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MapPinManager.lua
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MapPinManager.lua
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-- ===========================================================================
-- Map Pin Manager
-- Manages all the map pins on the world map.
-- ===========================================================================
include( "InstanceManager" );
include( "SupportFunctions" );
include( "Colors" );
include( "MapTacks" );
-- ===========================================================================
-- CONSTANTS
-- ===========================================================================
local ALPHA_DIM :number = 0.45;
local COLOR_RED :number = UI.GetColorValueFromHexLiteral(0xFF0101F5);
local COLOR_YELLOW :number = UI.GetColorValueFromHexLiteral(0xFF2DFFF8);
local COLOR_GREEN :number = UI.GetColorValueFromHexLiteral(0xFF4CE710);
local COLOR_WHITE :number = UI.GetColorValueFromHexLiteral(0xFFFFFFFF);
local FLAGSTATE_NORMAL :number= 0;
local FLAGSTATE_FORTIFIED :number= 1;
local FLAGSTATE_EMBARKED :number= 2;
local FLAGSTYLE_MILITARY :number= 0;
local FLAGSTYLE_CIVILIAN :number= 1;
local FLAGTYPE_UNIT :number= 0;
local TEXTURE_BASE :string = "MapPinFlag";
local TEXTURE_MASK_BASE :string = "MapPinFlagMask";
-- ===========================================================================
-- VARIABLES
-- ===========================================================================
-- A link to a container that is rendered after the Unit/City flags. This is used
-- so that selected units will always appear above the other objects.
local m_SelectedContainer :table = ContextPtr:LookUpControl( "../SelectedMapPinContainer" );
local m_InstanceManager :table = InstanceManager:new( "MapPinFlag", "Anchor", Controls.MapPinFlags );
local m_MapPinInstances :table = {};
local m_MapPinStacks :table = {};
-- The meta table definition that holds the function pointers
hstructure MapPinFlagMeta
-- Pointer back to itself. Required.
__index : MapPinFlagMeta
new : ifunction;
destroy : ifunction; -- Destroys the map pin flag. This does not delete the map pin data in the player's configuration.
Initialize : ifunction;
GetMapPin : ifunction;
SetInteractivity : ifunction;
SetFogState : ifunction;
SetHide : ifunction;
SetForceHide : ifunction;
SetFlagUnitEmblem : ifunction;
SetColor : ifunction;
SetDim : ifunction;
Refresh : ifunction; -- Retreives data from the map pin configuration and refeashes the visual state.
OverrideDimmed : ifunction;
UpdateDimmedState : ifunction;
UpdateFlagType : ifunction;
UpdateCurrentlyVisible : ifunction; -- Updates the currently visible flag based on map pin visibility.
UpdateVisibility : ifunction; -- Update the map pin icon based on current visibility flags.
UpdateSelected : ifunction;
UpdateName : ifunction;
UpdatePosition : ifunction;
SetPosition : ifunction;
end
-- The structure that holds the banner instance data
hstructure MapPinFlag
meta : MapPinFlagMeta;
m_InstanceManager : table; -- The instance manager that made the control set.
m_Instance : table; -- The instanced control set.
m_Type : number; -- Pin type
m_IsSelected : boolean;
m_IsCurrentlyVisible : boolean;
m_IsForceHide : boolean;
m_IsDimmed : boolean;
m_OverrideDimmed : boolean;
m_OverrideDim : boolean;
m_Player : table;
m_pinID : number; -- The pin ID. Keeping just the ID, rather than a reference because there will be times when we need the value, but the pin instance will not exist.
end
-- Create one instance of the meta object as a global variable with the same name as the data structure portion.
-- This allows us to do a MapPinFlag:new, so the naming looks consistent.
MapPinFlag = hmake MapPinFlagMeta {};
-- Link its __index to itself
MapPinFlag.__index = MapPinFlag;
-- ===========================================================================
-- Obtain the unit flag associate with a player and unit.
-- RETURNS: flag object (if found), nil otherwise
-- ===========================================================================
function GetMapPinFlag(playerID:number, pinID:number)
if m_MapPinInstances[playerID]==nil then
return nil;
end
return m_MapPinInstances[playerID][pinID];
end
------------------------------------------------------------------
-- constructor
------------------------------------------------------------------
function MapPinFlag.new( self : MapPinFlagMeta, playerID: number, pinID : number, flagType : number )
local o = hmake MapPinFlag { };
setmetatable( o, self );
o:Initialize(playerID, pinID, flagType);
if (m_MapPinInstances[playerID] == nil) then
m_MapPinInstances[playerID] = {};
end
m_MapPinInstances[playerID][pinID] = o;
end
------------------------------------------------------------------
function MapPinFlag.destroy( self : MapPinFlag )
if ( self.m_InstanceManager ~= nil ) then
self:UpdateSelected( false );
if (self.m_Instance ~= nil) then
self.m_InstanceManager:ReleaseInstance( self.m_Instance );
m_MapPinInstances[ self.m_Player:GetID() ][ self.m_pinID ] = nil;
end
end
end
------------------------------------------------------------------
function MapPinFlag.GetMapPin( self : MapPinFlag )
local playerCfg :table = PlayerConfigurations[self.m_Player:GetID()];
local playerMapPins :table = playerCfg:GetMapPins();
return playerMapPins[self.m_pinID];
end
------------------------------------------------------------------
function MapPinFlag.Initialize( self : MapPinFlag, playerID: number, pinID : number, flagType : number)
if (flagType == FLAGTYPE_UNIT) then
self.m_InstanceManager = m_InstanceManager;
self.m_Instance = self.m_InstanceManager:GetInstance();
self.m_Type = flagType;
self.m_IsSelected = false;
self.m_IsCurrentlyVisible = false;
self.m_IsForceHide = false;
self.m_IsDimmed = false;
self.m_OverrideDimmed = false;
self.m_Player = Players[playerID];
self.m_pinID = pinID;
self:Refresh();
end
end
------------------------------------------------------------------
function MapPinFlag.Refresh( self : MapPinFlag )
local pMapPin = self:GetMapPin();
if(pMapPin ~= nil) then
self:UpdateCurrentlyVisible();
self:SetFlagUnitEmblem();
self:SetColor();
self:SetInteractivity();
self:UpdateFlagType();
self:UpdateName();
self:UpdatePosition();
self:UpdateVisibility();
self:UpdateDimmedState();
else
self:destroy();
end
end
-- ===========================================================================
function OnMapPinFlagLeftClick( playerID : number, pinID : number )
-- If we are the owner of this pin, open up the map pin popup
if(playerID == Game.GetLocalPlayer()) then
local flagInstance = GetMapPinFlag( playerID, pinID );
if (flagInstance ~= nil) then
local pMapPin = flagInstance:GetMapPin();
if(pMapPin ~= nil) then
LuaEvents.MapPinPopup_RequestMapPin(pMapPin:GetHexX(), pMapPin:GetHexY());
end
end
end
end
------------------------------------------------------------------
function OnMapPinFlagRightClick( playerID : number, pinID : number )
-- TODO it might be nice to enable this if shift is down
--[[
-- If we are the owner of this pin, delete the pin.
if(playerID == Game.GetLocalPlayer()) then
local playerCfg = PlayerConfigurations[playerID];
playerCfg:DeleteMapPin(pinID);
Network.BroadcastPlayerInfo();
UI.PlaySound("Map_Pin_Remove");
end
--]]
end
------------------------------------------------------------------
-- Set the user interativity for the flag.
function MapPinFlag.SetInteractivity( self : MapPinFlag )
local localPlayerID :number = Game.GetLocalPlayer();
local flagPlayerID :number = self.m_Player:GetID();
local pinID :number = self.m_pinID;
self.m_Instance.NormalButton:SetVoid1( flagPlayerID );
self.m_Instance.NormalButton:SetVoid2( pinID );
self.m_Instance.NormalButton:RegisterCallback( Mouse.eLClick, OnMapPinFlagLeftClick );
self.m_Instance.NormalButton:RegisterCallback( Mouse.eRClick, OnMapPinFlagRightClick );
end
------------------------------------------------------------------
-- Set the flag color based on the player colors.
function MapPinFlag.SetColor( self : MapPinFlag )
local primaryColor, secondaryColor = UI.GetPlayerColors(self.m_Player:GetID());
local darkerFlagColor :number = UI.DarkenLightenColor(primaryColor, -85, 255);
local brighterFlagColor :number = UI.DarkenLightenColor(primaryColor, 90, 255);
local brighterIconColor :number = UI.DarkenLightenColor(secondaryColor, 20, 255);
local iconType = MapTacks.IconType(self:GetMapPin()) or MapTacks.STOCK;
-- set icon tint appropriate for the icon color
if iconType <= MapTacks.WHITE then
-- stock & white map pins
self.m_Instance.UnitIcon:SetColor( brighterIconColor );
elseif iconType == MapTacks.GRAY then
-- shaded icons: match midtones to stock pin color
local tintedIconColor = MapTacks.IconTint(brighterIconColor);
self.m_Instance.UnitIcon:SetColor(tintedIconColor);
else
-- full color
self.m_Instance.UnitIcon:SetColor(COLOR_WHITE);
end
self.m_Instance.FlagBase:SetColor( primaryColor );
self.m_Instance.FlagBaseOutline:SetColor( primaryColor );
self.m_Instance.FlagBaseDarken:SetColor( darkerFlagColor );
self.m_Instance.FlagBaseLighten:SetColor( primaryColor );
self.m_Instance.FlagOver:SetColor( brighterFlagColor );
self.m_Instance.NormalSelect:SetColor( brighterFlagColor );
self.m_Instance.NormalSelectPulse:SetColor( brighterFlagColor );
end
------------------------------------------------------------------
-- Set the flag texture based on the unit's type
function MapPinFlag.SetFlagUnitEmblem( self : MapPinFlag )
local pMapPin = self:GetMapPin();
if pMapPin ~= nil then
local iconName = pMapPin:GetIconName();
local iconType = MapTacks.IconType(pMapPin);
if iconType == MapTacks.HEX then
-- district icons are embedded into the tack head (HexIcon)
if not self.m_Instance.HexIcon:SetIcon(iconName) then
self.m_Instance.HexIcon:SetIcon(MapTacks.UNKNOWN);
end
self.m_Instance.HexIcon:SetHide(false);
self.m_Instance.UnitIcon:SetHide(true);
else
-- other icons sit on top of the tack (UnitIcon)
local size = MapTacks.iconSizes[iconType];
self.m_Instance.UnitIcon:SetSizeVal(size, size);
if not self.m_Instance.UnitIcon:SetIcon(iconName) then
self.m_Instance.UnitIcon:SetIcon(MapTacks.UNKNOWN);
end
self.m_Instance.UnitIcon:SetHide(false);
self.m_Instance.HexIcon:SetHide(true);
end
end
end
------------------------------------------------------------------
function MapPinFlag.SetDim( self : MapPinFlag, bDim : boolean )
if (self.m_IsDimmed ~= bDim) then
self.m_IsDimmed = bDim;
self:UpdateDimmedState();
end
end
-----------------------------------------------------------------
-- Set whether or not the dimmed state for the flag is overridden
function MapPinFlag.OverrideDimmed( self : MapPinFlag, bOverride : boolean )
self.m_OverrideDimmed = bOverride;
self:UpdateDimmedState();
end
-----------------------------------------------------------------
-- Set the flag's alpha state, based on the current dimming flags.
function MapPinFlag.UpdateDimmedState( self : MapPinFlag )
if( self.m_IsDimmed and not self.m_OverrideDimmed ) then
self.m_Instance.FlagRoot:SetAlpha( ALPHA_DIM );
else
self.m_Instance.FlagRoot:SetAlpha( 1.0 );
end
end
-----------------------------------------------------------------
-- Change the flag's overall visibility
function MapPinFlag.SetHide( self : MapPinFlag, bHide : boolean )
self.m_IsCurrentlyVisible = not bHide;
self:UpdateVisibility();
end
------------------------------------------------------------------
-- Change the flag's force hide
function MapPinFlag.SetForceHide( self : MapPinFlag, bHide : boolean )
self.m_IsForceHide = bHide;
self:UpdateVisibility();
end
------------------------------------------------------------------
-- Update the flag's type. This adjust the look of the flag based
-- on the state of the unit.
function MapPinFlag.UpdateFlagType( self : MapPinFlag )
local textureName:string;
local maskName:string;
textureName = TEXTURE_BASE;
maskName = TEXTURE_MASK_BASE;
self.m_Instance.FlagBaseDarken:SetTexture( textureName );
self.m_Instance.FlagBaseLighten:SetTexture( textureName );
self.m_Instance.FlagBase:SetTexture( textureName );
self.m_Instance.FlagBaseOutline:SetTexture( textureName );
self.m_Instance.NormalSelectPulse:SetTexture( textureName );
self.m_Instance.NormalSelect:SetTexture( textureName );
self.m_Instance.FlagOver:SetTexture( textureName );
self.m_Instance.LightEffect:SetTexture( textureName );
self.m_Instance.NormalScrollAnim:SetMask( maskName );
end
------------------------------------------------------------------
function MapPinFlag.UpdateCurrentlyVisible( self : MapPinFlag )
local pMapPin = self:GetMapPin();
if(pMapPin ~= nil) then
local localPlayerID = Game.GetLocalPlayer();
local showMapPin = pMapPin:IsVisible(localPlayerID);
self:SetHide(not showMapPin);
end
end
------------------------------------------------------------------
-- Update the visibility of the flag based on the current state.
function MapPinFlag.UpdateVisibility( self : MapPinFlag )
local bVisible = self.m_IsCurrentlyVisible and not self.m_IsForceHide;
self.m_Instance.Anchor:SetHide(not bVisible);
end
------------------------------------------------------------------
-- Update the unit name / tooltip
function MapPinFlag.UpdateName( self : MapPinFlag )
local pMapPin = self:GetMapPin();
if(pMapPin ~= nil) then
local nameString = pMapPin:GetName();
self.m_Instance.NormalButton:SetToolTipString( nameString );
self.m_Instance.NameLabel:SetText( nameString );
self.m_Instance.NameContainer:SetHide( nameString == nil );
end
end
------------------------------------------------------------------
-- The selection state has changed.
function MapPinFlag.UpdateSelected( self : MapPinFlag, isSelected : boolean )
self.m_IsSelected = isSelected;
self.m_Instance.NormalSelect:SetHide( not self.m_IsSelected );
-- If selected, change our parent to the selection container so we are on top in the drawing order
if( self.m_IsSelected ) then
self.m_Instance.Anchor:ChangeParent( m_SelectedContainer );
else
-- Re-attach back to the manager parent
self.m_Instance.Anchor:ChangeParent( self.m_InstanceManager.m_ParentControl );
end
self:OverrideDimmed( self.m_IsSelected );
end
------------------------------------------------------------------
-- Update the position of the flag to match the current unit position.
function MapPinFlag.UpdatePosition( self : MapPinFlag )
local pMapPin : table = self:GetMapPin();
if (pMapPin ~= nil) then
self:SetPosition( UI.GridToWorld( pMapPin:GetHexX(), pMapPin:GetHexY() ) );
end
end
------------------------------------------------------------------
-- Set the position of the flag.
function MapPinFlag.SetPosition( self : MapPinFlag, worldX : number, worldY : number, worldZ : number )
local mapPinStackXOffset = 0;
if (self ~= nil ) then
local pMapPin : table = self:GetMapPin();
if (pMapPin ~= nil) then
-- If there are multiple map pins sharing a hex, recenter them
local kStack : table = GetPinStack(pMapPin);
local found : boolean = false;
local depth : number = 0;
for i, pin in ipairs(kStack) do
if pin == pMapPin then
found = true;
break;
else
depth = depth + 1;
end
end
if not found then
StackMapPin(pMapPin);
end
mapPinStackXOffset = 5.0 * depth;
end
end
local yOffset = 0; --offset for 2D strategic view
local zOffset = 0; --offset for 3D world view
local xOffset = mapPinStackXOffset;
self.m_Instance.Anchor:SetWorldPositionVal( worldX+xOffset, worldY+yOffset, worldZ+zOffset );
end
-- ===========================================================================
-- Creates a unit flag (if one doesn't exist).
-- ===========================================================================
function CreateMapPinFlag(mapPinCfg : table)
if(mapPinCfg ~= nil) then
local playerID: number = mapPinCfg:GetPlayerID();
local pinID : number = mapPinCfg:GetID();
-- If a flag already exists for this player/unit combo... just return.
local flagInstance = GetMapPinFlag( playerID, pinID );
if(flagInstance ~= nil) then
-- Flag already exists, we're probably just reusing the pinID, refresh the pin.
flagInstance:UpdateName();
flagInstance:UpdatePosition();
return;
end
-- Allocate a new flag.
MapPinFlag:new( playerID, pinID, FLAGTYPE_UNIT );
end
end
-- ===========================================================================
-- Engine Event
-- ===========================================================================
------------------------------------------------------------------
function OnPlayerConnectChanged(iPlayerID)
-- When a human player connects/disconnects, their unit flag tooltips need to be updated.
local pPlayer = Players[ iPlayerID ];
if (pPlayer ~= nil) then
if (m_MapPinInstances[ iPlayerID ] == nil) then
return;
end
local playerFlagInstances = m_MapPinInstances[ iPlayerID ];
for id, flag in pairs(playerFlagInstances) do
if (flag ~= nil) then
flag:UpdateName();
end
end
end
end
------------------------------------------------------------------
function SetForceHideForID( id : table, bState : boolean)
if (id ~= nil) then
if (id.componentType == ComponentType.UNIT) then
local flagInstance = GetMapPinFlag( id.playerID, id.componentID );
if (flagInstance ~= nil) then
flagInstance:SetForceHide(bState);
flagInstance:UpdatePosition();
end
end
end
end
-------------------------------------------------
-- Combat vis is beginning
-------------------------------------------------
function OnCombatVisBegin( kVisData )
SetForceHideForID( kVisData[CombatVisType.ATTACKER], true );
SetForceHideForID( kVisData[CombatVisType.DEFENDER], true );
SetForceHideForID( kVisData[CombatVisType.INTERCEPTOR], true );
SetForceHideForID( kVisData[CombatVisType.ANTI_AIR], true );
end
-------------------------------------------------
-- Combat vis is ending
-------------------------------------------------
function OnCombatVisEnd( kVisData )
SetForceHideForID( kVisData[CombatVisType.ATTACKER], false );
SetForceHideForID( kVisData[CombatVisType.DEFENDER], false );
SetForceHideForID( kVisData[CombatVisType.INTERCEPTOR], false );
SetForceHideForID( kVisData[CombatVisType.ANTI_AIR], false );
end
-- ===========================================================================
-- Refresh the contents of the flags.
-- This does not include the flags' positions in world space; those are
-- updated on another event.
-- ===========================================================================
function Refresh()
local players :table = Game.GetPlayers{Alive = true, Human = true};
local iW, iH = Map.GetGridSize();
-- Reset all flags.
m_InstanceManager:ResetInstances();
m_MapPinInstances = {};
-- Build stacks of pins, with the active player on top of the stacks.
m_MapPinStacks = {}; -- indexed by [y][x] coordinates
for y = 0, iH-1 do -- create empty rows
m_MapPinStacks[y] = {};
end
for i, player in ipairs(players) do
local playerID :number = player:GetID();
local playerCfg :table = PlayerConfigurations[playerID];
local playerPins :table = playerCfg:GetMapPins();
for ii, mapPinCfg in pairs(playerPins) do
StackMapPin(mapPinCfg);
end
end
-- Sort pin stacks and calculate maximum depth
local maxdepth = 0;
for i, row in pairs(m_MapPinStacks) do
for j, stack in pairs(row) do
maxdepth = math.max(maxdepth, #stack);
SortPinStack(stack);
end
end
-- Refresh pins north to south, bottom to top, for best z-order
-- Note: invisible pins can still cause odd overlapping
for y = iH-1, 0, -1 do
local row = m_MapPinStacks[y];
if next(row) ~= nil then -- skip empty rows
for depth = 1, maxdepth do
for x, stack in pairs(row) do
if depth <= #stack then
CreateMapPinFlag(stack[depth]);
end
end
end
end
end
end
function SortPinStack(stack :table)
-- put active player on top of visible pins, invisible pins after that
local activePlayerID = Game.GetLocalPlayer();
local activeStack = {};
local invisibleStack = {};
local i = 1;
-- sort out active-player and invisible pins
while i <= #stack do
local pin = stack[i];
if pin:GetPlayerID() == activePlayerID then
activeStack[#activeStack + 1] = pin;
table.remove(stack, i);
elseif pin:IsVisible(activePlayerID) then
i = i + 1;
else
invisibleStack[#invisibleStack + 1] = pin;
table.remove(stack, i);
end
end
-- stack pins for the active player on top
for i, pin in ipairs(activeStack) do
stack[#stack + 1] = pin
end
-- stack invisible pins at the end
for i, pin in ipairs(invisibleStack) do
stack[#stack + 1] = pin
end
end
function StackMapPin(pMapPin :table)
-- Constrain pin coordinates to map coordinates, in case of generated pins
-- outside the normal bounds. This works well for wraparound maps, where
-- pins stack up modulo the world size. It works less well for bounded
-- maps, but standard map pins will not go outside the bounds anyway.
local iW, iH = Map.GetGridSize();
local y = pMapPin:GetHexY() % iH;
local x = pMapPin:GetHexX() % iW;
local stack = m_MapPinStacks[y][x];
if stack then
stack[#stack + 1] = pMapPin;
else
m_MapPinStacks[y][x] = { pMapPin };
end
end
function GetPinStack(pMapPin :table)
-- constrain pin coordinates to map coordinates
local iW, iH = Map.GetGridSize();
row = m_MapPinStacks[pMapPin:GetHexY() % iH] or {}
return row[pMapPin:GetHexX() % iW] or {}
end
------------------------------------------------------------------
function OnPlayerInfoChanged(playerID)
Refresh();
end
------------------------------------------------------------------
function OnLoadGameViewStateDone()
Refresh();
end
-------------------------------------------------
-- Position the flags appropriately in 2D and 3D view
-------------------------------------------------
function PositionFlagsToView()
local players = Game.GetPlayers{Alive = true, Human = true};
for i, player in ipairs(players) do
local playerID = player:GetID();
local playerCfg = PlayerConfigurations[playerID];
local playerPins = playerCfg:GetMapPins();
for ii, pin in pairs(playerPins) do
local pinID = pin:GetID();
local flagInstance = GetMapPinFlag( playerID, pinID );
if (flagInstance ~= nil) then
local pMapPin : table = flagInstance:GetMapPin();
flagInstance:SetPosition( UI.GridToWorld( pMapPin:GetHexX(), pMapPin:GetHexY() ) );
end
end
end
end
-- ===========================================================================
function OnContextInitialize(isHotload : boolean)
-- If hotloading, rebuild from scratch.
if isHotload then
Refresh();
end
end
----------------------------------------------------------------
function OnLocalPlayerChanged()
Refresh();
end
-- ===========================================================================
function OnBeginWonderReveal()
ContextPtr:SetHide( true );
end
-- ===========================================================================
function OnEndWonderReveal()
ContextPtr:SetHide( false );
end
----------------------------------------------------------------
-- Handle the UI shutting down.
function OnShutdown()
m_InstanceManager:ResetInstances();
end
-- ===========================================================================
function Initialize()
ContextPtr:SetInitHandler( OnContextInitialize );
ContextPtr:SetShutdown( OnShutdown );
Events.BeginWonderReveal.Add( OnBeginWonderReveal );
Events.CombatVisBegin.Add( OnCombatVisBegin );
Events.CombatVisEnd.Add( OnCombatVisEnd );
Events.EndWonderReveal.Add( OnEndWonderReveal );
Events.LocalPlayerChanged.Add(OnLocalPlayerChanged);
Events.MultiplayerPlayerConnected.Add( OnPlayerConnectChanged );
Events.MultiplayerPostPlayerDisconnected.Add( OnPlayerConnectChanged );
Events.WorldRenderViewChanged.Add(PositionFlagsToView);
Events.PlayerInfoChanged.Add(OnPlayerInfoChanged);
Events.LoadGameViewStateDone.Add( OnLoadGameViewStateDone );
end
Initialize();