/**
* Stores team settings for all players.
*/
GameSettings.prototype.Attributes.PlayerTeam = class PlayerTeam extends GameSetting
{
init()
{
// NB: watchers aren't auto-triggered when modifying array elements.
this.values = [];
this.locked = [];
this.settings.playerCount.watch(() => this.maybeUpdate(), ["nbPlayers"]);
this.settings.map.watch(() => this.onMapChange(), ["map"]);
}
toInitAttributes(attribs)
{
if (!attribs.settings.PlayerData)
attribs.settings.PlayerData = [];
while (attribs.settings.PlayerData.length < this.values.length)
attribs.settings.PlayerData.push({});
for (let i in this.values)
if (this.values[i] !== undefined)
attribs.settings.PlayerData[i].Team = this.values[i];
}
fromInitAttributes(attribs)
{
if (!this.getLegacySetting(attribs, "PlayerData"))
return;
let pData = this.getLegacySetting(attribs, "PlayerData");
if (this.values.length < pData.length)
this._resize(pData.length);
for (let i in pData)
if (pData[i] && pData[i].Team !== undefined)
this.setValue(i, pData[i].Team);
}
_resize(nb)
{
while (this.values.length > nb)
{
this.values.pop();
this.locked.pop();
}
while (this.values.length < nb)
{
// -1 is None
this.values.push(-1);
this.locked.push(false);
}
}
onMapChange()
{
this.locked = this.locked.map(x => this.settings.map.type === "scenario");
this.trigger("locked");
if (this.settings.map.type !== "scenario")
return;
const pData = this.getMapSetting("PlayerData");
for (const p in pData)
this._set(+p, pData[p].Team === undefined ? -1 : pData[p].Team);
this.trigger("values");
}
maybeUpdate()
{
this._resize(this.settings.playerCount.nbPlayers);
this.values.forEach((c, i) => this._set(i, c));
this.trigger("values");
}
_set(playerIndex, value)
{
this.values[playerIndex] = value;
}
setValue(playerIndex, val)
{
this._set(playerIndex, val);
this.trigger("values");
}
};