0ad/binaries/data/mods/public/gui/session/session.js

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// Network Mode
var g_IsNetworked = false;
// Is this user in control of game settings (i.e. is a network server, or offline player)
var g_IsController;
// Match ID for tracking
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var g_MatchID;
// Cache the basic player data (name, civ, color)
var g_Players = [];
// Cache the useful civ data
var g_CivData = {};
var g_GameSpeeds = {};
var g_CurrentSpeed;
var g_PlayerAssignments = { "local": { "name": "You", "player": 1 } };
// Cache dev-mode settings that are frequently or widely used
var g_DevSettings = {
controlAll: false
};
// Whether status bars should be shown for all of the player's units.
var g_ShowAllStatusBars = false;
// Indicate when one of the current player's training queues is blocked
// (this is used to support population counter blinking)
var g_IsTrainingBlocked = false;
// Cache simulation state (updated on every simulation update)
var g_SimState;
// Cache EntityStates
var g_EntityStates = {}; // {id:entState}
// Whether the player has lost/won and reached the end of their game
var g_GameEnded = false;
var g_Disconnected = false; // Lost connection to server
// Holds player states from the last tick
var g_CachedLastStates = "";
// Colors to flash when pop limit reached
const DEFAULT_POPULATION_COLOR = "white";
const POPULATION_ALERT_COLOR = "orange";
// List of additional entities to highlight
var g_ShowGuarding = false;
var g_ShowGuarded = false;
var g_AdditionalHighlight = [];
// for saving the hitpoins of the hero (is there a better way to do that?)
// Should be possible with AttackDetection but might be an overkill because it would have to loop
// always through the list of all ongoing attacks...
var g_previousHeroHitPoints = undefined;
function GetSimState()
{
if (!g_SimState)
g_SimState = Engine.GuiInterfaceCall("GetSimulationState");
return g_SimState;
}
function GetEntityState(entId)
{
if (!(entId in g_EntityStates))
{
var entState = Engine.GuiInterfaceCall("GetEntityState", entId);
if (entState)
entState.extended = false;
g_EntityStates[entId] = entState;
}
return g_EntityStates[entId];
}
function GetExtendedEntityState(entId)
{
if (entId in g_EntityStates)
var entState = g_EntityStates[entId];
else
var entState = Engine.GuiInterfaceCall("GetEntityState", entId);
if (!entState || entState.extended)
return entState;
var extension = Engine.GuiInterfaceCall("GetExtendedEntityState", entId);
for (var prop in extension)
entState[prop] = extension[prop];
entState.extended = true;
g_EntityStates[entId] = entState;
return entState;
}
// Cache TemplateData
var g_TemplateData = {}; // {id:template}
function GetTemplateData(templateName)
{
if (!(templateName in g_TemplateData))
{
var template = Engine.GuiInterfaceCall("GetTemplateData", templateName);
g_TemplateData[templateName] = template;
}
return g_TemplateData[templateName];
}
// Cache TechnologyData
var g_TechnologyData = {}; // {id:template}
function GetTechnologyData(technologyName)
{
if (!(technologyName in g_TechnologyData))
{
var template = Engine.GuiInterfaceCall("GetTechnologyData", technologyName);
g_TechnologyData[technologyName] = template;
}
return g_TechnologyData[technologyName];
}
// Init
function init(initData, hotloadData)
{
if (initData)
{
g_IsNetworked = initData.isNetworked; // Set network mode
g_IsController = initData.isController; // Set controller mode
g_PlayerAssignments = initData.playerAssignments;
g_MatchID = initData.attribs.matchID;
// Cache the player data
// (This may be updated at runtime by handleNetMessage)
g_Players = getPlayerData(g_PlayerAssignments);
if (initData.savedGUIData)
restoreSavedGameData(initData.savedGUIData);
Engine.GetGUIObjectByName("gameSpeedButton").hidden = g_IsNetworked;
}
else // Needed for autostart loading option
{
g_Players = getPlayerData(null);
}
// Cache civ data
g_CivData = loadCivData();
g_CivData["gaia"] = { "Code": "gaia", "Name": "Gaia" };
g_GameSpeeds = initGameSpeeds();
g_CurrentSpeed = Engine.GetSimRate();
var gameSpeed = Engine.GetGUIObjectByName("gameSpeed");
gameSpeed.list = g_GameSpeeds.names;
gameSpeed.list_data = g_GameSpeeds.speeds;
var idx = g_GameSpeeds.speeds.indexOf(g_CurrentSpeed);
gameSpeed.selected = idx != -1 ? idx : g_GameSpeeds["default"];
gameSpeed.onSelectionChange = function() { changeGameSpeed(+this.list_data[this.selected]); }
Engine.GetGUIObjectByName("civIcon").sprite = "stretched:" + g_CivData[g_Players[Engine.GetPlayerID()].civ].Emblem;
Engine.GetGUIObjectByName("civIcon").tooltip = g_CivData[g_Players[Engine.GetPlayerID()].civ].Name;
initMenuPosition(); // set initial position
// Populate player selection dropdown
var playerNames = [];
var playerIDs = [];
for (var player in g_Players)
{
playerNames.push(g_Players[player].name);
playerIDs.push(player);
}
var viewPlayerDropdown = Engine.GetGUIObjectByName("viewPlayer");
viewPlayerDropdown.list = playerNames;
viewPlayerDropdown.list_data = playerIDs;
viewPlayerDropdown.selected = Engine.GetPlayerID();
// If in Atlas editor, disable the exit button
if (Engine.IsAtlasRunning())
Engine.GetGUIObjectByName("menuExitButton").enabled = false;
if (hotloadData)
{
g_Selection.selected = hotloadData.selection;
}
else
{
// Starting for the first time:
var civMusic = g_CivData[g_Players[Engine.GetPlayerID()].civ].Music;
initMusic();
global.music.storeTracks(civMusic);
global.music.setState(global.music.states.PEACE);
playRandomAmbient("temperate");
}
if (Engine.ConfigDB_GetValue("user", "gui.session.timeelapsedcounter") === "true")
Engine.GetGUIObjectByName("timeElapsedCounter").hidden = false;
onSimulationUpdate();
// Report the performance after 5 seconds (when we're still near
// the initial camera view) and a minute (when the profiler will
// have settled down if framerates as very low), to give some
// extremely rough indications of performance
setTimeout(function() { reportPerformance(5); }, 5000);
setTimeout(function() { reportPerformance(60); }, 60000);
}
function selectViewPlayer(playerID)
{
Engine.SetPlayerID(playerID);
if (playerID != 0) {
Engine.GetGUIObjectByName("civIcon").sprite = "stretched:" + g_CivData[g_Players[playerID].civ].Emblem;
Engine.GetGUIObjectByName("civIcon").tooltip = g_CivData[g_Players[playerID].civ].Name;
}
}
function reportPerformance(time)
{
var settings = Engine.GetMapSettings();
var data = {
time: time,
map: settings.Name,
seed: settings.Seed, // only defined for random maps
size: settings.Size, // only defined for random maps
profiler: Engine.GetProfilerState()
};
Engine.SubmitUserReport("profile", 3, JSON.stringify(data));
}
function resignGame()
{
var simState = GetSimState();
// Players can't resign if they've already won or lost.
if (simState.players[Engine.GetPlayerID()].state != "active" || g_Disconnected)
return;
// Tell other players that we have given up and been defeated
Engine.PostNetworkCommand({
"type": "defeat-player",
"playerId": Engine.GetPlayerID()
});
global.music.setState(global.music.states.DEFEAT);
resumeGame();
}
function leaveGame()
{
var extendedSimState = Engine.GuiInterfaceCall("GetExtendedSimulationState");
var playerState = extendedSimState.players[Engine.GetPlayerID()];
var mapSettings = Engine.GetMapSettings();
var gameResult;
if (g_Disconnected)
{
gameResult = "You have been disconnected."
}
else if (playerState.state == "won")
{
gameResult = "You have won the battle!";
}
else if (playerState.state == "defeated")
{
gameResult = "You have been defeated...";
}
else // "active"
{
gameResult = "You have abandoned the game.";
// Tell other players that we have given up and been defeated
Engine.PostNetworkCommand({
"type": "defeat-player",
"playerId": Engine.GetPlayerID()
});
global.music.setState(global.music.states.DEFEAT);
}
stopAmbient();
Engine.EndGame();
if (g_IsController && Engine.HasXmppClient())
Engine.SendUnregisterGame();
Engine.SwitchGuiPage("page_summary.xml", {
"gameResult" : gameResult,
"timeElapsed" : extendedSimState.timeElapsed,
"playerStates": extendedSimState.players,
"players": g_Players,
"mapSettings": mapSettings
});
}
// Return some data that we'll use when hotloading this file after changes
function getHotloadData()
{
return { selection: g_Selection.selected };
}
// Return some data that will be stored in saved game files
function getSavedGameData()
{
var data = {};
data.playerAssignments = g_PlayerAssignments;
data.groups = g_Groups.groups;
// TODO: any other gui state?
return data;
}
function restoreSavedGameData(data)
{
// Clear selection when loading a game
g_Selection.reset();
// Restore control groups
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for (var groupNumber in data.groups)
{
g_Groups.groups[groupNumber].groups = data.groups[groupNumber].groups;
g_Groups.groups[groupNumber].ents = data.groups[groupNumber].ents;
}
updateGroups();
}
var lastTickTime = new Date;
var lastXmppClientPoll = Date.now();
/**
* Called every frame.
*/
function onTick()
{
var now = new Date;
var tickLength = new Date - lastTickTime;
lastTickTime = now;
checkPlayerState();
while (true)
{
var message = Engine.PollNetworkClient();
if (!message)
break;
handleNetMessage(message);
}
updateCursorAndTooltip();
// If the selection changed, we need to regenerate the sim display (the display depends on both the
// simulation state and the current selection).
if (g_Selection.dirty)
{
g_Selection.dirty = false;
onSimulationUpdate();
// Display rally points for selected buildings
Engine.GuiInterfaceCall("DisplayRallyPoint", { "entities": g_Selection.toList() });
}
// Run timers
updateTimers();
// Animate menu
updateMenuPosition(tickLength);
// When training is blocked, flash population (alternates colour every 500msec)
if (g_IsTrainingBlocked && (Date.now() % 1000) < 500)
Engine.GetGUIObjectByName("resourcePop").textcolor = POPULATION_ALERT_COLOR;
else
Engine.GetGUIObjectByName("resourcePop").textcolor = DEFAULT_POPULATION_COLOR;
// Clear renamed entities list
Engine.GuiInterfaceCall("ClearRenamedEntities");
// If the lobby is running, wake it up every 10 seconds so we stay connected.
if (Engine.HasXmppClient() && (Date.now() - lastXmppClientPoll) > 10000)
{
Engine.RecvXmppClient();
lastXmppClientPoll = Date.now();
}
}
function checkPlayerState()
{
// Once the game ends, we're done here.
if (g_GameEnded)
return;
// Send a game report for each player in this game.
var m_simState = GetSimState();
var playerState = m_simState.players[Engine.GetPlayerID()];
var tempStates = "";
for each (var player in m_simState.players) {tempStates += player.state + ",";}
if (g_CachedLastStates != tempStates)
{
g_CachedLastStates = tempStates;
reportGame(Engine.GuiInterfaceCall("GetExtendedSimulationState"));
}
// If the local player hasn't finished playing, we return here to avoid the victory/defeat messages.
if (playerState.state == "active")
return;
// We can't resign once the game is over.
Engine.GetGUIObjectByName("menuResignButton").enabled = false;
// Make sure nothing is open to avoid stacking.
closeMenu();
closeOpenDialogs();
// Make sure this doesn't run again.
g_GameEnded = true;
if (Engine.IsAtlasRunning())
{
// If we're in Atlas, we can't leave the game
var btCaptions = ["OK"];
var btCode = [null];
var message = "Press OK to continue";
}
else
{
var btCaptions = ["Yes", "No"];
var btCode = [leaveGame, null];
var message = "Do you want to quit?";
}
if (playerState.state == "defeated")
{
global.music.setState(global.music.states.DEFEAT);
messageBox(400, 200, message, "DEFEATED!", 0, btCaptions, btCode);
}
else if (playerState.state == "won")
{
global.music.setState(global.music.states.VICTORY);
// TODO: Reveal map directly instead of this silly proxy.
if (!Engine.GetGUIObjectByName("devCommandsRevealMap").checked)
Engine.GetGUIObjectByName("devCommandsRevealMap").checked = true;
messageBox(400, 200, message, "VICTORIOUS!", 0, btCaptions, btCode);
}
}
function changeGameSpeed(speed)
{
// For non-networked games only
if (!g_IsNetworked)
{
Engine.SetSimRate(speed);
g_CurrentSpeed = speed;
}
}
/**
* Recomputes GUI state that depends on simulation state or selection state. Called directly every simulation
* update (see session.xml), or from onTick when the selection has changed.
*/
function onSimulationUpdate()
{
g_EntityStates = {};
g_TemplateData = {};
g_TechnologyData = {};
g_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 (!g_SimState)
return;
handleNotifications();
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if (g_ShowAllStatusBars)
recalculateStatusBarDisplay();
if (g_ShowGuarding || g_ShowGuarded)
updateAdditionalHighlight();
updateHero();
updateGroups();
updateDebug();
updatePlayerDisplay();
updateSelectionDetails();
updateResearchDisplay();
updateBuildingPlacementPreview();
updateTimeElapsedCounter();
updateTimeNotifications();
// Update music state on basis of battle state.
var battleState = Engine.GuiInterfaceCall("GetBattleState", Engine.GetPlayerID());
if (battleState)
global.music.setState(global.music.states[battleState]);
}
/**
* updates a status bar on the GUI
* nameOfBar: name of the bar
* points: points to show
* maxPoints: max points
* direction: gets less from (right to left) 0; (top to bottom) 1; (left to right) 2; (bottom to top) 3;
*/
function updateGUIStatusBar(nameOfBar, points, maxPoints, direction)
{
// check, if optional direction parameter is valid.
if (!direction || !(direction >= 0 && direction < 4))
direction = 0;
// get the bar and update it
var statusBar = Engine.GetGUIObjectByName(nameOfBar);
if (!statusBar)
return;
var healthSize = statusBar.size;
var value = 100*Math.max(0, Math.min(1, points / maxPoints));
// inverse bar
if(direction == 2 || direction == 3)
value = 100 - value;
if(direction == 0)
healthSize.rright = value;
else if(direction == 1)
healthSize.rbottom = value;
else if(direction == 2)
healthSize.rleft = value;
else if(direction == 3)
healthSize.rtop = value;
// update bar
statusBar.size = healthSize;
}
function updateHero()
{
var simState = GetSimState();
var playerState = simState.players[Engine.GetPlayerID()];
var unitHeroPanel = Engine.GetGUIObjectByName("unitHeroPanel");
var heroButton = Engine.GetGUIObjectByName("unitHeroButton");
if (!playerState || playerState.heroes.length <= 0)
{
g_previousHeroHitPoints = undefined;
unitHeroPanel.hidden = true;
return;
}
var heroImage = Engine.GetGUIObjectByName("unitHeroImage");
var heroState = GetExtendedEntityState(playerState.heroes[0]);
var template = GetTemplateData(heroState.template);
heroImage.sprite = "stretched:session/portraits/" + template.icon;
var hero = playerState.heroes[0];
heroButton.onpress = function()
{
if (!Engine.HotkeyIsPressed("selection.add"))
g_Selection.reset();
g_Selection.addList([hero]);
};
heroButton.ondoublepress = function() { selectAndMoveTo(getEntityOrHolder(hero)); };
unitHeroPanel.hidden = false;
// Setup tooltip
var tooltip = "[font=\"serif-bold-16\"]" + template.name.specific + "[/font]";
tooltip += "\n[font=\"serif-bold-13\"]Health:[/font] " + heroState.hitpoints + "/" + heroState.maxHitpoints;
tooltip += "\n[font=\"serif-bold-13\"]" + (heroState.attack ? heroState.attack.type + " " : "")
+ "Attack:[/font] " + damageTypeDetails(heroState.attack);
// Show max attack range if ranged attack, also convert to tiles (4m per tile)
if (heroState.attack && heroState.attack.type == "Ranged")
tooltip += ", [font=\"serif-bold-13\"]Range:[/font] " + Math.round(heroState.attack.maxRange/4);
tooltip += "\n[font=\"serif-bold-13\"]Armor:[/font] " + damageTypeDetails(heroState.armour);
tooltip += "\n" + template.tooltip;
heroButton.tooltip = tooltip;
// update heros health bar
updateGUIStatusBar("heroHealthBar", heroState.hitpoints, heroState.maxHitpoints);
// define the hit points if not defined
if (!g_previousHeroHitPoints)
g_previousHeroHitPoints = heroState.hitpoints;
// check, if the health of the hero changed since the last update
if (heroState.hitpoints < g_previousHeroHitPoints)
{
g_previousHeroHitPoints = heroState.hitpoints;
// trigger the animation
startColorFade("heroHitOverlay", 100, 0, colorFade_attackUnit, true, smoothColorFadeRestart_attackUnit);
return;
}
}
function updateGroups()
{
var guiName = "Group";
g_Groups.update();
for (var i = 0; i < 10; i++)
{
var button = Engine.GetGUIObjectByName("unit"+guiName+"Button["+i+"]");
var label = Engine.GetGUIObjectByName("unit"+guiName+"Label["+i+"]").caption = i;
if (g_Groups.groups[i].getTotalCount() == 0)
button.hidden = true;
else
button.hidden = false;
button.onpress = (function(i) { return function() { performGroup((Engine.HotkeyIsPressed("selection.add") ? "add" : "select"), i); } })(i);
button.ondoublepress = (function(i) { return function() { performGroup("snap", i); } })(i);
button.onpressright = (function(i) { return function() { performGroup("breakUp", i); } })(i);
}
var numButtons = i;
var rowLength = 1;
var numRows = Math.ceil(numButtons / rowLength);
var buttonSideLength = Engine.GetGUIObjectByName("unit"+guiName+"Button[0]").size.bottom;
var buttonSpacer = buttonSideLength+1;
for (var i = 0; i < numRows; i++)
layoutButtonRow(i, guiName, buttonSideLength, buttonSpacer, rowLength*i, rowLength*(i+1) );
}
function updateDebug()
{
var simState = GetSimState();
var debug = Engine.GetGUIObjectByName("debug");
if (Engine.GetGUIObjectByName("devDisplayState").checked)
{
debug.hidden = false;
}
else
{
debug.hidden = true;
return;
}
var conciseSimState = deepcopy(simState);
conciseSimState.players = "<<<omitted>>>";
var text = "simulation: " + uneval(conciseSimState);
var selection = g_Selection.toList();
if (selection.length)
{
var entState = GetExtendedEntityState(selection[0]);
if (entState)
{
var template = GetTemplateData(entState.template);
text += "\n\nentity: {\n";
for (var k in entState)
text += " "+k+":"+uneval(entState[k])+"\n";
text += "}\n\ntemplate: " + uneval(template);
}
}
debug.caption = text;
}
function updatePlayerDisplay()
{
var simState = GetSimState();
var playerState = simState.players[Engine.GetPlayerID()];
if (!playerState)
return;
Engine.GetGUIObjectByName("resourceFood").caption = Math.floor(playerState.resourceCounts.food);
Engine.GetGUIObjectByName("resourceWood").caption = Math.floor(playerState.resourceCounts.wood);
Engine.GetGUIObjectByName("resourceStone").caption = Math.floor(playerState.resourceCounts.stone);
Engine.GetGUIObjectByName("resourceMetal").caption = Math.floor(playerState.resourceCounts.metal);
Engine.GetGUIObjectByName("resourcePop").caption = playerState.popCount + "/" + playerState.popLimit;
g_IsTrainingBlocked = playerState.trainingBlocked;
}
function selectAndMoveTo(ent)
{
var entState = GetEntityState(ent);
if (!entState || !entState.position)
return;
g_Selection.reset();
g_Selection.addList([ent]);
var position = entState.position;
Engine.CameraMoveTo(position.x, position.z);
}
function updateResearchDisplay()
{
var researchStarted = Engine.GuiInterfaceCall("GetStartedResearch", Engine.GetPlayerID());
if (!researchStarted)
return;
// Set up initial positioning.
var buttonSideLength = Engine.GetGUIObjectByName("researchStartedButton[0]").size.right;
for (var i = 0; i < 10; ++i)
{
var button = Engine.GetGUIObjectByName("researchStartedButton[" + i + "]");
var size = button.size;
size.top = (4 + buttonSideLength) * i;
size.bottom = size.top + buttonSideLength;
button.size = size;
}
var numButtons = 0;
for (var tech in researchStarted)
{
// Show at most 10 in-progress techs.
if (numButtons >= 10)
break;
var template = GetTechnologyData(tech);
var button = Engine.GetGUIObjectByName("researchStartedButton[" + numButtons + "]");
button.hidden = false;
button.tooltip = getEntityNames(template);
button.onpress = (function(e) { return function() { selectAndMoveTo(e) } })(researchStarted[tech].researcher);
var icon = "stretched:session/portraits/" + template.icon;
Engine.GetGUIObjectByName("researchStartedIcon[" + numButtons + "]").sprite = icon;
// Scale the progress indicator.
var size = Engine.GetGUIObjectByName("researchStartedProgressSlider[" + numButtons + "]").size;
// Buttons are assumed to be square, so left/right offsets can be used for top/bottom.
size.top = size.left + Math.round(researchStarted[tech].progress * (size.right - size.left));
Engine.GetGUIObjectByName("researchStartedProgressSlider[" + numButtons + "]").size = size;
++numButtons;
}
// Hide unused buttons.
for (var i = numButtons; i < 10; ++i)
Engine.GetGUIObjectByName("researchStartedButton[" + i + "]").hidden = true;
}
function updateTimeElapsedCounter()
{
var simState = GetSimState();
var speed = g_CurrentSpeed != 1.0 ? " (" + g_CurrentSpeed + "x)" : "";
var timeElapsedCounter = Engine.GetGUIObjectByName("timeElapsedCounter");
timeElapsedCounter.caption = timeToString(simState.timeElapsed) + speed;
}
// Toggles the display of status bars for all of the player's entities.
function recalculateStatusBarDisplay()
{
if (g_ShowAllStatusBars)
var entities = Engine.PickFriendlyEntitiesOnScreen(Engine.GetPlayerID());
else
{
var selected = g_Selection.toList();
for each (var ent in g_Selection.highlighted)
selected.push(ent);
// Remove selected entities from the 'all entities' array, to avoid disabling their status bars.
var entities = Engine.GuiInterfaceCall("GetPlayerEntities").filter(
function(idx) { return (selected.indexOf(idx) == -1); }
);
}
Engine.GuiInterfaceCall("SetStatusBars", { "entities": entities, "enabled": g_ShowAllStatusBars });
}
// Update the additional list of entities to be highlighted.
function updateAdditionalHighlight()
{
var entsAdd = []; // list of entities units to be highlighted
var entsRemove = [];
var highlighted = g_Selection.toList();
for each (var ent in g_Selection.highlighted)
highlighted.push(ent);
if (g_ShowGuarding)
{
// flag the guarding entities to add in this additional highlight
for each (var sel in g_Selection.selected)
{
var state = GetEntityState(sel);
if (!state.guard || !state.guard.entities.length)
continue;
for each (var ent in state.guard.entities)
if (highlighted.indexOf(ent) == -1 && entsAdd.indexOf(ent) == -1)
entsAdd.push(ent);
}
}
if (g_ShowGuarded)
{
// flag the guarded entities to add in this additional highlight
for each (var sel in g_Selection.selected)
{
var state = GetEntityState(sel);
if (!state.unitAI || !state.unitAI.isGuarding)
continue;
var ent = state.unitAI.isGuarding;
if (highlighted.indexOf(ent) == -1 && entsAdd.indexOf(ent) == -1)
entsAdd.push(ent);
}
}
// flag the entities to remove (from the previously added) from this additional highlight
for each (var ent in g_AdditionalHighlight)
if (highlighted.indexOf(ent) == -1 && entsAdd.indexOf(ent) == -1 && entsRemove.indexOf(ent) == -1)
entsRemove.push(ent);
_setHighlight(entsAdd , HIGHLIGHTED_ALPHA, true );
_setHighlight(entsRemove, 0 , false);
g_AdditionalHighlight = entsAdd;
}
// Temporarily adding this here
const AMBIENT_TEMPERATE = "temperate";
var currentAmbient;
function playRandomAmbient(type)
{
switch (type)
{
case AMBIENT_TEMPERATE:
// Seem to need the underscore at the end of "temperate" to avoid crash
// (Might be caused by trying to randomly load day_temperate.xml)
// currentAmbient = newRandomSound("ambient", "temperate_", "dayscape");
const AMBIENT = "audio/ambient/dayscape/day_temperate_gen_03.ogg";
Engine.PlayAmbientSound( AMBIENT, true );
break;
default:
Engine.Console_Write("Unrecognized ambient type: " + type);
break;
}
}
// Temporarily adding this here
function stopAmbient()
{
if (currentAmbient)
{
currentAmbient.free();
currentAmbient = null;
}
}
// Send a report on the game status to the lobby
function reportGame(extendedSimState)
{
if (!Engine.HasXmppClient())
return;
// units
var unitsClasses = [
"total",
"Infantry",
"Worker",
"Female",
"Cavalry",
"Champion",
"Hero",
"Ship"
];
var unitsCountersTypes = [
"unitsTrained",
"unitsLost",
"enemyUnitsKilled"
];
// buildings
var buildingsClasses = [
"total",
"CivCentre",
"House",
"Economic",
"Outpost",
"Military",
"Fortress",
"Wonder"
];
var buildingsCountersTypes = [
"buildingsConstructed",
"buildingsLost",
"enemyBuildingsDestroyed"
];
// resources
var resourcesTypes = [
"wood",
"food",
"stone",
"metal"
];
var resourcesCounterTypes = [
"resourcesGathered",
"resourcesUsed",
"resourcesSold",
"resourcesBought"
];
var playerStatistics = { };
// Unit Stats
for each (var unitCounterType in unitsCountersTypes)
{
if (!playerStatistics[unitCounterType])
playerStatistics[unitCounterType] = { };
for each (var unitsClass in unitsClasses)
playerStatistics[unitCounterType][unitsClass] = "";
}
playerStatistics.unitsLostValue = "";
playerStatistics.unitsKilledValue = "";
// Building stats
for each (var buildingCounterType in buildingsCountersTypes)
{
if (!playerStatistics[buildingCounterType])
playerStatistics[buildingCounterType] = { };
for each (var buildingsClass in buildingsClasses)
playerStatistics[buildingCounterType][buildingsClass] = "";
}
playerStatistics.buildingsLostValue = "";
playerStatistics.enemyBuildingsDestroyedValue = "";
// Resources
for each (var resourcesCounterType in resourcesCounterTypes)
{
if (!playerStatistics[resourcesCounterType])
playerStatistics[resourcesCounterType] = { };
for each (var resourcesType in resourcesTypes)
playerStatistics[resourcesCounterType][resourcesType] = "";
}
playerStatistics.resourcesGathered.vegetarianFood = "";
playerStatistics.tradeIncome = "";
// Tribute
playerStatistics.tributesSent = "";
playerStatistics.tributesReceived = "";
// Various
playerStatistics.treasuresCollected = "";
playerStatistics.feminisation = "";
playerStatistics.percentMapExplored = "";
var mapName = Engine.GetMapSettings().Name;
var playerStates = "";
var playerCivs = "";
var teams = "";
var teamsLocked = true;
// Serialize the statistics for each player into a comma-separated list.
for each (var player in extendedSimState.players)
{
playerStates += player.state + ",";
playerCivs += player.civ + ",";
teams += player.team + ",";
teamsLocked = teamsLocked && player.teamsLocked;
for each (var resourcesCounterType in resourcesCounterTypes)
for each (var resourcesType in resourcesTypes)
playerStatistics[resourcesCounterType][resourcesType] += player.statistics[resourcesCounterType][resourcesType] + ",";
playerStatistics.resourcesGathered.vegetarianFood += player.statistics.resourcesGathered.vegetarianFood + ",";
for each (var unitCounterType in unitsCountersTypes)
for each (var unitsClass in unitsClasses)
playerStatistics[unitCounterType][unitsClass] += player.statistics[unitCounterType][unitsClass] + ",";
for each (var buildingCounterType in buildingsCountersTypes)
for each (var buildingsClass in buildingsClasses)
playerStatistics[buildingCounterType][buildingsClass] += player.statistics[buildingCounterType][buildingsClass] + ",";
playerStatistics.tradeIncome += player.statistics.tradeIncome + ",";
playerStatistics.tributesSent += player.statistics.tributesSent + ",";
playerStatistics.tributesReceived += player.statistics.tributesReceived + ",";
playerStatistics.percentMapExplored += player.statistics.percentMapExplored + ",";
playerStatistics.treasuresCollected += player.statistics.treasuresCollected + ",";
}
// Send the report with serialized data
var reportObject = { };
reportObject.timeElapsed = extendedSimState.timeElapsed;
reportObject.playerStates = playerStates;
reportObject.playerID = Engine.GetPlayerID();
reportObject.matchID = g_MatchID;
reportObject.civs = playerCivs;
reportObject.teams = teams;
reportObject.teamsLocked = String(teamsLocked);
reportObject.mapName = mapName;
for each (var rct in resourcesCounterTypes)
{
for each (var rt in resourcesTypes)
reportObject[rt+rct.substr(9)] = playerStatistics[rct][rt];
// eg. rt = food rct.substr = Gathered rct = resourcesGathered
}
reportObject.vegetarianFoodGathered = playerStatistics.resourcesGathered.vegetarianFood;
for each (var type in unitsClasses)
{
// eg. type = Infantry (type.substr(0,1)).toLowerCase()+type.substr(1) = infantry
reportObject[(type.substr(0,1)).toLowerCase()+type.substr(1)+"UnitsTrained"] = playerStatistics.unitsTrained[type];
reportObject[(type.substr(0,1)).toLowerCase()+type.substr(1)+"UnitsLost"] = playerStatistics.unitsLost[type];
reportObject["enemy"+type+"UnitsKilled"] = playerStatistics.enemyUnitsKilled[type];
}
for each (var type in buildingsClasses)
{
reportObject[(type.substr(0,1)).toLowerCase()+type.substr(1)+"BuildingsConstructed"] = playerStatistics.buildingsConstructed[type];
reportObject[(type.substr(0,1)).toLowerCase()+type.substr(1)+"BuildingsLost"] = playerStatistics.buildingsLost[type];
reportObject["enemy"+type+"BuildingsDestroyed"] = playerStatistics.enemyBuildingsDestroyed[type];
}
reportObject.tributesSent = playerStatistics.tributesSent;
reportObject.tributesReceived = playerStatistics.tributesReceived;
reportObject.percentMapExplored = playerStatistics.percentMapExplored;
reportObject.treasuresCollected = playerStatistics.treasuresCollected;
reportObject.tradeIncome = playerStatistics.tradeIncome;
Engine.SendGameReport(reportObject);
}