mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
Up to now `eslint-plugin-brace-rules` was used to enforce a common brace style for JavaScript code. This plugin was however updated the last time over 9 years ago and will be incompatible with ESLint v10, as that [removes `context.getSourceCode()`][1], the plugin relies on. To keep the eslint config working with ESLint v10, this replaces `eslint-plugin-brace-rules` with the [`@stylistic/brace-style`][2] rule from `@stylistic/eslint-plugin`, a package we already use. While `@stylistic/brace-style` doesn't offer an option to format braces in exactly the same way as before, the "allman" style seems to be the one closest to the existing code. [1]: https://eslint.org/blog/2025/11/eslint-v10.0.0-alpha.0-released/#removed-deprecated-rule-context-members [2]: https://eslint.style/rules/brace-style
379 lines
9.7 KiB
JavaScript
379 lines
9.7 KiB
JavaScript
/**
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* The maximum number of players that the engine supports.
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* TODO: Maybe we can support more than 8 players sometime.
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*/
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const g_MaxPlayers = 8;
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/**
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* The maximum number of teams allowed.
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*/
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const g_MaxTeams = 4;
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/**
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* Directory containing all editable settings.
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*/
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const g_SettingsDirectory = "simulation/data/settings/";
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/**
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* Directory containing all biomes supported for random map scripts.
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*/
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const g_BiomesDirectory = "maps/random/rmbiome/";
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/**
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* An object containing all values given by setting name.
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* Used by lobby, game setup, session, summary screen, and replay menu.
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*/
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const g_Settings = loadSettingsValues();
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/**
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* Loads and translates all values of all settings which
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* can be configured by dropdowns in the game setup.
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*
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* @returns {Object|undefined}
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*/
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function loadSettingsValues()
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{
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var settings = {
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"AIDescriptions": loadAIDescriptions(),
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"AIDifficulties": loadAIDifficulties(),
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"AIBehaviors": loadAIBehaviors(),
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"GameSpeeds": loadSettingValuesFile("game_speeds.json"),
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"MapTypes": loadMapTypes(),
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"MapSizes": loadSettingValuesFile("map_sizes.json"),
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"PlayerPlacements": loadSettingValuesFile("player_placements.json"),
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"Biomes": loadBiomes(),
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"PlayerDefaults": loadPlayerDefaults(),
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"PopulationCapacities": loadSettingValuesFile("population_capacities.json"),
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"StartingResources": loadSettingValuesFile("starting_resources.json"),
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"VictoryConditions": loadVictoryConditions(),
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"TriggerDifficulties": loadSettingValuesFile("trigger_difficulties.json")
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};
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if (Object.keys(settings).some(key => settings[key] === undefined))
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return undefined;
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return deepfreeze(settings);
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}
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/**
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* Returns an array of objects reflecting all possible values for a given setting.
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*
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* @param {string} filename
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* @see simulation/data/settings/
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* @returns {Array|undefined}
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*/
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function loadSettingValuesFile(filename)
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{
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var json = Engine.ReadJSONFile(g_SettingsDirectory + filename);
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if (!json || !json.Data)
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{
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error("Could not load " + filename + "!");
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return undefined;
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}
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if (json.TranslatedKeys)
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{
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let keyContext = json.TranslatedKeys;
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if (json.TranslationContext)
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{
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keyContext = {};
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for (const key of json.TranslatedKeys)
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keyContext[key] = json.TranslationContext;
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}
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translateObjectKeys(json.Data, keyContext);
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}
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return json.Data;
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}
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/**
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* Loads the descriptions as defined in simulation/ai/.../data.json and loaded by ICmpAIManager.cpp.
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*
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* @returns {Array}
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*/
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function loadAIDescriptions()
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{
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var ais = Engine.GetAIs();
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translateObjectKeys(ais, ["name", "description"]);
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return ais.sort((a, b) => a.data.name.localeCompare(b.data.name));
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}
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/**
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* Hardcoded, as modding is not supported without major changes.
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* Notice the AI code parses the difficulty level by the index, not by name.
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*
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* @returns {Array}
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*/
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function loadAIDifficulties()
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{
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return [
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{
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"Name": "sandbox",
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"Title": translateWithContext("aiDiff", "Sandbox")
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},
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{
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"Name": "very easy",
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"Title": translateWithContext("aiDiff", "Very Easy")
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},
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{
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"Name": "easy",
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"Title": translateWithContext("aiDiff", "Easy")
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},
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{
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"Name": "medium",
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"Title": translateWithContext("aiDiff", "Medium"),
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"Default": true
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},
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{
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"Name": "hard",
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"Title": translateWithContext("aiDiff", "Hard")
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},
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{
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"Name": "very hard",
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"Title": translateWithContext("aiDiff", "Very Hard")
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}
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];
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}
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function loadAIBehaviors()
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{
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return [
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{
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"Name": "random",
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"Title": translateWithContext("aiBehavior", "Random"),
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"Default": true
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},
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{
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"Name": "balanced",
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"Title": translateWithContext("aiBehavior", "Balanced"),
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},
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{
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"Name": "defensive",
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"Title": translateWithContext("aiBehavior", "Defensive")
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},
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{
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"Name": "aggressive",
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"Title": translateWithContext("aiBehavior", "Aggressive")
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}
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];
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}
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/**
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* Hardcoded, as modding is not supported without major changes.
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*/
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function loadMapTypes()
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{
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return [
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{
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"Name": "skirmish",
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"Title": translateWithContext("map", "Skirmish"),
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"Description": translate("A map with a predefined landscape and number of players. Freely select the other game settings."),
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"Default": true,
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"Path": "maps/skirmishes/",
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"Suffix": ".xml",
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"GetData": Engine.LoadMapSettings,
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"CheckIfExists": mapPath => Engine.FileExists(mapPath + ".xml")
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},
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{
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"Name": "random",
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"Title": translateWithContext("map", "Random"),
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"Description": translate("Create a unique map with a different resource distribution each time. Freely select the number of players and teams."),
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"Path": "maps/random/",
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"Suffix": ".json",
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"GetData": mapPath => Engine.ReadJSONFile(mapPath + ".json"),
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"CheckIfExists": mapPath => Engine.FileExists(mapPath + ".json")
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},
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{
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"Name": "scenario",
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"Title": translateWithContext("map", "Scenario"),
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"Description": translate("A map with a predefined landscape and matchsettings."),
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"Path": "maps/scenarios/",
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"Suffix": ".xml",
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"GetData": Engine.LoadMapSettings,
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"CheckIfExists": mapPath => Engine.FileExists(mapPath + ".xml")
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}
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];
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}
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function loadBiomes()
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{
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return listFiles(g_BiomesDirectory, ".json", true).filter(biomeID => biomeID != "defaultbiome").map(biomeID =>
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{
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const description = Engine.ReadJSONFile(g_BiomesDirectory + biomeID + ".json").Description;
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return {
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"Id": biomeID,
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"Title": translateWithContext("biome definition", description.Title),
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"Description": description.Description ? translateWithContext("biome definition", description.Description) : "",
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"Preview": description.Preview || undefined
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};
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});
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}
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/**
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* Loads available victoryCondtions from json files.
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*
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* @returns {Array|undefined}
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*/
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function loadVictoryConditions()
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{
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const subdir = "victory_conditions/";
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const victoryConditions = listFiles(g_SettingsDirectory + subdir, ".json", false).map(victoryScriptName =>
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{
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const victoryCondition = loadSettingValuesFile(subdir + victoryScriptName + ".json");
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if (victoryCondition)
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victoryCondition.Name = victoryScriptName;
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return victoryCondition;
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});
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if (victoryConditions.some(victoryCondition => victoryCondition == undefined))
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return undefined;
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return victoryConditions.sort((a, b) => a.GUIOrder - b.GUIOrder || (a.Title > b.Title ? 1 : a.Title > b.Title ? -1 : 0));
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}
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/**
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* Loads the default player settings (like civs and colors).
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*
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* @returns {Array|undefined}
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*/
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function loadPlayerDefaults()
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{
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var json = Engine.ReadJSONFile(g_SettingsDirectory + "player_defaults.json");
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if (!json || !json.PlayerData)
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{
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error("Could not load player_defaults.json");
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return undefined;
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}
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return json.PlayerData;
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}
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/**
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* Creates an object with all values of that property of the given setting and
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* finds the index of the default value.
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*
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* This allows easy copying of setting values to dropdown lists.
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*
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* @param {Array} settingValues
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* @returns {Object|undefined}
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*/
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function prepareForDropdown(settingValues)
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{
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if (!settingValues)
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return undefined;
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const settings = { "Default": 0 };
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for (const index in settingValues)
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{
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for (const property in settingValues[index])
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{
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if (property == "Default")
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continue;
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if (!settings[property])
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settings[property] = [];
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// Switch property and index
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settings[property][index] = settingValues[index][property];
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}
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// Copy default value
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if (settingValues[index].Default)
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settings.Default = +index;
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}
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return deepfreeze(settings);
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}
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/**
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* Returns title or placeholder.
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*
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* @param {string} aiName - for example "petra"
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*/
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function translateAIName(aiName)
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{
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const description = g_Settings.AIDescriptions.find(ai => ai.id == aiName);
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return description ? translate(description.data.name) : translateWithContext("AI name", "Unknown");
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}
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/**
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* Returns title or placeholder.
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*
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* @param {number} index - index of AIDifficulties
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*/
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function translateAIDifficulty(index)
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{
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const difficulty = g_Settings.AIDifficulties[index];
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return difficulty ? difficulty.Title : translateWithContext("AI difficulty", "Unknown");
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}
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/**
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* Returns title or placeholder.
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*
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* @param {string} aiBehavior - for example "defensive"
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*/
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function translateAIBehavior(aiBehavior)
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{
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const behavior = g_Settings.AIBehaviors.find(b => b.Name == aiBehavior);
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return behavior ? behavior.Title : translateWithContext("AI behavior", "Default");
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}
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/**
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* Returns title or placeholder.
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*
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* @param {string} mapType - for example "skirmish"
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* @returns {string}
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*/
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function translateMapType(mapType)
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{
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const type = g_Settings.MapTypes.find(t => t.Name == mapType);
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return type ? type.Title : translateWithContext("map type", "Unknown");
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}
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/**
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* Returns title or placeholder "Default".
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*
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* @param {number} mapSize - tilecount
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* @returns {string}
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*/
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function translateMapSize(tiles)
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{
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const mapSize = g_Settings.MapSizes.find(size => size.Tiles == +tiles);
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return mapSize ? mapSize.Name : translateWithContext("map size", "Default");
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}
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/**
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* Returns title or placeholder.
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*
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* @param {number} popCap
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* @param {string} popCapType - "player", "team", or "world"
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* @returns {string}
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*/
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function translatePopulationCapacity(popCap, popCapType)
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{
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const popCapTypeData = g_Settings.PopulationCapacities.find(type => type.Name == popCapType);
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if (!popCapTypeData)
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return translateWithContext("population capacity", "Unknown");
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return popCap >= 10000 ?
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translateWithContext("population capacity", "Unlimited") :
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sprintf(translate("%(populationCapacity)s (%(populationCapacityType)s)"), {
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"populationCapacity": popCap,
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"populationCapacityType": popCapType
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});
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}
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/**
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* Returns title or placeholder.
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*
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* @param {string} victoryConditionName - For example "conquest".
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* @returns {string}
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*/
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function translateVictoryCondition(victoryConditionName)
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{
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const victoryCondition = g_Settings.VictoryConditions.find(condition => condition.Name == victoryConditionName);
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return victoryCondition ? victoryCondition.Title : translate("Unknown Victory Condition");
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}
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