forked from 0ad/0ad
437 lines
11 KiB
JavaScript
437 lines
11 KiB
JavaScript
const PAUSE = "Pause";
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const RESUME = "Resume";
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/*
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* MENU POSITION CONSTANTS
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*/
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// Menu / panel border size
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const MARGIN = 4;
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// Includes the main menu button
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const NUM_BUTTONS = 8;
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// Regular menu buttons
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const BUTTON_HEIGHT = 32;
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// The position where the bottom of the menu will end up (currently 228)
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const END_MENU_POSITION = (BUTTON_HEIGHT * NUM_BUTTONS) + MARGIN;
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// Menu starting position: bottom
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const MENU_BOTTOM = 0;
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// Menu starting position: top
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const MENU_TOP = MENU_BOTTOM - END_MENU_POSITION;
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// Menu starting position: overall
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const INITIAL_MENU_POSITION = "100%-164 " + MENU_TOP + " 100% " + MENU_BOTTOM;
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// Number of pixels per millisecond to move
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const MENU_SPEED = 1.2;
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var isMenuOpen = false;
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var menu;
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var isDiplomacyOpen = false;
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// Redefined every time someone makes a tribute (so we can save some data in a closure). Called in input.js handleInputBeforeGui.
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var flushTributing = function() {};
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// Ignore size defined in XML and set the actual menu size here
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function initMenuPosition()
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{
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menu = getGUIObjectByName("menu");
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menu.size = INITIAL_MENU_POSITION;
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}
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// =============================================================================
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// Overall Menu
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// =============================================================================
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//
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// Slide menu
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function updateMenuPosition(dt)
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{
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if (isMenuOpen)
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{
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var maxOffset = END_MENU_POSITION - menu.size.bottom;
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if (maxOffset > 0)
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{
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var offset = Math.min(MENU_SPEED * dt, maxOffset);
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var size = menu.size;
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size.top += offset;
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size.bottom += offset;
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menu.size = size;
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}
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}
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else
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{
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var maxOffset = menu.size.top - MENU_TOP;
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if (maxOffset > 0)
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{
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var offset = Math.min(MENU_SPEED * dt, maxOffset);
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var size = menu.size;
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size.top -= offset;
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size.bottom -= offset;
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menu.size = size;
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}
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}
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}
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// Opens the menu by revealing the screen which contains the menu
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function openMenu()
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{
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// playButtonSound();
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isMenuOpen = true;
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}
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// Closes the menu and resets position
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function closeMenu()
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{
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// playButtonSound();
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isMenuOpen = false;
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}
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function toggleMenu()
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{
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if (isMenuOpen == true)
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closeMenu();
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else
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openMenu();
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}
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// Menu buttons
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// =============================================================================
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function settingsMenuButton()
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{
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closeMenu();
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closeOpenDialogs();
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openSettings(true);
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}
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function chatMenuButton()
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{
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closeMenu();
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closeOpenDialogs();
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openChat();
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}
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function diplomacyMenuButton()
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{
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closeMenu();
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closeOpenDialogs();
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openDiplomacy();
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}
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function pauseMenuButton()
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{
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togglePause();
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}
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function resignMenuButton()
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{
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closeMenu();
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closeOpenDialogs();
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pauseGame();
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var btCaptions = ["Yes", "No"];
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var btCode = [resignGame, resumeGame];
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messageBox(400, 200, "Are you sure you want to resign?", "Confirmation", 0, btCaptions, btCode);
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}
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function exitMenuButton()
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{
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closeMenu();
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closeOpenDialogs();
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pauseGame();
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var btCaptions = ["Yes", "No"];
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var btCode = [leaveGame, resumeGame];
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messageBox(400, 200, "Are you sure you want to quit?", "Confirmation", 0, btCaptions, btCode);
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}
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function openDeleteDialog(selection)
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{
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closeMenu();
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closeOpenDialogs();
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var deleteSelectedEntities = function ()
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{
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Engine.PostNetworkCommand({"type": "delete-entities", "entities": selection});
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};
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var btCaptions = ["Yes", "No"];
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var btCode = [deleteSelectedEntities, resumeGame];
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messageBox(400, 200, "Destroy everything currently selected?", "Delete", 0, btCaptions, btCode);
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}
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// Menu functions
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// =============================================================================
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function openSettings(pause)
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{
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getGUIObjectByName("settingsDialogPanel").hidden = false;
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if (pause)
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pauseGame();
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}
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function closeSettings(resume)
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{
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getGUIObjectByName("settingsDialogPanel").hidden = true;
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if (resume)
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resumeGame();
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}
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function openChat()
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{
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getGUIObjectByName("chatInput").focus(); // Grant focus to the input area
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getGUIObjectByName("chatDialogPanel").hidden = false;
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}
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function closeChat()
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{
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getGUIObjectByName("chatInput").caption = ""; // Clear chat input
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getGUIObjectByName("chatInput").blur(); // Remove focus
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getGUIObjectByName("chatDialogPanel").hidden = true;
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}
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function toggleChatWindow(teamChat)
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{
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closeSettings();
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var chatWindow = getGUIObjectByName("chatDialogPanel");
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var chatInput = getGUIObjectByName("chatInput");
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if (chatWindow.hidden)
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chatInput.focus(); // Grant focus to the input area
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else
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{
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if (chatInput.caption.length)
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{
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submitChatInput();
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return;
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}
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chatInput.caption = ""; // Clear chat input
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}
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getGUIObjectByName("toggleTeamChat").checked = teamChat;
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chatWindow.hidden = !chatWindow.hidden;
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}
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function setDiplomacy(data)
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{
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Engine.PostNetworkCommand({"type": "diplomacy", "to": data.to, "player": data.player});
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}
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function tributeResource(data)
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{
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Engine.PostNetworkCommand({"type": "tribute", "player": data.player, "amounts": data.amounts});
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}
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function openDiplomacy()
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{
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isDiplomacyOpen = true;
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var we = Engine.GetPlayerID();
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var players = getPlayerData(g_PlayerAssignments);
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// Get offset for one line
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var onesize = getGUIObjectByName("diplomacyPlayer[0]").size;
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var rowsize = onesize.bottom - onesize.top;
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// We don't include gaia
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for (var i = 1; i < players.length; i++)
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{
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// Apply offset
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var row = getGUIObjectByName("diplomacyPlayer["+(i-1)+"]");
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var size = row.size;
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size.top = rowsize*(i-1);
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size.bottom = rowsize*i;
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row.size = size;
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// Set background colour
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var playerColor = players[i].color.r+" "+players[i].color.g+" "+players[i].color.b;
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row.sprite = "colour: "+playerColor + " 32";
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getGUIObjectByName("diplomacyPlayerName["+(i-1)+"]").caption = "[color=\"" + playerColor + "\"]" + players[i].name + "[/color]";
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getGUIObjectByName("diplomacyPlayerCiv["+(i-1)+"]").caption = g_CivData[players[i].civ].Name;
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getGUIObjectByName("diplomacyPlayerTeam["+(i-1)+"]").caption = (players[i].team < 0) ? "None" : players[i].team+1;
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if (i != we)
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getGUIObjectByName("diplomacyPlayerTheirs["+(i-1)+"]").caption = (players[i].isAlly[we] ? "Ally" : (players[i].isNeutral[we] ? "Neutral" : "Enemy"));
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// Don't display the options for ourself, or if we or the other player aren't active anymore
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if (i == we || players[we].state != "active" || players[i].state != "active")
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{
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// Hide the unused/unselectable options
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for each (var a in ["TributeFood", "TributeWood", "TributeStone", "TributeMetal", "Ally", "Neutral", "Enemy"])
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getGUIObjectByName("diplomacyPlayer"+a+"["+(i-1)+"]").hidden = true;
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continue;
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}
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// Tribute
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for each (var resource in ["food", "wood", "stone", "metal"])
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{
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var button = getGUIObjectByName("diplomacyPlayerTribute"+toTitleCase(resource)+"["+(i-1)+"]");
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button.onpress = (function(player, resource, button){
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// Implement something like how unit batch training works. Shift+click to send 500, shift+click+click to send 1000, etc.
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// Also see input.js (searching for "INPUT_MASSTRIBUTING" should get all the relevant parts).
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var multiplier = 1;
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return function() {
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var isBatchTrainPressed = Engine.HotkeyIsPressed("session.masstribute");
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if (isBatchTrainPressed)
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{
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inputState = INPUT_MASSTRIBUTING;
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multiplier += multiplier == 1 ? 4 : 5;
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}
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var amounts = {
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"food": (resource == "food" ? 100 : 0) * multiplier,
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"wood": (resource == "wood" ? 100 : 0) * multiplier,
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"stone": (resource == "stone" ? 100 : 0) * multiplier,
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"metal": (resource == "metal" ? 100 : 0) * multiplier,
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};
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button.tooltip = formatTributeTooltip(players[player], resource, amounts[resource]);
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// This is in a closure so that we have access to `player`, `amounts`, and `multiplier` without some
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// evil global variable hackery.
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flushTributing = function() {
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tributeResource({"player": player, "amounts": amounts});
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multiplier = 1;
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button.tooltip = formatTributeTooltip(players[player], resource, 100);
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};
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if (!isBatchTrainPressed)
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flushTributing();
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};
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})(i, resource, button);
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button.hidden = false;
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button.tooltip = formatTributeTooltip(players[i], resource, 100);
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}
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// Skip our own teams on teams locked
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if (players[we].teamsLocked && players[we].team != -1 && players[we].team == players[i].team)
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continue;
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// Diplomacy settings
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// Set up the buttons
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for each (var setting in ["ally", "neutral", "enemy"])
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{
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var button = getGUIObjectByName("diplomacyPlayer"+toTitleCase(setting)+"["+(i-1)+"]");
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if (setting == "ally")
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{
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if (players[we].isAlly[i])
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button.caption = "x";
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else
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button.caption = "";
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}
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else if (setting == "neutral")
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{
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if (players[we].isNeutral[i])
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button.caption = "x";
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else
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button.caption = "";
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}
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else // "enemy"
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{
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if (players[we].isEnemy[i])
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button.caption = "x";
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else
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button.caption = "";
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}
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button.onpress = (function(e){ return function() { setDiplomacy(e) } })({"player": i, "to": setting});
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button.hidden = false;
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}
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}
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getGUIObjectByName("diplomacyDialogPanel").hidden = false;
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}
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function closeDiplomacy()
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{
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isDiplomacyOpen = false;
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getGUIObjectByName("diplomacyDialogPanel").hidden = true;
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}
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function toggleDiplomacy()
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{
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if (isDiplomacyOpen)
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closeDiplomacy();
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else
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openDiplomacy();
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};
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function toggleGameSpeed()
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{
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var gameSpeed = getGUIObjectByName("gameSpeed");
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gameSpeed.hidden = !gameSpeed.hidden;
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}
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function pauseGame()
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{
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getGUIObjectByName("pauseButtonText").caption = RESUME;
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getGUIObjectByName("pauseOverlay").hidden = false;
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setPaused(true);
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}
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function resumeGame()
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{
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getGUIObjectByName("pauseButtonText").caption = PAUSE;
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getGUIObjectByName("pauseOverlay").hidden = true;
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setPaused(false);
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}
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function togglePause()
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{
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closeMenu();
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closeOpenDialogs();
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var pauseOverlay = getGUIObjectByName("pauseOverlay");
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if (pauseOverlay.hidden)
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{
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getGUIObjectByName("pauseButtonText").caption = RESUME;
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setPaused(true);
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}
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else
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{
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setPaused(false);
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getGUIObjectByName("pauseButtonText").caption = PAUSE;
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}
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pauseOverlay.hidden = !pauseOverlay.hidden;
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}
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function openManual()
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{
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closeMenu();
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closeOpenDialogs();
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pauseGame();
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Engine.PushGuiPage("page_manual.xml", {"page": "intro", "closeCallback": resumeGame});
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}
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function toggleDeveloperOverlay()
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{
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var devCommands = getGUIObjectByName("devCommands");
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var text = devCommands.hidden ? "opened." : "closed.";
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submitChatDirectly("The Developer Overlay was " + text);
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// Update the options dialog
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getGUIObjectByName("developerOverlayCheckbox").checked = devCommands.hidden;
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devCommands.hidden = !devCommands.hidden;
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}
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function closeOpenDialogs()
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{
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closeMenu();
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closeChat();
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closeDiplomacy();
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closeSettings(false);
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}
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function formatTributeTooltip(player, resource, amount)
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{
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var playerColor = player.color.r + " " + player.color.g + " " + player.color.b;
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return "Tribute " + amount + " " + resource + " to [color=\"" + playerColor + "\"]" + player.name +
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"[/color]. Shift-click to tribute " + (amount < 500 ? 500 : amount + 500) + ".";
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}
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