/**
* Load playable civs.
*/
const g_CivData = loadCivData(true);
/**
* Initialize the dropdown containing all the available civs.
*/
function init(settings)
{
var civList = Object.keys(g_CivData).map(civ => ({ "name": g_CivData[civ].Name, "code": civ })).sort(sortNameIgnoreCase);
var civSelection = Engine.GetGUIObjectByName("civSelection");
civSelection.list = civList.map(civ => civ.name);
civSelection.list_data = civList.map(civ => civ.code);
civSelection.selected = 0;
}
/**
* Give the first character a larger font.
*/
function bigFirstLetter(str, size)
{
return '[font="sans-bold-'+(size+6)+'"]' + str[0] + '[/font]' + '[font="sans-bold-'+size+'"]' + str.substring(1) + '[/font]';
}
/**
* Set heading font - bold and mixed caps
*
* @param string {string}
* @param size {number} - Font size
* @returns {string}
*/
function heading(string, size)
{
var textArray = string.split(" ");
for (let i in textArray)
{
var word = textArray[i];
var wordCaps = word.toUpperCase();
// Check if word is capitalized, if so assume it needs a big first letter
// Check if toLowerCase changes the character to avoid false positives from special signs
if (word.length && word[0].toLowerCase() != word[0])
textArray[i] = bigFirstLetter(wordCaps, size);
else
textArray[i] = '[font="sans-bold-'+size+'"]' + wordCaps + '[/font]'; // TODO: Would not be necessary if we could do nested tags
}
return textArray.join(" ");
}
/**
* Prepends a backslash to all quotation marks.
* @param str {string}
* @returns {string}
*/
function escapeQuotation(str)
{
return str.replace(/"/g, "\\\"");
}
/**
* Returns a styled concatenation of Name, History and Description of the given object.
*
* @param obj {Object}
* @returns {string}
*/
function subHeading(obj)
{
if (!obj.Name)
return "";
let string = '[color="white"][font="sans-bold-14"]' + obj.Name + '[/font] ';
if (obj.History)
string += '[icon="iconInfo" tooltip="' + escapeQuotation(obj.History) + '" tooltip_style="civInfoTooltip"]';
if (obj.Description)
string += '\n ' + obj.Description;
string += '\n[/color]';
return string;
}
/**
* Updates the GUI after the user selected a civ from dropdown.
*
* @param code {string}
*/
function selectCiv(code)
{
var civInfo = g_CivData[code];
if(!civInfo)
error(sprintf("Error loading civ data for \"%(code)s\"", { "code": code }));
// Update civ gameplay display
Engine.GetGUIObjectByName("civGameplayHeading").caption = heading(sprintf(translate("%(civilization)s Gameplay"), { "civilization": civInfo.Name }), 16);
// Bonuses
var bonusCaption = heading(translatePlural("Civilization Bonus", "Civilization Bonuses", civInfo.CivBonuses.length), 12) + '\n';
for (let bonus of civInfo.CivBonuses)
bonusCaption += subHeading(bonus);
// Team Bonuses
bonusCaption += heading(translatePlural("Team Bonus", "Team Bonuses", civInfo.TeamBonuses.length), 12) + '\n';
for (let bonus of civInfo.TeamBonuses)
bonusCaption += subHeading(bonus);
Engine.GetGUIObjectByName("civBonuses").caption = bonusCaption;
// Special techs
var techCaption = heading(translate("Special Technologies"), 12) + '\n';
for (let faction of civInfo.Factions)
for (let technology of faction.Technologies)
techCaption += subHeading(technology);
// Special buildings
techCaption += heading(translatePlural("Special Building", "Special Buildings", civInfo.Structures.length), 12) + '\n';
for (let structure of civInfo.Structures)
techCaption += subHeading(structure);
Engine.GetGUIObjectByName("civTechs").caption = techCaption;
// Heroes
var heroCaption = heading(translate("Heroes"), 12) + '\n';
for (let faction of civInfo.Factions)
{
for (let hero of faction.Heroes)
heroCaption += subHeading(hero);
heroCaption += '\n';
}
Engine.GetGUIObjectByName("civHeroes").caption = heroCaption;
// Update civ history display
Engine.GetGUIObjectByName("civHistoryHeading").caption = heading(sprintf(translate("History of the %(civilization)s"), { "civilization": civInfo.Name }), 16);
Engine.GetGUIObjectByName("civHistoryText").caption = civInfo.History;
}