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

1857 lines
58 KiB
JavaScript

////////////////////////////////////////////////////////////////////////////////////////////////
// Constants
const DEFAULT_NETWORKED_MAP = "Acropolis 01";
const DEFAULT_OFFLINE_MAP = "Acropolis 01";
const VICTORY_DEFAULTIDX = 1;
// TODO: Move these somewhere like simulation\data\game_types.json, Atlas needs them too
// Translation: Type of victory condition.
const POPULATION_CAP = ["50", "100", "150", "200", "250", "300", translate("Unlimited")];
const POPULATION_CAP_DATA = [50, 100, 150, 200, 250, 300, 10000];
const POPULATION_CAP_DEFAULTIDX = 5;
// Translation: Amount of starting resources.
const STARTING_RESOURCES = [translateWithContext("startingResources", "Very Low"), translateWithContext("startingResources", "Low"), translateWithContext("startingResources", "Medium"), translateWithContext("startingResources", "High"), translateWithContext("startingResources", "Very High"), translateWithContext("startingResources", "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;
// Server name, if user is a server, connected to the multiplayer lobby
var g_ServerName;
// 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;
// Is this user ready
var g_IsReady;
// There are some duplicate orders on init, we can ignore these [bool].
var g_ReadyInit = true;
// If no one has changed ready status, we have no need to spam the settings changed message.
// 2 - Host's initial ready, suppressed settings message, 1 - Will show settings message, <=0 - Suppressed settings message
var g_ReadyChanged = 2;
// Has the game started?
var g_GameStarted = false;
var g_PlayerAssignments = {};
// Default game setup attributes
var g_DefaultPlayerData = [];
var g_GameAttributes = {
settings: {}
};
var g_GameSpeeds = {};
var g_MapSizes = {};
var g_AIs = [];
var g_ChatMessages = [];
// Data caches
var g_MapData = {};
var g_CivData = {};
var g_MapFilters = [];
// Current number of assigned human players.
var g_AssignedCount = 0;
// 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(sprintf("Unexpected 'type' in gamesetup init: %(unexpectedType)s", { unexpectedType: attribs.type }));
}
if (attribs.serverName)
g_ServerName = attribs.serverName;
// Init the Cancel Button caption and tooltip
var cancelButton = Engine.GetGUIObjectByName("cancelGame");
if(!Engine.HasXmppClient())
{
cancelButton.tooltip = translate("Return to the main menu.");
}
else
{
cancelButton.tooltip = translate("Return to the lobby.");
}
}
// Called after the map data is loaded and cached
function initMain()
{
// Load AI list
g_AIs = Engine.GetAIs();
// 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_GameSpeeds = initGameSpeeds();
g_MapSizes = initMapSizes();
// Init civs
initCivNameList();
// Init map types
var mapTypes = Engine.GetGUIObjectByName("mapTypeSelection");
mapTypes.list = [translateWithContext("map", "Skirmish"), translateWithContext("map", "Random"), translate("Scenario")];
mapTypes.list_data = ["skirmish","random","scenario"];
// Setup map filters - will appear in order they are added
addFilter("default", translate("Default"), function(settings) { return settings && (settings.Keywords === undefined || !keywordTestOR(settings.Keywords, ["naval", "demo", "hidden"])); });
addFilter("naval", translate("Naval Maps"), function(settings) { return settings && settings.Keywords !== undefined && keywordTestAND(settings.Keywords, ["naval"]); });
addFilter("demo", translate("Demo Maps"), function(settings) { return settings && settings.Keywords !== undefined && keywordTestAND(settings.Keywords, ["demo"]); });
addFilter("all", translate("All Maps"), function(settings) { return true; });
// Populate map filters dropdown
var mapFilters = Engine.GetGUIObjectByName("mapFilterSelection");
mapFilters.list = getFilterNames();
mapFilters.list_data = getFilterIds();
g_GameAttributes.mapFilter = "default";
// Setup controls for host only
if (g_IsController)
{
mapTypes.selected = 0;
mapFilters.selected = 0;
// Create a unique ID for this match, to be used for identifying the same game reports
// for the lobby.
g_GameAttributes.matchID = Engine.GetMatchID();
initMapNameList();
var numPlayersSelection = Engine.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 gameSpeed = Engine.GetGUIObjectByName("gameSpeed");
gameSpeed.hidden = false;
Engine.GetGUIObjectByName("gameSpeedText").hidden = true;
gameSpeed.list = g_GameSpeeds.names;
gameSpeed.list_data = g_GameSpeeds.speeds;
gameSpeed.onSelectionChange = function()
{
// Update attributes so other players can see change
if (this.selected != -1)
g_GameAttributes.gameSpeed = g_GameSpeeds.speeds[this.selected];
if (!g_IsInGuiUpdate)
updateGameAttributes();
}
gameSpeed.selected = g_GameSpeeds["default"];
var populationCaps = Engine.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 = Engine.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 = Engine.GetGUIObjectByName("victoryCondition");
var victories = getVictoryConditions();
victoryConditions.list = victories.text;
victoryConditions.list_data = victories.data;
victoryConditions.onSelectionChange = function()
{ // Update attributes so other players can see change
if (this.selected != -1)
{
g_GameAttributes.settings.GameType = victories.data[this.selected];
g_GameAttributes.settings.VictoryScripts = victories.scripts[this.selected];
}
if (!g_IsInGuiUpdate)
updateGameAttributes();
};
victoryConditions.selected = VICTORY_DEFAULTIDX;
var mapSize = Engine.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();
};
mapSize.selected = 0;
Engine.GetGUIObjectByName("revealMap").onPress = function()
{
// Update attributes so other players can see change
g_GameAttributes.settings.RevealMap = this.checked;
if (!g_IsInGuiUpdate)
updateGameAttributes();
};
Engine.GetGUIObjectByName("exploreMap").onPress = function()
{ // Update attributes so other players can see change
g_GameAttributes.settings.ExploreMap = this.checked;
if (!g_IsInGuiUpdate)
updateGameAttributes();
};
Engine.GetGUIObjectByName("lockTeams").onPress = function()
{
// Update attributes so other players can see change
g_GameAttributes.settings.LockTeams = this.checked;
if (!g_IsInGuiUpdate)
updateGameAttributes();
};
Engine.GetGUIObjectByName("enableCheats").onPress = function()
{
// Update attributes so other players can see change
g_GameAttributes.settings.CheatsEnabled = this.checked;
if (!g_IsInGuiUpdate)
updateGameAttributes();
};
Engine.GetGUIObjectByName("enableRating").onPress = function()
{
// Update attributes so other players can see change
g_GameAttributes.settings.RatingEnabled = this.checked;
Engine.SetRankedGame(this.checked);
Engine.GetGUIObjectByName("enableCheats").enabled = !this.checked;
Engine.GetGUIObjectByName("lockTeams").enabled = !this.checked;
if (!g_IsInGuiUpdate)
updateGameAttributes();
};
}
else
{
// If we're a network client, disable all the map controls
Engine.GetGUIObjectByName("mapTypeSelection").hidden = true;
Engine.GetGUIObjectByName("mapTypeText").hidden = false;
Engine.GetGUIObjectByName("mapFilterSelection").hidden = true;
Engine.GetGUIObjectByName("mapFilterText").hidden = false;
Engine.GetGUIObjectByName("mapSelectionText").hidden = false;
Engine.GetGUIObjectByName("mapSelection").hidden = true;
Engine.GetGUIObjectByName("victoryConditionText").hidden = false;
Engine.GetGUIObjectByName("victoryCondition").hidden = true;
Engine.GetGUIObjectByName("gameSpeedText").hidden = false;
Engine.GetGUIObjectByName("gameSpeed").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)
{
Engine.GetGUIObjectByName("playerAssignment["+i+"]").hidden = true;
Engine.GetGUIObjectByName("playerCiv["+i+"]").hidden = true;
Engine.GetGUIObjectByName("playerTeam["+i+"]").hidden = true;
}
Engine.GetGUIObjectByName("numPlayersSelection").hidden = true;
Engine.GetGUIObjectByName("startGame").enabled = true;
}
// Set up multiplayer/singleplayer bits:
if (!g_IsNetworked)
{
Engine.GetGUIObjectByName("chatPanel").hidden = true;
Engine.GetGUIObjectByName("enableCheats").checked = true;
g_GameAttributes.settings.CheatsEnabled = true;
}
else
{
Engine.GetGUIObjectByName("optionCheats").hidden = false;
Engine.GetGUIObjectByName("enableCheats").checked = false;
g_GameAttributes.settings.CheatsEnabled = false;
// Setup ranked option if we are connected to the lobby.
if (Engine.HasXmppClient())
{
Engine.GetGUIObjectByName("optionRating").hidden = false;
Engine.GetGUIObjectByName("enableRating").checked = Engine.IsRankedGame();
g_GameAttributes.settings.RatingEnabled = Engine.IsRankedGame();
// We force locked teams and disabled cheats in ranked games.
Engine.GetGUIObjectByName("enableCheats").enabled = !Engine.IsRankedGame();
Engine.GetGUIObjectByName("lockTeams").enabled = !Engine.IsRankedGame();
}
if (g_IsController)
{
Engine.GetGUIObjectByName("enableCheatsText").hidden = true;
Engine.GetGUIObjectByName("enableCheats").hidden = false;
if (Engine.HasXmppClient())
{
Engine.GetGUIObjectByName("enableRatingText").hidden = true;
Engine.GetGUIObjectByName("enableRating").hidden = false;
}
}
}
// Settings for all possible player slots
var boxSpacing = 32;
for (var i = 0; i < MAX_PLAYERS; ++i)
{
// Space player boxes
var box = Engine.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 = Engine.GetGUIObjectByName("playerTeam["+i+"]");
team.list = [translateWithContext("team", "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 = Engine.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
Engine.GetGUIObjectByName("chatInput").focus();
}
else
{
// For single-player, focus the map list by default,
// to allow easy keyboard selection of maps
Engine.GetGUIObjectByName("mapSelection").focus();
}
// Sync g_GameAttributes to everyone.
if (g_IsController)
updateGameAttributes();
}
function handleNetMessage(message)
{
log("Net message: "+uneval(message));
switch (message.type)
{
case "netstatus":
switch (message.status)
{
case "disconnected":
cancelSetup();
if (Engine.HasXmppClient())
Engine.SwitchGuiPage("page_lobby.xml");
else
Engine.SwitchGuiPage("page_pregame.xml");
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;
// Validate some settings for rated games.
if (g_GameAttributes.settings.RatingEnabled)
{
// Cheats can never be on in rated games.
g_GameAttributes.settings.CheatsEnabled = false;
// Teams must be locked in rated games.
g_GameAttributes.settings.LockTeams = true;
}
}
onGameAttributesChange();
break;
case "players":
var resetReady = false;
var newPlayer = "";
// Find and report all joinings/leavings
for (var host in message.hosts)
{
if (! g_PlayerAssignments[host])
{
// If we have extra player slots and we are the controller, give the player an ID.
if (g_IsController && message.hosts[host].player === -1 && g_AssignedCount < g_GameAttributes.settings.PlayerData.length)
Engine.AssignNetworkPlayer(g_AssignedCount + 1, host);
addChatMessage({ "type": "connect", "username": message.hosts[host].name });
newPlayer = host;
}
}
for (var host in g_PlayerAssignments)
{
if (! message.hosts[host])
{
addChatMessage({ "type": "disconnect", "guid": host });
if (g_PlayerAssignments[host].player != -1)
resetReady = true; // Observers shouldn't reset ready.
}
}
// Update the player list
g_PlayerAssignments = message.hosts;
updatePlayerList();
if (g_PlayerAssignments[newPlayer] && g_PlayerAssignments[newPlayer].player != -1)
resetReady = true;
if (resetReady)
resetReadyData(); // Observers shouldn't reset ready.
updateReadyUI();
if (g_IsController)
sendRegisterGameStanza();
break;
case "start":
if (g_IsController && Engine.HasXmppClient())
{
var players = [ assignment.name for each (assignment in g_PlayerAssignments) ]
Engine.SendChangeStateGame(Object.keys(g_PlayerAssignments).length, players.join(", "));
}
Engine.SwitchGuiPage("page_loading.xml", {
"attribs": g_GameAttributes,
"isNetworked" : g_IsNetworked,
"playerAssignments": g_PlayerAssignments,
"isController": g_IsController
});
break;
case "chat":
addChatMessage({ "type": "message", "guid": message.guid, "text": message.text });
break;
// Singular client to host message
case "ready":
g_ReadyChanged -= 1;
if (g_ReadyChanged < 1 && g_PlayerAssignments[message.guid].player != -1)
addChatMessage({ "type": "ready", "guid": message.guid, "ready": +message.status == 1 });
if (!g_IsController)
break;
g_PlayerAssignments[message.guid].status = +message.status == 1;
Engine.SetNetworkPlayerStatus(message.guid, +message.status);
updateReadyUI();
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\"]" + translateWithContext("civilization", "Random"));
civListCodes.unshift("random");
// Update the dropdowns
for (var i = 0; i < MAX_PLAYERS; ++i)
{
var civ = Engine.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 = Engine.GetGUIObjectByName("mapSelection")
var mapFiles;
switch (g_GameAttributes.mapType)
{
case "scenario":
case "skirmish":
mapFiles = getXMLFileList(g_GameAttributes.mapPath);
break;
case "random":
mapFiles = getJSONFileList(g_GameAttributes.mapPath);
break;
default:
error(sprintf("initMapNameList: Unexpected map type '%(mapType)s'", { mapType: g_GameAttributes.mapType }));
return;
}
// Apply map filter, if any defined
var mapList = [];
for (var i = 0; i < mapFiles.length; ++i)
{
var file = g_GameAttributes.mapPath + 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
translateObjectKeys(mapList, ["name"]);
mapList.sort(sortNameIgnoreCase);
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
if (g_GameAttributes.mapType == "random")
{
mapListNames.unshift("[color=\"orange\"]" + translateWithContext("map", "Random") + "[/color]");
mapListFiles.unshift("random");
}
mapSelectionBox.list = mapListNames;
mapSelectionBox.list_data = mapListFiles;
mapSelectionBox.selected = selected;
}
function loadMapData(name)
{
if (!name)
return undefined;
if (!g_MapData[name])
{
switch (g_GameAttributes.mapType)
{
case "scenario":
case "skirmish":
g_MapData[name] = Engine.LoadMapSettings(name);
break;
case "random":
if (name == "random")
// To be defined later.
g_MapData[name] = { settings: { "Name": "", "Description": "" } };
else
g_MapData[name] = parseJSONData(name+".json");
break;
default:
error(sprintf("loadMapData: Unexpected map type '%(mapType)s'", { mapType: g_GameAttributes.mapType }));
return undefined;
}
}
return g_MapData[name];
}
////////////////////////////////////////////////////////////////////////////////////////////////
// GUI event handlers
function cancelSetup()
{
Engine.DisconnectNetworkGame();
if (Engine.HasXmppClient())
{
// Set player presence
Engine.LobbySetPlayerPresence("available");
// Unregister the game
if (g_IsController)
Engine.SendUnregisterGame();
}
}
var lastXmppClientPoll = Date.now();
function onTick()
{
// First tick happens before first render, so don't load yet
if (g_LoadingState == 0)
{
g_LoadingState++;
}
else if (g_LoadingState == 1)
{
Engine.GetGUIObjectByName("loadingWindow").hidden = true;
Engine.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]);
}
// Some players may have lost their assigned slot
for (var guid in g_PlayerAssignments)
{
var player = g_PlayerAssignments[guid].player;
if (player > num)
{
if (g_IsNetworked)
Engine.AssignNetworkPlayer(player, "");
else
g_PlayerAssignments = { "local": { "name": translate("You"), "player": 1, "civ": "", "team": -1, "ready": 0} };
}
}
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.mapPath = "maps/scenarios/";
g_GameAttributes.map = g_GameAttributes.mapPath + (g_IsNetworked ? DEFAULT_NETWORKED_MAP : DEFAULT_OFFLINE_MAP);
break;
case "skirmish":
g_GameAttributes.mapPath = "maps/skirmishes/";
g_GameAttributes.settings = {
PlayerData: g_DefaultPlayerData.slice(0, 4),
Seed: Math.floor(Math.random() * 65536),
CheatsEnabled: g_GameAttributes.settings.CheatsEnabled
};
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(sprintf("selectMapType: Unexpected map type '%(mapType)s'", { mapType: g_GameAttributes.mapType }));
return;
}
initMapNameList();
updateGameAttributes();
}
function selectMapFilter(id)
{
// Avoid recursion
if (g_IsInGuiUpdate)
return;
// Network clients can't change map filter
if (g_IsNetworked && !g_IsController)
return;
g_GameAttributes.mapFilter = id;
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 (g_GameAttributes.map !== "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;
if (!('AIDiff' in g_GameAttributes.settings.PlayerData[i]))
g_GameAttributes.settings.PlayerData[i].AIDiff = g_DefaultPlayerData[i].AIDiff;
}
// Reset player assignments on map change
if (!g_IsNetworked)
{ // Slot 1
g_PlayerAssignments = { "local": { "name": translate("You"), "player": 1, "civ": "", "team": -1, "ready": 0} };
}
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(Engine.GetGUIObjectByName("mapSelection").list_data[Math.floor(Math.random() *
(Engine.GetGUIObjectByName("mapSelection").list.length - 1)) + 1]);
if (!g_GameAttributes.settings.TriggerScripts)
g_GameAttributes.settings.TriggerScripts = g_GameAttributes.settings.VictoryScripts;
else
g_GameAttributes.settings.TriggerScripts = g_GameAttributes.settings.VictoryScripts.concat(g_GameAttributes.settings.TriggerScripts);
g_GameStarted = true;
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 (var civ in g_CivData)
if (civ.Culture !== undefined && cultures.indexOf(civ.Culture) < 0 && civ.SelectableInGameSetup !== false)
cultures.push(civ.Culture);
var allcivs = new Array(cultures.length);
for (var i = 0; i < allcivs.length; ++i)
allcivs[i] = [];
for each (var civ in g_CivData)
if (civ.Culture !== undefined && civ.SelectableInGameSetup !== false)
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)
{
var civs = allcivs[Math.floor(Math.random()*allcivs.length)];
if (!g_GameAttributes.settings.PlayerData[i].Civ || 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 && g_GameAttributes.settings.PlayerData[j].Name.indexOf(chosenName) !== -1)
usedName++;
// Assign civ specific names to AI players
chosenName = translate(chosenName);
if (usedName)
g_GameAttributes.settings.PlayerData[i].Name = sprintf(translate("%(playerName)s %(romanNumber)s"), { playerName: chosenName, romanNumber: 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 = Engine.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)
{
var mapFilterSelection = Engine.GetGUIObjectByName("mapFilterSelection");
var mapFilterId = mapFilterSelection.list_data.indexOf(g_GameAttributes.mapFilter);
Engine.GetGUIObjectByName("mapFilterText").caption = mapFilterSelection.list[mapFilterId];
var mapTypeSelection = Engine.GetGUIObjectByName("mapTypeSelection");
var idx = mapTypeSelection.list_data.indexOf(g_GameAttributes.mapType);
Engine.GetGUIObjectByName("mapTypeText").caption = mapTypeSelection.list[idx];
var mapSelectionBox = Engine.GetGUIObjectByName("mapSelection");
mapSelectionBox.selected = mapSelectionBox.list_data.indexOf(mapName);
Engine.GetGUIObjectByName("mapSelectionText").caption = translate(getMapDisplayName(mapName));
var populationCapBox = Engine.GetGUIObjectByName("populationCap");
populationCapBox.selected = populationCapBox.list_data.indexOf(mapSettings.PopulationCap);
var startingResourcesBox = Engine.GetGUIObjectByName("startingResources");
startingResourcesBox.selected = startingResourcesBox.list_data.indexOf(mapSettings.StartingResources);
initMapNameList();
}
// Controls common to all map types
var numPlayersSelection = Engine.GetGUIObjectByName("numPlayersSelection");
var revealMap = Engine.GetGUIObjectByName("revealMap");
var exploreMap = Engine.GetGUIObjectByName("exploreMap");
var victoryCondition = Engine.GetGUIObjectByName("victoryCondition");
var lockTeams = Engine.GetGUIObjectByName("lockTeams");
var mapSize = Engine.GetGUIObjectByName("mapSize");
var enableCheats = Engine.GetGUIObjectByName("enableCheats");
var enableRating = Engine.GetGUIObjectByName("enableRating");
var populationCap = Engine.GetGUIObjectByName("populationCap");
var startingResources = Engine.GetGUIObjectByName("startingResources");
var numPlayersText= Engine.GetGUIObjectByName("numPlayersText");
var mapSizeDesc = Engine.GetGUIObjectByName("mapSizeDesc");
var mapSizeText = Engine.GetGUIObjectByName("mapSizeText");
var revealMapText = Engine.GetGUIObjectByName("revealMapText");
var exploreMapText = Engine.GetGUIObjectByName("exploreMapText");
var victoryConditionText = Engine.GetGUIObjectByName("victoryConditionText");
var lockTeamsText = Engine.GetGUIObjectByName("lockTeamsText");
var enableCheatsText = Engine.GetGUIObjectByName("enableCheatsText");
var enableRatingText = Engine.GetGUIObjectByName("enableRatingText");
var populationCapText = Engine.GetGUIObjectByName("populationCapText");
var startingResourcesText = Engine.GetGUIObjectByName("startingResourcesText");
var gameSpeedText = Engine.GetGUIObjectByName("gameSpeedText");
// We have to check for undefined on these properties as not all maps define them.
var sizeIdx = (mapSettings.Size !== undefined && g_MapSizes.tiles.indexOf(mapSettings.Size) != -1 ? g_MapSizes.tiles.indexOf(mapSettings.Size) : g_MapSizes["default"]);
var speedIdx = (g_GameAttributes.gameSpeed !== undefined && g_GameSpeeds.speeds.indexOf(g_GameAttributes.gameSpeed) != -1) ? g_GameSpeeds.speeds.indexOf(g_GameAttributes.gameSpeed) : g_GameSpeeds["default"];
var victories = getVictoryConditions();
var victoryIdx = (mapSettings.GameType !== undefined && victories.data.indexOf(mapSettings.GameType) != -1 ? victories.data.indexOf(mapSettings.GameType) : VICTORY_DEFAULTIDX);
enableCheats.checked = (mapSettings.CheatsEnabled === undefined || !mapSettings.CheatsEnabled ? false : true)
enableCheatsText.caption = (enableCheats.checked ? "Yes" : "No");
if (mapSettings.RatingEnabled !== undefined)
{
enableRating.checked = mapSettings.RatingEnabled;
Engine.SetRankedGame(enableRating.checked);
enableRatingText.caption = (enableRating.checked ? "Yes" : "No");
}
else
enableRatingText.caption = "Unknown";
gameSpeedText.caption = g_GameSpeeds.names[speedIdx];
populationCap.selected = (mapSettings.PopulationCap !== undefined && POPULATION_CAP_DATA.indexOf(mapSettings.PopulationCap) != -1 ? POPULATION_CAP_DATA.indexOf(mapSettings.PopulationCap) : POPULATION_CAP_DEFAULTIDX);
populationCapText.caption = POPULATION_CAP[populationCap.selected];
startingResources.selected = (mapSettings.StartingResources !== undefined && STARTING_RESOURCES_DATA.indexOf(mapSettings.StartingResources) != -1 ? STARTING_RESOURCES_DATA.indexOf(mapSettings.StartingResources) : STARTING_RESOURCES_DEFAULTIDX);
startingResourcesText.caption = STARTING_RESOURCES[startingResources.selected];
// Update map preview
Engine.GetGUIObjectByName("mapPreview").sprite = "cropped:(0.78125,0.5859375)session/icons/mappreview/" + getMapPreview(mapName);
// Handle map type specific logic
switch (g_GameAttributes.mapType)
{
case "random":
mapSizeDesc.hidden = false;
if (g_IsController)
{
//Host
numPlayersSelection.selected = numPlayers - 1;
numPlayersSelection.hidden = false;
mapSize.hidden = false;
revealMap.hidden = false;
exploreMap.hidden = false;
victoryCondition.hidden = false;
lockTeams.hidden = false;
populationCap.hidden = false;
startingResources.hidden = false;
numPlayersText.hidden = true;
mapSizeText.hidden = true;
revealMapText.hidden = true;
exploreMapText.hidden = true;
victoryConditionText.hidden = true;
lockTeamsText.hidden = true;
populationCapText.hidden = true;
startingResourcesText.hidden = true;
mapSizeText.caption = translate("Map Size:");
mapSize.selected = sizeIdx;
revealMapText.caption = translate("Revealed Map:");
exploreMapText.caption = translate("Explored Map:");
revealMap.checked = (mapSettings.RevealMap ? true : false);
exploreMap.checked = (mapSettings.ExploreMap ? true : false);
victoryConditionText.caption = translate("Victory Condition:");
victoryCondition.selected = victoryIdx;
lockTeamsText.caption = translate("Teams Locked:");
lockTeams.checked = (mapSettings.LockTeams ? true : false);
}
else
{
// Client
numPlayersText.hidden = false;
mapSizeText.hidden = false;
revealMapText.hidden = false;
exploreMapText.hidden = false;
victoryConditionText.hidden = false;
lockTeamsText.hidden = false;
populationCap.hidden = true;
populationCapText.hidden = false;
startingResources.hidden = true;
startingResourcesText.hidden = false;
numPlayersText.caption = numPlayers;
mapSizeText.caption = g_MapSizes.names[sizeIdx];
revealMapText.caption = (mapSettings.RevealMap ? translate("Yes") : translate("No"));
exploreMapText.caption = (mapSettings.ExporeMap ? translate("Yes") : translate("No"));
victoryConditionText.caption = victories.text[victoryIdx];
lockTeamsText.caption = (mapSettings.LockTeams ? translate("Yes") : translate("No"));
}
break;
case "skirmish":
mapSizeText.caption = translate("Default");
numPlayersText.caption = numPlayers;
numPlayersSelection.hidden = true;
mapSize.hidden = true;
mapSizeText.hidden = true;
mapSizeDesc.hidden = true;
if (g_IsController)
{
//Host
revealMap.hidden = false;
exploreMap.hidden = false;
victoryCondition.hidden = false;
lockTeams.hidden = false;
populationCap.hidden = false;
startingResources.hidden = false;
numPlayersText.hidden = false;
revealMapText.hidden = true;
exploreMapText.hidden = true;
victoryConditionText.hidden = true;
lockTeamsText.hidden = true;
populationCapText.hidden = true;
startingResourcesText.hidden = true;
revealMapText.caption = translate("Revealed Map:");
exploreMapText.caption = translate("Explored Map:");
revealMap.checked = (mapSettings.RevealMap ? true : false);
exploreMap.checked = (mapSettings.ExploreMap ? true : false);
victoryConditionText.caption = translate("Victory Condition:");
victoryCondition.selected = victoryIdx;
lockTeamsText.caption = translate("Teams Locked:");
lockTeams.checked = (mapSettings.LockTeams ? true : false);
}
else
{
// Client
numPlayersText.hidden = false;
revealMapText.hidden = false;
exploreMapText.hidden = false;
victoryConditionText.hidden = false;
lockTeamsText.hidden = false;
populationCap.hidden = true;
populationCapText.hidden = false;
startingResources.hidden = true;
startingResourcesText.hidden = false;
revealMapText.caption = (mapSettings.RevealMap ? translate("Yes") : translate("No"));
exploreMapText.caption = (mapSettings.ExploreMap ? translate("Yes") : translate("No"));
victoryConditionText.caption = victories.text[victoryIdx];
lockTeamsText.caption = (mapSettings.LockTeams ? translate("Yes") : translate("No"));
}
break;
case "scenario":
// For scenario just reflect settings for the current map
numPlayersSelection.hidden = true;
mapSize.hidden = true;
revealMap.hidden = true;
exploreMap.hidden = true;
victoryCondition.hidden = true;
lockTeams.hidden = true;
numPlayersText.hidden = false;
mapSizeText.hidden = true;
mapSizeDesc.hidden = true;
revealMapText.hidden = false;
exploreMapText.hidden = false;
victoryConditionText.hidden = false;
lockTeamsText.hidden = false;
populationCap.hidden = true;
populationCapText.hidden = false;
startingResources.hidden = true;
startingResourcesText.hidden = false;
numPlayersText.caption = numPlayers;
mapSizeText.caption = translate("Default");
revealMapText.caption = (mapSettings.RevealMap ? translate("Yes") : translate("No"));
exploreMapText.caption = (mapSettings.ExploreMap ? translate("Yes") : translate("No"));
victoryConditionText.caption = victories.text[victoryIdx];
lockTeamsText.caption = (mapSettings.LockTeams ? translate("Yes") : translate("No"));
Engine.GetGUIObjectByName("populationCap").selected = POPULATION_CAP_DEFAULTIDX;
break;
default:
error(sprintf("onGameAttributesChange: Unexpected map type '%(mapType)s'", { mapType: g_GameAttributes.mapType }));
return;
}
// Display map name
if (mapName == "random")
{
var mapDisplayName = translateWithContext("map", "Random");
mapSettings.Description = markForTranslation("Randomly selects a map from the list");
}
else
var mapDisplayName = translate(getMapDisplayName(mapName));
Engine.GetGUIObjectByName("mapInfoName").caption = mapDisplayName;
// Load the description from the map file, if there is one
var description = mapSettings.Description ? translate(mapSettings.Description) : translate("Sorry, no description available.");
// Describe the number of players
var playerString = sprintf(translatePlural("%(number)s player. %(description)s", "%(number)s players. %(description)s", numPlayers), { number: numPlayers, description: description });
for (var i = 0; i < MAX_PLAYERS; ++i)
{
// Show only needed player slots
Engine.GetGUIObjectByName("playerBox["+i+"]").hidden = (i >= numPlayers);
// Show player data or defaults as necessary
if (i >= numPlayers)
continue;
var pName = Engine.GetGUIObjectByName("playerName["+i+"]");
var pAssignment = Engine.GetGUIObjectByName("playerAssignment["+i+"]");
var pAssignmentText = Engine.GetGUIObjectByName("playerAssignmentText["+i+"]");
var pCiv = Engine.GetGUIObjectByName("playerCiv["+i+"]");
var pCivText = Engine.GetGUIObjectByName("playerCivText["+i+"]");
var pTeam = Engine.GetGUIObjectByName("playerTeam["+i+"]");
var pTeamText = Engine.GetGUIObjectByName("playerTeamText["+i+"]");
var pColor = Engine.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 = translate(getSetting(pData, pDefs, "Name"));
var team = getSetting(pData, pDefs, "Team");
var civ = getSetting(pData, pDefs, "Civ");
// For clients or scenarios, hide some player dropdowns
// TODO: Allow clients to choose their own civ and team
if (!g_IsController || g_GameAttributes.mapType == "scenario")
{
pAssignmentText.hidden = false;
pAssignment.hidden = true;
pCivText.hidden = false;
pCiv.hidden = true;
pTeamText.hidden = false;
pTeam.hidden = true;
// Set text values
if (civ == "random")
pCivText.caption = "[color=\"orange\"]" + translateWithContext("civilization", "Random");
else
pCivText.caption = g_CivData[civ].Name;
pTeamText.caption = (team !== undefined && team >= 0) ? team+1 : "-";
pAssignmentText.caption = pAssignment.list[pAssignment.selected];
}
else if (g_GameAttributes.mapType != "scenario")
{
pAssignmentText.hidden = true;
pAssignment.hidden = false;
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;
}
}
Engine.GetGUIObjectByName("mapInfoDescription").caption = playerString;
g_IsInGuiUpdate = false;
// Game attributes include AI settings, so update the player list
updatePlayerList();
// We should have everyone confirm that the new settings are acceptable.
resetReadyData();
}
function updateGameAttributes()
{
if (g_IsNetworked)
{
Engine.SetNetworkGameAttributes(g_GameAttributes);
if (g_IsController && g_LoadingState >= 2)
sendRegisterGameStanza();
}
else
{
onGameAttributesChange();
}
}
function AIConfigCallback(ai)
{
g_GameAttributes.settings.PlayerData[ai.playerSlot].AI = ai.id;
g_GameAttributes.settings.PlayerData[ai.playerSlot].AIDiff = ai.difficulty;
if (g_IsNetworked)
Engine.SetNetworkGameAttributes(g_GameAttributes);
else
updatePlayerList();
}
function updatePlayerList()
{
g_IsInGuiUpdate = true;
var hostNameList = [];
var hostGuidList = [];
var assignments = [];
var aiAssignments = {};
var noAssignment;
g_AssignedCount = 0;
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;
if (player != -1)
g_AssignedCount++;
}
// Only enable start button if we have enough assigned players
if (g_IsController)
Engine.GetGUIObjectByName("startGame").enabled = (g_AssignedCount > 0);
for each (var ai in g_AIs)
{
if (ai.data.hidden)
{
// If the map uses a hidden AI then don't hide it
var usedByMap = false;
for (var i = 0; i < MAX_PLAYERS; ++i)
if (i < g_GameAttributes.settings.PlayerData.length &&
g_GameAttributes.settings.PlayerData[i].AI == ai.id)
{
usedByMap = true;
break;
}
if (!usedByMap)
continue;
}
// Give AI a different color so it stands out
aiAssignments[ai.id] = hostNameList.length;
hostNameList.push("[color=\"70 150 70 255\"]" + sprintf(translate("AI: %(ai)s"), { ai: translate(ai.data.name) }));
hostGuidList.push("ai:" + ai.id);
}
noAssignment = hostNameList.length;
hostNameList.push("[color=\"140 140 140 255\"]" + translate("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 = Engine.GetGUIObjectByName("playerConfig["+i+"]");
configButton.hidden = true;
// Look for valid player slots
if (playerSlot >= g_GameAttributes.settings.PlayerData.length)
continue;
// If no human is assigned, look for an AI instead
if (selection === undefined)
{
var aiId = g_GameAttributes.settings.PlayerData[playerSlot].AI;
if (aiId)
{
// Check for a valid AI
if (aiId in aiAssignments)
selection = aiAssignments[aiId];
else
{
g_GameAttributes.settings.PlayerData[playerSlot].AI = "";
warn(sprintf("AI \"%(id)s\" not present. Defaulting to unassigned.", { id: aiId }));
}
}
if (!selection)
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,
difficulty: g_GameAttributes.settings.PlayerData[playerSlot].AIDiff,
callback: "AIConfigCallback",
playerSlot: playerSlot // required by the callback function
});
};
}
}
// 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
else 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 = Engine.GetGUIObjectByName("playerAssignment["+i+"]");
var assignBoxText = Engine.GetGUIObjectByName("playerAssignmentText["+i+"]");
assignBox.list = hostNameList;
assignBox.list_data = hostGuidList;
if (assignBox.selected != selection)
assignBox.selected = selection;
assignBoxText.caption = hostNameList[selection];
if (g_IsController)
{
assignBox.onselectionchange = function ()
{
if (!g_IsInGuiUpdate)
{
var guid = hostGuidList[this.selected];
if (guid == "")
{
if (g_IsNetworked)
// 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:")
{
if (g_IsNetworked)
// 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);
if (g_IsNetworked)
Engine.SetNetworkGameAttributes(g_GameAttributes);
else
updatePlayerList();
updateReadyUI();
}
};
}
}
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 != -1)
{
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 = Engine.GetGUIObjectByName("chatInput");
var text = input.caption;
if (text.length)
{
Engine.SendNetworkChat(text);
input.caption = "";
}
}
function addChatMessage(msg)
{
var username = "";
if (msg.username)
username = escapeText(msg.username);
else if (msg.guid && g_PlayerAssignments[msg.guid])
username = escapeText(g_PlayerAssignments[msg.guid].name);
var message = "";
if ("text" in msg && msg.text)
message = escapeText(msg.text);
// TODO: Maybe host should have distinct font/color?
var color = "white";
if (msg.guid && g_PlayerAssignments[msg.guid] && g_PlayerAssignments[msg.guid].player != -1)
{
// 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":
var formattedUsername = '[color="'+ color +'"]' + username + '[/color]';
formatted = '[font="sans-bold-13"] ' + sprintf(translate("== %(message)s"), { message: sprintf(translate("%(username)s has joined"), { username: formattedUsername }) }) + '[/font]';
break;
case "disconnect":
var formattedUsername = '[color="'+ color +'"]' + username + '[/color]';
formatted = '[font="sans-bold-13"] ' + sprintf(translate("== %(message)s"), { message: sprintf(translate("%(username)s has left"), { username: formattedUsername }) }) + '[/font]';
break;
case "message":
var formattedUsername = '[color="'+ color +'"]' + username + '[/color]';
var formattedUsernamePrefix = '[font="sans-bold-13"]' + sprintf(translate("<%(username)s>"), { username: formattedUsername }) + '[/font]'
formatted = sprintf(translate("%(username)s %(message)s"), { username: formattedUsernamePrefix, message: message });
break;
case "ready":
var formattedUsername = '[font="sans-bold-13"][color="'+ color +'"]' + username + '[/color][/font]'
if (msg.ready)
formatted = ' ' + sprintf(translate("* %(username)s is ready!"), { username: formattedUsername });
else
formatted = ' ' + sprintf(translate("* %(username)s is not ready."), { username: formattedUsername });
break;
case "settings":
formatted = '[font="sans-bold-13"] ' + sprintf(translate("== %(message)s"), { message: translate('Game settings have been changed') }) + '[/font]';
break;
default:
error(sprintf("Invalid chat message '%(message)s'", { message: uneval(msg) }));
return;
}
g_ChatMessages.push(formatted);
Engine.GetGUIObjectByName("chatText").caption = g_ChatMessages.join("\n");
}
function toggleMoreOptions()
{
Engine.GetGUIObjectByName("moreOptionsFade").hidden = !Engine.GetGUIObjectByName("moreOptionsFade").hidden;
Engine.GetGUIObjectByName("moreOptions").hidden = !Engine.GetGUIObjectByName("moreOptions").hidden;
}
function toggleReady()
{
g_IsReady = !g_IsReady;
if (g_IsReady)
{
Engine.SendNetworkReady(1);
Engine.GetGUIObjectByName("startGame").caption = translate("I'm not ready");
Engine.GetGUIObjectByName("startGame").tooltip = translate("State that you are not ready to play.");
}
else
{
Engine.SendNetworkReady(0);
Engine.GetGUIObjectByName("startGame").caption = translate("I'm ready!");
Engine.GetGUIObjectByName("startGame").tooltip = translate("State that you are ready to play!");
}
}
function updateReadyUI()
{
var isAI = new Array(MAX_PLAYERS + 1);
for (var i = 0; i < isAI.length; ++i)
isAI[i] = true;
var allReady = true;
for (var guid in g_PlayerAssignments)
{
// We don't really care whether observers are ready.
if (g_PlayerAssignments[guid].player == -1 || !g_GameAttributes.settings.PlayerData[g_PlayerAssignments[guid].player - 1])
continue;
var pData = g_GameAttributes.settings.PlayerData ? g_GameAttributes.settings.PlayerData[g_PlayerAssignments[guid].player - 1] : {};
var pDefs = g_DefaultPlayerData ? g_DefaultPlayerData[g_PlayerAssignments[guid].player - 1] : {};
isAI[g_PlayerAssignments[guid].player] = false;
if (g_PlayerAssignments[guid].status || !g_IsNetworked)
Engine.GetGUIObjectByName("playerName[" + (g_PlayerAssignments[guid].player - 1) + "]").caption = '[color="0 255 0"]' + translate(getSetting(pData, pDefs, "Name")) + '[/color]';
else
{
Engine.GetGUIObjectByName("playerName[" + (g_PlayerAssignments[guid].player - 1) + "]").caption = translate(getSetting(pData, pDefs, "Name"));
allReady = false;
}
}
// AIs are always ready.
for (var playerid = 0; playerid < MAX_PLAYERS; playerid++)
{
if (!g_GameAttributes.settings.PlayerData[playerid])
continue;
var pData = g_GameAttributes.settings.PlayerData ? g_GameAttributes.settings.PlayerData[playerid] : {};
var pDefs = g_DefaultPlayerData ? g_DefaultPlayerData[playerid] : {};
if (isAI[playerid + 1])
Engine.GetGUIObjectByName("playerName[" + playerid + "]").caption = '[color="0 255 0"]' + translate(getSetting(pData, pDefs, "Name")) + '[/color]';
}
// The host is not allowed to start until everyone is ready.
if (g_IsNetworked && g_IsController)
{
var startGameButton = Engine.GetGUIObjectByName("startGame");
startGameButton.enabled = allReady;
// Add a explanation on to the tooltip if disabled.
var disabledIndex = startGameButton.tooltip.indexOf('Disabled');
if (disabledIndex != -1 && allReady)
startGameButton.tooltip = startGameButton.tooltip.substring(0, disabledIndex - 2);
else if (disabledIndex == -1 && !allReady)
startGameButton.tooltip = startGameButton.tooltip + " (Disabled until all players are ready)";
}
}
function resetReadyData()
{
if (g_GameStarted)
return;
if (g_ReadyChanged < 1)
addChatMessage({ "type": "settings"});
else if (g_ReadyChanged == 2 && !g_ReadyInit)
return; // duplicate calls on init
else
g_ReadyInit = false;
g_ReadyChanged = 2;
if (!g_IsNetworked)
g_IsReady = true;
else if (g_IsController)
{
Engine.ClearAllPlayerReady();
g_IsReady = true;
Engine.SendNetworkReady(1);
}
else
{
g_IsReady = false;
Engine.GetGUIObjectByName("startGame").caption = translate("I'm ready!");
Engine.GetGUIObjectByName("startGame").tooltip = translate("State that you accept the current settings and are ready to play!");
}
}
////////////////////////////////////////////////////////////////////////////////////////////////
// Basic map filters API
// Add a new map list filter
function addFilter(id, name, filterFunc)
{
if (filterFunc instanceof Object)
{ // Basic validity test
var newFilter = {};
newFilter.id = id;
newFilter.name = name;
newFilter.filter = filterFunc;
g_MapFilters.push(newFilter);
}
else
{
error(sprintf("Invalid map filter: %(name)s", { name: name }));
}
}
// Get array of map filter IDs
function getFilterIds()
{
var filters = [];
for (var i = 0; i < g_MapFilters.length; ++i)
filters.push(g_MapFilters[i].id);
return filters;
}
// Get array of map filter names
function getFilterNames()
{
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(id, mapSettings)
{
for (var i = 0; i < g_MapFilters.length; ++i)
if (g_MapFilters[i].id == id)
return g_MapFilters[i].filter(mapSettings);
error(sprintf("Invalid map filter: %(id)s", { id: id }));
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)
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)
if (keywords.indexOf(matches[m]) != -1)
return true;
return false;
}
function sendRegisterGameStanza()
{
if (!Engine.HasXmppClient())
return;
var selectedMapSize = Engine.GetGUIObjectByName("mapSize").selected;
var selectedVictoryCondition = Engine.GetGUIObjectByName("victoryCondition").selected;
// Map sizes only apply to random maps.
if (g_GameAttributes.mapType == "random")
var mapSize = Engine.GetGUIObjectByName("mapSize").list[selectedMapSize];
else
var mapSize = "Default";
var victoryCondition = Engine.GetGUIObjectByName("victoryCondition").list[selectedVictoryCondition];
var numberOfPlayers = Object.keys(g_PlayerAssignments).length;
var players = [ assignment.name for each (assignment in g_PlayerAssignments) ].join(", ");
var nbp = numberOfPlayers ? numberOfPlayers : 1;
var tnbp = g_GameAttributes.settings.PlayerData.length;
var gameData = {
"name":g_ServerName,
"mapName":g_GameAttributes.map,
"niceMapName":getMapDisplayName(g_GameAttributes.map),
"mapSize":mapSize,
"mapType":g_GameAttributes.mapType,
"victoryCondition":victoryCondition,
"nbp":nbp,
"tnbp":tnbp,
"players":players
};
Engine.SendRegisterGame(gameData);
}
function getVictoryConditions()
{
var r = {};
r.text = [translate("None")];
r.data = ["endless"];
r.scripts = [[]];
for (var vc in g_VictoryConditions)
{
r.data.push(vc);
r.text.push(g_VictoryConditions[vc].name);
r.scripts.push(g_VictoryConditions[vc].scripts);
}
return r;
}