forked from mirrors/0ad
983ef2ed2c
This was SVN commit r18112.
379 lines
9.0 KiB
JavaScript
379 lines
9.0 KiB
JavaScript
/**
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* The maximum number of players that the engine supports.
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* TODO: Maybe we can support more than 8 players sometime.
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*/
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const g_MaxPlayers = 8;
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/**
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* The maximum number of teams allowed.
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*/
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const g_MaxTeams = 4;
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/**
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* Directory containing all editable settings.
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*/
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const g_SettingsDirectory = "simulation/data/settings/";
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/**
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* An object containing all values given by setting name.
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* Used by lobby, gamesetup, session, summary screen and replay menu.
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*/
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const g_Settings = loadSettingsValues();
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/**
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* Loads and translates all values of all settings which
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* can be configured by dropdowns in the gamesetup.
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*
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* @returns {Object|undefined}
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*/
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function loadSettingsValues()
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{
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var settings = {
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"AIDescriptions": loadAIDescriptions(),
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"AIDifficulties": loadAIDifficulties(),
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"Ceasefire": loadCeasefire(),
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"WonderDurations": loadWonderDuration(),
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"GameSpeeds": loadSettingValuesFile("game_speeds.json"),
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"MapTypes": loadMapTypes(),
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"MapSizes": loadSettingValuesFile("map_sizes.json"),
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"PlayerDefaults": loadPlayerDefaults(),
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"PopulationCapacities": loadPopulationCapacities(),
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"StartingResources": loadSettingValuesFile("starting_resources.json"),
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"VictoryConditions": loadVictoryConditions()
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};
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if (Object.keys(settings).some(key => settings[key] === undefined))
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return undefined;
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return settings;
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}
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/**
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* Returns an array of objects reflecting all possible values for a given setting.
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*
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* @param {string} filename
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* @see simulation/data/settings/
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* @returns {Array|undefined}
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*/
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function loadSettingValuesFile(filename)
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{
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var json = Engine.ReadJSONFile(g_SettingsDirectory + filename);
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if (!json || !json.Data)
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{
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error("Could not load " + filename + "!");
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return undefined;
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}
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if (json.TranslatedKeys)
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{
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let keyContext = json.TranslatedKeys;
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if (json.TranslationContext)
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{
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keyContext = {};
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for (let key of json.TranslatedKeys)
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keyContext[key] = json.TranslationContext;
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}
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translateObjectKeys(json.Data, keyContext);
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}
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return json.Data;
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}
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/**
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* Loads the descriptions as defined in simulation/ai/.../data.json and loaded by ICmpAIManager.cpp.
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*
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* @returns {Array}
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*/
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function loadAIDescriptions()
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{
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var ais = Engine.GetAIs();
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translateObjectKeys(ais, ["name", "description"]);
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return ais.sort((a, b) => a.data.name.localeCompare(b.data.name));
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}
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/**
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* Hardcoded, as modding is not supported without major changes.
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* Notice the AI code parses the difficulty level by the index, not by name.
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*
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* @returns {Array}
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*/
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function loadAIDifficulties()
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{
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return [
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{
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"Name": "sandbox",
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"Title": translateWithContext("aiDiff", "Sandbox")
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},
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{
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"Name": "very easy",
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"Title": translateWithContext("aiDiff", "Very Easy")
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},
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{
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"Name": "easy",
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"Title": translateWithContext("aiDiff", "Easy")
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},
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{
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"Name": "medium",
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"Title": translateWithContext("aiDiff", "Medium"),
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"Default": true
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},
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{
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"Name": "hard",
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"Title": translateWithContext("aiDiff", "Hard")
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},
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{
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"Name": "very hard",
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"Title": translateWithContext("aiDiff", "Very Hard")
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}
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];
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}
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/**
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* Loads available wonder-victory times
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*/
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function loadWonderDuration()
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{
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var jsonFile = "wonder_times.json";
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var json = Engine.ReadJSONFile(g_SettingsDirectory + jsonFile);
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if (!json || json.Default === undefined || !json.Times || !Array.isArray(json.Times))
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{
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error("Could not load " + jsonFile);
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return undefined;
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}
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return json.Times.map(duration => ({
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"Duration": duration,
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"Default": duration == json.Default,
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"Title": sprintf(translatePluralWithContext("wonder victory", "%(min)s minute", "%(min)s minutes", duration), { "min": duration })
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}));
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}
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/**
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* Loads available ceasefire settings.
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*
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* @returns {Array|undefined}
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*/
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function loadCeasefire()
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{
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var json = Engine.ReadJSONFile(g_SettingsDirectory + "ceasefire.json");
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if (!json || json.Default === undefined || !json.Times || !Array.isArray(json.Times))
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{
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error("Could not load ceasefire.json");
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return undefined;
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}
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return json.Times.map(timeout => ({
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"Duration": timeout,
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"Default": timeout == json.Default,
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"Title": timeout == 0 ? translateWithContext("ceasefire", "No ceasefire") :
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sprintf(translatePluralWithContext("ceasefire", "%(minutes)s minute", "%(minutes)s minutes", timeout), { "minutes": timeout })
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}));
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}
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/**
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* Hardcoded, as modding is not supported without major changes.
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*
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* @returns {Array}
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*/
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function loadMapTypes()
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{
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return [
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{
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"Name": "skirmish",
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"Title": translateWithContext("map", "Skirmish"),
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"Default": true
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},
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{
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"Name": "random",
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"Title": translateWithContext("map", "Random")
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},
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{
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"Name": "scenario",
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"Title": translateWithContext("map", "Scenario")
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}
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];
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}
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/**
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* Loads available gametypes.
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*
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* @returns {Array|undefined}
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*/
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function loadVictoryConditions()
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{
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const subdir = "victory_conditions/";
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const files = Engine.BuildDirEntList(g_SettingsDirectory + subdir, "*.json", false).map(
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file => file.substr(g_SettingsDirectory.length));
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var victoryConditions = files.map(file => {
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let vc = loadSettingValuesFile(file);
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if (vc)
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vc.Name = file.substr(subdir.length, file.length - (subdir + ".json").length);
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return vc;
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});
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if (victoryConditions.some(vc => vc == undefined))
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return undefined;
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// TODO: We might support enabling victory conditions separately sometime.
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// Until then, we supplement the endless gametype here.
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victoryConditions.push({
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"Name": "endless",
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"Title": translate("None"),
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"Description": translate("Endless Game"),
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"Scripts": []
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});
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return victoryConditions;
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}
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/**
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* Loads the default player settings (like civs and colors).
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*
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* @returns {Array|undefined}
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*/
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function loadPlayerDefaults()
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{
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var json = Engine.ReadJSONFile(g_SettingsDirectory + "player_defaults.json");
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if (!json || !json.PlayerData)
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{
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error("Could not load player_defaults.json");
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return undefined;
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}
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return json.PlayerData;
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}
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/**
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* Loads available population capacities.
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*
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* @returns {Array|undefined}
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*/
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function loadPopulationCapacities()
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{
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var json = Engine.ReadJSONFile(g_SettingsDirectory + "population_capacities.json");
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if (!json || json.Default === undefined || !json.PopulationCapacities || !Array.isArray(json.PopulationCapacities))
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{
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error("Could not load population_capacities.json");
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return undefined;
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}
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return json.PopulationCapacities.map(population => ({
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"Population": population,
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"Default": population == json.Default,
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"Title": population < 10000 ? population : translate("Unlimited")
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}));
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}
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/**
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* Creates an object with all values of that property of the given setting and
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* finds the index of the default value.
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*
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* This allows easy copying of setting values to dropdown lists.
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*
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* @param {Array} settingValues
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* @returns {Object|undefined}
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*/
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function prepareForDropdown(settingValues)
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{
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if (!settingValues)
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return undefined;
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var settings = { "Default": 0 };
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for (let index in settingValues)
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{
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for (let property in settingValues[index])
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{
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if (property == "Default")
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continue;
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if (!settings[property])
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settings[property] = [];
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// Switch property and index
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settings[property][index] = settingValues[index][property];
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}
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// Copy default value
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if (settingValues[index].Default)
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settings.Default = +index;
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}
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return settings;
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}
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/**
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* Returns title or placeholder.
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*
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* @param {string} aiName - for example "petra"
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*/
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function translateAIName(aiName)
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{
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var description = g_Settings.AIDescriptions.find(ai => ai.id == aiName);
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return description ? translate(description.data.name) : translateWithContext("AI name", "Unknown");
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}
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/**
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* Returns title or placeholder.
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*
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* @param {Number} index - index of AIDifficulties
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*/
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function translateAIDifficulty(index)
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{
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var difficulty = g_Settings.AIDifficulties[index];
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return difficulty ? difficulty.Title : translateWithContext("AI difficulty", "Unknown");
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}
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/**
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* Returns title or placeholder.
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*
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* @param {string} mapType - for example "skirmish"
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* @returns {string}
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*/
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function translateMapType(mapType)
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{
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var type = g_Settings.MapTypes.find(t => t.Name == mapType);
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return type ? type.Title : translateWithContext("map type", "Unknown");
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}
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/**
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* Returns title or placeholder "Default".
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*
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* @param {Number} mapSize - tilecount
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* @returns {string}
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*/
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function translateMapSize(tiles)
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{
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var mapSize = g_Settings.MapSizes.find(mapSize => mapSize.Tiles == +tiles);
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return mapSize ? mapSize.Name : translateWithContext("map size", "Default");
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}
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/**
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* Returns title or placeholder.
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*
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* @param {Number} population - for example 300
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* @returns {string}
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*/
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function translatePopulationCapacity(population)
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{
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var popCap = g_Settings.PopulationCapacities.find(p => p.Population == population);
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return popCap ? popCap.Title : translateWithContext("population capacity", "Unknown");
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}
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/**
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* Returns title or placeholder.
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*
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* @param {string} gameType - for example "conquest"
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* @returns {string}
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*/
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function translateVictoryCondition(gameType)
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{
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var vc = g_Settings.VictoryConditions.find(vc => vc.Name == gameType);
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return vc ? vc.Title : translateWithContext("victory condition", "Unknown");
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}
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