forked from mirrors/0ad
7470e88624
This was SVN commit r18613.
1316 lines
36 KiB
JavaScript
1316 lines
36 KiB
JavaScript
const g_IsReplay = Engine.IsVisualReplay();
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const g_GameSpeeds = prepareForDropdown(g_Settings && g_Settings.GameSpeeds.filter(speed => !speed.ReplayOnly || g_IsReplay));
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/**
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* Colors to flash when pop limit reached.
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*/
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const g_DefaultPopulationColor = "white";
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const g_PopulationAlertColor = "orange";
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/**
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* A random file will be played. TODO: more variety
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*/
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const g_Ambient = [ "audio/ambient/dayscape/day_temperate_gen_03.ogg" ];
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/**
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* Map, player and match settings set in gamesetup.
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*/
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const g_GameAttributes = Object.freeze(Engine.GetInitAttributes());
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/**
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* Is this user in control of game settings (i.e. is a network server, or offline player).
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*/
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var g_IsController;
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/**
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* True if this is a multiplayer game.
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*/
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var g_IsNetworked = false;
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/**
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* True if the connection to the server has been lost.
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*/
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var g_Disconnected = false;
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/**
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* True if the current user has observer capabilities.
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*/
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var g_IsObserver = false;
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/**
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* True if the current user has rejoined (or joined the game after it started).
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*/
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var g_HasRejoined = false;
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/**
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* Shows a message box asking the user to leave if "won" or "defeated".
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*/
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var g_ConfirmExit = false;
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/**
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* True if the current player has paused the game explicitly.
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*/
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var g_Paused = false;
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/**
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* The list of GUIDs of players who have currently paused the game, if the game is networked.
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*/
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var g_PausingClients = [];
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/**
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* The playerID selected in the change perspective tool.
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*/
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var g_ViewedPlayer = Engine.GetPlayerID();
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/**
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* True if the camera should focus on attacks and player commands
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* and select the affected units.
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*/
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var g_FollowPlayer = false;
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/**
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* Cache the basic player data (name, civ, color).
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*/
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var g_Players = [];
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/**
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* Last time when onTick was called().
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* Used for animating the main menu.
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*/
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var lastTickTime = new Date();
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/**
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* Not constant as we add "gaia".
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*/
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var g_CivData = {};
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/**
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* For restoring selection, order and filters when returning to the replay menu
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*/
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var g_ReplaySelectionData;
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var g_PlayerAssignments = {
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"local": {
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"name": singleplayerName(),
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"player": 1
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}
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};
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/**
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* Cache dev-mode settings that are frequently or widely used.
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*/
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var g_DevSettings = {
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"changePerspective": false,
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"controlAll": false
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};
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/**
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* Whether status bars should be shown for all of the player's units.
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*/
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var g_ShowAllStatusBars = false;
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/**
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* Blink the population counter if the player can't train more units.
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*/
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var g_IsTrainingBlocked = false;
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/**
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* Cache simulation state (updated on every simulation update).
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*/
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var g_SimState;
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var g_EntityStates = {};
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var g_TemplateData = {};
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var g_TemplateDataWithoutLocalization = {};
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var g_TechnologyData = {};
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/**
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* Top coordinate of the research list.
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* Changes depending on the number of displayed counters.
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*/
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var g_ResearchListTop = 4;
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/**
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* List of additional entities to highlight.
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*/
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var g_ShowGuarding = false;
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var g_ShowGuarded = false;
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var g_AdditionalHighlight = [];
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/**
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* Display data of the current players heroes.
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*/
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var g_Heroes = [];
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/**
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* Unit classes to be checked for the idle-worker-hotkey.
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*/
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var g_WorkerTypes = ["Female", "Trader", "FishingBoat", "CitizenSoldier"];
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/**
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* Cache the idle worker status.
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*/
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var g_HasIdleWorker = false;
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function GetSimState()
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{
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if (!g_SimState)
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g_SimState = Engine.GuiInterfaceCall("GetSimulationState");
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return g_SimState;
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}
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function GetEntityState(entId)
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{
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if (!g_EntityStates[entId])
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g_EntityStates[entId] = Engine.GuiInterfaceCall("GetEntityState", entId);
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return g_EntityStates[entId];
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}
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function GetExtendedEntityState(entId)
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{
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let entState = GetEntityState(entId);
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if (!entState || entState.extended)
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return entState;
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let extension = Engine.GuiInterfaceCall("GetExtendedEntityState", entId);
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for (let prop in extension)
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entState[prop] = extension[prop];
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entState.extended = true;
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g_EntityStates[entId] = entState;
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return entState;
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}
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function GetTemplateData(templateName)
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{
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if (!(templateName in g_TemplateData))
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{
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let template = Engine.GuiInterfaceCall("GetTemplateData", templateName);
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translateObjectKeys(template, ["specific", "generic", "tooltip"]);
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g_TemplateData[templateName] = template;
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}
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return g_TemplateData[templateName];
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}
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function GetTemplateDataWithoutLocalization(templateName)
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{
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if (!(templateName in g_TemplateDataWithoutLocalization))
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{
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let template = Engine.GuiInterfaceCall("GetTemplateData", templateName);
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g_TemplateDataWithoutLocalization[templateName] = template;
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}
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return g_TemplateDataWithoutLocalization[templateName];
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}
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function GetTechnologyData(technologyName)
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{
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if (!(technologyName in g_TechnologyData))
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{
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let template = Engine.GuiInterfaceCall("GetTechnologyData", technologyName);
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translateObjectKeys(template, ["specific", "generic", "description", "tooltip", "requirementsTooltip"]);
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g_TechnologyData[technologyName] = template;
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}
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return g_TechnologyData[technologyName];
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}
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function init(initData, hotloadData)
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{
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if (!g_Settings)
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{
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Engine.EndGame();
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Engine.SwitchGuiPage("page_pregame.xml");
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return;
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}
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if (initData)
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{
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g_IsNetworked = initData.isNetworked;
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g_IsController = initData.isController;
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g_PlayerAssignments = initData.playerAssignments;
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g_ReplaySelectionData = initData.replaySelectionData;
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g_HasRejoined = initData.isRejoining;
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if (initData.savedGUIData)
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restoreSavedGameData(initData.savedGUIData);
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Engine.GetGUIObjectByName("gameSpeedButton").hidden = g_IsNetworked;
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}
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else // Needed for autostart loading option
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{
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if (g_IsReplay)
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g_PlayerAssignments.local.player = -1;
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}
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g_Players = getPlayerData();
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g_CivData = loadCivData();
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g_CivData.gaia = { "Code": "gaia", "Name": translate("Gaia") };
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initializeMusic(); // before changing the perspective
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let gameSpeed = Engine.GetGUIObjectByName("gameSpeed");
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gameSpeed.list = g_GameSpeeds.Title;
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gameSpeed.list_data = g_GameSpeeds.Speed;
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let gameSpeedIdx = g_GameSpeeds.Speed.indexOf(Engine.GetSimRate());
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gameSpeed.selected = gameSpeedIdx != -1 ? gameSpeedIdx : g_GameSpeeds.Default;
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gameSpeed.onSelectionChange = function() { changeGameSpeed(+this.list_data[this.selected]); };
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initMenuPosition();
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for (let slot in Engine.GetGUIObjectByName("unitHeroPanel").children)
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initGUIHeroes(slot);
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// Populate player selection dropdown
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let playerNames = [translate("Observer")];
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let playerIDs = [-1];
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for (let player in g_Players)
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{
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playerIDs.push(player);
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playerNames.push(colorizePlayernameHelper("■", player) + " " + g_Players[player].name);
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}
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// Select "observer" item when rejoining as a defeated player
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let viewedPlayer = g_Players[Engine.GetPlayerID()];
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let viewPlayerDropdown = Engine.GetGUIObjectByName("viewPlayer");
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viewPlayerDropdown.list = playerNames;
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viewPlayerDropdown.list_data = playerIDs;
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viewPlayerDropdown.selected = viewedPlayer && viewedPlayer.state == "defeated" ? 0 : Engine.GetPlayerID() + 1;
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// If in Atlas editor, disable the exit button
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if (Engine.IsAtlasRunning())
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Engine.GetGUIObjectByName("menuExitButton").enabled = false;
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initHotkeyTooltips();
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if (hotloadData)
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g_Selection.selected = hotloadData.selection;
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sendLobbyPlayerlistUpdate();
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onSimulationUpdate();
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setTimeout(displayGamestateNotifications, 1000);
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// Report the performance after 5 seconds (when we're still near
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// the initial camera view) and a minute (when the profiler will
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// have settled down if framerates as very low), to give some
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// extremely rough indications of performance
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//
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// DISABLED: this information isn't currently useful for anything much,
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// and it generates a massive amount of data to transmit and store
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//setTimeout(function() { reportPerformance(5); }, 5000);
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//setTimeout(function() { reportPerformance(60); }, 60000);
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}
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function initHotkeyTooltips()
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{
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Engine.GetGUIObjectByName("idleWorkerButton").tooltip =
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colorizeHotkey("%(hotkey)s" + " ", "selection.idleworker") +
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translate("Find idle worker");
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Engine.GetGUIObjectByName("tradeHelp").tooltip =
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translate("Select one goods as origin of the changes, then use the arrows of the target goods to make the changes.") +
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colorizeHotkey(
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"\n" + translate("Using %(hotkey)s will put the selected resource to 100%%."),
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"session.fulltradeswap");
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}
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function initGUIHeroes(slot)
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{
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let button = Engine.GetGUIObjectByName("unitHeroButton[" + slot + "]");
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button.onPress = function() {
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let hero = g_Heroes.find(hero => hero.slot !== undefined && hero.slot == slot);
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if (!hero)
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return;
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if (!Engine.HotkeyIsPressed("selection.add"))
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g_Selection.reset();
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g_Selection.addList([hero.ent]);
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};
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button.onDoublePress = function() {
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let hero = g_Heroes.find(hero => hero.slot !== undefined && hero.slot == slot);
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if (hero)
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selectAndMoveTo(getEntityOrHolder(hero.ent));
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};
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}
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function initializeMusic()
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{
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initMusic();
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if (g_ViewedPlayer != -1)
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global.music.storeTracks(g_CivData[g_Players[g_ViewedPlayer].civ].Music);
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global.music.setState(global.music.states.PEACE);
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playAmbient();
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}
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function toggleChangePerspective(enabled)
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{
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g_DevSettings.changePerspective = enabled;
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selectViewPlayer(g_ViewedPlayer);
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}
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/**
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* Change perspective tool.
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* Shown to observers or when enabling the developers option.
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*/
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function selectViewPlayer(playerID)
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{
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if (playerID < -1 || playerID > g_Players.length - 1)
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return;
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if (g_ShowAllStatusBars)
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recalculateStatusBarDisplay(true);
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g_IsObserver = isPlayerObserver(Engine.GetPlayerID());
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if (g_IsObserver || g_DevSettings.changePerspective)
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g_ViewedPlayer = playerID;
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if (g_DevSettings.changePerspective)
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{
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Engine.SetPlayerID(g_ViewedPlayer);
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g_IsObserver = isPlayerObserver(g_ViewedPlayer);
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}
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Engine.SetViewedPlayer(g_ViewedPlayer);
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updateTopPanel();
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updateChatAddressees();
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// Update GUI and clear player-dependent cache
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onSimulationUpdate();
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if (g_IsDiplomacyOpen)
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openDiplomacy();
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if (g_IsTradeOpen)
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openTrade();
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}
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/**
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* Returns true if the player with that ID is in observermode.
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*/
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function isPlayerObserver(playerID)
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{
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let playerStates = GetSimState().players;
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return !playerStates[playerID] || playerStates[playerID].state != "active";
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}
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/**
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* Returns true if the current user can issue commands for that player.
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*/
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function controlsPlayer(playerID)
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{
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let playerStates = GetSimState().players;
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return playerStates[Engine.GetPlayerID()] &&
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playerStates[Engine.GetPlayerID()].controlsAll ||
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Engine.GetPlayerID() == playerID &&
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playerStates[playerID] &&
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playerStates[playerID].state != "defeated";
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}
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/**
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* Called when a player has won or was defeated.
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*/
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function playerFinished(player, won)
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{
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if (player == Engine.GetPlayerID())
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reportGame();
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updateDiplomacy();
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updateChatAddressees();
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if (player != Engine.GetPlayerID() || Engine.IsAtlasRunning())
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return;
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global.music.setState(
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won ?
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global.music.states.VICTORY :
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global.music.states.DEFEAT
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);
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// Select "observer" item on loss. On win enable observermode without changing perspective
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Engine.GetGUIObjectByName("viewPlayer").selected = won ? g_ViewedPlayer + 1 : 0;
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g_ConfirmExit = won ? "won" : "defeated";
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}
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/**
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* Sets civ icon for the currently viewed player.
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* Hides most gui objects for observers.
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*/
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function updateTopPanel()
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{
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let isPlayer = g_ViewedPlayer > 0;
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let civIcon = Engine.GetGUIObjectByName("civIcon");
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civIcon.hidden = !isPlayer;
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if (isPlayer)
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{
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civIcon.sprite = "stretched:" + g_CivData[g_Players[g_ViewedPlayer].civ].Emblem;
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Engine.GetGUIObjectByName("civIconOverlay").tooltip = sprintf(translate("%(civ)s - Structure Tree"), {
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"civ": g_CivData[g_Players[g_ViewedPlayer].civ].Name
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});
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}
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Engine.GetGUIObjectByName("optionFollowPlayer").hidden = !g_IsObserver || !isPlayer;
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let viewPlayer = Engine.GetGUIObjectByName("viewPlayer");
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viewPlayer.hidden = !g_IsObserver && !g_DevSettings.changePerspective;
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Engine.GetGUIObjectByName("food").hidden = !isPlayer;
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Engine.GetGUIObjectByName("wood").hidden = !isPlayer;
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Engine.GetGUIObjectByName("stone").hidden = !isPlayer;
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Engine.GetGUIObjectByName("metal").hidden = !isPlayer;
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Engine.GetGUIObjectByName("population").hidden = !isPlayer;
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Engine.GetGUIObjectByName("diplomacyButton1").hidden = !isPlayer;
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Engine.GetGUIObjectByName("tradeButton1").hidden = !isPlayer;
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Engine.GetGUIObjectByName("observerText").hidden = isPlayer;
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let alphaLabel = Engine.GetGUIObjectByName("alphaLabel");
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alphaLabel.hidden = isPlayer && !viewPlayer.hidden;
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alphaLabel.size = isPlayer ? "50%+20 0 100%-226 100%" : "200 0 100%-475 100%";
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Engine.GetGUIObjectByName("pauseButton").enabled = !g_IsObserver || !g_IsNetworked;
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Engine.GetGUIObjectByName("menuResignButton").enabled = !g_IsObserver;
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}
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function reportPerformance(time)
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{
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let settings = g_GameAttributes.settings;
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Engine.SubmitUserReport("profile", 3, JSON.stringify({
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"time": time,
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"map": settings.Name,
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"seed": settings.Seed, // only defined for random maps
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"size": settings.Size, // only defined for random maps
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"profiler": Engine.GetProfilerState()
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}));
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}
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/**
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* Resign a player.
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* @param leaveGameAfterResign If player is quitting after resignation.
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*/
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function resignGame(leaveGameAfterResign)
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{
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if (g_IsObserver || g_Disconnected)
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return;
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Engine.PostNetworkCommand({
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"type": "defeat-player",
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"playerId": Engine.GetPlayerID(),
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"resign": true
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});
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if (!leaveGameAfterResign)
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resumeGame(true);
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}
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/**
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* Leave the game
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* @param willRejoin If player is going to be rejoining a networked game.
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*/
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function leaveGame(willRejoin)
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{
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if (!willRejoin && !g_IsObserver)
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resignGame(true);
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// Before ending the game
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let replayDirectory = Engine.GetCurrentReplayDirectory();
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let simData = getReplayMetadata();
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Engine.EndGame();
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if (g_IsController && Engine.HasXmppClient())
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Engine.SendUnregisterGame();
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Engine.SwitchGuiPage("page_summary.xml", {
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"sim": simData,
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"gui": {
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"assignedPlayer": Engine.GetPlayerID(),
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"disconnected": g_Disconnected,
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"isReplay": g_IsReplay,
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"replayDirectory": !g_HasRejoined && replayDirectory,
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"replaySelectionData": g_ReplaySelectionData
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}
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});
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}
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// Return some data that we'll use when hotloading this file after changes
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function getHotloadData()
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{
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return { "selection": g_Selection.selected };
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}
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function getSavedGameData()
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{
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return {
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"groups": g_Groups.groups
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};
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}
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function restoreSavedGameData(data)
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{
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// Restore camera if any
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if (data.camera)
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Engine.SetCameraData(data.camera.PosX, data.camera.PosY, data.camera.PosZ,
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data.camera.RotX, data.camera.RotY, data.camera.Zoom);
|
|
|
|
// Clear selection when loading a game
|
|
g_Selection.reset();
|
|
|
|
// Restore control groups
|
|
for (let groupNumber in data.groups)
|
|
{
|
|
g_Groups.groups[groupNumber].groups = data.groups[groupNumber].groups;
|
|
g_Groups.groups[groupNumber].ents = data.groups[groupNumber].ents;
|
|
}
|
|
updateGroups();
|
|
}
|
|
|
|
/**
|
|
* Called every frame.
|
|
*/
|
|
function onTick()
|
|
{
|
|
if (!g_Settings)
|
|
return;
|
|
|
|
let now = new Date();
|
|
let tickLength = new Date() - lastTickTime;
|
|
lastTickTime = now;
|
|
|
|
handleNetMessages();
|
|
|
|
updateCursorAndTooltip();
|
|
|
|
if (g_Selection.dirty)
|
|
{
|
|
g_Selection.dirty = false;
|
|
|
|
updateGUIObjects();
|
|
|
|
// Display rally points for selected buildings
|
|
if (Engine.GetPlayerID() != -1)
|
|
Engine.GuiInterfaceCall("DisplayRallyPoint", { "entities": g_Selection.toList() });
|
|
}
|
|
|
|
updateTimers();
|
|
|
|
updateMenuPosition(tickLength);
|
|
|
|
// When training is blocked, flash population (alternates color every 500msec)
|
|
Engine.GetGUIObjectByName("resourcePop").textcolor = g_IsTrainingBlocked && Date.now() % 1000 < 500 ? g_PopulationAlertColor : g_DefaultPopulationColor;
|
|
|
|
Engine.GuiInterfaceCall("ClearRenamedEntities");
|
|
}
|
|
|
|
function changeGameSpeed(speed)
|
|
{
|
|
if (!g_IsNetworked)
|
|
Engine.SetSimRate(speed);
|
|
}
|
|
|
|
function hasIdleWorker()
|
|
{
|
|
return Engine.GuiInterfaceCall("HasIdleUnits", {
|
|
"viewedPlayer": g_ViewedPlayer,
|
|
"idleClasses": g_WorkerTypes,
|
|
"excludeUnits": []
|
|
});
|
|
}
|
|
|
|
function updateIdleWorkerButton()
|
|
{
|
|
g_HasIdleWorker = hasIdleWorker();
|
|
|
|
let idleWorkerButton = Engine.GetGUIObjectByName("idleOverlay");
|
|
let prefix = "stretched:session/";
|
|
|
|
if (!g_HasIdleWorker)
|
|
idleWorkerButton.sprite = prefix + "minimap-idle-disabled.png";
|
|
else if (idleWorkerButton.sprite != prefix + "minimap-idle-highlight.png")
|
|
idleWorkerButton.sprite = prefix + "minimap-idle.png";
|
|
}
|
|
|
|
function onSimulationUpdate()
|
|
{
|
|
g_EntityStates = {};
|
|
g_TemplateData = {};
|
|
g_TechnologyData = {};
|
|
|
|
g_SimState = Engine.GuiInterfaceCall("GetSimulationState");
|
|
|
|
if (!g_SimState)
|
|
return;
|
|
|
|
handleNotifications();
|
|
updateGUIObjects();
|
|
|
|
if (g_ConfirmExit)
|
|
confirmExit();
|
|
}
|
|
|
|
/**
|
|
* Don't show the message box before all playerstate changes are processed.
|
|
*/
|
|
function confirmExit()
|
|
{
|
|
closeOpenDialogs();
|
|
|
|
let subject = g_ConfirmExit == "won" ?
|
|
translate("You have won!") :
|
|
translate("You have been defeated!");
|
|
|
|
subject += "\n" + translate("Do you want to quit?");
|
|
|
|
if (g_IsNetworked && g_IsController)
|
|
subject += "\n" + translate("Leaving will disconnect all other players.");
|
|
|
|
messageBox(
|
|
400, 200,
|
|
subject,
|
|
g_ConfirmExit == "won" ?
|
|
translate("VICTORIOUS!") :
|
|
translate("DEFEATED!"),
|
|
[translate("No"), translate("Yes")],
|
|
[resumeGame, leaveGame]
|
|
);
|
|
|
|
g_ConfirmExit = false;
|
|
}
|
|
|
|
function updateGUIObjects()
|
|
{
|
|
g_Selection.update();
|
|
|
|
if (g_ShowAllStatusBars)
|
|
recalculateStatusBarDisplay();
|
|
|
|
if (g_ShowGuarding || g_ShowGuarded)
|
|
updateAdditionalHighlight();
|
|
|
|
updateHeroes();
|
|
displayHeroes();
|
|
|
|
updateGroups();
|
|
updateDebug();
|
|
updatePlayerDisplay();
|
|
updateResearchDisplay();
|
|
updateSelectionDetails();
|
|
updateBuildingPlacementPreview();
|
|
updateTimeNotifications();
|
|
updateIdleWorkerButton();
|
|
|
|
if (g_ViewedPlayer > 0)
|
|
{
|
|
let playerState = GetSimState().players[g_ViewedPlayer];
|
|
g_DevSettings.controlAll = playerState && playerState.controlsAll;
|
|
Engine.GetGUIObjectByName("devControlAll").checked = g_DevSettings.controlAll;
|
|
}
|
|
|
|
if (!g_IsObserver)
|
|
{
|
|
// Update music state on basis of battle state.
|
|
let battleState = Engine.GuiInterfaceCall("GetBattleState", g_ViewedPlayer);
|
|
if (battleState)
|
|
global.music.setState(global.music.states[battleState]);
|
|
}
|
|
}
|
|
|
|
function onReplayFinished()
|
|
{
|
|
closeOpenDialogs();
|
|
pauseGame();
|
|
|
|
messageBox(400, 200,
|
|
translateWithContext("replayFinished", "The replay has finished. Do you want to quit?"),
|
|
translateWithContext("replayFinished", "Confirmation"),
|
|
[translateWithContext("replayFinished", "No"), translateWithContext("replayFinished", "Yes")],
|
|
[resumeGame, leaveGame]);
|
|
}
|
|
|
|
/**
|
|
* updates a status bar on the GUI
|
|
* nameOfBar: name of the bar
|
|
* points: points to show
|
|
* maxPoints: max points
|
|
* direction: gets less from (right to left) 0; (top to bottom) 1; (left to right) 2; (bottom to top) 3;
|
|
*/
|
|
function updateGUIStatusBar(nameOfBar, points, maxPoints, direction)
|
|
{
|
|
// check, if optional direction parameter is valid.
|
|
if (!direction || !(direction >= 0 && direction < 4))
|
|
direction = 0;
|
|
|
|
// get the bar and update it
|
|
let statusBar = Engine.GetGUIObjectByName(nameOfBar);
|
|
if (!statusBar)
|
|
return;
|
|
|
|
let healthSize = statusBar.size;
|
|
let value = 100*Math.max(0, Math.min(1, points / maxPoints));
|
|
|
|
// inverse bar
|
|
if (direction == 2 || direction == 3)
|
|
value = 100 - value;
|
|
|
|
if (direction == 0)
|
|
healthSize.rright = value;
|
|
else if (direction == 1)
|
|
healthSize.rbottom = value;
|
|
else if (direction == 2)
|
|
healthSize.rleft = value;
|
|
else if (direction == 3)
|
|
healthSize.rtop = value;
|
|
|
|
statusBar.size = healthSize;
|
|
}
|
|
|
|
function updateHeroes()
|
|
{
|
|
let playerState = GetSimState().players[g_ViewedPlayer];
|
|
let heroes = playerState ? playerState.heroes : [];
|
|
|
|
g_Heroes = g_Heroes.filter(hero => heroes.find(ent => ent == hero.ent));
|
|
|
|
for (let ent of heroes)
|
|
{
|
|
let heroState = GetExtendedEntityState(ent);
|
|
let template = GetTemplateData(heroState.template);
|
|
|
|
let hero = g_Heroes.find(hero => ent == hero.ent);
|
|
if (!hero)
|
|
{
|
|
hero = {
|
|
"ent": ent,
|
|
"tooltip": undefined,
|
|
"sprite": "stretched:session/portraits/" + template.icon,
|
|
"maxHitpoints": undefined,
|
|
"currentHitpoints": heroState.hitpoints,
|
|
"previousHitpoints": undefined
|
|
};
|
|
g_Heroes.push(hero);
|
|
}
|
|
|
|
hero.tooltip = createHeroTooltip(heroState, template);
|
|
|
|
hero.previousHitpoints = hero.currentHitpoints;
|
|
hero.currentHitpoints = heroState.hitpoints;
|
|
hero.maxHitpoints = heroState.maxHitpoints;
|
|
}
|
|
}
|
|
|
|
function createHeroTooltip(heroState, template)
|
|
{
|
|
return [
|
|
"[font=\"sans-bold-16\"]" + template.name.specific + "[/font]" + "\n" +
|
|
sprintf(translate("%(label)s %(current)s / %(max)s"), {
|
|
"label": "[font=\"sans-bold-13\"]" + translate("Health:") + "[/font]",
|
|
"current": Math.ceil(heroState.hitpoints),
|
|
"max": Math.ceil(heroState.maxHitpoints)
|
|
}),
|
|
getAttackTooltip(heroState),
|
|
getArmorTooltip(heroState),
|
|
getEntityTooltip(heroState)
|
|
].filter(tip => tip).join("\n");
|
|
}
|
|
|
|
function displayHeroes()
|
|
{
|
|
let buttons = Engine.GetGUIObjectByName("unitHeroPanel").children;
|
|
|
|
buttons.forEach((button, slot) => {
|
|
|
|
if (button.hidden || g_Heroes.some(hero => hero.slot !== undefined && hero.slot == slot))
|
|
return;
|
|
|
|
button.hidden = true;
|
|
stopColorFade("heroHitOverlay[" + slot + "]");
|
|
});
|
|
|
|
// The slot identifies the button, displayIndex determines its position.
|
|
for (let displayIndex = 0; displayIndex < Math.min(g_Heroes.length, buttons.length); ++displayIndex)
|
|
{
|
|
let hero = g_Heroes[displayIndex];
|
|
|
|
// Find the first unused slot if new, otherwise reuse previous.
|
|
let slot = hero.slot === undefined ?
|
|
buttons.findIndex(button => button.hidden) :
|
|
hero.slot;
|
|
|
|
let heroButton = Engine.GetGUIObjectByName("unitHeroButton[" + slot + "]");
|
|
heroButton.tooltip = hero.tooltip;
|
|
|
|
updateGUIStatusBar("heroHealthBar[" + slot + "]", hero.currentHitpoints, hero.maxHitpoints);
|
|
|
|
if (hero.slot === undefined)
|
|
{
|
|
let heroImage = Engine.GetGUIObjectByName("unitHeroImage[" + slot + "]");
|
|
heroImage.sprite = hero.sprite;
|
|
|
|
heroButton.hidden = false;
|
|
hero.slot = slot;
|
|
}
|
|
|
|
// If the health of the hero changed since the last update, trigger the animation.
|
|
if (hero.previousHitpoints > hero.currentHitpoints)
|
|
startColorFade("heroHitOverlay[" + slot + "]", 100, 0,
|
|
colorFade_attackUnit, true, smoothColorFadeRestart_attackUnit);
|
|
|
|
// TODO: Instead of instant position changes, animate button movement.
|
|
setPanelObjectPosition(heroButton, displayIndex, buttons.length);
|
|
}
|
|
}
|
|
|
|
function updateGroups()
|
|
{
|
|
g_Groups.update();
|
|
|
|
for (let i in Engine.GetGUIObjectByName("unitGroupPanel").children)
|
|
{
|
|
Engine.GetGUIObjectByName("unitGroupLabel[" + i + "]").caption = i;
|
|
|
|
let button = Engine.GetGUIObjectByName("unitGroupButton["+i+"]");
|
|
button.hidden = g_Groups.groups[i].getTotalCount() == 0;
|
|
button.onpress = (function(i) { return function() { performGroup((Engine.HotkeyIsPressed("selection.add") ? "add" : "select"), i); }; })(i);
|
|
button.ondoublepress = (function(i) { return function() { performGroup("snap", i); }; })(i);
|
|
button.onpressright = (function(i) { return function() { performGroup("breakUp", i); }; })(i);
|
|
setPanelObjectPosition(button, i, 1);
|
|
}
|
|
}
|
|
|
|
function updateDebug()
|
|
{
|
|
let debug = Engine.GetGUIObjectByName("debugEntityState");
|
|
|
|
if (!Engine.GetGUIObjectByName("devDisplayState").checked)
|
|
{
|
|
debug.hidden = true;
|
|
return;
|
|
}
|
|
|
|
debug.hidden = false;
|
|
|
|
let conciseSimState = deepcopy(GetSimState());
|
|
conciseSimState.players = "<<<omitted>>>";
|
|
let text = "simulation: " + uneval(conciseSimState);
|
|
|
|
let selection = g_Selection.toList();
|
|
if (selection.length)
|
|
{
|
|
let entState = GetExtendedEntityState(selection[0]);
|
|
if (entState)
|
|
{
|
|
let template = GetTemplateData(entState.template);
|
|
text += "\n\nentity: {\n";
|
|
for (let k in entState)
|
|
text += " "+k+":"+uneval(entState[k])+"\n";
|
|
text += "}\n\ntemplate: " + uneval(template);
|
|
}
|
|
}
|
|
|
|
debug.caption = text.replace(/\[/g, "\\[");
|
|
}
|
|
|
|
function getAllyStatTooltip(resource)
|
|
{
|
|
let playersState = GetSimState().players;
|
|
let ret = "";
|
|
for (let player in playersState)
|
|
if (player != 0 && player != g_ViewedPlayer &&
|
|
(g_IsObserver || playersState[g_ViewedPlayer].hasSharedLos && g_Players[player].isMutualAlly[g_ViewedPlayer]))
|
|
ret += "\n" + sprintf(translate("%(playername)s: %(statValue)s"),{
|
|
"playername": colorizePlayernameHelper("■", player) + " " + g_Players[player].name,
|
|
"statValue": resource == "pop" ?
|
|
sprintf(translate("%(popCount)s/%(popLimit)s/%(popMax)s"), playersState[player]) :
|
|
Math.round(playersState[player].resourceCounts[resource])
|
|
});
|
|
return ret;
|
|
}
|
|
|
|
function updatePlayerDisplay()
|
|
{
|
|
let playerState = GetSimState().players[g_ViewedPlayer];
|
|
if (!playerState)
|
|
return;
|
|
|
|
for (let res of RESOURCES)
|
|
{
|
|
Engine.GetGUIObjectByName("resource_" + res).caption = Math.floor(playerState.resourceCounts[res]);
|
|
Engine.GetGUIObjectByName(res).tooltip = getLocalizedResourceName(res, "firstWord") + getAllyStatTooltip(res);
|
|
}
|
|
|
|
Engine.GetGUIObjectByName("resourcePop").caption = sprintf(translate("%(popCount)s/%(popLimit)s"), playerState);
|
|
Engine.GetGUIObjectByName("population").tooltip = translate("Population (current / limit)") + "\n" +
|
|
sprintf(translate("Maximum population: %(popCap)s"), { "popCap": playerState.popMax }) +
|
|
getAllyStatTooltip("pop");
|
|
|
|
g_IsTrainingBlocked = playerState.trainingBlocked;
|
|
}
|
|
|
|
function selectAndMoveTo(ent)
|
|
{
|
|
let entState = GetEntityState(ent);
|
|
if (!entState || !entState.position)
|
|
return;
|
|
|
|
g_Selection.reset();
|
|
g_Selection.addList([ent]);
|
|
|
|
let position = entState.position;
|
|
Engine.CameraMoveTo(position.x, position.z);
|
|
}
|
|
|
|
function updateResearchDisplay()
|
|
{
|
|
let researchStarted = Engine.GuiInterfaceCall("GetStartedResearch", g_ViewedPlayer);
|
|
|
|
// Set up initial positioning.
|
|
let buttonSideLength = Engine.GetGUIObjectByName("researchStartedButton[0]").size.right;
|
|
for (let i = 0; i < 10; ++i)
|
|
{
|
|
let button = Engine.GetGUIObjectByName("researchStartedButton[" + i + "]");
|
|
let size = button.size;
|
|
size.top = g_ResearchListTop + (4 + buttonSideLength) * i;
|
|
size.bottom = size.top + buttonSideLength;
|
|
button.size = size;
|
|
}
|
|
|
|
let numButtons = 0;
|
|
for (let tech in researchStarted)
|
|
{
|
|
// Show at most 10 in-progress techs.
|
|
if (numButtons >= 10)
|
|
break;
|
|
|
|
let template = GetTechnologyData(tech);
|
|
let button = Engine.GetGUIObjectByName("researchStartedButton[" + numButtons + "]");
|
|
button.hidden = false;
|
|
button.tooltip = getEntityNames(template);
|
|
button.onpress = (function(e) { return function() { selectAndMoveTo(e); }; })(researchStarted[tech].researcher);
|
|
|
|
let icon = "stretched:session/portraits/" + template.icon;
|
|
Engine.GetGUIObjectByName("researchStartedIcon[" + numButtons + "]").sprite = icon;
|
|
|
|
// Scale the progress indicator.
|
|
let size = Engine.GetGUIObjectByName("researchStartedProgressSlider[" + numButtons + "]").size;
|
|
|
|
// Buttons are assumed to be square, so left/right offsets can be used for top/bottom.
|
|
size.top = size.left + Math.round(researchStarted[tech].progress * (size.right - size.left));
|
|
Engine.GetGUIObjectByName("researchStartedProgressSlider[" + numButtons + "]").size = size;
|
|
|
|
++numButtons;
|
|
}
|
|
|
|
// Hide unused buttons.
|
|
for (let i = numButtons; i < 10; ++i)
|
|
Engine.GetGUIObjectByName("researchStartedButton[" + i + "]").hidden = true;
|
|
}
|
|
|
|
/**
|
|
* Toggles the display of status bars for all of the player's entities.
|
|
*
|
|
* @param {Boolean} remove - Whether to hide all previously shown status bars.
|
|
*/
|
|
function recalculateStatusBarDisplay(remove = false)
|
|
{
|
|
let entities;
|
|
if (g_ShowAllStatusBars && !remove)
|
|
entities = g_ViewedPlayer == -1 ?
|
|
Engine.PickNonGaiaEntitiesOnScreen() :
|
|
Engine.PickPlayerEntitiesOnScreen(g_ViewedPlayer);
|
|
else
|
|
{
|
|
let selected = g_Selection.toList();
|
|
for (let ent in g_Selection.highlighted)
|
|
selected.push(g_Selection.highlighted[ent]);
|
|
|
|
// Remove selected entities from the 'all entities' array,
|
|
// to avoid disabling their status bars.
|
|
entities = Engine.GuiInterfaceCall(
|
|
g_ViewedPlayer == -1 ? "GetNonGaiaEntities" : "GetPlayerEntities", {
|
|
"viewedPlayer": g_ViewedPlayer
|
|
}).filter(idx => selected.indexOf(idx) == -1);
|
|
}
|
|
|
|
Engine.GuiInterfaceCall("SetStatusBars", {
|
|
"entities": entities,
|
|
"enabled": g_ShowAllStatusBars && !remove
|
|
});
|
|
}
|
|
|
|
// Update the additional list of entities to be highlighted.
|
|
function updateAdditionalHighlight()
|
|
{
|
|
let entsAdd = []; // list of entities units to be highlighted
|
|
let entsRemove = [];
|
|
let highlighted = g_Selection.toList();
|
|
for (let ent in g_Selection.highlighted)
|
|
highlighted.push(g_Selection.highlighted[ent]);
|
|
|
|
if (g_ShowGuarding)
|
|
{
|
|
// flag the guarding entities to add in this additional highlight
|
|
for (let sel in g_Selection.selected)
|
|
{
|
|
let state = GetEntityState(g_Selection.selected[sel]);
|
|
if (!state.guard || !state.guard.entities.length)
|
|
continue;
|
|
|
|
for (let ent of state.guard.entities)
|
|
if (highlighted.indexOf(ent) == -1 && entsAdd.indexOf(ent) == -1)
|
|
entsAdd.push(ent);
|
|
}
|
|
}
|
|
|
|
if (g_ShowGuarded)
|
|
{
|
|
// flag the guarded entities to add in this additional highlight
|
|
for (let sel in g_Selection.selected)
|
|
{
|
|
let state = GetEntityState(g_Selection.selected[sel]);
|
|
if (!state.unitAI || !state.unitAI.isGuarding)
|
|
continue;
|
|
let ent = state.unitAI.isGuarding;
|
|
if (highlighted.indexOf(ent) == -1 && entsAdd.indexOf(ent) == -1)
|
|
entsAdd.push(ent);
|
|
}
|
|
}
|
|
|
|
// flag the entities to remove (from the previously added) from this additional highlight
|
|
for (let ent of g_AdditionalHighlight)
|
|
if (highlighted.indexOf(ent) == -1 && entsAdd.indexOf(ent) == -1 && entsRemove.indexOf(ent) == -1)
|
|
entsRemove.push(ent);
|
|
|
|
_setHighlight(entsAdd, g_HighlightedAlpha, true);
|
|
_setHighlight(entsRemove, 0, false);
|
|
g_AdditionalHighlight = entsAdd;
|
|
}
|
|
|
|
function playAmbient()
|
|
{
|
|
Engine.PlayAmbientSound(g_Ambient[Math.floor(Math.random() * g_Ambient.length)], true);
|
|
}
|
|
|
|
function getBuildString()
|
|
{
|
|
return sprintf(translate("Build: %(buildDate)s (%(revision)s)"), {
|
|
"buildDate": Engine.GetBuildTimestamp(0),
|
|
"revision": Engine.GetBuildTimestamp(2)
|
|
});
|
|
}
|
|
|
|
function showTimeWarpMessageBox()
|
|
{
|
|
messageBox(
|
|
500, 250,
|
|
translate("Note: time warp mode is a developer option, and not intended for use over long periods of time. Using it incorrectly may cause the game to run out of memory or crash."),
|
|
translate("Time warp mode")
|
|
);
|
|
}
|
|
|
|
/**
|
|
* Send a report on the gamestatus to the lobby.
|
|
*/
|
|
function reportGame()
|
|
{
|
|
// Only 1v1 games are rated (and Gaia is part of g_Players)
|
|
if (!Engine.HasXmppClient() || !Engine.IsRankedGame() ||
|
|
g_Players.length != 3 || Engine.GetPlayerID() == -1)
|
|
return;
|
|
|
|
let extendedSimState = Engine.GuiInterfaceCall("GetExtendedSimulationState");
|
|
|
|
let unitsClasses = [
|
|
"total",
|
|
"Infantry",
|
|
"Worker",
|
|
"Female",
|
|
"Cavalry",
|
|
"Champion",
|
|
"Hero",
|
|
"Ship",
|
|
"Trader"
|
|
];
|
|
|
|
let unitsCountersTypes = [
|
|
"unitsTrained",
|
|
"unitsLost",
|
|
"enemyUnitsKilled"
|
|
];
|
|
|
|
let buildingsClasses = [
|
|
"total",
|
|
"CivCentre",
|
|
"House",
|
|
"Economic",
|
|
"Outpost",
|
|
"Military",
|
|
"Fortress",
|
|
"Wonder"
|
|
];
|
|
|
|
let buildingsCountersTypes = [
|
|
"buildingsConstructed",
|
|
"buildingsLost",
|
|
"enemyBuildingsDestroyed"
|
|
];
|
|
|
|
let resourcesTypes = [
|
|
"wood",
|
|
"food",
|
|
"stone",
|
|
"metal"
|
|
];
|
|
|
|
let resourcesCounterTypes = [
|
|
"resourcesGathered",
|
|
"resourcesUsed",
|
|
"resourcesSold",
|
|
"resourcesBought"
|
|
];
|
|
|
|
let playerStatistics = {};
|
|
|
|
// Unit Stats
|
|
for (let unitCounterType of unitsCountersTypes)
|
|
{
|
|
if (!playerStatistics[unitCounterType])
|
|
playerStatistics[unitCounterType] = { };
|
|
for (let unitsClass of unitsClasses)
|
|
playerStatistics[unitCounterType][unitsClass] = "";
|
|
}
|
|
|
|
playerStatistics.unitsLostValue = "";
|
|
playerStatistics.unitsKilledValue = "";
|
|
// Building stats
|
|
for (let buildingCounterType of buildingsCountersTypes)
|
|
{
|
|
if (!playerStatistics[buildingCounterType])
|
|
playerStatistics[buildingCounterType] = { };
|
|
for (let buildingsClass of buildingsClasses)
|
|
playerStatistics[buildingCounterType][buildingsClass] = "";
|
|
}
|
|
|
|
playerStatistics.buildingsLostValue = "";
|
|
playerStatistics.enemyBuildingsDestroyedValue = "";
|
|
// Resources
|
|
for (let resourcesCounterType of resourcesCounterTypes)
|
|
{
|
|
if (!playerStatistics[resourcesCounterType])
|
|
playerStatistics[resourcesCounterType] = { };
|
|
for (let resourcesType of resourcesTypes)
|
|
playerStatistics[resourcesCounterType][resourcesType] = "";
|
|
}
|
|
playerStatistics.resourcesGathered.vegetarianFood = "";
|
|
|
|
playerStatistics.tradeIncome = "";
|
|
// Tribute
|
|
playerStatistics.tributesSent = "";
|
|
playerStatistics.tributesReceived = "";
|
|
// Total
|
|
playerStatistics.economyScore = "";
|
|
playerStatistics.militaryScore = "";
|
|
playerStatistics.totalScore = "";
|
|
// Various
|
|
playerStatistics.treasuresCollected = "";
|
|
playerStatistics.lootCollected = "";
|
|
playerStatistics.feminisation = "";
|
|
playerStatistics.percentMapExplored = "";
|
|
|
|
let mapName = g_GameAttributes.settings.Name;
|
|
let playerStates = "";
|
|
let playerCivs = "";
|
|
let teams = "";
|
|
let teamsLocked = true;
|
|
|
|
// Serialize the statistics for each player into a comma-separated list.
|
|
// Ignore gaia
|
|
for (let i = 1; i < extendedSimState.players.length; ++i)
|
|
{
|
|
let player = extendedSimState.players[i];
|
|
|
|
playerStates += player.state + ",";
|
|
playerCivs += player.civ + ",";
|
|
teams += player.team + ",";
|
|
teamsLocked = teamsLocked && player.teamsLocked;
|
|
for (let resourcesCounterType of resourcesCounterTypes)
|
|
for (let resourcesType of resourcesTypes)
|
|
playerStatistics[resourcesCounterType][resourcesType] += player.statistics[resourcesCounterType][resourcesType] + ",";
|
|
playerStatistics.resourcesGathered.vegetarianFood += player.statistics.resourcesGathered.vegetarianFood + ",";
|
|
|
|
for (let unitCounterType of unitsCountersTypes)
|
|
for (let unitsClass of unitsClasses)
|
|
playerStatistics[unitCounterType][unitsClass] += player.statistics[unitCounterType][unitsClass] + ",";
|
|
|
|
for (let buildingCounterType of buildingsCountersTypes)
|
|
for (let buildingsClass of buildingsClasses)
|
|
playerStatistics[buildingCounterType][buildingsClass] += player.statistics[buildingCounterType][buildingsClass] + ",";
|
|
let total = 0;
|
|
for (let type in player.statistics.resourcesGathered)
|
|
total += player.statistics.resourcesGathered[type];
|
|
|
|
playerStatistics.economyScore += total + ",";
|
|
playerStatistics.militaryScore += Math.round((player.statistics.enemyUnitsKilledValue +
|
|
player.statistics.enemyBuildingsDestroyedValue) / 10) + ",";
|
|
playerStatistics.totalScore += (total + Math.round((player.statistics.enemyUnitsKilledValue +
|
|
player.statistics.enemyBuildingsDestroyedValue) / 10)) + ",";
|
|
playerStatistics.tradeIncome += player.statistics.tradeIncome + ",";
|
|
playerStatistics.tributesSent += player.statistics.tributesSent + ",";
|
|
playerStatistics.tributesReceived += player.statistics.tributesReceived + ",";
|
|
playerStatistics.percentMapExplored += player.statistics.percentMapExplored + ",";
|
|
playerStatistics.treasuresCollected += player.statistics.treasuresCollected + ",";
|
|
playerStatistics.lootCollected += player.statistics.lootCollected + ",";
|
|
}
|
|
|
|
// Send the report with serialized data
|
|
let reportObject = {};
|
|
reportObject.timeElapsed = extendedSimState.timeElapsed;
|
|
reportObject.playerStates = playerStates;
|
|
reportObject.playerID = Engine.GetPlayerID();
|
|
reportObject.matchID = g_GameAttributes.matchID;
|
|
reportObject.civs = playerCivs;
|
|
reportObject.teams = teams;
|
|
reportObject.teamsLocked = String(teamsLocked);
|
|
reportObject.ceasefireActive = String(extendedSimState.ceasefireActive);
|
|
reportObject.ceasefireTimeRemaining = String(extendedSimState.ceasefireTimeRemaining);
|
|
reportObject.mapName = mapName;
|
|
reportObject.economyScore = playerStatistics.economyScore;
|
|
reportObject.militaryScore = playerStatistics.militaryScore;
|
|
reportObject.totalScore = playerStatistics.totalScore;
|
|
for (let rct of resourcesCounterTypes)
|
|
{
|
|
for (let rt of resourcesTypes)
|
|
reportObject[rt+rct.substr(9)] = playerStatistics[rct][rt];
|
|
// eg. rt = food rct.substr = Gathered rct = resourcesGathered
|
|
}
|
|
reportObject.vegetarianFoodGathered = playerStatistics.resourcesGathered.vegetarianFood;
|
|
for (let type of unitsClasses)
|
|
{
|
|
// eg. type = Infantry (type.substr(0,1)).toLowerCase()+type.substr(1) = infantry
|
|
reportObject[(type.substr(0,1)).toLowerCase()+type.substr(1)+"UnitsTrained"] = playerStatistics.unitsTrained[type];
|
|
reportObject[(type.substr(0,1)).toLowerCase()+type.substr(1)+"UnitsLost"] = playerStatistics.unitsLost[type];
|
|
reportObject["enemy"+type+"UnitsKilled"] = playerStatistics.enemyUnitsKilled[type];
|
|
}
|
|
for (let type of buildingsClasses)
|
|
{
|
|
reportObject[(type.substr(0,1)).toLowerCase()+type.substr(1)+"BuildingsConstructed"] = playerStatistics.buildingsConstructed[type];
|
|
reportObject[(type.substr(0,1)).toLowerCase()+type.substr(1)+"BuildingsLost"] = playerStatistics.buildingsLost[type];
|
|
reportObject["enemy"+type+"BuildingsDestroyed"] = playerStatistics.enemyBuildingsDestroyed[type];
|
|
}
|
|
reportObject.tributesSent = playerStatistics.tributesSent;
|
|
reportObject.tributesReceived = playerStatistics.tributesReceived;
|
|
reportObject.percentMapExplored = playerStatistics.percentMapExplored;
|
|
reportObject.treasuresCollected = playerStatistics.treasuresCollected;
|
|
reportObject.lootCollected = playerStatistics.lootCollected;
|
|
reportObject.tradeIncome = playerStatistics.tradeIncome;
|
|
|
|
Engine.SendGameReport(reportObject);
|
|
}
|