {"Name" : "Random", "Description" : "Randomly selects a map from the list"}};
return g_MapData[name];
}
if (!g_MapData[name])
{
switch (g_GameAttributes.mapType)
{
case "scenario":
g_MapData[name] = Engine.LoadMapSettings(g_GameAttributes.mapPath+name);
break;
case "random":
g_MapData[name] = parseJSONData(g_GameAttributes.mapPath+name+".json");
break;
default:
error("loadMapData: Unexpected map type '"+g_GameAttributes.mapType+"'");
return undefined;
}
}
return g_MapData[name];
}
////////////////////////////////////////////////////////////////////////////////////////////////
// GUI event handlers
function cancelSetup()
{
Engine.DisconnectNetworkGame();
}
function onTick()
{
// First tick happens before first render, so don't load yet
if (g_LoadingState == 0)
{
g_LoadingState++;
}
else if (g_LoadingState == 1)
{
getGUIObjectByName("loadingWindow").hidden = true;
getGUIObjectByName("setupWindow").hidden = false;
initMain();
g_LoadingState++;
}
else if (g_LoadingState == 2)
{
while (true)
{
var message = Engine.PollNetworkClient();
if (!message)
{
break;
}
handleNetMessage(message);
}
}
}
// Called when user selects number of players
function selectNumPlayers(num)
{
// Avoid recursion
if (g_IsInGuiUpdate)
{
return;
}
// Network clients can't change number of players
if (g_IsNetworked && !g_IsController)
{
return;
}
// Only meaningful for random maps
if (g_GameAttributes.mapType != "random")
{
return;
}
// Update player data
var pData = g_GameAttributes.settings.PlayerData;
if (pData && num < pData.length)
{
// Remove extra player data
g_GameAttributes.settings.PlayerData = pData.slice(0, num);
}
else
{
// Add player data from defaults
for (var i = pData.length; i < num; ++i)
{
g_GameAttributes.settings.PlayerData.push(g_DefaultPlayerData[i]);
}
}
updateGameAttributes();
}
// Called when the user selects a map type from the list
function selectMapType(type)
{
// Avoid recursion
if (g_IsInGuiUpdate)
{
return;
}
// Network clients can't change map type
if (g_IsNetworked && !g_IsController)
{
return;
}
// Reset game attributes
g_GameAttributes.map = "";
g_GameAttributes.mapType = type;
// Clear old map data
g_MapData = {};
// Select correct path
switch (g_GameAttributes.mapType)
{
case "scenario":
// Set a default map
// TODO: This should be remembered from the last session
g_GameAttributes.map = (g_IsNetworked ? DEFAULT_NETWORKED_MAP : DEFAULT_OFFLINE_MAP);
g_GameAttributes.mapPath = "maps/scenarios/";
break;
case "random":
g_GameAttributes.mapPath = "maps/random/";
g_GameAttributes.settings = {
PlayerData: g_DefaultPlayerData.slice(0, 4),
Seed: Math.floor(Math.random() * 65536),
CheatsEnabled: g_GameAttributes.settings.CheatsEnabled
};
break;
default:
error("selectMapType: Unexpected map type '"+g_GameAttributes.mapType+"'");
return;
}
initMapNameList();
updateGameAttributes();
}
function selectMapFilter(filterName)
{
// Avoid recursion
if (g_IsInGuiUpdate)
{
return;
}
// Network clients can't change map filter
if (g_IsNetworked && !g_IsController)
{
return;
}
g_GameAttributes.mapFilter = filterName;
initMapNameList();
updateGameAttributes();
}
// Called when the user selects a map from the list
function selectMap(name)
{
// Avoid recursion
if (g_IsInGuiUpdate)
{
return;
}
// Network clients can't change map
if (g_IsNetworked && !g_IsController)
{
return;
}
// Return if we have no map
if (!name)
{
return;
}
var mapData = loadMapData(name);
var mapSettings = (mapData && mapData.settings ? deepcopy(mapData.settings) : {});
// Copy any new settings
g_GameAttributes.map = name;
g_GameAttributes.script = mapSettings.Script;
if (mapData !== "Random")
for (var prop in mapSettings)
g_GameAttributes.settings[prop] = mapSettings[prop];
// Use default AI if the map doesn't specify any explicitly
for (var i = 0; i < g_GameAttributes.settings.PlayerData.length; ++i)
{
if (!('AI' in g_GameAttributes.settings.PlayerData[i]))
{
g_GameAttributes.settings.PlayerData[i].AI = g_DefaultPlayerData[i].AI;
}
}
// Reset player assignments on map change
if (!g_IsNetworked)
{ // Slot 1
g_PlayerAssignments = { "local": { "name": "You", "player": 1, "civ": "", "team": -1} };
}
else
{
var numPlayers = (mapSettings.PlayerData ? mapSettings.PlayerData.length : g_GameAttributes.settings.PlayerData.length);
for (var guid in g_PlayerAssignments)
{ // Unassign extra players
var player = g_PlayerAssignments[guid].player;
if (player <= MAX_PLAYERS && player > numPlayers)
{
Engine.AssignNetworkPlayer(player, "");
}
}
}
updateGameAttributes();
}
function launchGame()
{
if (g_IsNetworked && !g_IsController)
{
error("Only host can start game");
return;
}
// Check that we have a map
if (!g_GameAttributes.map)
{
return;
}
if (g_GameAttributes.map == "random")
selectMap(getGUIObjectByName("mapSelection").list_data[Math.floor(Math.random() *
(getGUIObjectByName("mapSelection").list.length - 1)) + 1]);
g_GameAttributes.settings.mapType = g_GameAttributes.mapType;
var numPlayers = g_GameAttributes.settings.PlayerData.length;
// Assign random civilizations to players with that choice
// (this is synchronized because we're the host)
var cultures = [];
for each (civ in g_CivData)
if ((civ.Culture !== undefined)&&(cultures.indexOf(civ.Culture) < 0)&&(civ.SelectableInGameSetup == undefined)||(civ.SelectableInGameSetup))
cultures.push(civ.Culture);
var allcivs = new Array(cultures.length);
for (var i = 0; i < allcivs.length; ++i)
allcivs[i] = [];
for each (civ in g_CivData)
if ((civ.Culture !== undefined)&&(civ.SelectableInGameSetup == undefined)||(civ.SelectableInGameSetup))
allcivs[cultures.indexOf(civ.Culture)].push(civ.Code);
const romanNumbers = [undefined, "I", "II", "III", "IV", "V", "VI", "VII", "VIII"];
for (var i = 0; i < numPlayers; ++i)
{
civs = allcivs[Math.floor(Math.random()*allcivs.length)];
if (g_GameAttributes.settings.PlayerData[i].Civ == "random")
g_GameAttributes.settings.PlayerData[i].Civ = civs[Math.floor(Math.random()*civs.length)];
// Setting names for AI players. Check if the player is AI and the match is not a scenario
if ((g_GameAttributes.mapType !== "scenario")&&(g_GameAttributes.settings.PlayerData[i].AI))
{
// Get the civ specific names
if (g_CivData[g_GameAttributes.settings.PlayerData[i].Civ].AINames !== undefined)
{
var civAINames = shuffleArray(g_CivData[g_GameAttributes.settings.PlayerData[i].Civ].AINames);
}
else
{
var civAINames = [g_CivData[g_GameAttributes.settings.PlayerData[i].Civ].Name];
}
// Choose the name
var usedName = 0;
if (i < civAINames.length)
var chosenName = civAINames[i];
else
var chosenName = civAINames[Math.floor(Math.random() * civAINames.length)];
for (var j = 0; j < numPlayers; ++j)
if (g_GameAttributes.settings.PlayerData[j].Name.indexOf(chosenName) !== -1)
usedName++;
// Assign civ specific names to AI players
if (usedName)
g_GameAttributes.settings.PlayerData[i].Name = chosenName + " " + romanNumbers[usedName+1];
else
g_GameAttributes.settings.PlayerData[i].Name = chosenName;
}
}
if (g_IsNetworked)
{
Engine.SetNetworkGameAttributes(g_GameAttributes);
Engine.StartNetworkGame();
}
else
{
// Find the player ID which the user has been assigned to
var numPlayers = g_GameAttributes.settings.PlayerData.length;
var playerID = -1;
for (var i = 0; i < numPlayers; ++i)
{
var assignBox = getGUIObjectByName("playerAssignment["+i+"]");
if (assignBox.list_data[assignBox.selected] == "local")
{
playerID = i+1;
}
}
// Remove extra player data
g_GameAttributes.settings.PlayerData = g_GameAttributes.settings.PlayerData.slice(0, numPlayers);
Engine.StartGame(g_GameAttributes, playerID);
Engine.SwitchGuiPage("page_loading.xml", {
"attribs": g_GameAttributes,
"isNetworked" : g_IsNetworked,
"playerAssignments": g_PlayerAssignments
});
}
}
////////////////////////////////////////////////////////////////////////////////////////////////
function onGameAttributesChange()
{
g_IsInGuiUpdate = true;
// Don't set any attributes here, just show the changes in GUI
var mapName = g_GameAttributes.map || "";
var mapSettings = g_GameAttributes.settings;
var numPlayers = (mapSettings.PlayerData ? mapSettings.PlayerData.length : MAX_PLAYERS);
// Update some controls for clients
if (!g_IsController)
{
getGUIObjectByName("mapFilterText").caption = g_GameAttributes.mapFilter;
var mapTypeSelection = getGUIObjectByName("mapTypeSelection");
var idx = mapTypeSelection.list_data.indexOf(g_GameAttributes.mapType);
getGUIObjectByName("mapTypeText").caption = mapTypeSelection.list[idx];
var mapSelectionBox = getGUIObjectByName("mapSelection");
mapSelectionBox.selected = mapSelectionBox.list_data.indexOf(mapName);
getGUIObjectByName("mapSelectionText").caption = getMapDisplayName(mapName);
var populationCapBox = getGUIObjectByName("populationCap");
populationCapBox.selected = populationCapBox.list_data.indexOf(mapSettings.PopulationCap);
var startingResourcesBox = getGUIObjectByName("startingResources");
startingResourcesBox.selected = startingResourcesBox.list_data.indexOf(mapSettings.StartingResources);
initMapNameList();
}
// Controls common to all map types
var numPlayersSelection = getGUIObjectByName("numPlayersSelection");
var revealMap = getGUIObjectByName("revealMap");
var victoryCondition = getGUIObjectByName("victoryCondition");
var lockTeams = getGUIObjectByName("lockTeams");
var mapSize = getGUIObjectByName("mapSize");
var enableCheats = getGUIObjectByName("enableCheats");
var populationCap = getGUIObjectByName("populationCap");
var startingResources = getGUIObjectByName("startingResources");
var numPlayersText= getGUIObjectByName("numPlayersText");
var mapSizeText = getGUIObjectByName("mapSizeText");
var revealMapText = getGUIObjectByName("revealMapText");
var victoryConditionText = getGUIObjectByName("victoryConditionText");
var lockTeamsText = getGUIObjectByName("lockTeamsText");
var enableCheatsText = getGUIObjectByName("enableCheatsText");
var populationCapText = getGUIObjectByName("populationCapText");
var startingResourcesText = getGUIObjectByName("startingResourcesText");
var sizeIdx = (g_MapSizes.tiles.indexOf(mapSettings.Size) != -1 ? g_MapSizes.tiles.indexOf(mapSettings.Size) : g_MapSizes.default);
var victoryIdx = (VICTORY_DATA.indexOf(mapSettings.GameType) != -1 ? VICTORY_DATA.indexOf(mapSettings.GameType) : VICTORY_DEFAULTIDX);
enableCheats.checked = (g_GameAttributes.settings.CheatsEnabled === undefined || !g_GameAttributes.settings.CheatsEnabled ? false : true)
enableCheatsText.caption = (enableCheats.checked ? "Yes" : "No");
populationCap.selected = (POPULATION_CAP_DATA.indexOf(mapSettings.PopulationCap) != -1 ? POPULATION_CAP_DATA.indexOf(mapSettings.PopulationCap) : POPULATION_CAP_DEFAULTIDX);
populationCapText.caption = POPULATION_CAP[populationCap.selected];
startingResources.selected = (STARTING_RESOURCES_DATA.indexOf(mapSettings.StartingResources) != -1 ? STARTING_RESOURCES_DATA.indexOf(mapSettings.StartingResources) : STARTING_RESOURCES_DEFAULTIDX);
startingResourcesText.caption = STARTING_RESOURCES[startingResources.selected];
// Handle map type specific logic
switch (g_GameAttributes.mapType)
{
case "random":
if (g_IsController)
{ //Host
numPlayersSelection.selected = numPlayers - 1;
numPlayersSelection.hidden = false;
mapSize.hidden = false;
revealMap.hidden = false;
victoryCondition.hidden = false;
lockTeams.hidden = false;
populationCap.hidden = false;
startingResources.hidden = false;
numPlayersText.hidden = true;
mapSizeText.hidden = true;
revealMapText.hidden = true;
victoryConditionText.hidden = true;
lockTeamsText.hidden = true;
populationCapText.hidden = true;
startingResourcesText.hidden = true;
// Update map preview
getGUIObjectByName("mapPreview").sprite = "cropped:(0.78125,0.5859375)session/icons/mappreview/" + getMapPreview(mapName);
mapSizeText.caption = "Map size:";
mapSize.selected = sizeIdx;
revealMapText.caption = "Reveal map:";
revealMap.checked = (mapSettings.RevealMap ? true : false);
victoryConditionText.caption = "Victory condition:";
victoryCondition.selected = victoryIdx;
lockTeamsText.caption = "Teams locked:";
lockTeams.checked = (mapSettings.LockTeams ? true : false);
}
else
{
// Client
numPlayersText.hidden = false;
mapSizeText.hidden = false;
revealMapText.hidden = false;
victoryConditionText.hidden = false;
lockTeamsText.hidden = false;
populationCap.hidden = true;
populationCapText.hidden = false;
startingResources.hidden = true;
startingResourcesText.hidden = false;
// Update map preview
getGUIObjectByName("mapPreview").sprite = "cropped:(0.78125,0.5859375)session/icons/mappreview/" + getMapPreview(mapName);
numPlayersText.caption = numPlayers;
mapSizeText.caption = g_MapSizes.names[sizeIdx];
revealMapText.caption = (mapSettings.RevealMap ? "Yes" : "No");
victoryConditionText.caption = VICTORY_TEXT[victoryIdx];
lockTeamsText.caption = (mapSettings.LockTeams ? "Yes" : "No");
}
break;
case "scenario":
// For scenario just reflect settings for the current map
numPlayersSelection.hidden = true;
mapSize.hidden = true;
revealMap.hidden = true;
victoryCondition.hidden = true;
lockTeams.hidden = true;
numPlayersText.hidden = false;
mapSizeText.hidden = false;
revealMapText.hidden = false;
victoryConditionText.hidden = false;
lockTeamsText.hidden = false;
populationCap.hidden = true;
populationCapText.hidden = false;
startingResources.hidden = true;
startingResourcesText.hidden = false;
// Update map preview
getGUIObjectByName("mapPreview").sprite = "cropped:(0.78125,0.5859375)session/icons/mappreview/" + getMapPreview(mapName);
numPlayersText.caption = numPlayers;
mapSizeText.caption = "Default";
revealMapText.caption = (mapSettings.RevealMap ? "Yes" : "No");
victoryConditionText.caption = VICTORY_TEXT[victoryIdx];
lockTeamsText.caption = (mapSettings.LockTeams ? "Yes" : "No");
getGUIObjectByName("populationCap").selected = POPULATION_CAP_DEFAULTIDX;
break;
default:
error("onGameAttributesChange: Unexpected map type '"+g_GameAttributes.mapType+"'");
return;
}
// Display map name
getGUIObjectByName("mapInfoName").caption = getMapDisplayName(mapName);
// Load the description from the map file, if there is one
var description = mapSettings.Description || "Sorry, no description available.";
if (g_GameAttributes.mapFilter == "Naval Maps")
description += g_NavalWarning;
// Describe the number of players
var playerString = numPlayers + " " + (numPlayers == 1 ? "player" : "players") + ". ";
for (var i = 0; i < MAX_PLAYERS; ++i)
{
// Show only needed player slots
getGUIObjectByName("playerBox["+i+"]").hidden = (i >= numPlayers);
// Show player data or defaults as necessary
if (i < numPlayers)
{
var pName = getGUIObjectByName("playerName["+i+"]");
var pCiv = getGUIObjectByName("playerCiv["+i+"]");
var pCivText = getGUIObjectByName("playerCivText["+i+"]");
var pTeam = getGUIObjectByName("playerTeam["+i+"]");
var pTeamText = getGUIObjectByName("playerTeamText["+i+"]");
var pColor = getGUIObjectByName("playerColour["+i+"]");
// Player data / defaults
var pData = mapSettings.PlayerData ? mapSettings.PlayerData[i] : {};
var pDefs = g_DefaultPlayerData ? g_DefaultPlayerData[i] : {};
// Common to all game types
var color = iColorToString(getSetting(pData, pDefs, "Colour"));
pColor.sprite = "colour:"+color+" 100";
pName.caption = getSetting(pData, pDefs, "Name");
var team = getSetting(pData, pDefs, "Team");
var civ = getSetting(pData, pDefs, "Civ");
// For clients or scenarios, hide some player dropdowns
if (!g_IsController || g_GameAttributes.mapType == "scenario")
{
pCivText.hidden = false;
pCiv.hidden = true;
pTeamText.hidden = false;
pTeam.hidden = true;
// Set text values
if (civ == "random")
{
pCivText.caption = "[color=\"orange\"]Random";
}
else
{
pCivText.caption = g_CivData[civ].Name;
}
pTeamText.caption = (team !== undefined && team >= 0) ? team+1 : "-";
}
else if (g_GameAttributes.mapType == "random")
{
pCivText.hidden = true;
pCiv.hidden = false;
pTeamText.hidden = true;
pTeam.hidden = false;
// Set dropdown values
pCiv.selected = (civ ? pCiv.list_data.indexOf(civ) : 0);
pTeam.selected = (team !== undefined && team >= 0) ? team+1 : 0;
}
}
}
getGUIObjectByName("mapInfoDescription").caption = playerString + description;
g_IsInGuiUpdate = false;
// Game attributes include AI settings, so update the player list
updatePlayerList();
}
function updateGameAttributes()
{
if (g_IsNetworked)
{
Engine.SetNetworkGameAttributes(g_GameAttributes);
}
else
{
onGameAttributesChange();
}
}
function updatePlayerList()
{
g_IsInGuiUpdate = true;
var hostNameList = [];
var hostGuidList = [];
var assignments = [];
var aiAssignments = {};
var noAssignment;
for (var guid in g_PlayerAssignments)
{
var name = g_PlayerAssignments[guid].name;
var hostID = hostNameList.length;
var player = g_PlayerAssignments[guid].player;
hostNameList.push(name);
hostGuidList.push(guid);
assignments[player] = hostID;
}
for each (var ai in g_AIs)
{
// Give AI a different color so it stands out
aiAssignments[ai.id] = hostNameList.length;
hostNameList.push("[color=\"70 150 70 255\"]AI: " + ai.data.name);
hostGuidList.push("ai:" + ai.id);
}
noAssignment = hostNameList.length;
hostNameList.push("[color=\"140 140 140 255\"]Unassigned");
hostGuidList.push("");
for (var i = 0; i < MAX_PLAYERS; ++i)
{
let playerSlot = i;
let playerID = i+1; // we don't show Gaia, so first slot is ID 1
var selection = assignments[playerID];
var configButton = getGUIObjectByName("playerConfig["+i+"]");
configButton.hidden = true;
// Look for valid player slots
if (playerSlot < g_GameAttributes.settings.PlayerData.length)
{
// If no human is assigned, look for an AI instead
if (selection === undefined)
{
var aiId = g_GameAttributes.settings.PlayerData[playerSlot].AI;
if (aiId)
{
selection = aiAssignments[aiId];
}
else
{
selection = noAssignment;
}
// Since no human is assigned, show the AI config button
if (g_IsController)
{
configButton.hidden = false;
configButton.onpress = function()
{
Engine.PushGuiPage("page_aiconfig.xml", {
ais: g_AIs,
id: g_GameAttributes.settings.PlayerData[playerSlot].AI,
callback: function(ai) {
g_GameAttributes.settings.PlayerData[playerSlot].AI = ai.id;
if (g_IsNetworked)
{
Engine.SetNetworkGameAttributes(g_GameAttributes);
}
else
{
updatePlayerList();
}
}
});
};
}
}
else
{
// There was a human, so make sure we don't have any AI left
// over in their slot, if we're in charge of the attributes
if (g_IsController && g_GameAttributes.settings.PlayerData[playerSlot].AI && g_GameAttributes.settings.PlayerData[playerSlot].AI != "")
{
g_GameAttributes.settings.PlayerData[playerSlot].AI = "";
if (g_IsNetworked)
{
Engine.SetNetworkGameAttributes(g_GameAttributes);
}
}
}
var assignBox = getGUIObjectByName("playerAssignment["+i+"]");
assignBox.list = hostNameList;
assignBox.list_data = hostGuidList;
if (assignBox.selected != selection)
{
assignBox.selected = selection;
}
if (g_IsNetworked && g_IsController)
{
assignBox.onselectionchange = function ()
{
if (!g_IsInGuiUpdate)
{
var guid = hostGuidList[this.selected];
if (guid == "")
{
// Unassign any host from this player slot
Engine.AssignNetworkPlayer(playerID, "");
// Remove AI from this player slot
g_GameAttributes.settings.PlayerData[playerSlot].AI = "";
}
else if (guid.substr(0, 3) == "ai:")
{
// Unassign any host from this player slot
Engine.AssignNetworkPlayer(playerID, "");
// Set the AI for this player slot
g_GameAttributes.settings.PlayerData[playerSlot].AI = guid.substr(3);
}
else
swapPlayers(guid, playerSlot);
Engine.SetNetworkGameAttributes(g_GameAttributes);
}
};
}
else if (!g_IsNetworked)
{
assignBox.onselectionchange = function ()
{
if (!g_IsInGuiUpdate)
{
var guid = hostGuidList[this.selected];
if (guid == "")
{
// Remove AI from this player slot
g_GameAttributes.settings.PlayerData[playerSlot].AI = "";
}
else if (guid.substr(0, 3) == "ai:")
{
// Set the AI for this player slot
g_GameAttributes.settings.PlayerData[playerSlot].AI = guid.substr(3);
}
else
swapPlayers(guid, playerSlot);
updatePlayerList();
}
};
}
}
}
g_IsInGuiUpdate = false;
}
function swapPlayers(guid, newSlot)
{
// Player slots are indexed from 0 as Gaia is omitted.
var newPlayerID = newSlot + 1;
var playerID = g_PlayerAssignments[guid].player;
// Attempt to swap the player or AI occupying the target slot,
// if any, into the slot this player is currently in.
if (playerID != 255)
{
for (var i in g_PlayerAssignments)
{
// Move the player in the destination slot into the current slot.
if (g_PlayerAssignments[i].player == newPlayerID)
{
if (g_IsNetworked)
Engine.AssignNetworkPlayer(playerID, i);
else
g_PlayerAssignments[i].player = playerID;
break;
}
}
// Transfer the AI from the target slot to the current slot.
g_GameAttributes.settings.PlayerData[playerID - 1].AI = g_GameAttributes.settings.PlayerData[newSlot].AI;
}
if (g_IsNetworked)
Engine.AssignNetworkPlayer(newPlayerID, guid);
else
g_PlayerAssignments[guid].player = newPlayerID;
// Remove AI from this player slot
g_GameAttributes.settings.PlayerData[newSlot].AI = "";
}
function submitChatInput()
{
var input = getGUIObjectByName("chatInput");
var text = input.caption;
if (text.length)
{
Engine.SendNetworkChat(text);
input.caption = "";
}
}
function addChatMessage(msg)
{
var username = escapeText(msg.username || g_PlayerAssignments[msg.guid].name);
var message = escapeText(msg.text);
// TODO: Maybe host should have distinct font/color?
var color = "white";
if (g_PlayerAssignments[msg.guid] && g_PlayerAssignments[msg.guid].player != 255)
{ // Valid player who has been assigned - get player colour
var player = g_PlayerAssignments[msg.guid].player - 1;
var mapName = g_GameAttributes.map;
var mapData = loadMapData(mapName);
var mapSettings = (mapData && mapData.settings ? mapData.settings : {});
var pData = mapSettings.PlayerData ? mapSettings.PlayerData[player] : {};
var pDefs = g_DefaultPlayerData ? g_DefaultPlayerData[player] : {};
color = iColorToString(getSetting(pData, pDefs, "Colour"));
}
var formatted;
switch (msg.type)
{
case "connect":
formatted = '[font="serif-bold-13"][color="'+ color +'"]' + username + '[/color][/font] [color="gold"]has joined[/color]';
break;
case "disconnect":
formatted = '[font="serif-bold-13"][color="'+ color +'"]' + username + '[/color][/font] [color="gold"]has left[/color]';
break;
case "message":
formatted = '[font="serif-bold-13"]<[color="'+ color +'"]' + username + '[/color]>[/font] ' + message;
break;
default:
error("Invalid chat message '" + uneval(msg) + "'");
return;
}
g_ChatMessages.push(formatted);
getGUIObjectByName("chatText").caption = g_ChatMessages.join("\n");
}
function toggleMoreOptions()
{
getGUIObjectByName("moreOptions").hidden = !getGUIObjectByName("moreOptions").hidden;
}
////////////////////////////////////////////////////////////////////////////////////////////////
// Basic map filters API
// Add a new map list filter
function addFilter(name, filterFunc)
{
if (filterFunc instanceof Object)
{ // Basic validity test
var newFilter = {};
newFilter.name = name;
newFilter.filter = filterFunc;
g_MapFilters.push(newFilter);
}
else
{
error("Invalid map filter: "+name);
}
}
// Get array of map filter names
function getFilters()
{
var filters = [];
for (var i = 0; i < g_MapFilters.length; ++i)
{
filters.push(g_MapFilters[i].name);
}
return filters;
}
// Test map filter on given map settings object
function testFilter(name, mapSettings)
{
for (var i = 0; i < g_MapFilters.length; ++i)
{
if (g_MapFilters[i].name == name)
{ // Found filter
return g_MapFilters[i].filter(mapSettings);
}
}
error("Invalid map filter: "+name);
return false;
}
// Test an array of keywords against a match array using AND logic
function keywordTestAND(keywords, matches)
{
if (!keywords || !matches)
{
return false;
}
for (var m = 0; m < matches.length; ++m)
{ // Fail on not match
if (keywords.indexOf(matches[m]) == -1)
{
return false;
}
}
return true;
}
// Test an array of keywords against a match array using OR logic
function keywordTestOR(keywords, matches)
{
if (!keywords || !matches)
{
return false;
}
for (var m = 0; m < matches.length; ++m)
{ // Success on match
if (keywords.indexOf(matches[m]) != -1)
{
return true;
}
}
return false;
}