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

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var g_ChatMessages = [];
var g_Name = "unknown";
var g_GameList = {};
var g_specialKey = Math.random();
var g_spamMonitor = {};
var g_spammers = {};
var g_timestamp = Engine.ConfigDB_GetValue("user", "lobby.chattimestamp") == "true";
var g_mapSizes = {};
////////////////////////////////////////////////////////////////////////////////////////////////
function init(attribs)
{
// Play menu music
initMusic();
global.music.setState(global.music.states.MENU);
g_Name = Engine.LobbyGetNick();
g_mapSizes = initMapSizes();
g_mapSizes.shortNames.splice(0, 0, "Any");
g_mapSizes.tiles.splice(0, 0, "");
var mapSizeFilter = Engine.GetGUIObjectByName("mapSizeFilter");
mapSizeFilter.list = g_mapSizes.shortNames;
mapSizeFilter.list_data = g_mapSizes.tiles;
var playersNumberFilter = Engine.GetGUIObjectByName("playersNumberFilter");
playersNumberFilter.list = ["Any",2,3,4,5,6,7,8];
playersNumberFilter.list_data = ["",2,3,4,5,6,7,8];
var mapTypeFilter = Engine.GetGUIObjectByName("mapTypeFilter");
mapTypeFilter.list = ["Any", "Skirmish", "Random", "Scenario"];
mapTypeFilter.list_data = ["", "skirmish", "random", "scenario"];
Engine.LobbySetPlayerPresence("available");
Engine.SendGetGameList();
Engine.SendGetBoardList();
updatePlayerList();
resetFilters();
setTimeout(clearSpamMonitor, 5000);
setTimeout(clearSpammers, 30000);
}
////////////////////////////////////////////////////////////////////////////////////////////////
// Xmpp client connection management
////////////////////////////////////////////////////////////////////////////////////////////////
function lobbyStop()
{
Engine.StopXmppClient();
}
function lobbyConnect()
{
Engine.ConnectXmppClient();
}
function lobbyDisconnect()
{
Engine.DisconnectXmppClient();
}
////////////////////////////////////////////////////////////////////////////////////////////////
// Update functions
////////////////////////////////////////////////////////////////////////////////////////////////
function resetFilters()
{
// Reset states of gui objects
Engine.GetGUIObjectByName("mapSizeFilter").selected = 0
Engine.GetGUIObjectByName("playersNumberFilter").selected = 0;
Engine.GetGUIObjectByName("mapTypeFilter").selected = 0;
Engine.GetGUIObjectByName("showFullFilter").checked = true;
// Update the list of games
updateGameList();
// Update info box about the game currently selected
selectGame(Engine.GetGUIObjectByName("gamesBox").selected);
}
function applyFilters()
{
// Update the list of games
updateGameList();
// Update info box about the game currently selected
selectGame(Engine.GetGUIObjectByName("gamesBox").selected);
}
function displayGame(g, mapSizeFilter, playersNumberFilter, mapTypeFilter, showFullFilter)
{
if(mapSizeFilter != "" && g.mapSize != mapSizeFilter)
return false;
if(playersNumberFilter != "" && g.tnbp != playersNumberFilter)
return false;
if(mapTypeFilter != "" && g.mapType != mapTypeFilter)
return false;
if(!showFullFilter && g.tnbp <= g.nbp)
return false;
return true;
}
// Do a full update of the player listing **Only call on init**
function updatePlayerList()
{
var playersBox = Engine.GetGUIObjectByName("playersBox");
[playerList, presenceList, nickList] = [[],[],[]];
for each (var p in Engine.GetPlayerList())
{
var [name, status] = formatPlayerListEntry(p.name, p.presence);
playerList.push(name);
presenceList.push(status);
nickList.push(p.name);
}
playersBox.list_name = playerList;
playersBox.list_status = presenceList;
playersBox.list = nickList;
if (playersBox.selected >= playersBox.list.length)
playersBox.selected = -1;
return [playerList, presenceList, nickList];
}
// Update leaderboard listing
function updateBoardList()
{
// Get list from C++
var boardList = Engine.GetBoardList();
// Get GUI leaderboard object
var leaderboard = Engine.GetGUIObjectByName("leaderboardBox");
// Sort list in acending order by rating
boardList.sort(function(a, b) b.rating - a.rating);
var list = [];
var list_name = [];
var list_rank = [];
var list_rating = [];
// Push changes
for (var i = 0; i < boardList.length; i++)
{
list_name.push(boardList[i].name);
list_rating.push(boardList[i].rating);
list_rank.push(i+1);
list.push(boardList[i].name);
}
leaderboard.list_name = list_name;
leaderboard.list_rating = list_rating;
leaderboard.list_rank = list_rank;
leaderboard.list = list;
if (leaderboard.selected >= leaderboard.list.length)
leaderboard.selected = -1;
}
// Update game listing
function updateGameList()
{
var gamesBox = Engine.GetGUIObjectByName("gamesBox");
var gameList = Engine.GetGameList();
// Store the game whole game list data so that we can access it later
// to update the game info panel.
g_GameList = gameList;
// Sort the list of games to that games 'waiting' are displayed at the top
g_GameList.sort(function (a,b) {
return a.state == 'waiting' ? -1 : b.state == 'waiting' ? +1 : 0;
});
var list_name = [];
var list_ip = [];
var list_mapName = [];
var list_mapSize = [];
var list_mapType = [];
var list_nPlayers = [];
var list = [];
var list_data = [];
var mapSizeFilterDD = Engine.GetGUIObjectByName("mapSizeFilter");
var playersNumberFilterDD = Engine.GetGUIObjectByName("playersNumberFilter");
var mapTypeFilterDD = Engine.GetGUIObjectByName("mapTypeFilter");
var showFullFilterCB = Engine.GetGUIObjectByName("showFullFilter");
// Get filter values
var mapSizeFilter = mapSizeFilterDD.selected >= 0 ? mapSizeFilterDD.list_data[mapSizeFilterDD.selected] : "";
var playersNumberFilter = playersNumberFilterDD.selected >=0 ? playersNumberFilterDD.list_data[playersNumberFilterDD.selected] : "";
var mapTypeFilter = mapTypeFilterDD.selected >= 0 ? mapTypeFilterDD.list_data[mapTypeFilterDD.selected] : "";
var showFullFilter = showFullFilterCB.checked;
var c = 0;
for each (var g in gameList)
{
if(displayGame(g, mapSizeFilter, playersNumberFilter, mapTypeFilter, showFullFilter))
{
// Highlight games 'waiting' for this player, otherwise display as green
var name = (g.state != 'waiting') ? '[color="0 125 0"]' + g.name + '[/color]' : '[color="orange"]' + g.name + '[/color]';
list_name.push(name);
list_ip.push(g.ip);
list_mapName.push(g.niceMapName);
list_mapSize.push(g.mapSize.split("(")[0]);
list_mapType.push(toTitleCase(g.mapType));
list_nPlayers.push(g.nbp + "/" +g.tnbp);
list.push(g.name);
list_data.push(c);
}
c++;
}
gamesBox.list_name = list_name;
//gamesBox.list_ip = list_ip;
gamesBox.list_mapName = list_mapName;
gamesBox.list_mapSize = list_mapSize;
gamesBox.list_mapType = list_mapType;
gamesBox.list_nPlayers = list_nPlayers;
gamesBox.list = list;
gamesBox.list_data = list_data;
if (gamesBox.selected >= gamesBox.list_name.length)
gamesBox.selected = -1;
// If game selected, update info box about the game.
if(Engine.GetGUIObjectByName("gamesBox").selected != -1)
selectGame(Engine.GetGUIObjectByName("gamesBox").selected)
}
// The following function colorizes and formats the entries in the player list.
function formatPlayerListEntry(nickname, presence)
{
// Set colors based on player status
var color_close = '[/color]';
switch (presence)
{
case "playing":
var color = '[color="125 0 0"]';
var status = color + "Busy" + color_close;
break;
case "gone":
case "away":
var color = '[color="229 76 13"]';
var status = color + "Away" + color_close;
break;
case "available":
var color = '[color="0 125 0"]';
var status = color + "Online" + color_close;
break;
case "offline":
var color = '[color="0 0 0"]';
var status = color + "Offline" + color_close;
break;
default:
warn("Unknown presence '"+presence+"'");
var color = '[color="178 178 178"]';
var status = color + "Unknown" + color_close;
break;
}
var name = colorPlayerName(nickname);
// Push this player's name and status onto the list
return [name, status];
}
function selectGame(selected)
{
if (selected == -1)
{
// Hide the game info panel if a game is not selected
Engine.GetGUIObjectByName("gameInfo").hidden = true;
Engine.GetGUIObjectByName("gameInfoEmpty").hidden = false;
Engine.GetGUIObjectByName("joinGameButton").hidden = true;
return;
}
var mapData;
var g = Engine.GetGUIObjectByName("gamesBox").list_data[selected];
// Load map data
if (g_GameList[g].mapType == "random" && g_GameList[g].mapName == "random")
mapData = {"settings": {"Description": "A randomly selected map."}};
else if (g_GameList[g].mapType == "random" && Engine.FileExists(g_GameList[g].mapName + ".json"))
mapData = parseJSONData(g_GameList[g].mapName + ".json");
else if (Engine.FileExists(g_GameList[g].mapName + ".xml"))
mapData = Engine.LoadMapSettings(g_GameList[g].mapName + ".xml");
else
// Warn the player if we can't find the map.
warn("Map '"+ g_GameList[g].mapName +"' not found");
// Show the game info paneland join button.
Engine.GetGUIObjectByName("gameInfo").hidden = false;
Engine.GetGUIObjectByName("gameInfoEmpty").hidden = true;
Engine.GetGUIObjectByName("joinGameButton").hidden = false;
// Display the map name, number of players, the names of the players, the map size and the map type.
Engine.GetGUIObjectByName("sgMapName").caption = g_GameList[g].niceMapName;
Engine.GetGUIObjectByName("sgNbPlayers").caption = g_GameList[g].nbp + "/" + g_GameList[g].tnbp;
Engine.GetGUIObjectByName("sgPlayersNames").caption = g_GameList[g].players;
Engine.GetGUIObjectByName("sgMapSize").caption = g_GameList[g].mapSize.split("(")[0];
Engine.GetGUIObjectByName("sgMapType").caption = toTitleCase(g_GameList[g].mapType);
// Display map description if it exists, otherwise display a placeholder.
if (mapData && mapData.settings.Description)
var mapDescription = mapData.settings.Description;
else
var mapDescription = "Sorry, no description available.";
// Display map preview if it exists, otherwise display a placeholder.
if (mapData && mapData.settings.Preview)
var mapPreview = mapData.settings.Preview;
else
var mapPreview = "nopreview.png";
Engine.GetGUIObjectByName("sgMapDescription").caption = mapDescription;
Engine.GetGUIObjectByName("sgMapPreview").sprite = "cropped:(0.7812,0.5859)session/icons/mappreview/" + mapPreview;
}
function joinSelectedGame()
{
var gamesBox = Engine.GetGUIObjectByName("gamesBox");
if (gamesBox.selected >= 0)
{
var g = gamesBox.list_data[gamesBox.selected];
var sname = g_Name;
var sip = g_GameList[g].ip;
// TODO: What about valid host names?
// Check if it looks like an ip address
if (sip.split('.').length != 4)
{
addChatMessage({ "from": "system", "text": "This game does not have a valid address" });
return;
}
// Open Multiplayer connection window with join option.
Engine.PushGuiPage("page_gamesetup_mp.xml", { multiplayerGameType: "join", name: sname, ip: sip });
}
}
////////////////////////////////////////////////////////////////////////////////////////////////
// Utils
////////////////////////////////////////////////////////////////////////////////////////////////
function twoDigits(n)
{
return n < 10 ? "0" + n : n;
}
////////////////////////////////////////////////////////////////////////////////////////////////
// GUI event handlers
////////////////////////////////////////////////////////////////////////////////////////////////
function onTick()
{
// Wake up XmppClient
Engine.RecvXmppClient();
updateTimers();
// Receive messages
while (true)
{
var message = Engine.LobbyGuiPollMessage();
// Clean Message
if (!message)
break;
message.from = escapeText(message.from);
message.text = escapeText(message.text);
switch (message.type)
{
case "mucmessage": // For room messages
addChatMessage({ "from": message.from, "text": message.text });
break;
case "message": // For private messages
addChatMessage({ "from": message.from, "text": message.text });
break;
case "muc":
var nick = message.text;
var presence = Engine.LobbyGetPlayerPresence(nick);
var playersBox = Engine.GetGUIObjectByName("playersBox");
var playerList = playersBox.list_name;
var presenceList = playersBox.list_status;
var nickList = playersBox.list;
var nickIndex = nickList.indexOf(nick);
switch(message.level)
{
case "join":
if (nick == g_Name)
{
// We just joined, we need to get the full player list
[playerList, presenceList, nickList] = updatePlayerList();
break;
}
var [name, status] = formatPlayerListEntry(nick, presence);
playerList.push(name);
presenceList.push(status);
nickList.push(nick);
addChatMessage({ "text": "/special " + nick + " has joined.", "key": g_specialKey });
break;
case "leave":
if (nickIndex == -1) // Left, but not present (TODO: warn about this?)
break;
playerList.splice(nickIndex, 1);
presenceList.splice(nickIndex, 1);
nickList.splice(nickIndex, 1);
addChatMessage({ "text": "/special " + nick + " has left.", "key": g_specialKey });
break;
case "nick":
if (nickIndex == -1) // This shouldn't ever happen
break;
if (!isValidNick(message.data))
{
addChatMessage({ "from": "system", "text": "Invalid nickname: " + message.data });
break;
}
var [name, status] = formatPlayerListEntry(message.data, presence); // TODO: actually we don't want to change the presence here, so use what was used before
playerList[nickIndex] = name;
// presence stays the same
nickList[nickIndex] = message.data;
addChatMessage({ "text": "/special " + nick + " is now known as " + message.data + ".", "key": g_specialKey });
break;
case "presence":
if (nickIndex == -1) // This shouldn't ever happen
break;
var [name, status] = formatPlayerListEntry(nick, presence);
presenceList[nickIndex] = status;
playerList[nickIndex] = name;
break;
default:
warn("Unknown message.level '" + message.level + "'");
break;
}
// Push new data to GUI
playersBox.list_name = playerList;
playersBox.list_status = presenceList;
playersBox.list = nickList;
if (playersBox.selected >= playersBox.list.length)
playersBox.selected = -1;
break;
case "system":
switch (message.level)
{
case "standard":
addChatMessage({ "from": "system", "text": message.text, "color": "150 0 0" });
if (message.text == "disconnected")
{
// Clear the list of games and the list of players
updateGameList();
updateBoardList();
updatePlayerList();
// Disable the 'host' button
Engine.GetGUIObjectByName("hostButton").enabled = false;
}
else if (message.text == "connected")
{
Engine.GetGUIObjectByName("hostButton").enabled = true;
}
break;
case "error":
addChatMessage({ "from": "system", "text": message.text, "color": "150 0 0" });
break;
case "internal":
switch (message.text)
{
case "gamelist updated":
updateGameList();
break;
case "boardlist updated":
updateBoardList();
break;
}
break
}
break;
default:
error("Unrecognised message type "+message.type);
}
}
}
/* Messages */
function submitChatInput()
{
var input = Engine.GetGUIObjectByName("chatInput");
var text = escapeText(input.caption);
if (text.length)
{
if (!handleSpecialCommand(text))
Engine.LobbySendMessage(text);
input.caption = "";
}
}
function completeNick()
{
var input = Engine.GetGUIObjectByName("chatInput");
var text = escapeText(input.caption);
if (text.length)
{
var matched = false;
for each (var playerObj in Engine.GetPlayerList()) {
var player = playerObj.name;
var breaks = text.match(/(\s+)/g) || [];
text.split(/\s+/g).reduceRight(function (wordsSoFar, word, index) {
if (matched)
return null;
var matchCandidate = word + (breaks[index - 1] || "") + wordsSoFar;
if (player.toUpperCase().indexOf(matchCandidate.toUpperCase().trim()) == 0) {
input.caption = text.replace(matchCandidate.trim(), player);
matched = true;
}
return matchCandidate;
}, "");
if (matched)
break;
}
}
}
function isValidNick(nick)
{
var prohibitedNicks = ["system"];
return prohibitedNicks.indexOf(nick) == -1;
}
function handleSpecialCommand(text)
{
if (text[0] != '/')
return false;
var [cmd, nick] = ircSplit(text);
switch (cmd)
{
case "away":
// TODO: Should we handle away messages?
Engine.LobbySetPlayerPresence("away");
break;
case "back":
Engine.LobbySetPlayerPresence("available");
break;
case "nick":
if (g_spammers[g_Name] != undefined)
break;
// Strip invalid characters.
nick = sanitizePlayerName(nick, true, true);
Engine.LobbySetNick(nick);
g_Name = nick;
break;
case "kick": // TODO: Split reason from nick and pass it too, for now just support "/kick nick"
// also allow quoting nicks (and/or prevent users from changing it here, but that doesn't help if the spammer uses a different client)
Engine.LobbyKick(nick, "");
break;
case "ban": // TODO: Split reason from nick and pass it too, for now just support "/ban nick"
Engine.LobbyBan(nick, "");
break;
case "quit":
lobbyStop();
Engine.SwitchGuiPage("page_pregame.xml");
break;
case "say":
case "me":
return false;
default:
addChatMessage({ "from":"system", "text":"We're sorry, the '" + cmd + "' command is not supported."});
}
return true;
}
function addChatMessage(msg)
{
// Highlight local user's nick
if (msg.text.indexOf(g_Name) != -1 && g_Name != msg.from)
msg.text = msg.text.replace(new RegExp('\\b' + '\\' + g_Name + '\\b', "g"), colorPlayerName(g_Name));
// Run spam test
if (updateSpamandDetect(msg.text, msg.from))
return;
// Format Text
var formatted = ircFormat(msg.text, msg.from, msg.color, msg.key);
// If there is text, add it to the chat box.
if (formatted)
{
g_ChatMessages.push(formatted);
Engine.GetGUIObjectByName("chatText").caption = g_ChatMessages.join("\n");
}
}
function ircSplit(string)
{
var idx = string.indexOf(' ');
if (idx != -1)
return [string.substr(1,idx-1), string.substr(idx+1)];
return [string.substr(1), ""];
}
// The following formats text in an IRC-like way
function ircFormat(text, from, color, key)
{
// Generate and apply color to uncolored names,
if (!color && from)
var coloredFrom = colorPlayerName(from);
else if (color && from)
var coloredFrom = '[color="' + color + '"]' + from + "[/color]";
// Time for optional time header
var time = new Date(Date.now());
// Build time header if enabled
if (g_timestamp)
var formatted = '[font="serif-bold-13"]\x5B' + twoDigits(time.getHours() % 12) + ":" + twoDigits(time.getMinutes()) + '\x5D[/font] '
else
var formatted = "";
// Handle commands allowed past handleSpecialCommand.
if (text[0] == '/')
{
var [command, message] = ircSplit(text);
switch (command)
{
case "me":
return formatted + '[font="serif-bold-13"]* ' + coloredFrom + '[/font] ' + message;
case "say":
return formatted + '[font="serif-bold-13"]<' + coloredFrom + '>[/font] ' + message;
case "special":
if (key === g_specialKey)
return formatted + '[font="serif-bold-13"] == ' + message + '[/font]';
break;
default:
// This should never happen.
return "";
}
}
return formatted + '[font="serif-bold-13"]<' + coloredFrom + '>[/font] ' + text;
}
// The following function tracks message stats and returns true if the input text is spam.
function updateSpamandDetect(text, from)
{
// Check for blank lines.
if (text == " ")
return true;
// Update the spam monitor.
if (g_spamMonitor[from])
g_spamMonitor[from]++;
else
g_spamMonitor[from] = 1;
if (g_spamMonitor[from] > 5)
g_spammers[from] = true
// Block spammers and notify the player if they are blocked.
if(from in g_spammers)
{
if (from == g_Name)
addChatMessage({ "from": "system", "text": "Please do not spam. You have been blocked for thirty seconds." });
return true;
}
// Return false if everything is clear.
return false;
}
// Timers to clear spammers after some time.
function clearSpamMonitor()
{
g_spamMonitor = {};
setTimeout(clearSpamMonitor, 5000);
}
function clearSpammers()
{
g_spammers = {};
setTimeout(clearSpammers, 30000);
}
/* Utilities */
// Generate a (mostly) unique color for this player based on their name.
// See http://stackoverflow.com/questions/3426404/create-a-hexadecimal-colour-based-on-a-string-with-jquery-javascript
function getPlayerColor(playername)
{
// Generate a probably-unique hash for the player name and use that to create a color.
var hash = 0;
for (var i = 0; i < playername.length; i++)
hash = playername.charCodeAt(i) + ((hash << 5) - hash);
// First create the color in RGB then HSL, clamp the lightness so it's not too dark to read, and then convert back to RGB to display.
// The reason for this roundabout method is this algorithm can generate values from 0 to 255 for RGB but only 0 to 100 for HSL; this gives
// us much more variety if we generate in RGB. Unfortunately, enforcing that RGB values are a certain lightness is very difficult, so
// we convert to HSL to do the computation. Since our GUI code only displays RGB colors, we have to convert back.
var [h, s, l] = rgbToHsl(hash >> 24 & 0xFF, hash >> 16 & 0xFF, hash >> 8 & 0xFF);
return hslToRgb(h, s, Math.max(0.4, l)).join(" ");
}
function repeatString(times, string) {
return Array(times + 1).join(string);
}
// Some names are special and should always appear in certain colors.
var fixedColors = { "system": repeatString(7, "255.0.0."), "WFGbot": repeatString(6, "255.24.24."),
"pyrogenesis": repeatString(2, "97.0.0.") + repeatString(2, "124.0.0.") + "138.0.0." +
repeatString(2, "174.0.0.") + repeatString(2, "229.40.0.") + repeatString(2, "243.125.15.") };
function colorPlayerName(playername)
{
var color = fixedColors[playername];
if (color) {
color = color.split(".");
return ('[color="' + playername.split("").map(function (c, i) color.slice(i * 3, i * 3 + 3).join(" ") + '"]' + c + '[/color][color="')
.join("") + '"]').slice(0, -10);
}
return '[color="' + getPlayerColor(playername) + '"]' + playername + '[/color]';
}
// Ensure `value` is between 0 and 1.
function clampColorValue(value)
{
return Math.abs(1 - Math.abs(value - 1));
}
// See http://stackoverflow.com/questions/2353211/hsl-to-rgb-color-conversion
function rgbToHsl(r, g, b)
{
r /= 255;
g /= 255;
b /= 255;
var max = Math.max(r, g, b), min = Math.min(r, g, b);
var h, s, l = (max + min) / 2;
if (max == min)
h = s = 0; // achromatic
else
{
var d = max - min;
s = l > 0.5 ? d / (2 - max - min) : d / (max + min);
switch (max)
{
case r: h = (g - b) / d + (g < b ? 6 : 0); break;
case g: h = (b - r) / d + 2; break;
case b: h = (r - g) / d + 4; break;
}
h /= 6;
}
return [h, s, l];
}
function hslToRgb(h, s, l)
{
function hue2rgb(p, q, t)
{
if (t < 0) t += 1;
if (t > 1) t -= 1;
if (t < 1/6) return p + (q - p) * 6 * t;
if (t < 1/2) return q;
if (t < 2/3) return p + (q - p) * (2/3 - t) * 6;
return p;
}
[h, s, l] = [h, s, l].map(clampColorValue);
var r, g, b;
if (s == 0)
r = g = b = l; // achromatic
else {
var q = l < 0.5 ? l * (1 + s) : l + s - l * s;
var p = 2 * l - q;
r = hue2rgb(p, q, h + 1/3);
g = hue2rgb(p, q, h);
b = hue2rgb(p, q, h - 1/3);
}
return [r, g, b].map(function (n) Math.round(n * 255));
}
(function () {
function hexToRgb(hex) {
return parseInt(hex.slice(0, 2), 16) + "." + parseInt(hex.slice(2, 4), 16) + "." + parseInt(hex.slice(4, 6), 16) + ".";
}
function r(times, hex) {
return repeatString(times, hexToRgb(hex));
}
fixedColors["Twilight_Sparkle"] = r(2, "d19fe3") + r(2, "b689c8") + r(2, "a76bc2") +
r(4, "263773") + r(2, "131f46") + r(2, "662d8a") + r(2, "ed438a");
fixedColors["Applejack"] = r(3, "ffc261") + r(3, "efb05d") + r(3, "f26f31");
fixedColors["Rarity"] = r(1, "ebeff1") + r(1, "dee3e4") + r(1, "bec2c3") +
r(1, "83509f") + r(1, "4b2568") + r(1, "4917d6");
fixedColors["Rainbow_Dash"] = r(2, "ee4144") + r(1, "f37033") + r(1, "fdf6af") +
r(1, "62bc4d") + r(1, "1e98d3") + r(2, "672f89") + r(1, "9edbf9") +
r(1, "88c4eb") + r(1, "77b0e0") + r(1, "1e98d3");
fixedColors["Pinkie_Pie"] = r(2, "f3b6cf") + r(2, "ec9dc4") + r(4, "eb81b4") +
r(1, "ed458b") + r(1, "be1d77");
fixedColors["Fluttershy"] = r(2, "fdf6af") + r(2, "fee78f") + r(2, "ead463") +
r(2, "f3b6cf") + r(2, "eb81b4");
fixedColors["Sweetie_Belle"] = r(2, "efedee") + r(3, "e2dee3") + r(3, "cfc8d1") +
r(2, "b28dc0") + r(2, "f6b8d2") + r(1, "795b8a");
fixedColors["Apple_Bloom"] = r(2, "f4f49b") + r(2, "e7e793") + r(2, "dac582") +
r(2, "f46091") + r(2, "f8415f") + r(1, "c52451");
fixedColors["Scootaloo"] = r(2, "fbba64") + r(2, "f2ab56") + r(2, "f37003") +
r(2, "bf5d95") + r(1, "bf1f79");
fixedColors["Luna"] = r(1, "7ca7fa") + r(1, "5d6fc1") + r(1, "656cb9") + r(1, "393993");
fixedColors["Celestia"] = r(1, "fdfafc") + r(1, "f7eaf2") + r(1, "d99ec5") +
r(1, "00aec5") + r(1, "f7c6dc") + r(1, "98d9ef") + r(1, "ced7ed") + r(1, "fed17b");
})();