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0ad/binaries/data/mods/public/gui/summary/summary.js
T

262 lines
7.8 KiB
JavaScript

const g_MaxHeadingTitle= 8;
// const for filtering long collective headings
const g_LongHeadingWidth = 250;
const g_PlayerBoxYSize = 40;
const g_PlayerBoxGap = 2;
const g_PlayerBoxAlpha = " 32";
const g_PlayerColorBoxAlpha = " 255";
const g_TeamsBoxYStart = 40;
// Colors used for units and buildings
const g_TrainedColor = '[color="201 255 200"]';
const g_LostColor = '[color="255 213 213"]';
const g_KilledColor = '[color="196 198 255"]';
const g_CapturedColor = '[color="255 255 157"]';
const g_BuildingsTypes = [ "total", "House", "Economic", "Outpost", "Military", "Fortress", "CivCentre", "Wonder" ];
const g_UnitsTypes = [ "total", "Infantry", "Worker", "Cavalry", "Champion", "Hero", "Ship", "Trader" ];
const g_ResourcesTypes = [ "food", "wood", "stone", "metal" ];
// Colors used for gathered and traded resources
const g_IncomeColor = '[color="201 255 200"]';
const g_OutcomeColor = '[color="255 213 213"]';
const g_InfiniteSymbol = "\u221E";
var g_CivData = loadCivData();
var g_Teams = [];
// TODO set g_PlayerCount as playerCounters.length
var g_PlayerCount = 0;
// Count players without team (or all if teams are not displayed)
var g_WithoutTeam = 0;
var g_GameData;
function selectPanel(panel)
{
// TODO: move panel buttons to a custom parent object
for (let button of Engine.GetGUIObjectByName("summaryWindow").children)
if (button.name.endsWith("PanelButton"))
button.sprite = "BackgroundTab";
panel.sprite = "ForegroundTab";
adjustTabDividers(panel.size);
updatePanelData(g_ScorePanelsData[panel.name.substr(0, panel.name.length - "PanelButton".length)]);
}
function adjustTabDividers(tabSize)
{
let leftSpacer = Engine.GetGUIObjectByName("tabDividerLeft");
let rightSpacer = Engine.GetGUIObjectByName("tabDividerRight");
leftSpacer.size = [
20,
leftSpacer.size.top,
tabSize.left + 2,
leftSpacer.size.bottom
].join(" ");
rightSpacer.size = [
tabSize.right - 2,
rightSpacer.size.top,
"100%-20",
rightSpacer.size.bottom
].join(" ");
}
function updatePanelData(panelInfo)
{
resetGeneralPanel();
resetDataHelpers();
updateGeneralPanelHeadings(panelInfo.headings);
updateGeneralPanelTitles(panelInfo.titleHeadings);
let rowPlayerObjectWidth = updateGeneralPanelCounter(panelInfo.counters);
updateGeneralPanelTeams();
let playerBoxesCounts = [ ];
for (let i = 0; i < g_PlayerCount; ++i)
{
let playerState = g_GameData.sim.playerStates[i+1];
if (!playerBoxesCounts[playerState.team+1])
playerBoxesCounts[playerState.team+1] = 1;
else
playerBoxesCounts[playerState.team+1] += 1;
let positionObject = playerBoxesCounts[playerState.team+1] - 1;
let rowPlayer = "playerBox[" + positionObject + "]";
let playerNameColumn = "playerName[" + positionObject + "]";
let playerColorBoxColumn = "playerColorBox[" + positionObject + "]";
let playerCivicBoxColumn = "civIcon[" + positionObject + "]";
let playerCounterValue = "valueData[" + positionObject + "]";
if (playerState.team != -1)
{
rowPlayer = "playerBoxt[" + playerState.team + "][" + positionObject + "]";
playerNameColumn = "playerNamet[" + playerState.team + "][" + positionObject + "]";
playerColorBoxColumn = "playerColorBoxt[" + playerState.team + "][" + positionObject + "]";
playerCivicBoxColumn = "civIcont[" + playerState.team + "][" + positionObject + "]";
playerCounterValue = "valueDataTeam[" + playerState.team + "][" + positionObject + "]";
}
let colorString = "color: " +
Math.floor(playerState.color.r * 255) + " " +
Math.floor(playerState.color.g * 255) + " " +
Math.floor(playerState.color.b * 255);
let rowPlayerObject = Engine.GetGUIObjectByName(rowPlayer);
rowPlayerObject.hidden = false;
rowPlayerObject.sprite = colorString + g_PlayerBoxAlpha;
let boxSize = rowPlayerObject.size;
boxSize.right = rowPlayerObjectWidth;
rowPlayerObject.size = boxSize;
let playerColorBox = Engine.GetGUIObjectByName(playerColorBoxColumn);
playerColorBox.sprite = colorString + g_PlayerColorBoxAlpha;
Engine.GetGUIObjectByName(playerNameColumn).caption = g_GameData.sim.playerStates[i+1].name;
let civIcon = Engine.GetGUIObjectByName(playerCivicBoxColumn);
civIcon.sprite = "stretched:" + g_CivData[playerState.civ].Emblem;
civIcon.tooltip = g_CivData[playerState.civ].Name;
updateCountersPlayer(playerState, panelInfo.counters, playerCounterValue);
calculateTeamCounters(playerState);
}
let teamCounterFn = panelInfo.teamCounterFn;
if (g_Teams && teamCounterFn)
teamCounterFn(panelInfo.counters);
}
function confirmStartReplay()
{
if (Engine.HasXmppClient())
messageBox(
400, 200,
translate("Are you sure you want to quit the lobby?"),
translate("Confirmation"),
[translate("No"), translate("Yes")],
[null, startReplay]
);
else
startReplay();
}
function continueButton()
{
if (g_GameData.gui.isInGame)
Engine.PopGuiPageCB(0);
else if (g_GameData.gui.isReplay)
Engine.SwitchGuiPage("page_replaymenu.xml", {
"replaySelectionData": g_GameData.gui.replaySelectionData
});
else if (Engine.HasXmppClient())
Engine.SwitchGuiPage("page_lobby.xml");
else
Engine.SwitchGuiPage("page_pregame.xml");
}
function startReplay()
{
if (Engine.HasXmppClient())
Engine.StopXmppClient();
Engine.StartVisualReplay(g_GameData.gui.replayDirectory);
Engine.SwitchGuiPage("page_loading.xml", {
"attribs": Engine.GetReplayAttributes(g_GameData.gui.replayDirectory),
"isNetworked": false,
"playerAssignments": {
"local": {
"name": singleplayerName(),
"player": -1
}
},
"savedGUIData": "",
"isReplay": true,
"replaySelectionData": g_GameData.gui.replaySelectionData
});
}
function init(data)
{
g_GameData = data;
let assignedState = g_GameData.sim.playerStates[g_GameData.gui.assignedPlayer || -1];
Engine.GetGUIObjectByName("summaryText").caption =
g_GameData.gui.isInGame ?
translate("Current Scores") :
g_GameData.gui.isReplay ?
translate("Scores at the end of the game.") :
g_GameData.gui.disconnected ?
translate("You have been disconnected.") :
!assignedState ?
translate("You have left the game.") :
assignedState.state == "won" ?
translate("You have won the battle!") :
assignedState.state == "defeated" ?
translate("You have been defeated...") :
translate("You have abandoned the game.");
initPlayerBoxPositions();
Engine.GetGUIObjectByName("timeElapsed").caption = sprintf(
translate("Game time elapsed: %(time)s"), {
"time": timeToString(g_GameData.sim.timeElapsed)
});
let mapType = g_Settings.MapTypes.find(mapType => mapType.Name == g_GameData.sim.mapSettings.mapType);
let mapSize = g_Settings.MapSizes.find(size => size.Tiles == g_GameData.sim.mapSettings.Size || 0);
Engine.GetGUIObjectByName("mapName").caption = sprintf(
translate("%(mapName)s - %(mapType)s"), {
"mapName": translate(g_GameData.sim.mapSettings.Name),
"mapType": mapSize ? mapSize.LongName : (mapType ? mapType.Title : "")
});
Engine.GetGUIObjectByName("replayButton").hidden = g_GameData.gui.isInGame || !g_GameData.gui.replayDirectory;
// Panels
g_PlayerCount = g_GameData.sim.playerStates.length - 1;
if (g_GameData.sim.mapSettings.LockTeams)
{
// Count teams
for (let t = 0; t < g_PlayerCount; ++t)
{
let playerTeam = g_GameData.sim.playerStates[t+1].team;
g_Teams[playerTeam] = (g_Teams[playerTeam] || 0) + 1;
}
if (g_Teams.length == g_PlayerCount)
g_Teams = false; // Each player has his own team. Displaying teams makes no sense.
}
else
g_Teams = false;
// Erase teams data if teams are not displayed
if (!g_Teams)
{
for (let p = 0; p < g_PlayerCount; ++p)
g_GameData.sim.playerStates[p+1].team = -1;
}
g_WithoutTeam = g_PlayerCount;
if (g_Teams)
{
// Count players without team (or all if teams are not displayed)
for (let i = 0; i < g_Teams.length; ++i)
g_WithoutTeam -= g_Teams[i] ? g_Teams[i] : 0;
}
selectPanel(Engine.GetGUIObjectByName("scorePanelButton"));
}