1 | Index: binaries/data/mods/public/gui/common/global.xml
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2 |
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3 | ===================================================================
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4 |
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5 | --- binaries/data/mods/public/gui/common/global.xml (revision 13276)
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6 |
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7 | +++ binaries/data/mods/public/gui/common/global.xml (working copy)
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8 |
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9 | @@ -26,7 +26,7 @@
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10 |
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11 | sprite="colour: 0 0 0 200"
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12 |
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13 | font="mono-stroke-10"
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14 |
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15 | textcolor="white"
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16 |
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17 | - size="5 35 80 55"
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18 |
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19 | + size="100%-80 70 100%-10 90"
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20 |
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21 | z="199"
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22 |
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23 | >
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24 |
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25 | <action on="Tick"><![CDATA[
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26 |
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27 | Index: binaries/data/mods/public/gui/session/session.js
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28 |
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29 | ===================================================================
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30 |
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31 | --- binaries/data/mods/public/gui/session/session.js (revision 13276)
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32 |
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33 | +++ binaries/data/mods/public/gui/session/session.js (working copy)
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34 |
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35 | @@ -369,6 +369,7 @@
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36 |
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37 | if (g_ShowAllStatusBars)
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38 |
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39 | recalculateStatusBarDisplay();
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40 |
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41 |
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42 |
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43 | + updateHero(simState);
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44 |
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45 | updateGroups();
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46 |
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47 | updateDebug(simState);
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48 |
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49 | updatePlayerDisplay(simState);
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50 |
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51 | @@ -383,6 +384,48 @@
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52 |
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53 | global.music.setState(global.music.states[battleState]);
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54 |
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55 | }
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56 |
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57 |
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58 |
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59 | +function updateHero(simState)
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60 |
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61 | +{
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62 |
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63 | + var playerState = simState.players[Engine.GetPlayerID()];
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64 |
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65 | +
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66 |
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67 | + if (playerState.heroes.length > 0)
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68 |
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69 | + {
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70 |
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71 | + var heroImage = getGUIObjectByName("unitHeroImage");
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72 |
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73 | + var heroState = Engine.GuiInterfaceCall("GetEntityState", playerState.heroes[0]);
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74 |
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75 | + var template = GetTemplateData(heroState.template);
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76 |
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77 | + heroImage.sprite = "stretched:session/portraits/" + template.icon;
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78 |
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79 | +
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80 |
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81 | + var heroButton = getGUIObjectByName("unitHeroButton");
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82 |
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83 | + heroButton.onpress = (function(e) { return function() { g_Selection.reset(); g_Selection.addList([e]); } })(playerState.heroes[0]);
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84 |
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85 | + heroButton.ondoublepress = (function(e) { return function() { selectAndMoveTo(e) }; })(playerState.heroes[0]);
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86 |
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87 | + heroButton.hidden = false;
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88 |
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89 | +
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90 |
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91 | + // Setup tooltip
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92 |
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93 | +
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94 |
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95 | + var name = "[font=\"serif-bold-16\"]" + template.name.specific + "[/font] ";
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96 |
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97 | + var health = "[font=\"serif-bold-13\"]Health:[/font] " + heroState.hitpoints + "/" + heroState.maxHitpoints;
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98 |
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99 | +
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100 |
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101 | + var type = "";
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102 |
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103 | + if (heroState.attack)
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104 |
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105 | + type = heroState.attack.type + " ";
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106 |
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107 | + var attack = "[font=\"serif-bold-13\"]" + type + "Attack:[/font] " + damageTypeDetails(heroState.attack);
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108 |
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109 | + // Show max attack range if ranged attack, also convert to tiles (4m per tile)
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110 |
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111 | + if (heroState.attack && heroState.attack.type == "Ranged")
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112 |
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113 | + attack += ", [font=\"serif-bold-13\"]Range:[/font] " + Math.round(heroState.attack.maxRange/4);
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114 |
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115 | +
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116 |
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117 | + var armor = "[font=\"serif-bold-13\"]Armor:[/font] " + damageTypeDetails(heroState.armour);
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118 |
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119 | + var extra = template.tooltip;
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120 |
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121 | +
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122 |
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123 | + heroButton.tooltip = name + "\n" + health + "\n" + attack + "\n" + armor + "\n" + extra;
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124 |
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125 | + }
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126 |
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127 | + else
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128 |
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129 | + {
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130 |
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131 | + var heroButton = getGUIObjectByName("unitHeroButton");
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132 |
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133 | + heroButton.hidden = true;
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134 |
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135 | + }
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136 |
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137 | +
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138 |
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139 | +};
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140 |
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141 | +
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142 |
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143 | function updateGroups()
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144 |
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145 | {
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146 |
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147 | var guiName = "Group";
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148 |
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149 | Index: binaries/data/mods/public/gui/session/session.xml
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150 |
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151 | ===================================================================
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152 |
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153 | --- binaries/data/mods/public/gui/session/session.xml (revision 13327)
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154 |
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155 | +++ binaries/data/mods/public/gui/session/session.xml (working copy)
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156 |
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157 | @@ -132,11 +218,16 @@
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158 |
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159 | <action on="Press">addTrainingByPosition(6);</action>
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160 | </object>
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161 |
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162 | - <!-- Find idle warrior - TODO: Potentially move this to own UI button? -->
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163 | + <!-- Find idle warrior - TODO: Potentially move this to own UI button? -->
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164 | <object hotkey="selection.idlewarrior">
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165 | <action on="Press">findIdleUnit(["Hero", "Champion", "CitizenSoldier", "Siege", "Warship"]);</action>
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166 | </object>
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167 |
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168 | + <!-- Cycle through living heroes. -->
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169 | + <object hotkey="selection.hero">
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170 | + <action on="Press">cycleHeroes();</action>
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171 | + </object>
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172 | +
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173 | <!-- ================================ ================================ -->
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174 | <!-- Developer / Debug items -->
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175 | <!-- ================================ ================================ -->
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176 | @@ -666,6 +757,20 @@
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177 | </object>
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178 |
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179 | <!-- ================================ ================================ -->
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180 | + <!-- Hero Selection -->
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181 | + <!-- ================================ ================================ -->
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182 | + <object
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183 | + name="unitHeroPanel"
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184 | + size="0% 5% 0%+50 5%+50"
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185 | + >
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186 | + <object name="unitHeroButton" size="0 0 50 50" type="button" hidden="false" style="iconButton"
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187 | + tooltip_style="sessionToolTip" tooltip="Attack and Armor">
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188 | + <object name="unitHeroImage" size="5 5 100%-5 100%-5" type="image" ghost="true"/>
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189 | + </object>
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190 | +
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191 | + </object>
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192 | +
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193 | + <!-- ================================ ================================ -->
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194 | <!-- Unit Selection Groups -->
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195 | <!-- ================================ ================================ -->
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196 | <objectIndex: binaries/data/mods/public/simulation/components/GuiInterface.js
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197 | ===================================================================
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198 | --- binaries/data/mods/public/simulation/components/GuiInterface.js (revision 13276)
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199 | +++ binaries/data/mods/public/simulation/components/GuiInterface.js (working copy)
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200 | @@ -79,6 +79,7 @@
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201 | "popCount": cmpPlayer.GetPopulationCount(),
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202 | "popLimit": cmpPlayer.GetPopulationLimit(),
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203 | "popMax": cmpPlayer.GetMaxPopulation(),
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204 | + "heroes": cmpPlayer.GetHeroes(),
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205 | "resourceCounts": cmpPlayer.GetResourceCounts(),
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206 | "trainingBlocked": cmpPlayer.IsTrainingBlocked(),
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207 | "state": cmpPlayer.GetState(),
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208 | Index: binaries/data/mods/public/simulation/components/Player.js
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209 | ===================================================================
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210 | --- binaries/data/mods/public/simulation/components/Player.js (revision 13276)
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211 | +++ binaries/data/mods/public/simulation/components/Player.js (working copy)
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212 | @@ -19,7 +19,7 @@
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213 | "metal": 300,
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214 | "stone": 300
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215 | };
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216 | -
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217 | +
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218 | this.team = -1; // team number of the player, players on the same team will always have ally diplomatic status - also this is useful for team emblems, scoring, etc.
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219 | this.teamsLocked = false;
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220 | this.state = "active"; // game state - one of "active", "defeated", "won"
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221 | @@ -32,6 +32,7 @@
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222 | this.isAI = false;
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223 | this.cheatsEnabled = true;
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224 | this.cheatTimeMultiplier = 1;
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225 | + this.heroes = [];
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226 | };
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227 |
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228 | Player.prototype.SetPlayerID = function(id)
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229 | @@ -109,6 +110,11 @@
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230 | return Math.round(ApplyTechModificationsToPlayer("Player/MaxPopulation", this.maxPop, this.entity));
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231 | };
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232 |
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233 | +Player.prototype.GetHeroes = function()
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234 | +{
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235 | + return this.heroes;
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236 | +};
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237 | +
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238 | Player.prototype.IsTrainingBlocked = function()
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239 | {
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240 | return this.trainingBlocked;
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241 | @@ -446,10 +452,11 @@
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242 | Player.prototype.OnGlobalOwnershipChanged = function(msg)
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243 | {
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244 | var isConquestCritical = false;
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245 | + var cmpIdentity = Engine.QueryInterface(msg.entity, IID_Identity);
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246 | +
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247 | // Load class list only if we're going to need it
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248 | if (msg.from == this.playerID || msg.to == this.playerID)
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249 | {
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250 | - var cmpIdentity = Engine.QueryInterface(msg.entity, IID_Identity);
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251 | if (cmpIdentity)
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252 | {
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253 | isConquestCritical = cmpIdentity.HasClass("ConquestCritical");
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254 | @@ -465,6 +472,21 @@
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255 | this.popUsed -= cost.GetPopCost();
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256 | this.popBonuses -= cost.GetPopBonus();
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257 | }
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258 | +
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259 | + if (cmpIdentity && cmpIdentity.HasClass("Hero"))
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260 | + {
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261 | + //Remove from Heroes list
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262 | + var index = this.heroes.indexOf(msg.entity);
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263 | + if (index >= 0)
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264 | + {
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265 | + this.heroes.splice(index, 1);
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266 | + }
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267 | + else
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268 | + {
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269 | + // Why is not the Hero in the list?
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270 | + }
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271 | + }
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272 | +
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273 | }
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274 | if (msg.to == this.playerID)
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275 | {
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276 | @@ -476,6 +498,11 @@
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277 | this.popUsed += cost.GetPopCost();
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278 | this.popBonuses += cost.GetPopBonus();
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279 | }
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280 | +
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281 | + if (cmpIdentity && cmpIdentity.HasClass("Hero"))
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282 | + {
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283 | + this.heroes.push(msg.entity);
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284 | + }
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285 | }
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286 | };
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287 |
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288 | Index: binaries/data/mods/public/gui/session/input.js
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289 | ===================================================================
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290 | --- binaries/data/mods/public/gui/session/input.js (revision 13327)
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291 | +++ binaries/data/mods/public/gui/session/input.js (working copy)
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292 | @@ -1982,6 +2009,28 @@
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293 | resetIdleUnit();
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294 | }
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295 |
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296 | +function cycleHeroes() {
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297 | + var playerState = Engine.GuiInterfaceCall("GetSimulationState").players[Engine.GetPlayerID()],
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298 | + append = Engine.HotkeyIsPressed("selection.add"), selectall = Engine.HotkeyIsPressed("selection.offscreen"),
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299 | + selection = g_Selection.toList(), currentIndex, newIndex = 0, newList;
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300 | +
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301 | + if (selectall)
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302 | + newList = playerState.heroes;
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303 | + else if (selection.length == 1 && (currentIndex = playerState.heroes.indexOf(selection[0])) > -1)
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304 | + {
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305 | + newIndex = Math.min(currentIndex + 1, playerState.heroes.length);
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306 | + if (newIndex == playerState.heroes.length)
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307 | + newIndex = 0;
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308 | + }
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309 | +
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310 | + if (!newList)
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311 | + newList = [playerState.heroes[newIndex]];
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312 | +
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313 | + if (!append)
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314 | + g_Selection.reset();
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315 | + g_Selection.addList(newList);
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316 | +}
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317 | +
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318 | function stopUnits(entities)
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319 | {
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320 | Engine.PostNetworkCommand({ "type": "stop", "entities": entities, "queued": false });
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