/**
* Highlights the victory condition in the game-description.
*/
var g_DescriptionHighlight = "orange";
/**
* The rating assigned to lobby players who didn't complete a ranked 1v1 yet.
*/
var g_DefaultLobbyRating = 1200;
/**
* XEP-0172 doesn't restrict nicknames, but our lobby policy does.
* So use this human readable delimiter to separate buddy names in the config file.
*/
var g_BuddyListDelimiter = ",";
/**
* Returns the nickname without the lobby rating.
*/
function splitRatingFromNick(playerName)
{
let result = /^(\S+)\ \((\d+)\)$/g.exec(playerName);
return { "nick": result ? result[1] : playerName, "rating": result ? +result[2] : "" };
}
/**
* Array of playernames that the current user has marked as buddies.
*/
var g_Buddies = Engine.ConfigDB_GetValue("user", "lobby.buddies").split(g_BuddyListDelimiter);
/**
* Denotes which players are a lobby buddy of the current user.
*/
var g_BuddySymbol = '•';
/**
* Returns a formatted string describing the player assignments.
* Needs g_CivData to translate!
*
* @param {Object} playerDataArray - As known from game setup and sim state.
* @param {(string[]|false)} playerStates - One of "won", "defeated", "active" for each player.
* @returns {string}
*/
function formatPlayerInfo(playerDataArray, playerStates)
{
let playerDescriptions = {};
let playerIdx = 0;
for (let playerData of playerDataArray)
{
if (playerData == null || playerData.Civ && playerData.Civ == "gaia")
continue;
++playerIdx;
let teamIdx = playerData.Team;
let isAI = playerData.AI && playerData.AI != "";
let playerState = playerStates && playerStates[playerIdx] || playerData.State;
let isActive = !playerState || playerState == "active";
let playerDescription;
if (isAI)
{
if (playerData.Civ)
{
if (isActive)
// Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu
playerDescription = translate("%(playerName)s (%(civ)s, %(AIdescription)s)");
else
// Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu
playerDescription = translate("%(playerName)s (%(civ)s, %(AIdescription)s, %(state)s)");
}
else
{
if (isActive)
// Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu
playerDescription = translate("%(playerName)s (%(AIdescription)s)");
else
// Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu
playerDescription = translate("%(playerName)s (%(AIdescription)s, %(state)s)");
}
}
else
{
if (playerData.Offline)
{
// Can only occur in the lobby for now, so no strings with civ needed
if (isActive)
// Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu
playerDescription = translate("%(playerName)s (OFFLINE)");
else
// Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu
playerDescription = translate("%(playerName)s (OFFLINE, %(state)s)");
}
else
{
if (playerData.Civ)
if (isActive)
// Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu
playerDescription = translate("%(playerName)s (%(civ)s)");
else
// Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu
playerDescription = translate("%(playerName)s (%(civ)s, %(state)s)");
else
if (isActive)
// Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu
playerDescription = translate("%(playerName)s");
else
// Translation: Describe a player in a selected game, f.e. in the replay- or savegame menu
playerDescription = translate("%(playerName)s (%(state)s)");
}
}
// Sort player descriptions by team
if (!playerDescriptions[teamIdx])
playerDescriptions[teamIdx] = [];
let playerNick = splitRatingFromNick(playerData.Name).nick;
playerDescriptions[teamIdx].push(sprintf(playerDescription, {
"playerName":
coloredText(
(g_Buddies.indexOf(playerNick) != -1 ? g_BuddySymbol + " " : "") +
escapeText(playerData.Name),
(typeof getPlayerColor == 'function' ?
(isAI ? "white" : getPlayerColor(playerNick)) :
rgbToGuiColor(playerData.Color || g_Settings.PlayerDefaults[playerIdx].Color))),
"civ":
!playerData.Civ ?
translate("Unknown Civilization") :
g_CivData && g_CivData[playerData.Civ] && g_CivData[playerData.Civ].Name ?
translate(g_CivData[playerData.Civ].Name) :
playerData.Civ,
"state":
playerState == "defeated" ?
translateWithContext("playerstate", "defeated") :
translateWithContext("playerstate", "won"),
"AIdescription": translateAISettings(playerData)
}));
}
let teams = Object.keys(playerDescriptions);
if (teams.indexOf("observer") > -1)
teams.splice(teams.indexOf("observer"), 1);
let teamDescription = [];
// If there are no teams, merge all playersDescriptions
if (teams.length == 1)
teamDescription.push(playerDescriptions[teams[0]].join("\n"));
// If there are teams, merge "Team N:" + playerDescriptions
else
teamDescription = teams.map(team => {
let teamCaption = team == -1 ?
translate("No Team") :
sprintf(translate("Team %(team)s"), { "team": +team + 1 });
// Translation: Describe players of one team in a selected game, f.e. in the replay- or savegame menu or lobby
return sprintf(translate("%(team)s:\n%(playerDescriptions)s"), {
"team": '[font="sans-bold-14"]' + teamCaption + "[/font]",
"playerDescriptions": playerDescriptions[team].join("\n")
});
});
if (playerDescriptions.observer)
teamDescription.push(sprintf(translate("%(team)s:\n%(playerDescriptions)s"), {
"team": '[font="sans-bold-14"]' + translatePlural("Observer", "Observers", playerDescriptions.observer.length) + "[/font]",
"playerDescriptions": playerDescriptions.observer.join("\n")
}));
return teamDescription.join("\n\n");
}
/**
* Sets an additional map label, map preview image and describes the chosen game settings more closely.
*
* Requires g_VictoryConditions.
*/
function getGameDescription(initAttributes, mapCache)
{
let titles = [];
if (!initAttributes.settings.VictoryConditions.length)
titles.push({
"label": translateWithContext("victory condition", "Endless Game"),
"value": translate("No winner will be determined, even if everyone is defeated.")
});
for (let victoryCondition of g_VictoryConditions)
{
if (initAttributes.settings.VictoryConditions.indexOf(victoryCondition.Name) == -1)
continue;
let title = translateVictoryCondition(victoryCondition.Name);
if (victoryCondition.Name == "wonder")
{
let wonderDuration = Math.round(initAttributes.settings.WonderDuration);
title = sprintf(
translatePluralWithContext(
"victory condition",
"Wonder (%(min)s minute)",
"Wonder (%(min)s minutes)",
wonderDuration
),
{ "min": wonderDuration });
}
let isCaptureTheRelic = victoryCondition.Name == "capture_the_relic";
if (isCaptureTheRelic)
{
let relicDuration = Math.round(initAttributes.settings.RelicDuration);
title = sprintf(
translatePluralWithContext(
"victory condition",
"Capture the Relic (%(min)s minute)",
"Capture the Relic (%(min)s minutes)",
relicDuration
),
{ "min": relicDuration });
}
titles.push({
"label": title,
"value": victoryCondition.Description
});
if (isCaptureTheRelic)
titles.push({
"label": translate("Relic Count"),
"value": Math.round(initAttributes.settings.RelicCount)
});
if (victoryCondition.Name == "regicide")
if (initAttributes.settings.RegicideGarrison)
titles.push({
"label": translate("Hero Garrison"),
"value": translate("Heroes can be garrisoned.")
});
else
titles.push({
"label": translate("Exposed Heroes"),
"value": translate("Heroes cannot be garrisoned and they are vulnerable to raids.")
});
}
if (initAttributes.settings.LockTeams)
titles.push({
"label": translate("Locked Teams"),
"value": translate("Players can't change the initial teams.")
});
else
titles.push({
"label": translate("Diplomacy"),
"value": translate("Players can make alliances and declare war on allies.")
});
if (initAttributes.settings.LastManStanding)
titles.push({
"label": translate("Last Man Standing"),
"value": translate("Only one player can win the game. If the remaining players are allies, the game continues until only one remains.")
});
else
titles.push({
"label": translate("Allied Victory"),
"value": translate("If one player wins, his or her allies win too. If one group of allies remains, they win.")
});
let ceasefire = Math.round(initAttributes.settings.Ceasefire);
titles.push({
"label": translate("Ceasefire"),
"value":
!ceasefire ?
translate("disabled") :
ceasefire == 1 ?
translate("For the first minute, other players will stay neutral.") :
sprintf(translatePlural(
"For the first %(min)s minute, other players will stay neutral.",
"For the first %(min)s minutes, other players will stay neutral.",
ceasefire),
{ "min": ceasefire })
});
if (initAttributes.map == "random")
titles.push({
"label": translateWithContext("Map Selection", "Random Map"),
"value": translate("Randomly select a map from the list.")
});
else
{
titles.push({
"label": translate("Map Name"),
"value": mapCache.translateMapName(
mapCache.getTranslatableMapName(initAttributes.mapType, initAttributes.map, initAttributes))
});
titles.push({
"label": translate("Map Description"),
"value": mapCache.getTranslatedMapDescription(initAttributes.mapType, initAttributes.map)
});
}
titles.push({
"label": translate("Map Type"),
"value": g_MapTypes.Title[g_MapTypes.Name.indexOf(initAttributes.mapType)]
});
if (initAttributes.mapType == "random")
{
let mapSize = g_MapSizes.Name[g_MapSizes.Tiles.indexOf(initAttributes.settings.Size)];
if (mapSize)
titles.push({
"label": translate("Map Size"),
"value": mapSize
});
}
if (initAttributes.settings.Biome)
{
let biome = g_Settings.Biomes.find(b => b.Id == initAttributes.settings.Biome);
titles.push({
"label": biome ? biome.Title : translateWithContext("biome", "Random Biome"),
"value": biome ? biome.Description : translate("Randomly select a biome from the list.")
});
}
if (initAttributes.settings.TriggerDifficulty !== undefined)
{
let triggerDifficulty = g_Settings.TriggerDifficulties.find(difficulty => difficulty.Difficulty == initAttributes.settings.TriggerDifficulty);
titles.push({
"label": triggerDifficulty.Title,
"value": triggerDifficulty.Tooltip
});
}
if (initAttributes.settings.Nomad !== undefined)
titles.push({
"label": initAttributes.settings.Nomad ? translate("Nomad Mode") : translate("Civic Centers"),
"value":
initAttributes.settings.Nomad ?
translate("Players start with only few units and have to find a suitable place to build their city.") :
translate("Players start with a Civic Center.")
});
if (initAttributes.settings.StartingResources !== undefined)
titles.push({
"label": translate("Starting Resources"),
"value":
initAttributes.settings.PlayerData &&
initAttributes.settings.PlayerData.some(pData => pData && pData.Resources !== undefined) ?
translateWithContext("starting resources", "Per Player") :
sprintf(translate("%(startingResourcesTitle)s (%(amount)s)"), {
"startingResourcesTitle":
g_StartingResources.Title[
g_StartingResources.Resources.indexOf(
initAttributes.settings.StartingResources)],
"amount": initAttributes.settings.StartingResources
})
});
if (initAttributes.settings.PopulationCap !== undefined)
titles.push({
"label": translate("Population Limit"),
"value":
initAttributes.settings.PlayerData &&
initAttributes.settings.PlayerData.some(pData => pData && pData.PopulationLimit !== undefined) ?
translateWithContext("population limit", "Per Player") :
g_PopulationCapacities.Title[
g_PopulationCapacities.Population.indexOf(
initAttributes.settings.PopulationCap)]
});
if (initAttributes.settings.WorldPopulationCap !== undefined)
titles.push({
"label": translate("World Population Cap"),
"value":
g_WorldPopulationCapacities.Title[
g_WorldPopulationCapacities.Population.indexOf(
initAttributes.settings.WorldPopulationCap)]
});
titles.push({
"label": translate("Treasures"),
"value": initAttributes.settings.DisableTreasures ?
translateWithContext("treasures", "Disabled") :
translateWithContext("treasures", "As defined by the map.")
});
titles.push({
"label": translate("Explored Map"),
"value": initAttributes.settings.ExploreMap
});
titles.push({
"label": translate("Revealed Map"),
"value": initAttributes.settings.RevealMap
});
titles.push({
"label": translate("Allied View"),
"value": initAttributes.settings.AllyView
});
titles.push({
"label": translate("Cheats"),
"value": initAttributes.settings.CheatsEnabled
});
const ratingDescription = translate("When the winner of this match is determined, the lobby score will be adapted.");
if (initAttributes.settings.RatingEnabled &&
initAttributes.settings.PlayerData.length == 2)
titles.push({
"label": translate("Rated game"),
"value": ratingDescription
});
else if (g_IsNetworked && Engine.HasXmppClient())
titles.push({
"label": translate("Rated game"),
"value": initAttributes.settings.RatingEnabled === true ? ratingDescription : translateWithContext("game setup option", "disabled")
});
return titles.map(title => sprintf(translate("%(label)s %(details)s"), {
"label": coloredText(title.label, g_DescriptionHighlight),
"details":
title.value === true ? translateWithContext("game setup option", "enabled") :
title.value || translateWithContext("game setup option", "disabled")
})).join("\n");
}
/**
* Sets the win/defeat icon to indicate current player's state.
*/
function setOutcomeIcon(state, image)
{
if (state == "won")
{
image.sprite = "stretched:session/icons/victory.png";
image.tooltip = translate("Victorious");
}
else if (state == "defeated")
{
image.sprite = "stretched:session/icons/defeat.png";
image.tooltip = translate("Defeated");
}
}
function translateAISettings(playerData)
{
if (!playerData.AI)
return "";
return sprintf(translate("%(AIdifficulty)s %(AIbehavior)s %(AIname)s"), {
"AIname": translateAIName(playerData.AI),
"AIdifficulty": translateAIDifficulty(playerData.AIDiff),
"AIbehavior": translateAIBehavior(playerData.AIBehavior),
});
}