khanat-client-data-NeL/data/ryz/ryz_zzz_bazaar/outpost.lua

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2016-05-06 10:56:20 +00:00
-- In this file we define functions that serves for Outposts windows
------------------------------------------------------------------------------------------------------------
-- create the game namespace without reseting if already created in an other file.
if (game==nil) then
game= {};
end
-- init The Outpost Object
if (game.Outpost==nil) then
game.Outpost= {};
game.Outpost.LastTimeZoneUpdate= 0;
end
-- init constants, from XML defines
if (game.OutpostEnums==nil) then
game.OutpostEnums= {};
-- force values to be stored as int
game.OutpostEnums.UnknownOutpostState= tonumber( getDefine('outpost_status_UnknownOutpostState') );
game.OutpostEnums.Peace= tonumber( getDefine('outpost_status_Peace') );
game.OutpostEnums.WarDeclaration= tonumber( getDefine('outpost_status_WarDeclaration') );
game.OutpostEnums.AttackBefore= tonumber( getDefine('outpost_status_AttackBefore') );
game.OutpostEnums.AttackRound= tonumber( getDefine('outpost_status_AttackRound') );
game.OutpostEnums.AttackAfter= tonumber( getDefine('outpost_status_AttackAfter') );
game.OutpostEnums.DefenseBefore= tonumber( getDefine('outpost_status_DefenseBefore') );
game.OutpostEnums.DefenseRound= tonumber( getDefine('outpost_status_DefenseRound') );
game.OutpostEnums.DefenseAfter= tonumber( getDefine('outpost_status_DefenseAfter') );
end
-- ***************************************************************************
-- ***************************************************************************
-- OUTPOST COMMON
-- ***************************************************************************
-- ***************************************************************************
------------------------------------------------------------------------------------------------------------
function game:outpostSetTimeZone(tz)
setDbProp('UI:SAVE:OUTPOST:TIME_ZONE', tz);
end
------------------------------------------------------------------------------------------------------------
function game:outpostDisplayTimeZone(uiLocal)
local tz= getDbProp('UI:SAVE:OUTPOST:TIME_ZONE');
local uiGroup= getUICaller();
uiGroup[uiLocal].uc_hardtext= 'GMT ' .. string.format('%+d', tz);
end
------------------------------------------------------------------------------------------------------------
function game:outpostAdjustHour(uiLocal, prop)
local uiGroup = getUICaller();
local tz = getDbProp('UI:SAVE:OUTPOST:TIME_ZONE');
local h = runExpr(prop);
-- add time zone and clamp hour
h = math.fmod(h + tz + 24, 24);
uiGroup[uiLocal].uc_hardtext = string.format('%02d:00', h);
end
------------------------------------------------------------------------------------------------------------
function game:outpostUpdateTimeZone()
-- update time zone auto?
local tzAuto= getDbProp('UI:SAVE:OUTPOST:TIME_ZONE_AUTO');
if(tzAuto==0) then
return;
end
-- every 5 seconds?
local curTick= getDbProp('UI:VARIABLES:CURRENT_SERVER_TICK');
if(curTick - game.Outpost.LastTimeZoneUpdate > 50) then
game.Outpost.LastTimeZoneUpdate= curTick;
runAH(nil,'outpost_update_time_zone_auto','');
end
end
------------------------------------------------------------------------------------------------------------
function game:outpostIsStatusWar(status)
-- return true only if the status is a War
if( status == self.OutpostEnums.UnknownOutpostState or
status == self.OutpostEnums.Peace or
status == self.OutpostEnums.WarDeclaration )then
return false;
else
return true;
end
end
------------------------------------------------------------------------------------------------------------
function game:outpostIsStatusWarRound(status)
-- return true only if the status is an attack period
if( status == self.OutpostEnums.AttackRound or
status == self.OutpostEnums.DefenseRound ) then
return true;
else
return false;
end
end
------------------------------------------------------------------------------------------------------------
function game:outpostBCOpenStateWindow()
-- Open the State Window from the BotChat. server msg
runAH(nil, 'outpost_select_from_bc', '');
-- Open the window
runAH(nil, 'show', 'outpost_selected');
end
------------------------------------------------------------------------------------------------------------
function game:outpostDeclareWar()
-- Send Msg to server
runAH(nil, 'outpost_declare_war_start', '');
-- wait a ack from server. Suppose not OK by default
setDbProp("UI:TEMP:OUTPOST:DECLARE_WAR_ACK_RECEIVED", 0);
setDbProp("UI:TEMP:OUTPOST:DECLARE_WAR_ACK_OK", 0);
-- Open the Declare War window
runAH(nil, "show", "outpost_declare_war");
end
------------------------------------------------------------------------------------------------------------
function game:outpostDeclareWarValidate()
-- Send Msg to server
runAH(nil, 'outpost_declare_war_validate', '');
-- close the Declare War window
runAH(nil, "hide", "outpost_declare_war");
end
------------------------------------------------------------------------------------------------------------
-- some constants
game.Outpost.SelectSquadCapitalModal= 'ui:interface:squad_change_capital';
game.Outpost.SelectSquadCapitalEditBox= 'ui:interface:squad_change_capital:edit:eb';
------------------------------------------------------------------------------------------------------------
function game:outpostSelectSquadCapitalOpen()
-- Retrieve the the edit box.
local uiEB= getUI(self.Outpost.SelectSquadCapitalEditBox);
if(uiEB==nil) then
return;
end
-- Retrieve the value in database
local dbPath= formatUI('SERVER:GUILD:OUTPOST:O#1', math.max(0, getDbProp('UI:TEMP:OUTPOST:SELECTION')) );
local val= getDbProp(dbPath .. ':SQUAD_CAPITAL');
-- Open the modal
runAH(getUICaller(), "enter_modal", "group=" .. game.Outpost.SelectSquadCapitalModal);
-- Setup the default input string with it, and set focus
uiEB.input_string= val;
runAH(nil, "set_keyboard_focus", "target=" .. self.Outpost.SelectSquadCapitalEditBox .. "|select_all=true");
end
------------------------------------------------------------------------------------------------------------
function game:outpostSelectSquadCapitalConfirm()
-- Retrieve the value in the edit box.
local uiEB= getUI(self.Outpost.SelectSquadCapitalEditBox);
if(uiEB==nil) then
return;
end
local val= uiEB.input_string;
if( tonumber(val) == nil ) then
return;
end
-- Send a msg to server
runAH(nil, "outpost_select_squad_capital", val);
-- Close the modal
runAH(nil, "leave_modal", "");
end
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function game:outpostToolTipTrainSquad(dbIndex)
local halfMaxSquad= tonumber(getDefine("outpost_nb_max_squad_in_list"));
-- compute the level at which the squad will spawn.
local lvl;
if(dbIndex < halfMaxSquad) then
lvl= dbIndex*2 +1 ; -- eg: 0 => 1. 1=> 3
else
lvl= (dbIndex-halfMaxSquad)*2 +2 ; -- eg: 12 => 2
end
-- set the tooltip
local text = i18n.get('uittOutpostSquadLvl');
text = findReplaceAll(text, "%lvl", tostring(lvl));
setContextHelpText(text);
end
-- ***************************************************************************
-- ***************************************************************************
-- OUTPOST INFO WINDOW
-- ***************************************************************************
-- ***************************************************************************
------------------------------------------------------------------------------------------------------------
function game:outpostInfoGetDbPath(uiGroup)
if (uiGroup.Env.Type==0) then
return 'SERVER:OUTPOST_SELECTED';
else
-- avoid problems, points to 0 if nothing selected
return formatUI('SERVER:GUILD:OUTPOST:O#1', math.max(0, getDbProp('UI:TEMP:OUTPOST:SELECTION')) );
end
end
------------------------------------------------------------------------------------------------------------
function game:outpostInfoOnDraw()
local uiGroup= getUICaller();
-- get status
local path= self:outpostInfoGetDbPath(uiGroup);
local status= getDbProp(path .. ':STATUS');
-- translate ticks to time
local curTick= getDbProp('UI:VARIABLES:CURRENT_SERVER_TICK');
local endTick= getDbProp( path .. ':STATE_END_DATE' );
-- suppose a server tick is 100 ms
local timeSec= (endTick - curTick)/10;
timeSec= math.max(timeSec, 0);
-- readable form
if (status == self.OutpostEnums.Peace) then
uiGroup.Env.Timer.uc_hardtext= '';
else
uiGroup.Env.Timer.uc_hardtext= '(' .. runFct('secondsToTimeString', timeSec) .. ')';
end
end
------------------------------------------------------------------------------------------------------------
function game:outpostInfoOnDbChange()
local uiGroup= getUICaller();
-- get the selection
local path= self:outpostInfoGetDbPath(uiGroup);
-- change path for icon and textid
uiGroup.global_state.outpost_owner.guild.blason.sheet= path .. ':GUILD';
uiGroup.global_state.outpost_owner.guild.name.textid_dblink= path .. ':GUILD:NAME';
-- change path for attacker text id
uiGroup.global_state.outpost_attacker.name.textid_dblink= path .. ':GUILD:NAME_ATT';
end
------------------------------------------------------------------------------------------------------------
function game:outpostInitInfo(type)
local uiGroup= getUICaller();
-- bkup Timer control
uiGroup.Env.Timer= uiGroup.global_state.outpost_status_time;
uiGroup.Env.Type= type;
-- must change timer each frame
setOnDraw(uiGroup, 'game:outpostInfoOnDraw()');
-- For Type==1 (outpost from GuildInfo), must change the DB Path for the GuildIcon, and GuildName TextId
if(type==1) then
addOnDbChange(uiGroup,"@UI:TEMP:OUTPOST:SELECTION", 'game:outpostInfoOnDbChange()');
end
end
------------------------------------------------------------------------------------------------------------
function game:outpostActiveDefenderHourButton()
-- uiGroup here should be the 'war_schedule' uigroup (not the whole parent infoGroup)
local uiGroup= getUICaller();
-- get values
local path= self:outpostInfoGetDbPath(uiGroup.parent);
local owned= getDbProp(path .. ':OWNED');
local admin= getDbProp('SERVER:USER:OUTPOST_ADMIN');
local status= getDbProp(path .. ':STATUS');
-- status start with 3 for Actual War (2 for War Declaration). If the user has not the right to change the defense period
-- if the player has no right to edit
if( owned==0 or admin==0 or self:outpostIsStatusWar(status) ) then
uiGroup.outpost_def_hour.frozen= true;
uiGroup.outpost_def_hour.tooltip= i18n.get('uittOutpostDefHourCannotEdit');
else
uiGroup.outpost_def_hour.frozen= false;
-- get defense hours in 0-23 range
local timeRangeDef= getDbProp(path .. ':TIME_RANGE_DEF');
local timeRangeDefWanted= getDbProp(path .. ':TIME_RANGE_DEF_WANTED');
timeRangeDef= secondsSince1970ToHour( timeRangeDef );
timeRangeDef= math.fmod(timeRangeDef+24, 24);
timeRangeDefWanted= math.fmod(timeRangeDefWanted+24, 24);
-- if time required is the one obtained, or if we are in peace
if( timeRangeDef == timeRangeDefWanted or status<=game.OutpostEnums.Peace ) then
uiGroup.outpost_def_hour.tooltip= i18n.get('uittOutpostDefHour');
else
uiGroup.outpost_def_hour.tooltip= i18n.get('uittOutpostDefHourError');
end
end
-- Force the tooltip to be up to date (important if dbs are desync)
disableContextHelpForControl(uiGroup.outpost_def_hour);
end
------------------------------------------------------------------------------------------------------------
function game:outpostActiveAttackerHourButton()
-- uiGroup here should be the 'war_schedule' uigroup (not the whole parent infoGroup)
local uiGroup= getUICaller();
-- get values
local canEdit= getDbProp('UI:TEMP:OUTPOST:DECLARE_WAR_ACK_OK');
-- status start with 3 for Actual War (2 for War Declaration). If the user has not the right to change the defense period
-- if the player has no right to edit
if( canEdit==0 ) then
uiGroup.outpost_att_hour.frozen= true;
uiGroup.outpost_att_hour.tooltip= i18n.get('uittOutpostAttHour');
else
uiGroup.outpost_att_hour.frozen= false;
-- get attack hours in 0-23 range
local timeRangeAtt= getDbProp('UI:TEMP:OUTPOST:DECLARE_WAR_ACK_TIME_RANGE_ATT');
local timeRangeAttWanted= getDbProp('UI:TEMP:OUTPOST:DECLARE_WAR_ATTACK_PERIOD');
timeRangeAtt= secondsSince1970ToHour( timeRangeAtt );
timeRangeAtt= math.fmod(timeRangeAtt+24, 24);
timeRangeAttWanted= math.fmod(timeRangeAttWanted+24, 24);
-- if time required is the one obtained
if( timeRangeAtt == timeRangeAttWanted ) then
uiGroup.outpost_att_hour.tooltip= i18n.get('uittOutpostAttHour');
else
uiGroup.outpost_att_hour.tooltip= i18n.get('uittOutpostAttHourError');
end
end
-- Force the tooltip to be up to date. important here because
-- DECLARE_WAR_ACK_TIME_RANGE_ATT(server) is received after DECLARE_WAR_ATTACK_PERIOD(local)
disableContextHelpForControl(uiGroup.outpost_att_hour);
end
------------------------------------------------------------------------------------------------------------
function game:outpostIsGuildInvolved()
local found = 0;
local sheetCur;
-- try to get sheet id from bot object
local sheetSel = getDbProp('SERVER:OUTPOST_SELECTED:SHEET');
if (sheetSel == 0) then
-- try to get sheet id from outpost manager
local ind = getDbProp('UI:TEMP:OUTPOST:SELECTION');
if (ind == -1) then
return 0;
end
sheetSel = getDbProp(formatUI('SERVER:GUILD:OUTPOST:O#1', ind) .. ':SHEET');
end
-- check every outpost owned or challenged by the guild
local i;
for i = 0, 15 do
sheetCur = getDbProp(formatUI('SERVER:GUILD:OUTPOST:O#1', i) .. ':SHEET');
if (sheetCur == sheetSel) then
found = 1;
end
end
return found;
end
------------------------------------------------------------------------------------------------------------
function game:outpostGetStatusInfo(statusExpr, dbIndex, isTooltip)
local uiGroup = getUICaller();
local status = runExpr(statusExpr);
local uittOutpost;
local path;
-- get outpost
if (isTooltip == 'no') then
path = self:outpostInfoGetDbPath(uiGroup.parent);
else
path = formatUI('SERVER:GUILD:OUTPOST:O#1', math.max(0, dbIndex));
end
-- Peace
if (status == self.OutpostEnums.Peace) then
uittOutpost = i18n.get('uittOutpostPeace');
-- WarDeclaration
elseif (status == self.OutpostEnums.WarDeclaration) then
if (isTooltip == 'yes' or self:outpostIsGuildInvolved() == 1) then
local myGuild = getDbProp('SERVER:GUILD:NAME');
local outpostGuild = getDbProp('SERVER:OUTPOST_SELECTED:GUILD:NAME');
local outpostTribe = getDbProp('SERVER:OUTPOST_SELECTED:GUILD:TRIBE');
-- bot object flag : check 'owned' param to determine who are the attacker and defender
if (outpostTribe == 0 and outpostGuild == 0) then
local owned = getDbProp(path .. ':OWNED');
if (owned == 1) then
uittOutpost = i18n.get('uittOutpostWarDeclarationMyGuildDefend');
else
uittOutpost = i18n.get('uittOutpostWarDeclarationMyGuildAttack');
end
-- outpost manager : check guild name to determine who are the attacker and defender
else
if (myGuild == outpostGuild) then
uittOutpost = i18n.get('uittOutpostWarDeclarationMyGuildDefend');
else
uittOutpost = i18n.get('uittOutpostWarDeclarationMyGuildAttack');
end
end
else
uittOutpost = i18n.get('uittOutpostWarDeclaration');
end
-- AttackBefore
elseif (status == self.OutpostEnums.AttackBefore) then
uittOutpost = i18n.get('uittOutpostAttackBefore');
-- AttackRound
elseif (status == self.OutpostEnums.AttackRound) then
uittOutpost = i18n.get('uittOutpostAttackRound');
-- AttackAfter
elseif (status == self.OutpostEnums.AttackAfter) then
local lvlMax = getDbProp(path .. ':ROUND_LVL_THRESHOLD');
local lvlAtt = getDbProp(path .. ':ROUND_LVL_MAX_ATT');
if (lvlAtt > lvlMax) then
uittOutpost = i18n.get('uittOutpostAttackAfterWin');
else
uittOutpost = i18n.get('uittOutpostAttackAfterLoose');
end
-- DefenseBefore
elseif (status == self.OutpostEnums.DefenseBefore) then
uittOutpost = i18n.get('uittOutpostDefenseBefore');
-- DefenseRound
elseif (status == self.OutpostEnums.DefenseRound) then
uittOutpost = i18n.get('uittOutpostDefenseRound');
-- DefenseAfter
elseif (status == self.OutpostEnums.DefenseAfter) then
uittOutpost = i18n.get('uittOutpostDefenseAfter');
-- default
else
uittOutpost = i18n.get('uittOutpostPeace');
end
return uittOutpost;
end
------------------------------------------------------------------------------------------------------------
function game:outpostDisplayStatusInfo(statusExpr, id)
local uiGroup = getUICaller();
local text = self:outpostGetStatusInfo(statusExpr, -1, 'no');
uiGroup[id].uc_hardtext_format = text;
end
------------------------------------------------------------------------------------------------------------
function game:outpostDisplayStatusInfoTooltip(statusExpr, dbIndex)
local text = self:outpostGetStatusInfo(statusExpr, dbIndex, 'yes');
setContextHelpText(text);
end
------------------------------------------------------------------------------------------------------------
function game:outpostUpdateBuildingSheet(buildingIndex)
local ui= getUICaller();
local outpostIndex= getDbProp('UI:TEMP:OUTPOST:SELECTION');
if (outpostIndex<0) then
outpostIndex= 0;
end
local db= 'SERVER:GUILD:OUTPOST:O' .. tostring(outpostIndex) .. ':BUILDINGS:' .. tostring(buildingIndex) ;
ui.building_sheet.sheet= db;
end
-- ***************************************************************************
-- ***************************************************************************
-- OUTPOST INFO: ROUND STATE DISPLAY
-- ***************************************************************************
-- ***************************************************************************
------------------------------------------------------------------------------------------------------------
-- ROUND_LVL_THRESHOLD
function game:outpostChangeRoundLvlThreshold()
-- uiGroup here should be the 'round_state' uigroup (not the whole parent infoGroup)
local uiGroup= getUICaller();
-- get values
local path= self:outpostInfoGetDbPath(uiGroup.parent);
local val= getDbProp(path .. ':ROUND_LVL_THRESHOLD');
-- setup text
uiGroup.outpost_lvl_thre.uc_hardtext= tostring(val);
end
------------------------------------------------------------------------------------------------------------
-- ROUND_LVL_MAX_ATT
function game:outpostChangeRoundLvlMaxAtt()
-- uiGroup here should be the 'round_state' uigroup (not the whole parent infoGroup)
local uiGroup= getUICaller();
-- get values
local path= self:outpostInfoGetDbPath(uiGroup.parent);
local val= getDbProp(path .. ':ROUND_LVL_MAX_ATT');
local status= getDbProp(path .. ':STATUS');
-- setup text (only relevant when attack period has begun)
if(status>=self.OutpostEnums.AttackRound) then
uiGroup.outpost_lvl_max_att.uc_hardtext= tostring(val);
else
uiGroup.outpost_lvl_max_att.uc_hardtext= '- ';
end
end
------------------------------------------------------------------------------------------------------------
-- ROUND_LVL_MAX_DEF
function game:outpostChangeRoundLvlMaxDef()
-- uiGroup here should be the 'round_state' uigroup (not the whole parent infoGroup)
local uiGroup= getUICaller();
-- get values
local path= self:outpostInfoGetDbPath(uiGroup.parent);
local val= getDbProp(path .. ':ROUND_LVL_MAX_DEF');
local status= getDbProp(path .. ':STATUS');
-- setup text (only relevant in War)
if(status>=self.OutpostEnums.DefenseRound) then
uiGroup.outpost_lvl_max_def.uc_hardtext= tostring(val);
else
uiGroup.outpost_lvl_max_def.uc_hardtext= '- ';
end
end
------------------------------------------------------------------------------------------------------------
-- ROUND_LVL_CUR
function game:outpostChangeRoundLvlCur()
-- uiGroup here should be the 'round_state' uigroup (not the whole parent infoGroup)
local uiGroup= getUICaller();
-- get values
local path= self:outpostInfoGetDbPath(uiGroup.parent);
local val= getDbProp(path .. ':ROUND_LVL_CUR');
local status= getDbProp(path .. ':STATUS');
-- add 1, because server send a 0 based value
val= val+1;
-- setup text (only in a Attack/Defense Round)
if(self:outpostIsStatusWarRound(status)) then
uiGroup.outpost_lvl_cur.uc_hardtext= tostring(val);
else
uiGroup.outpost_lvl_cur.uc_hardtext= '- ';
end
end
------------------------------------------------------------------------------------------------------------
-- ROUND_ID_CUR / ROUND_ID_MAX
function game:outpostChangeRoundId()
-- uiGroup here should be the 'round_state' uigroup (not the whole parent infoGroup)
local uiGroup= getUICaller();
-- get values
local path= self:outpostInfoGetDbPath(uiGroup.parent);
local val= getDbProp(path .. ':ROUND_ID_CUR');
local maxRound= getDbProp(path .. ':ROUND_ID_MAX');
local status= getDbProp(path .. ':STATUS');
-- add 1 because server sends a 0 based value
val= val+1;
-- setup text (only in a Attack/Defense Round)
if(self:outpostIsStatusWarRound(status)) then
uiGroup.outpost_round_cur.uc_hardtext= tostring(val) .. ' / ' .. tostring(maxRound);
else
uiGroup.outpost_round_cur.uc_hardtext= '- ';
end
end
-- ***************************************************************************
-- ***************************************************************************
-- OUTPOST PVP INFO / PROPOSAL
-- ***************************************************************************
-- ***************************************************************************
------------------------------------------------------------------------------------------------------------
function game:outpostPvpJoin(choice)
-- send msg server
runAH(nil, 'outpost_pvp_join', choice);
-- hide the window
runAH(nil, 'hide', 'join_pvp_outpost_proposal');
end
------------------------------------------------------------------------------------------------------------
function game:outpostPvpJoinTimerOnDraw()
local uiGroup= getUICaller();
-- Compute time left
local curTick= getDbProp('UI:VARIABLES:CURRENT_SERVER_TICK');
local endTick= getDbProp('UI:TEMP:OUTPOST:PVP_PROPOSAL_TICK_END');
local timeSec= (endTick - curTick)/10;
timeSec= math.max(timeSec, 0);
timeSec= math.floor(timeSec+0.5);
-- replace in str
local text= i18n.get('uiOutpostJoinPVPTimer');
text= findReplaceAll(text, "%time", tostring(timeSec));
uiGroup.Env.Timer.uc_hardtext_format= text;
end
------------------------------------------------------------------------------------------------------------
function game:outpostInitPvpJoinTimer()
local uiGroup= getUICaller();
-- bkup Timer viewtext
uiGroup.Env.Timer= uiGroup.text;
-- must change timer each frame
setOnDraw(uiGroup, 'game:outpostPvpJoinTimerOnDraw()');
end