/**
* All known cheat commands.
* @type {Object}
*/
const g_Cheats = getCheatsData();
/**
* Number of seconds after which chatmessages will disappear.
*/
const g_ChatTimeout = 30;
/**
* Maximum number of lines to display simultaneously.
*/
const g_ChatLines = 20;
/**
* The strings to be displayed including sender and formating.
*/
var g_ChatMessages = [];
/**
* Holds the timer-IDs used for hiding the chat after g_ChatTimeout seconds.
*/
var g_ChatTimers = [];
/**
* Handle all netmessage types that can occur.
*/
var g_NetMessageTypes = {
"netstatus": msg => handleNetStatusMessage(msg),
"netwarn": msg => addNetworkWarning(msg),
"players": msg => handlePlayerAssignmentsMessage(msg),
"rejoined": msg => addChatMessage({ "type": "rejoined", "guid": msg.guid }),
"kicked": msg => addChatMessage({ "type": "system", "text": sprintf(translate("%(username)s has been kicked"), { "username": msg.username }) }),
"banned": msg => addChatMessage({ "type": "system", "text": sprintf(translate("%(username)s has been banned"), { "username": msg.username }) }),
"chat": msg => addChatMessage({ "type": "message", "guid": msg.guid, "text": msg.text }),
"aichat": msg => addChatMessage({ "type": "message", "guid": msg.guid, "text": msg.text, "translate": true }),
"gamesetup": msg => "", // Needed for autostart
"start": msg => ""
};
var g_FormatChatMessage = {
"system": msg => msg.text,
"connect": msg => sprintf(translate("%(player)s is starting to rejoin the game."), { "player": colorizePlayernameByGUID(msg.guid) }),
"disconnect": msg => sprintf(translate("%(player)s has left the game."), { "player": colorizePlayernameByGUID(msg.guid) }),
"rejoined": msg => sprintf(translate("%(player)s has rejoined the game."), { "player": colorizePlayernameByGUID(msg.guid) }),
"clientlist": msg => getUsernameList(),
"message": msg => formatChatCommand(msg),
"defeat": msg => formatDefeatMessage(msg),
"diplomacy": msg => formatDiplomacyMessage(msg),
"tribute": msg => formatTributeMessage(msg),
"attack": msg => formatAttackMessage(msg)
};
/**
* Show a label and grey overlay or hide both on connection change.
*/
var g_StatusMessageTypes = {
"authenticated": msg => translate("Connection to the server has been authenticated."),
"connected": msg => translate("Connected to the server."),
"disconnected": msg => translate("Connection to the server has been lost.") + "\n" +
// Translation: States the reason why the client disconnected from the server.
sprintf(translate("Reason: %(reason)s."), { "reason": getDisconnectReason(msg.reason) }),
"waiting_for_players": msg => translate("Waiting for other players to connect..."),
"join_syncing": msg => translate("Synchronising gameplay with other players..."),
"active": msg => ""
};
/**
* Chatmessage shown after commands like /me or /enemies.
*/
var g_ChatCommands = {
"regular": {
"context": translate("(%(context)s) %(userTag)s %(message)s"),
"no-context": translate("%(userTag)s %(message)s")
},
"me": {
"context": translate("(%(context)s) * %(user)s %(message)s"),
"no-context": translate("* %(user)s %(message)s")
}
};
var g_ChatAddresseeContext = {
"/team": translate("Team"),
"/allies": translate("Ally"),
"/enemies": translate("Enemy"),
"/observers": translate("Observer"),
"/msg": translate("Private")
};
/**
* Returns true if the current player is an addressee, given the chat message type and sender.
*/
var g_IsChatAddressee = {
"/team": senderID =>
g_Players[senderID] &&
g_Players[Engine.GetPlayerID()] &&
g_Players[Engine.GetPlayerID()].team != -1 &&
g_Players[Engine.GetPlayerID()].team == g_Players[senderID].team,
"/allies": senderID =>
g_Players[senderID] &&
g_Players[Engine.GetPlayerID()] &&
g_Players[senderID].isMutualAlly[Engine.GetPlayerID()],
"/enemies": senderID =>
g_Players[senderID] &&
g_Players[Engine.GetPlayerID()] &&
g_Players[senderID].isEnemy[Engine.GetPlayerID()],
"/observers": senderID =>
g_IsObserver,
"/msg": (senderID, addresseeGUID) =>
addresseeGUID == Engine.GetPlayerGUID()
};
/**
* Chatmessage shown on diplomacy change.
*/
var g_DiplomacyMessages = {
"active": {
"ally": translate("You are now allied with %(player)s."),
"enemy": translate("You are now at war with %(player)s."),
"neutral": translate("You are now neutral with %(player)s.")
},
"passive": {
"ally": translate("%(player)s is now allied with you."),
"enemy": translate("%(player)s is now at war with you."),
"neutral": translate("%(player)s is now neutral with you.")
},
"observer": {
"ally": translate("%(player)s is now allied with %(player2)s."),
"enemy": translate("%(player)s is now at war with %(player2)s."),
"neutral": translate("%(player)s is now neutral with %(player2)s.")
}
};
/**
* Defines how the GUI reacts to notifications that are sent by the simulation.
*/
var g_NotificationsTypes =
{
"chat": function(notification, player)
{
let message = {
"type": "message",
"guid": findGuidForPlayerID(player) || -1,
"text": notification.message
};
if (message.guid == -1)
message.player = player;
addChatMessage(message);
},
"aichat": function(notification, player)
{
let message = {
"guid": findGuidForPlayerID(player) || -1,
"type": "message",
"text": notification.message,
"translate": true
};
if (message.guid == -1)
message.player = player;
if (notification.translateParameters)
{
message.translateParameters = notification.translateParameters;
message.parameters = notification.parameters;
// special case for formatting of player names which are transmitted as _player_num
for (let param in message.parameters)
{
if (!param.startsWith("_player_"))
continue;
message.parameters[param] = colorizePlayernameByID(message.parameters[param]);
}
}
addChatMessage(message);
},
"defeat": function(notification, player)
{
addChatMessage({
"type": "defeat",
"guid": findGuidForPlayerID(player),
"player": player
});
updateDiplomacy();
updateChatAddressees();
},
"diplomacy": function(notification, player)
{
addChatMessage({
"type": "diplomacy",
"sourcePlayer": player,
"targetPlayer": notification.targetPlayer,
"status": notification.status
});
updateDiplomacy();
},
"quit": function(notification, player)
{
Engine.Exit();
},
"tribute": function(notification, player)
{
addChatMessage({
"type": "tribute",
"sourcePlayer": notification.donator,
"targetPlayer": player,
"amounts": notification.amounts
});
},
"attack": function(notification, player)
{
if (player != g_ViewedPlayer)
return;
// Focus camera on attacks
if (g_FollowPlayer)
{
setCameraFollow(notification.target);
g_Selection.reset();
if (notification.target)
g_Selection.addList([notification.target]);
}
if (Engine.ConfigDB_GetValue("user", "gui.session.attacknotificationmessage") !== "true")
return;
addChatMessage({
"type": "attack",
"player": player,
"attacker": notification.attacker,
"targetIsDomesticAnimal": notification.targetIsDomesticAnimal
});
},
"dialog": function(notification, player)
{
if (player == Engine.GetPlayerID())
openDialog(notification.dialogName, notification.data, player);
},
"resetselectionpannel": function(notification, player)
{
if (player != Engine.GetPlayerID())
return;
g_Selection.rebuildSelection({});
},
"playercommand": function(notification, player)
{
// For observers, focus the camera on units commanded by the selected player
if (!g_FollowPlayer || player != g_ViewedPlayer)
return;
let cmd = notification.cmd;
// Ignore boring animals
let entState = cmd.entities && cmd.entities[0] && GetEntityState(cmd.entities[0]);
if (entState && entState.identity && entState.identity.classes &&
entState.identity.classes.indexOf("Animal") != -1)
return;
// Focus the building to construct
if (cmd.type == "repair")
{
let targetState = GetEntityState(cmd.target);
if (targetState)
Engine.CameraMoveTo(targetState.position.x, targetState.position.z);
}
// Focus commanded entities, but don't lose previous focus when training units
else if (cmd.type != "train" && cmd.type != "research" && entState)
setCameraFollow(cmd.entities[0]);
// Select units affected by that command
let selection = [];
if (cmd.entities)
selection = cmd.entities;
if (cmd.target)
selection.push(cmd.target);
// Allow gaia in selection when gathering
g_Selection.reset();
g_Selection.addList(selection, false, cmd.type == "gather");
}
};
/**
* Loads all known cheat commands.
*
* @returns {Object}
*/
function getCheatsData()
{
let cheats = {};
for (let fileName of getJSONFileList("simulation/data/cheats/"))
{
let currentCheat = Engine.ReadJSONFile("simulation/data/cheats/"+fileName+".json");
if (!currentCheat)
continue;
if (Object.keys(cheats).indexOf(currentCheat.Name) !== -1)
warn("Cheat name '" + currentCheat.Name + "' is already present");
else
cheats[currentCheat.Name] = currentCheat.Data;
}
return cheats;
}
/**
* Reads userinput from the chat and sends a simulation command in case it is a known cheat.
* Hence cheats won't be sent as chat over network.
*
* @param {string} text
* @returns {boolean} - True if a cheat was executed.
*/
function executeCheat(text)
{
if (g_IsObserver || !g_Players[Engine.GetPlayerID()].cheatsEnabled)
return false;
// Find the cheat code that is a prefix of the user input
let cheatCode = Object.keys(g_Cheats).find(cheatCode => text.indexOf(cheatCode) == 0);
if (!cheatCode)
return false;
let cheat = g_Cheats[cheatCode];
let parameter = text.substr(cheatCode.length);
if (cheat.isNumeric)
parameter = +parameter;
if (cheat.DefaultParameter && (isNaN(parameter) || parameter <= 0))
parameter = cheat.DefaultParameter;
Engine.PostNetworkCommand({
"type": "cheat",
"action": cheat.Action,
"text": cheat.Type,
"player": Engine.GetPlayerID(),
"parameter": parameter,
"templates": cheat.Templates,
"selected": g_Selection.toList()
});
return true;
}
function findGuidForPlayerID(playerID)
{
return Object.keys(g_PlayerAssignments).find(guid => g_PlayerAssignments[guid].player == playerID);
}
/**
* Processes all pending notifications sent from the GUIInterface simulation component.
*/
function handleNotifications()
{
let notifications = Engine.GuiInterfaceCall("GetNotifications");
for (let notification of notifications)
{
if (!notification.players || !notification.type || !g_NotificationsTypes[notification.type])
{
error("Invalid GUI notification: " + uneval(notification));
continue;
}
for (let player of notification.players)
g_NotificationsTypes[notification.type](notification, player);
}
}
/**
* Updates playerdata cache and refresh diplomacy panel.
*/
function updateDiplomacy()
{
g_Players = getPlayerData(g_PlayerAssignments, g_Players);
if (g_IsDiplomacyOpen)
openDiplomacy();
}
/**
* Displays all active counters (messages showing the remaining time) for wonder-victory, ceasefire etc.
*/
function updateTimeNotifications()
{
let notifications = Engine.GuiInterfaceCall("GetTimeNotifications", g_ViewedPlayer);
let notificationText = "";
for (let n of notifications)
{
let message = n.message;
if (n.translateMessage)
message = translate(message);
let parameters = n.parameters || {};
if (n.translateParameters)
translateObjectKeys(parameters, n.translateParameters);
parameters.time = timeToString(n.endTime - g_SimState.timeElapsed);
notificationText += sprintf(message, parameters) + "\n";
}
Engine.GetGUIObjectByName("notificationText").caption = notificationText;
}
/**
* Processes a CNetMessage (see NetMessage.h, NetMessages.h) sent by the CNetServer.
* Saves the received object to mainlog.html.
*
* @param {Object} msg
*/
function handleNetMessage(msg)
{
log("Net message: " + uneval(msg));
if (g_NetMessageTypes[msg.type])
g_NetMessageTypes[msg.type](msg);
else
error("Unrecognised net message type '" + msg.type + "'");
}
/**
* @param {Object} message
*/
function handleNetStatusMessage(message)
{
if (g_Disconnected)
return;
if (!g_StatusMessageTypes[message.status])
{
error("Unrecognised netstatus type '" + message.status + "'");
return;
}
let label = Engine.GetGUIObjectByName("netStatus");
let statusMessage = g_StatusMessageTypes[message.status](message);
label.caption = statusMessage;
label.hidden = !statusMessage;
if (message.status == "disconnected")
{
g_Disconnected = true;
closeOpenDialogs();
}
}
function handlePlayerAssignmentsMessage(message)
{
// Find and report all leavings
for (let guid in g_PlayerAssignments)
{
if (message.hosts[guid])
continue;
addChatMessage({ "type": "disconnect", "guid": guid });
for (let id in g_Players)
if (g_Players[id].guid == guid)
g_Players[id].offline = true;
}
let joins = Object.keys(message.hosts).filter(guid => !g_PlayerAssignments[guid]);
g_PlayerAssignments = message.hosts;
// Report all joinings
joins.forEach(guid => {
let playerID = g_PlayerAssignments[guid].player;
if (g_Players[playerID])
{
g_Players[playerID].guid = guid;
g_Players[playerID].name = g_PlayerAssignments[guid].name;
g_Players[playerID].offline = false;
}
addChatMessage({ "type": "connect", "guid": guid });
});
updateChatAddressees();
// Update lobby gamestatus
if (g_IsController && Engine.HasXmppClient())
{
let players = Object.keys(g_PlayerAssignments).map(guid => g_PlayerAssignments[guid].name);
Engine.SendChangeStateGame(Object.keys(g_PlayerAssignments).length, players.join(", "));
}
}
function updateChatAddressees()
{
let addressees = [
{
"label": translateWithContext("chat addressee", "Everyone"),
"cmd": ""
}
];
if (!g_IsObserver)
{
addressees.push({
"label": translateWithContext("chat addressee", "Allies"),
"cmd": "/allies"
});
addressees.push({
"label": translateWithContext("chat addressee", "Enemies"),
"cmd": "/enemies"
});
}
addressees.push({
"label": translateWithContext("chat addressee", "Observers"),
"cmd": "/observers"
});
// Add playernames for private messages
for (let guid of sortGUIDsByPlayerID())
{
if (guid == Engine.GetPlayerGUID())
continue;
let username = g_PlayerAssignments[guid].name;
let playerIndex = g_PlayerAssignments[guid].player;
// Don't provide option for PM from observer to player
if (g_IsObserver && !isPlayerObserver(playerIndex))
continue;
let colorBox = isPlayerObserver(playerIndex) ? "" : '[color="' + rgbToGuiColor(g_Players[playerIndex].color) + '"]■ [/color]';
addressees.push({
"cmd": "/msg " + username,
"label": colorBox + username
});
}
let chatAddressee = Engine.GetGUIObjectByName("chatAddressee");
chatAddressee.list = addressees.map(adressee => adressee.label);
chatAddressee.list_data = addressees.map(adressee => adressee.cmd);
chatAddressee.selected = 0;
}
/**
* Send text as chat. Don't look for commands.
*
* @param {string} text
*/
function submitChatDirectly(text)
{
if (!text.length)
return;
if (g_IsNetworked)
Engine.SendNetworkChat(text);
else
addChatMessage({ "type": "message", "guid": "local", "text": text });
}
/**
* Loads the text from the GUI window, checks if it is a local command
* or cheat and executes it. Otherwise sends it as chat.
*/
function submitChatInput()
{
let input = Engine.GetGUIObjectByName("chatInput");
let text = input.caption;
input.blur(); // Remove focus
input.caption = ""; // Clear chat input
toggleChatWindow();
if (!text.length)
return;
if (executeNetworkCommand(text))
return;
if (executeCheat(text))
return;
let chatAddressee = Engine.GetGUIObjectByName("chatAddressee");
if (chatAddressee.selected > 0 && (text.indexOf("/") != 0 || text.indexOf("/me ") == 0))
text = chatAddressee.list_data[chatAddressee.selected] + " " + text;
submitChatDirectly(text);
}
/**
* Displays the prepared chatmessage.
*
* @param msg {Object}
*/
function addChatMessage(msg)
{
if (!g_FormatChatMessage[msg.type])
return;
let formatted = g_FormatChatMessage[msg.type](msg);
if (!formatted)
return;
g_ChatMessages.push(formatted);
g_ChatTimers.push(setTimeout(removeOldChatMessage, g_ChatTimeout * 1000));
if (g_ChatMessages.length > g_ChatLines)
removeOldChatMessage();
else
Engine.GetGUIObjectByName("chatText").caption = g_ChatMessages.join("\n");
}
/**
* Called when the timer has run out for the oldest chatmessage or when the message limit is reached.
*/
function removeOldChatMessage()
{
clearTimeout(g_ChatTimers[0]);
g_ChatTimers.shift();
g_ChatMessages.shift();
Engine.GetGUIObjectByName("chatText").caption = g_ChatMessages.join("\n");
}
/**
* This function is used for AIs, whose names don't exist in g_PlayerAssignments.
*/
function colorizePlayernameByID(playerID)
{
let username = g_Players[playerID] && escapeText(g_Players[playerID].name);
return colorizePlayernameHelper(username, playerID);
}
function colorizePlayernameByGUID(guid)
{
let username = g_PlayerAssignments[guid] ? g_PlayerAssignments[guid].name : "";
let playerID = g_PlayerAssignments[guid] ? g_PlayerAssignments[guid].player : -1;
return colorizePlayernameHelper(username, playerID);
}
function colorizePlayernameHelper(username, playerID)
{
let playerColor = playerID > -1 ? rgbToGuiColor(g_Players[playerID].color) : "white";
return '[color="' + playerColor + '"]' + (username || translate("Unknown Player")) + "[/color]";
}
function formatDefeatMessage(msg)
{
// In singleplayer, the local player is "You". "You has" is incorrect.
let message = !g_IsNetworked && msg.player == Engine.GetPlayerID() ?
translate("You have been defeated.") :
translate("%(player)s has been defeated.");
return sprintf(message, {
"player": colorizePlayernameByID(msg.player)
});
}
function formatDiplomacyMessage(msg)
{
let messageType;
if (g_IsObserver)
messageType = "observer";
else if (Engine.GetPlayerID() == msg.sourcePlayer)
messageType = "active";
else if (Engine.GetPlayerID() == msg.targetPlayer)
messageType = "passive";
else
return "";
return sprintf(g_DiplomacyMessages[messageType][msg.status], {
"player": colorizePlayernameByID(messageType == "active" ? msg.targetPlayer : msg.sourcePlayer),
"player2": colorizePlayernameByID(messageType == "active" ? msg.sourcePlayer : msg.targetPlayer)
});
}
function formatTributeMessage(msg)
{
// Check observer first, since we also want to see if the selected player in the developer-overlay has sent tributes
let message = "";
if (g_IsObserver)
message = translate("%(player)s has sent %(player2)s %(amounts)s.");
else if (msg.targetPlayer == Engine.GetPlayerID())
message = translate("%(player)s has sent you %(amounts)s.");
return sprintf(message, {
"player": colorizePlayernameByID(msg.sourcePlayer),
"player2": colorizePlayernameByID(msg.targetPlayer),
"amounts": getLocalizedResourceAmounts(msg.amounts)
});
}
function formatAttackMessage(msg)
{
if (msg.player != g_ViewedPlayer)
return "";
let message = msg.targetIsDomesticAnimal ?
translate("Your livestock has been attacked by %(attacker)s!") :
translate("You have been attacked by %(attacker)s!");
return sprintf(message, {
"attacker": colorizePlayernameByID(msg.attacker)
});
}
function formatChatCommand(msg)
{
if (!msg.text)
return "";
let isMe = msg.text.indexOf("/me ") == 0;
if (!isMe && !parseChatAddressee(msg))
return "";
isMe = msg.text.indexOf("/me ") == 0;
if (isMe)
msg.text = msg.text.substr("/me ".length);
// Translate or escape text
if (!msg.text)
return "";
if (msg.translate)
{
msg.text = translate(msg.text);
if (msg.translateParameters)
{
let parameters = msg.parameters || {};
translateObjectKeys(parameters, msg.translateParameters);
msg.text = sprintf(msg.text, parameters);
}
}
else
msg.text = escapeText(msg.text);
// GUID for players, playerID for AIs
let coloredUsername = msg.guid != -1 ? colorizePlayernameByGUID(msg.guid) : colorizePlayernameByID(msg.player);
return sprintf(g_ChatCommands[isMe ? "me" : "regular"][msg.context ? "context" : "no-context"], {
"message": msg.text,
"context": msg.context || undefined,
"user": coloredUsername,
"userTag": sprintf(translate("<%(user)s>"), { "user": coloredUsername })
});
}
/**
* Checks if the current user is an addressee of the chatmessage sent by another player.
* Sets the context of that message.
* Returns true if the message should be displayed.
*
* @param {Object} msg
*/
function parseChatAddressee(msg)
{
if (msg.text[0] != '/')
return true;
// Split addressee command and message-text
let cmd = msg.text.split(/\s/)[0];
msg.text = msg.text.substr(cmd.length + 1);
if (cmd == "/ally")
cmd = "/allies";
if (cmd == "/enemy")
cmd = "/enemies";
if (cmd == "/observer")
cmd = "/observers";
// GUID for players and observers, ID for bots
let senderID = (g_PlayerAssignments[msg.guid] || msg).player;
let isSender = msg.guid ? msg.guid == Engine.GetPlayerGUID() : senderID == Engine.GetPlayerID();
// Parse private message
let isPM = cmd == "/msg";
let addresseeGUID;
let addresseeIndex;
if (isPM)
{
addresseeGUID = matchUsername(msg.text);
let addressee = g_PlayerAssignments[addresseeGUID];
if (!addressee)
{
if (isSender)
warn("Couldn't match username: " + msg.text);
return false;
}
// Prohibit PM if addressee and sender are identical
if (isSender && addresseeGUID == Engine.GetPlayerGUID())
return false;
msg.text = msg.text.substr(addressee.name.length + 1);
addresseeIndex = addressee.player;
}
// Set context string
if (!g_ChatAddresseeContext[cmd])
{
if (isSender)
warn("Unknown chat command: " + cmd);
return false;
}
msg.context = g_ChatAddresseeContext[cmd];
// For observers only permit public- and observer-chat and PM to observers
if (isPlayerObserver(senderID) &&
(isPM && !isPlayerObserver(addresseeIndex) || !isPM && cmd != "/observers"))
return false;
return isSender || g_IsChatAddressee[cmd](senderID, addresseeGUID);
}
/**
* Returns the guid of the user with the longest name that is a prefix of the given string.
*/
function matchUsername(text)
{
if (!text)
return "";
let match = "";
let playerGUID = "";
for (let guid in g_PlayerAssignments)
{
let pName = g_PlayerAssignments[guid].name;
if (text.indexOf(pName + " ") == 0 && pName.length > match.length)
{
match = pName;
playerGUID = guid;
}
}
return playerGUID;
}
/**
* Unused multiplayer-dialog.
*/
function sendDialogAnswer(guiObject, dialogName)
{
Engine.GetGUIObjectByName(dialogName+"-dialog").hidden = true;
Engine.PostNetworkCommand({
"type": "dialog-answer",
"dialog": dialogName,
"answer": guiObject.name.split("-").pop(),
});
resumeGame();
}
/**
* Unused multiplayer-dialog.
*/
function openDialog(dialogName, data, player)
{
let dialog = Engine.GetGUIObjectByName(dialogName + "-dialog");
if (!dialog)
{
warn("messages.js: Unknow dialog with name " + dialogName);
return;
}
dialog.hidden = false;
for (let objName in data)
{
let obj = Engine.GetGUIObjectByName(dialogName + "-dialog-" + objName);
if (!obj)
{
warn("messages.js: Key '" + objName + "' not found in '" + dialogName + "' dialog.");
continue;
}
for (let key in data[objName])
{
let n = data[objName][key];
if (typeof n == "object" && n.message)
{
let message = n.message;
if (n.translateMessage)
message = translate(message);
let parameters = n.parameters || {};
if (n.translateParameters)
translateObjectKeys(parameters, n.translateParameters);
obj[key] = sprintf(message, parameters);
}
else
obj[key] = n;
}
}
pauseGame();
}