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| 1 | ------------------------------------------------- | |
| 2 | -- Turn Processing Popup | |
| 3 | ------------------------------------------------- | |
| 4 | include( "IconSupport" ); | |
| 5 | include( "SupportFunctions" ); | |
| 6 | ||
| 7 | local ms_IsShowingMinorCiv = false; | |
| 8 | ||
| 9 | ------------------------------------------------- | |
| 10 | -- QuickMovement toggle functions | |
| 11 | ------------------------------------------------- | |
| 12 | function ToggleQuickMovementON() | |
| 13 | ||
| 14 | - | OptionsManager.SetSinglePlayerQuickMovementEnabled_Cached(true); |
| 14 | + | |
| 15 | - | OptionsManager.CommitGameOptions(); |
| 15 | + | |
| 16 | Network.SendGameOptions(options); | |
| 17 | end | |
| 18 | ||
| 19 | function ToggleQuickMovementOFF() | |
| 20 | ||
| 21 | local options = {};
| |
| 22 | table.insert(options, { "GAMEOPTION_QUICK_MOVEMENT", false });
| |
| 23 | Network.SendGameOptions(options); | |
| 24 | - | OptionsManager.SetSinglePlayerQuickMovementEnabled_Cached(false); |
| 24 | + | |
| 25 | - | OptionsManager.CommitGameOptions(); |
| 25 | + | |
| 26 | ------------------------------------------------------------ | |
| 27 | ------------------------------------------------------------ | |
| 28 | function GetPlayer (iPlayerID) | |
| 29 | if (iPlayerID < 0) then | |
| 30 | return nil; | |
| 31 | end | |
| 32 | ||
| 33 | if (Players[iPlayerID]:IsHuman()) then | |
| 34 | return nil; | |
| 35 | end; | |
| 36 | ||
| 37 | return Players[iPlayerID]; | |
| 38 | end | |
| 39 | ||
| 40 | ------------------------------------------------- | |
| 41 | -- OnAITurnStart | |
| 42 | ------------------------------------------------- | |
| 43 | function OnAITurnStart(iPlayerID, szTag) | |
| 44 | ||
| 45 | if(PreGame.IsMultiplayerGame()) then | |
| 46 | -- Turn Queue UI (see ActionInfoPanel.lua) replaces the turn processing UI in multiplayer. | |
| 47 | return; | |
| 48 | end | |
| 49 | ||
| 50 | if( ContextPtr:IsHidden() ) then | |
| 51 | ContextPtr:SetHide( false ); | |
| 52 | Controls.Anim:SetHide( true ); | |
| 53 | ms_IsShowingMinorCiv = false; | |
| 54 | end | |
| 55 | ||
| 56 | local player = GetPlayer(iPlayerID); | |
| 57 | if (player == nil) then | |
| 58 | return; | |
| 59 | end | |
| 60 | ||
| 61 | if (not player:IsTurnActive()) then | |
| 62 | return; | |
| 63 | end | |
| 64 | ||
| 65 | -- Determine if the local player has met this player, else we will just a generic processing message | |
| 66 | ||
| 67 | local pLocalTeam = Teams[ Players[ Game.GetActivePlayer() ]:GetTeam() ]; | |
| 68 | local bMet = pLocalTeam:IsHasMet( player:GetTeam() ); | |
| 69 | ||
| 70 | local bIsMinorCiv = player:IsMinorCiv(); | |
| 71 | ||
| 72 | if (bIsMinorCiv and ms_IsShowingMinorCiv) then | |
| 73 | -- If we are already showing the Minor Civ processing, just exit. We don't show them individually because they are usually quick to process | |
| 74 | return; | |
| 75 | end | |
| 76 | ||
| 77 | local civDescription; | |
| 78 | local bIsBarbarian = player:IsBarbarian(); | |
| 79 | if (bIsBarbarian and Game.IsOption(GameOptionTypes.GAMEOPTION_NO_BARBARIANS)) then | |
| 80 | -- Even if there are no barbarians, we will get this call, just skip out if they are turned off | |
| 81 | return; | |
| 82 | end | |
| 83 | -- If we have met them, or it is a minor civ or it is the barbarians, show it. | |
| 84 | if (bMet or bIsMinorCiv or bIsBarbarian) then | |
| 85 | -- Set Civ Icon | |
| 86 | Controls.CivIconBG:SetHide( false ); | |
| 87 | Controls.CivIconShadow:SetHide( false ); | |
| 88 | CivIconHookup(iPlayerID, 64, Controls.CivIcon, Controls.CivIconBG, Controls.CivIconShadow, false, true); | |
| 89 | ||
| 90 | if (player:IsMinorCiv()) then | |
| 91 | civDescription = Locale.ConvertTextKey( "TXT_KEY_PROCESSING_MINOR_CIVS" ); | |
| 92 | ms_IsShowingMinorCiv = true; | |
| 93 | else | |
| 94 | local civType = player:GetCivilizationType(); | |
| 95 | local civInfo = GameInfo.Civilizations[civType]; | |
| 96 | local strCiv = Locale.ConvertTextKey(civInfo.ShortDescription); | |
| 97 | ms_IsShowingMinorCiv = false; | |
| 98 | if(strCiv and #strCiv > 0) then | |
| 99 | civDescription = Locale.ConvertTextKey(strCiv); | |
| 100 | else | |
| 101 | civDescription = Locale.ConvertTextKey( "TXT_KEY_MULTIPLAYER_DEFAULT_PLAYER_NAME", iPlayerID + 1 ); | |
| 102 | end | |
| 103 | ||
| 104 | civDescription = Locale.ConvertTextKey( "TXT_KEY_PROCESSING_TURN_FOR", civDescription ); | |
| 105 | end | |
| 106 | else | |
| 107 | civDescription = Locale.ConvertTextKey( "TXT_KEY_PROCESSING_TURN_FOR_UNMET_PLAYER", iPlayerID + 1 ); | |
| 108 | Controls.CivIcon:SetTexture("CivSymbolsColor512.dds");
| |
| 109 | Controls.CivIcon:SetTextureOffsetVal( 448 + 7, 128 + 7 ); | |
| 110 | Controls.CivIcon:SetColor( Vector4( 1.0, 1.0, 1.0, 1.0 ) ); | |
| 111 | Controls.CivIcon:SetHide( false ); | |
| 112 | Controls.CivIconBG:SetHide( true ); | |
| 113 | Controls.CivIconShadow:SetHide( true ); | |
| 114 | ms_IsShowingMinorCiv = false; | |
| 115 | end | |
| 116 | if (Controls.Anim:IsHidden()) then | |
| 117 | Controls.Anim:SetHide( false ); | |
| 118 | Controls.Anim:BranchResetAnimation(); | |
| 119 | end | |
| 120 | Controls.TurnProcessingTitle:SetText(civDescription); | |
| 121 | ||
| 122 | end | |
| 123 | Events.AIProcessingStartedForPlayer.Add( ToggleQuickMovementON ); | |
| 124 | Events.AIProcessingStartedForPlayer.Add( OnAITurnStart ); | |
| 125 | ------------------------------------------------------------------------- | |
| 126 | -- OnPlayerTurnStart | |
| 127 | -- Human player's turn, hide the UI | |
| 128 | ------------------------------------------------------------------------- | |
| 129 | function OnPlayerTurnStart() | |
| 130 | if (not ContextPtr:IsHidden()) then | |
| 131 | Controls.Anim:Reverse(); | |
| 132 | Controls.Anim:Play(); | |
| 133 | end | |
| 134 | end | |
| 135 | Events.ActivePlayerTurnStart.Add( ToggleQuickMovementOFF ); | |
| 136 | Events.ActivePlayerTurnStart.Add( OnPlayerTurnStart ); | |
| 137 | Events.RemotePlayerTurnStart.Add( ToggleQuickMovementOFF ); | |
| 138 | Events.RemotePlayerTurnStart.Add( OnPlayerTurnStart ); | |
| 139 | ||
| 140 | ------------------------------------------------------------------------- | |
| 141 | -- Callback while the alpha animation is playing. | |
| 142 | -- It will also be called once, when the animation stops. | |
| 143 | function OnAlphaAnim() | |
| 144 | if (Controls.Anim:IsStopped() and Controls.Anim:GetAlpha() == 0.0) then | |
| 145 | Controls.Anim:SetHide( true ); | |
| 146 | ContextPtr:SetHide( true ); | |
| 147 | print("Hiding TurnProcessing");
| |
| 148 | end | |
| 149 | end | |
| 150 | Controls.Anim:RegisterAnimCallback( OnAlphaAnim ); |