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

1133 lines
36 KiB
JavaScript

var g_ChatMessages = [];
var g_Name = "unknown";
var g_GameList = {};
var g_specialKey = Math.random();
// This object looks like {"name":[numMessagesSinceReset, lastReset, timeBlocked]} when in use.
var g_spamMonitor = {};
var g_timestamp = Engine.ConfigDB_GetValue("user", "lobby.chattimestamp") == "true";
var g_mapSizes = {};
const g_mapTypesText = [translateWithContext("map", "Skirmish"), translateWithContext("map", "Random"), translate("Scenario")];
const g_mapTypes = ["skirmish", "random", "scenario"];
var g_userRating = ""; // Rating of user, defaults to Unrated
var g_modPrefix = "@";
// Block spammers for 30 seconds.
var SPAM_BLOCK_LENGTH = 30;
////////////////////////////////////////////////////////////////////////////////////////////////
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, translateWithContext("map size", "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 = [translateWithContext("player number", "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 = [translateWithContext("map", "Any")].concat(g_mapTypesText);
mapTypeFilter.list_data = [""].concat(g_mapTypes);
Engine.LobbySetPlayerPresence("available");
Engine.SendGetGameList();
Engine.SendGetBoardList();
Engine.SendGetRatingList();
updatePlayerList();
updateSubject(Engine.LobbyGetRoomSubject());
resetFilters();
}
////////////////////////////////////////////////////////////////////////////////////////////////
// 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 = false;
// Update the list of games
updateGameList();
// Update info box about the game currently selected
updateGameSelection();
}
function applyFilters()
{
// Update the list of games
updateGameList();
// Update info box about the game currently selected
updateGameSelection();
}
/**
* Filter a game based on the status of the filter dropdowns.
*
* @param game Game to be tested.
* @return True if game should not be displayed.
*/
function filterGame(game)
{
var mapSizeFilter = Engine.GetGUIObjectByName("mapSizeFilter");
var playersNumberFilter = Engine.GetGUIObjectByName("playersNumberFilter");
var mapTypeFilter = Engine.GetGUIObjectByName("mapTypeFilter");
var showFullFilter = Engine.GetGUIObjectByName("showFullFilter");
// We assume index 0 means display all for any given filter.
if (mapSizeFilter.selected != 0 && game.mapSize != mapSizeFilter.list_data[mapSizeFilter.selected])
return true;
if (playersNumberFilter.selected != 0 && game.tnbp != playersNumberFilter.list_data[playersNumberFilter.selected])
return true;
if (mapTypeFilter.selected != 0 && game.mapType != mapTypeFilter.list_data[mapTypeFilter.selected])
return true;
if (!showFullFilter.checked && game.tnbp <= game.nbp)
return true;
return false;
}
/**
* Update the subject GUI object.
*
* @param newSubject New room subject.
*/
function updateSubject(newSubject)
{
var subject = Engine.GetGUIObjectByName("subject");
var subjectBox = Engine.GetGUIObjectByName("subjectBox");
var logo = Engine.GetGUIObjectByName("logo");
// Load new subject and un-escape newlines.
subject.caption = newSubject;
// If the subject is only whitespace, hide it and reposition the logo.
if (subject.caption.match(/^([\s\t\r\n]*)$/g))
{
subjectBox.hidden = true;
logo.size = "50%-110 50%-50 50%+110 50%+50";
}
else
{
subjectBox.hidden = false;
logo.size = "50%-110 40 50%+110 140";
}
}
/**
* Do a full update of the player listing, including ratings from C++.
*
* @return Array containing the player, presence, nickname, and rating listings.
*/
function updatePlayerList()
{
var playersBox = Engine.GetGUIObjectByName("playersBox");
var playerList = [];
var presenceList = [];
var nickList = [];
var ratingList = [];
var cleanPlayerList = Engine.GetPlayerList();
// Sort the player list, ignoring case.
cleanPlayerList.sort(function(a,b)
{
var aName = a.name.toLowerCase();
var bName = b.name.toLowerCase();
return ((aName > bName) ? 1 : (bName > aName) ? -1 : 0);
} );
for (var i = 0; i < cleanPlayerList.length; i++)
{
// Identify current user's rating.
if (cleanPlayerList[i].name == g_Name && cleanPlayerList[i].rating)
g_userRating = cleanPlayerList[i].rating;
// Add a "-" for unrated players.
if (!cleanPlayerList[i].rating)
cleanPlayerList[i].rating = "-";
// Colorize.
var [name, status, rating] = formatPlayerListEntry(cleanPlayerList[i].name, cleanPlayerList[i].presence, cleanPlayerList[i].rating, cleanPlayerList[i].role);
// Push to lists.
playerList.push(name);
presenceList.push(status);
nickList.push(cleanPlayerList[i].name);
var ratingSpaces = " ";
for (var index = 0; index < 4 - Math.ceil(Math.log(cleanPlayerList[i].rating) / Math.LN10); index++)
ratingSpaces += " ";
ratingList.push(String(ratingSpaces + rating));
}
playersBox.list_name = playerList;
playersBox.list_status = presenceList;
playersBox.list_rating = ratingList;
playersBox.list = nickList;
if (playersBox.selected >= playersBox.list.length)
playersBox.selected = -1;
return [playerList, presenceList, nickList, ratingList];
}
/**
* Display the profile of the selected player.
* Displays N/A for all stats until updateProfile is called when the stats
* are actually received from the bot.
*
* @param caller From which screen is the user requesting data from?
*/
function displayProfile(caller)
{
var playerList, rating;
if (caller == "leaderboard")
playerList = Engine.GetGUIObjectByName("leaderboardBox");
else if (caller == "lobbylist")
playerList = Engine.GetGUIObjectByName("playersBox");
else if (caller == "fetch")
{
Engine.SendGetProfile(Engine.GetGUIObjectByName("fetchInput").caption);
return;
}
else
return;
if (!playerList.list[playerList.selected])
{
Engine.GetGUIObjectByName("profileArea").hidden = true;
return;
}
Engine.GetGUIObjectByName("profileArea").hidden = false;
Engine.SendGetProfile(playerList.list[playerList.selected]);
var user = playerList.list_name[playerList.selected];
var role = Engine.LobbyGetPlayerRole(playerList.list[playerList.selected]);
var userList = Engine.GetGUIObjectByName("playersBox");
if (role && caller == "lobbylist")
{
// Make the role uppercase.
role = role.charAt(0).toUpperCase() + role.slice(1);
if (role == "Moderator")
role = '[color="0 125 0"]' + translate(role) + '[/color]';
}
else
role = "";
Engine.GetGUIObjectByName("usernameText").caption = user;
Engine.GetGUIObjectByName("roleText").caption = translate(role);
Engine.GetGUIObjectByName("rankText").caption = translate("N/A");
Engine.GetGUIObjectByName("highestRatingText").caption = translate("N/A");
Engine.GetGUIObjectByName("totalGamesText").caption = translate("N/A");
Engine.GetGUIObjectByName("winsText").caption = translate("N/A");
Engine.GetGUIObjectByName("lossesText").caption = translate("N/A");
Engine.GetGUIObjectByName("ratioText").caption = translate("N/A");
}
/**
* Update the profile of the selected player with data from the bot.
*
*/
function updateProfile()
{
var playerList, user;
var attributes = Engine.GetProfile();
if (!Engine.GetGUIObjectByName("profileFetch").hidden)
{
user = attributes[0].player;
if (attributes[0].rating == "-2") // Profile not found code
{
Engine.GetGUIObjectByName("profileWindowArea").hidden = true;
Engine.GetGUIObjectByName("profileErrorText").hidden = false;
return;
}
Engine.GetGUIObjectByName("profileWindowArea").hidden = false;
Engine.GetGUIObjectByName("profileErrorText").hidden = true;
if (attributes[0].rating != "")
user = sprintf(translate("%(nick)s (%(rating)s)"), { nick: user, rating: attributes[0].rating });
Engine.GetGUIObjectByName("profileUsernameText").caption = user;
Engine.GetGUIObjectByName("profileRankText").caption = attributes[0].rank;
Engine.GetGUIObjectByName("profileHighestRatingText").caption = attributes[0].highestRating;
Engine.GetGUIObjectByName("profileTotalGamesText").caption = attributes[0].totalGamesPlayed;
Engine.GetGUIObjectByName("profileWinsText").caption = attributes[0].wins;
Engine.GetGUIObjectByName("profileLossesText").caption = attributes[0].losses;
var winRate = (attributes[0].wins / attributes[0].totalGamesPlayed * 100).toFixed(2);
if (attributes[0].totalGamesPlayed != 0)
Engine.GetGUIObjectByName("profileRatioText").caption = sprintf(translate("%(percentage)s%%"), { percentage: winRate });
else
Engine.GetGUIObjectByName("profileRatioText").caption = translate("-");
return;
}
else if (!Engine.GetGUIObjectByName("leaderboard").hidden)
playerList = Engine.GetGUIObjectByName("leaderboardBox");
else
playerList = Engine.GetGUIObjectByName("playersBox");
if (attributes[0].rating == "-2")
return;
// Make sure the stats we have received coincide with the selected player.
if (attributes[0].player != playerList.list[playerList.selected])
return;
user = playerList.list_name[playerList.selected];
if (attributes[0].rating != "")
user = sprintf(translate("%(nick)s (%(rating)s)"), { nick: user, rating: attributes[0].rating });
Engine.GetGUIObjectByName("usernameText").caption = user;
Engine.GetGUIObjectByName("rankText").caption = attributes[0].rank;
Engine.GetGUIObjectByName("highestRatingText").caption = attributes[0].highestRating;
Engine.GetGUIObjectByName("totalGamesText").caption = attributes[0].totalGamesPlayed;
Engine.GetGUIObjectByName("winsText").caption = attributes[0].wins;
Engine.GetGUIObjectByName("lossesText").caption = attributes[0].losses;
var winRate = (attributes[0].wins / attributes[0].totalGamesPlayed * 100).toFixed(2);
if (attributes[0].totalGamesPlayed != 0)
Engine.GetGUIObjectByName("ratioText").caption = sprintf(translate("%(percentage)s%%"), { percentage: winRate });
else
Engine.GetGUIObjectByName("ratioText").caption = translate("-");
}
/**
* Update the leaderboard from data cached in C++.
*/
function updateLeaderboard()
{
// 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 the game listing from data cached in C++.
*/
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, followed by 'init', followed by 'running'.
var gameStatuses = ['waiting', 'init', 'running'];
g_GameList.sort(function (a,b) {
if (gameStatuses.indexOf(a.state) < gameStatuses.indexOf(b.state))
return -1;
else if (gameStatuses.indexOf(a.state) > gameStatuses.indexOf(b.state))
return 1;
// Alphabetical comparison of names as tiebreaker.
if (a.name < b.name)
return -1;
else if (a.name > b.name)
return 1;
return 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 c = 0;
for each (var g in gameList)
{
if(!filterGame(g))
{
// 'waiting' games are highlighted in orange, 'running' in red, and 'init' in green.
let name;
if (g.state == 'init')
name = '[color="0 125 0"]' + g.name + '[/color]';
else if (g.state == 'waiting')
name = '[color="255 127 0"]' + g.name + '[/color]';
else
name = '[color="255 0 0"]' + g.name + '[/color]';
list_name.push(name);
list_ip.push(g.ip);
list_mapName.push(translate(g.niceMapName));
list_mapSize.push(translatedMapSize(g.mapSize));
let idx = g_mapTypes.indexOf(g.mapType);
list_mapType.push(idx != -1 ? g_mapTypesText[idx] : "");
list_nPlayers.push(g.nbp + "/" +g.tnbp);
list.push(g.name);
list_data.push(c);
}
c++;
}
gamesBox.list_name = list_name;
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;
// Update info box about the game currently selected
updateGameSelection();
}
/**
* Colorize and format the entries in the player list.
*
* @param nickname Name of player.
* @param presence Presence of player.
* @param rating Rating of player.
* @return Colorized versions of name, status, and rating.
*/
function formatPlayerListEntry(nickname, presence, rating)
{
// Set colors based on player status
var color;
var status;
switch (presence)
{
case "playing":
color = "125 0 0";
status = translate("Busy");
break;
case "gone":
case "away":
color = "229 76 13";
status = translate("Away");
break;
case "available":
color = "0 125 0";
status = translate("Online");
break;
case "offline":
color = "0 0 0";
status = translate("Offline");
break;
default:
warn(sprintf("Unknown presence '%(presence)s'", { presence: presence }));
color = "178 178 178";
status = translateWithContext("lobby presence", "Unknown");
break;
}
// Center the unrated symbol.
if (rating == "-")
rating = " -";
var formattedStatus = '[color="' + color + '"]' + status + "[/color]";
var formattedRating = '[color="' + color + '"]' + rating + "[/color]";
var role = Engine.LobbyGetPlayerRole(nickname);
if (role == "moderator")
nickname = g_modPrefix + nickname;
var formattedName = colorPlayerName(nickname);
// Push this player's name and status onto the list
return [formattedName, formattedStatus, formattedRating];
}
/**
* Given a map size, returns that map size translated into the current
* language.
*/
function translatedMapSize(mapSize)
{
if (+mapSize !== +mapSize) // NaN
return translate(mapSize);
else
return g_mapSizes.shortNames[g_mapSizes.tiles.indexOf(+mapSize)];
}
/**
* Populate the game info area with information on the current game selection.
*/
function updateGameSelection()
{
var selected = Engine.GetGUIObjectByName("gamesBox").selected;
// If a game is not selected, hide the game information area.
if (selected == -1)
{
Engine.GetGUIObjectByName("gameInfo").hidden = true;
Engine.GetGUIObjectByName("joinGameButton").hidden = true;
Engine.GetGUIObjectByName("gameInfoEmpty").hidden = false;
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": translate("A randomly selected map.")}};
else if (g_GameList[g].mapType == "random" && Engine.FileExists(g_GameList[g].mapName + ".json"))
mapData = Engine.ReadJSONFile(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(sprintf("Map '%(mapName)s' not found locally.", { mapName: g_GameList[g].mapName }));
// Show the game info panel and join button.
Engine.GetGUIObjectByName("gameInfo").hidden = false;
Engine.GetGUIObjectByName("joinGameButton").hidden = false;
Engine.GetGUIObjectByName("gameInfoEmpty").hidden = true;
// Display the map name, number of players, the names of the players, the map size and the map type.
Engine.GetGUIObjectByName("sgMapName").caption = translate(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 = translatedMapSize(g_GameList[g].mapSize);
let idx = g_mapTypes.indexOf(g_GameList[g].mapType);
Engine.GetGUIObjectByName("sgMapType").caption = idx != -1 ? g_mapTypesText[idx] : "";
// Display map description if it exists, otherwise display a placeholder.
if (mapData && mapData.settings.Description)
var mapDescription = translate(mapData.settings.Description);
else
var mapDescription = translate("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;
}
/**
* Start the joining process on the currectly selected game.
*/
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": sprintf(translate("This game's address '%(ip)s' does not appear to be valid."), { ip: sip }) });
return;
}
// Open Multiplayer connection window with join option.
Engine.PushGuiPage("page_gamesetup_mp.xml", { multiplayerGameType: "join", name: sname, ip: sip, rating: g_userRating });
}
}
/**
* Start the hosting process.
*/
function hostGame()
{
// Open Multiplayer connection window with host option.
Engine.PushGuiPage("page_gamesetup_mp.xml", { multiplayerGameType: "host", name: g_Name, rating: g_userRating });
}
////////////////////////////////////////////////////////////////////////////////////////////////
// Utils
////////////////////////////////////////////////////////////////////////////////////////////////
function stripColorCodes(input)
{
return input.replace(/\[(\w+)[^w]*?](.*?)\[\/\1]/g, '$2');
}
////////////////////////////////////////////////////////////////////////////////////////////////
// GUI event handlers
////////////////////////////////////////////////////////////////////////////////////////////////
function onTick()
{
updateTimers();
checkSpamMonitor();
// Receive messages
while (true)
{
var message = Engine.LobbyGuiPollMessage();
// Clean Message
if (!message)
break;
var text = escapeText(message.text);
switch (message.type)
{
case "mucmessage": // For room messages
var from = escapeText(message.from);
addChatMessage({ "from": from, "text": text });
break;
case "message": // For private messages
var from = escapeText(message.from);
addChatMessage({ "from": from, "text": 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 ratingList = playersBox.list_rating;
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, ratingList] = updatePlayerList();
break;
}
var [name, status, rating] = formatPlayerListEntry(nick, presence, "-");
playerList.push(name);
presenceList.push(status);
nickList.push(nick);
ratingList.push(String(rating));
Engine.SendGetRatingList();
addChatMessage({ "text": "/special " + sprintf(translate("%(nick)s has joined."), { nick: nick }), "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);
ratingList.splice(nickIndex, 1);
addChatMessage({ "text": "/special " + sprintf(translate("%(nick)s has left."), { nick: nick }), "key": g_specialKey });
break;
case "nick":
if (nickIndex == -1) // This shouldn't ever happen
break;
if (!isValidNick(message.data))
{
addChatMessage({ "from": "system", "text": sprintf(translate("Invalid nickname: %(nick)s"), { nick: message.data })});
break;
}
var [name, status, rating] = formatPlayerListEntry(message.data, presence, stripColorCodes(ratingList[nickIndex])); // 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 " + sprintf(translate("%(oldnick)s is now known as %(newnick)s."), { oldnick: nick, newnick: message.data }), "key": g_specialKey });
Engine.SendGetRatingList();
break;
case "presence":
if (nickIndex == -1) // This shouldn't ever happen
break;
var [name, status, rating] = formatPlayerListEntry(nick, presence, stripColorCodes(ratingList[nickIndex]));
presenceList[nickIndex] = status;
playerList[nickIndex] = name;
ratingList[nickIndex] = rating;
break;
case "subject":
updateSubject(message.text);
break;
default:
warn(sprintf("Unknown message.level '%(msglvl)s'", { msglvl: message.level }));
break;
}
// Push new data to GUI
playersBox.list_name = playerList;
playersBox.list_status = presenceList;
playersBox.list_rating = ratingList;
playersBox.list = nickList;
if (playersBox.selected >= playersBox.list.length)
playersBox.selected = -1;
break;
case "system":
switch (message.level)
{
case "standard":
addChatMessage({ "from": "system", "text": text, "color": "150 0 0" });
if (message.text == "disconnected")
{
// Clear the list of games and the list of players
updateGameList();
updateLeaderboard();
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": text, "color": "150 0 0" });
break;
case "internal":
switch (message.text)
{
case "gamelist updated":
updateGameList();
break;
case "boardlist updated":
updateLeaderboard();
break;
case "ratinglist updated":
updatePlayerList();
break;
case "profile updated":
updateProfile();
break;
}
break;
}
break;
default:
error(sprintf("Unrecognised message type %(msgtype)s", { msgtype: message.type }));
}
}
}
/* Messages */
function submitChatInput()
{
var input = Engine.GetGUIObjectByName("chatInput");
var text = escapeText(input.caption);
if (text.length)
{
if (!handleSpecialCommand(text) && !isSpam(text, g_Name))
Engine.LobbySendMessage(text);
input.caption = "";
}
}
function isValidNick(nick)
{
var prohibitedNicks = ["system"];
return prohibitedNicks.indexOf(nick) == -1;
}
/**
* Handle all '/' commands.
*
* @param text Text to be checked for commands.
* @return true if more text processing is needed, false otherwise.
*/
function handleSpecialCommand(text)
{
if (text[0] != '/')
return false;
var [cmd, nick] = ircSplit(text);
switch (cmd)
{
case "away":
Engine.LobbySetPlayerPresence("away");
break;
case "back":
Engine.LobbySetPlayerPresence("available");
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": sprintf(translate("We're sorry, the '%(cmd)s' command is not supported."), { cmd: cmd})});
}
return true;
}
/**
* Process and, if appropriate, display a formatted message.
*
* @param msg The message to be processed.
*/
function addChatMessage(msg)
{
// Some calls of this function will leave some msg parameters empty. Text is required though.
if (msg.from)
{
// Display the moderator symbol in the chatbox.
var playerRole = Engine.LobbyGetPlayerRole(msg.from);
if (playerRole == "moderator")
msg.from = g_modPrefix + msg.from;
}
else
msg.from = null;
if (!msg.color)
msg.color = null;
if (!msg.key)
msg.key = null;
// 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
updateSpamMonitor(msg.from);
if (isSpam(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), ""];
}
/**
* Format text in an IRC-like way.
*
* @param text Body of the message.
* @param from Sender of the message.
* @param color Optional color of sender.
* @param key Key to verify join/leave messages with. TODO: Remove this, it only provides synthetic security.
* @return Formatted text.
*/
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]";
// Handle commands allowed past handleSpecialCommand.
if (text[0] == '/')
{
var [command, message] = ircSplit(text);
switch (command)
{
case "me":
// Translation: IRC message prefix when the sender uses the /me command.
var senderString = '[font="sans-bold-13"]' + sprintf(translate("* %(sender)s"), { sender: coloredFrom }) + '[/font]';
// Translation: IRC message issued using the ‘/me’ command.
var formattedMessage = sprintf(translate("%(sender)s %(action)s"), { sender: senderString, action: message });
break;
case "say":
// Translation: IRC message prefix.
var senderString = '[font="sans-bold-13"]' + sprintf(translate("<%(sender)s>"), { sender: coloredFrom }) + '[/font]';
// Translation: IRC message.
var formattedMessage = sprintf(translate("%(sender)s %(message)s"), { sender: senderString, message: message });
break
case "special":
if (key === g_specialKey)
// Translation: IRC system message.
var formattedMessage = '[font="sans-bold-13"]' + sprintf(translate("== %(message)s"), { message: message }) + '[/font]';
else
{
// Translation: IRC message prefix.
var senderString = '[font="sans-bold-13"]' + sprintf(translate("<%(sender)s>"), { sender: coloredFrom }) + '[/font]';
// Translation: IRC message.
var formattedMessage = sprintf(translate("%(sender)s %(message)s"), { sender: senderString, message: message });
}
break;
default:
// This should never happen.
var formattedMessage = "";
}
}
else
{
// Translation: IRC message prefix.
var senderString = '[font="sans-bold-13"]' + sprintf(translate("<%(sender)s>"), { sender: coloredFrom }) + '[/font]';
// Translation: IRC message.
var formattedMessage = sprintf(translate("%(sender)s %(message)s"), { sender: senderString, message: text });
}
// Build time header if enabled
if (g_timestamp)
{
// Time for optional time header
var time = new Date(Date.now());
// Translation: Time as shown in the multiplayer lobby (when you enable it in the options page).
// For a list of symbols that you can use, see:
// https://sites.google.com/site/icuprojectuserguide/formatparse/datetime?pli=1#TOC-Date-Field-Symbol-Table
var timeString = Engine.FormatMillisecondsIntoDateString(time.getTime(), translate("HH:mm"));
// Translation: Time prefix as shown in the multiplayer lobby (when you enable it in the options page).
var timePrefixString = '[font="sans-bold-13"]' + sprintf(translate("\\[%(time)s]"), { time: timeString }) + '[/font]';
// Translation: IRC message format when there is a time prefix.
return sprintf(translate("%(time)s %(message)s"), { time: timePrefixString, message: formattedMessage });
}
else
return formattedMessage;
}
/**
* Update the spam monitor.
*
* @param from User to update.
*/
function updateSpamMonitor(from)
{
// Integer time in seconds.
var time = Math.floor(Date.now() / 1000);
// Update or initialize the user in the spam monitor.
if (g_spamMonitor[from])
g_spamMonitor[from][0]++;
else
g_spamMonitor[from] = [1, time, 0];
}
/**
* Check if a message is spam.
*
* @param text Body of message.
* @param from Sender of message.
* @return True if message should be blocked.
*/
function isSpam(text, from)
{
// Integer time in seconds.
var time = Math.floor(Date.now() / 1000);
// Initialize if not already in the database.
if (!g_spamMonitor[from])
g_spamMonitor[from] = [1, time, 0];
// Block blank lines.
if (text == " ")
return true;
// Block users who are still within their spam block period.
else if (g_spamMonitor[from][2] + SPAM_BLOCK_LENGTH >= time)
return true;
// Block users who exceed the rate of 1 message per second for five seconds and are not already blocked. TODO: Make this smarter and block profanity.
else if (g_spamMonitor[from][0] == 6)
{
g_spamMonitor[from][2] = time;
if (from == g_Name)
addChatMessage({ "from": "system", "text": translate("Please do not spam. You have been blocked for thirty seconds.") });
return true;
}
// Return false if everything is clear.
else
return false;
}
/**
* Reset timer used to measure message send speed.
*/
function checkSpamMonitor()
{
// Integer time in seconds.
var time = Math.floor(Date.now() / 1000);
// Clear message count every 5 seconds.
for each (var stats in g_spamMonitor)
{
if (stats[1] + 5 <= time)
{
stats[1] = time;
stats[0] = 0;
}
}
}
/* 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(7, "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.replace(g_modPrefix, "")) + '"]' + 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");
})();