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-- TODO(GunChleoc): get resi_00.png from C++
include "tribes/scripting/help/format_help.lua"
-- RST
-- building_help.lua
-- -----------------
--
-- This script returns a formatted entry for the ingame building help.
-- Pass the internal tribe name and building name to the coroutine to select the
-- building type.
-- =======================================================
-- ********** Helper functions for dependencies **********
-- =======================================================
-- RST
-- .. function:: dependencies_basic(images[, text = nil])
--
-- Creates a dependencies line of any length.
--
-- :arg images: images in the correct order from left to right as table (set in {}).
-- :arg text: comment of the image.
-- :returns: a row of pictures connected by arrows.
--
function dependencies_basic(images, text)
if not text then
text = ""
end
local string = "image=" .. images[1]
for k,v in ipairs({table.unpack(images,2)}) do
string = string .. ";images/richtext/arrow-right.png;" .. v
end
return rt(string, text)
end
-- RST
-- .. function:: dependencies_resi(resource, items[, text = nil])
--
-- Creates a dependencies line of any length for resources (that don't have menu.png files).
--
-- :arg resource: name of the geological resource.
-- :arg items: ware/building descriptions in the correct order from left to right as table (set in {}).
-- :arg text: comment of the image.
-- :returns: a row of pictures connected by arrows.
--
function dependencies_resi(resource, items, text)
if not text then
text = ""
end
local string = "image=tribes/immovables/" .. resource .. "/idle_00.png"
for k,v in ipairs({table.unpack(items)}) do
string = string .. ";images/richtext/arrow-right.png;" .. v.icon_name
end
return rt(string, p(text))
end
-- =======================================================
-- *************** Dependencies functions ****************
-- =======================================================
-- RST
-- .. function:: dependencies_training_food
--
-- Creates dependencies lines for food in training sites.
--
-- :arg foods: an array of arrays with food items. Outer array has "and" logic and
-- will appear from back to front, inner arrays have "or" logic
-- :returns: a list of food descriptions with images
--
function dependencies_training_food(foods)
local result = ""
for countlist, foodlist in pairs(foods) do
local food_warenames = {}
local food_images = {}
for countfood, food in pairs(foodlist) do
local ware_description = wl.Game():get_ware_description(food)
food_warenames[countfood] = ware_description.descname
food_images[countfood] = ware_description.icon_name
end
local text = localize_list(food_warenames, "or", "tribes_encyclopedia")
if (countlist > 1) then
text = _"%s and":bformat(text)
end
local images = food_images[1]
for k,v in ipairs({table.unpack(food_images,2)}) do
images = images .. ";" .. v
end
result = image_line(images, 1, p(text)) .. result
end
if (result ~= "") then
result = rt(h3(_"Food:")) .. result
end
return result
end
-- RST
-- .. function:: dependencies_training_weapons(weapons)
--
-- Creates a dependencies line for any number of weapons.
--
-- :arg weapons: an array of weapon names
-- :returns: a list weapons images with the producing and receiving building
--
function dependencies_training_weapons(weapons)
local result = "";
local producers = {};
for count, weaponname in pairs(weapons) do
local weapon_description = wl.Game():get_ware_description(weaponname)
for i, producer in ipairs(weapon_description.producers) do
if (producers[producer.name] == nil) then
producers[producer.name] = {}
end
producers[producer.name][weaponname] = true;
end
end
local building_count = 0;
for producer, weaponnames in pairs(producers) do
local producer_description = wl.Game():get_building_description(producer)
local weaponsstring = ""
for weaponname, hasweapon in pairs(weaponnames) do
if (hasweapon) then
if(weaponsstring ~= "") then
weaponsstring = weaponsstring .. ";"
end
local weapon_description = wl.Game():get_ware_description(weaponname)
weaponsstring = weaponsstring .. weapon_description.icon_name
end
end
building_count = building_count + 1;
result = result ..
dependencies_basic(
{producer_description.icon_name, weaponsstring},
rt(p(producer_description.descname))
)
end
if (result ~= "") then
result = rt(h3(_"Equipment:")) .. result
end
return result
end
-- =======================================================
-- ************* Main buildinghelp functions *************
-- =======================================================
-- RST
-- .. function:: building_help_general_string(tribe, building_description)
--
-- Creates the string for the general section in building help
--
-- :arg tribe: The :class:`LuaTribeDescription` for the tribe that has this building.
-- :arg building_description: The :class:`LuaBuildingDescription` for the building
-- that we are displaying this help for.
-- :returns: rt of the formatted text
--
function building_help_general_string(tribe, building_description)
-- TRANSLATORS: Heading for a flavour text in the building help.
local result = rt(h2(_"Lore")) ..
rt("image=" .. building_description.representative_image, p(building_helptext_lore()))
if (building_helptext_lore_author() ~= "") then
result = result .. rt("text-align=right",
p("font-size=10 font-style=italic",
building_helptext_lore_author()))
end
result = result .. rt(h2(_"General"))
result = result .. rt(h3(_"Purpose:"))
-- TODO(GunChleoc) "carrier" for headquarters, "ship" for ports, "scout" for scouts_hut, "shipwright" for shipyard?
-- TODO(GunChleoc) use aihints for gamekeeper, forester?
local representative_resource = nil
if (building_description.type_name == "productionsite" or
building_description.type_name == "trainingsite") then
representative_resource = building_description.output_ware_types[1]
if(not representative_resource) then
representative_resource = building_description.output_worker_types[1]
end
elseif (building_description.type_name == "militarysite") then
representative_resource = wl.Game():get_worker_description(tribe.soldier)
-- TODO(GunChleoc) need a bob_descr for the ship -> port and shipyard
-- TODO(GunChleoc) create descr objects for flag, portdock, ...
elseif (building_description.is_port or building_description.name == "shipyard") then
representative_resource = nil
elseif (building_description.type_name == "warehouse") then
representative_resource = wl.Game():get_ware_description("log")
end
if(representative_resource) then
result = result .. image_line(representative_resource.icon_name, 1, p(building_helptext_purpose()))
else
result = result .. rt(p(building_helptext_purpose()))
end
if (building_helptext_note() ~= "") then
result = result .. rt(h3(_"Note:")) .. rt(p(building_helptext_note()))
end
if(building_description.type_name == "productionsite") then
if(building_description.workarea_radius and building_description.workarea_radius > 0) then
result = result .. text_line(_"Work area radius:", building_description.workarea_radius)
end
elseif(building_description.type_name == "warehouse") then
result = result .. rt(h3(_"Healing:")
.. p(ngettext("Garrisoned soldiers heal %d health point per second", "Garrisoned soldiers heal %d health points per second", building_description.heal_per_second):bformat(building_description.heal_per_second)))
result = result .. text_line(_"Conquer range:", building_description.conquers)
elseif(building_description.type_name == "militarysite") then
result = result .. rt(h3(_"Healing:")
.. p(ngettext("Garrisoned soldiers heal %d health point per second", "Garrisoned soldiers heal %d health points per second", building_description.heal_per_second):bformat(building_description.heal_per_second)))
result = result .. text_line(_"Capacity:", building_description.max_number_of_soldiers)
result = result .. text_line(_"Conquer range:", building_description.conquers)
elseif(building_description.type_name == "trainingsite") then
result = result .. text_line(_"Capacity:", building_description.max_number_of_soldiers)
end
result = result .. text_line(_"Vision range:", building_description.vision_range)
return result
end
-- RST
-- .. function:: building_help_dependencies_production(tribe, building_description)
--
-- The input and output wares of a productionsite
--
-- :arg tribe: The :class:`LuaTribeDescription` for the tribe that has this building.
-- :arg building_description: The :class:`LuaBuildingDescription` for the building
-- that we are displaying this help for.
-- :returns: an rt string with images describing a chain of ware/building dependencies
--
function building_help_dependencies_production(tribe, building_description)
local result = ""
local hasinput = false
for i, ware_description in ipairs(building_description.inputs) do
hasinput = true
for j, producer in ipairs(ware_description.producers) do
if (tribe:has_building(producer.name)) then
result = result .. dependencies(
{producer, ware_description},
_"%1$s from: %2$s":bformat(ware_description.descname, producer.descname)
)
end
end
end
if (hasinput) then
-- TRANSLATORS: Heading in the building help for wares that a building accepts (e.g. wheat for a mill).
result = rt(h3(_"Incoming:")) .. result
end
if ((not hasinput) and building_description.output_ware_types[1]) then
result = result .. rt(h3(_"Collects:"))
for i, ware_description in ipairs(building_description.output_ware_types) do
result = result ..
dependencies({building_description, ware_description}, ware_description.descname)
end
for i, worker_description in ipairs(building_description.output_worker_types) do
result = result ..
dependencies({building_description, worker_description}, worker_description.descname)
end
elseif (building_description.is_mine) then
-- TRANSLATORS: This is a verb (The miner mines)
result = result .. rt(h3(_"Mines:"))
for i, ware_description in ipairs(building_description.output_ware_types) do
-- Need to hack this, because resource != produced ware.
local resi_name = ware_description.name
if(resi_name == "iron_ore") then resi_name = "iron"
elseif(resi_name == "granite") then resi_name = "stones"
elseif(resi_name == "diamond") then resi_name = "stones"
elseif(resi_name == "quartz") then resi_name = "stones"
elseif(resi_name == "marble") then resi_name = "stones"
elseif(resi_name == "gold_ore") then resi_name = "gold" end
result = result .. dependencies_resi(
"resi_"..resi_name.."2",
{building_description, ware_description},
ware_description.descname
)
end
else
if(building_description.output_ware_types[1] or building_description.output_worker_types[1]) then
result = result .. rt(h3(_"Produces:"))
end
for i, ware_description in ipairs(building_description.output_ware_types) do
result = result ..
dependencies({building_description, ware_description}, ware_description.descname)
end
for i, worker_description in ipairs(building_description.output_worker_types) do
result = result ..
dependencies({building_description, worker_description}, worker_description.descname)
end
end
local outgoing = ""
for i, ware_description in ipairs(building_description.output_ware_types) do
-- Constructionsite isn't listed with the consumers, so we need a special check
if (ware_description:is_construction_material(tribe.name)) then
local constructionsite_description =
wl.Game():get_building_description("constructionsite")
outgoing = outgoing .. dependencies({ware_description, constructionsite_description},
constructionsite_description.descname)
end
-- Normal buildings
for j, consumer in ipairs(ware_description.consumers) do
if (tribe:has_building(consumer.name)) then
outgoing = outgoing .. dependencies({ware_description, consumer}, consumer.descname)
end
end
-- Soldiers aren't listed with the consumers. Get their buildcost wares and list the warehouses.
local soldier = wl.Game():get_worker_description(tribe.soldier)
for j, buildcost in ipairs(soldier.buildcost) do
if (buildcost == ware) then
for k, building in ipairs(tribe.buildings) do
if (building.type_name == "warehouse") then
outgoing = outgoing .. dependencies({ware, building, soldier}, soldier.descname)
end
end
end
end
end
if (outgoing ~= "") then result = result .. rt(h3(_"Outgoing:")) .. outgoing end
if (result == "") then result = rt(p(_"None")) end
return rt(h2(_"Dependencies")) .. result
end
-- RST
-- .. function:: building_help_dependencies_training(tribe, building_description)
--
-- Shows the production dependencies for a training site.
--
-- :arg tribe: The :class:`LuaTribeDescription` for the tribe that has this building.
-- :arg building_description: The :class:`LuaBuildingDescription` for the building
-- that we are displaying this help for.
-- :returns: rt string with training dependencies information.
--
function building_help_dependencies_training(tribe, building_description)
local result = ""
if (building_description.max_health and building_description.min_health) then
result = result .. rt(h2(_"Health Training"))
result = result .. rt(p(_"Trains ‘Health’ from %1% up to %2%":
bformat(building_description.min_health, building_description.max_health+1)))
result = result .. rt(h3(_"Soldiers:"))
result = result ..
dependencies_basic({
"tribes/workers/" .. tribe.name .. "/soldier/health_level" .. building_description.min_health .. ".png",
building_description.icon_name,
"tribes/workers/" .. tribe.name .. "/soldier/health_level" .. (building_description.max_health + 1) ..".png"})
result = result .. dependencies_training_food(building_description.food_health)
result = result .. dependencies_training_weapons(building_description.weapons_health)
end
if (building_description.max_attack and building_description.min_attack) then
result = result .. rt(h2(_"Attack Training"))
-- TRANSLATORS: %1$s = Health, Evade, Attack or Defense. %2$s and %3$s are numbers.
result = result .. rt(p(_"Trains ‘Attack’ from %1% up to %2%":
bformat(building_description.min_attack, building_description.max_attack+1)))
result = result .. rt(h3(_"Soldiers:")) ..
dependencies_basic({
"tribes/workers/" .. tribe.name .. "/soldier/attack_level" .. building_description.min_attack .. ".png",
building_description.icon_name,
"tribes/workers/" .. tribe.name .. "/soldier/attack_level" .. (building_description.max_attack + 1) ..".png"})
result = result .. dependencies_training_food(building_description.food_attack)
result = result .. dependencies_training_weapons(building_description.weapons_attack)
end
if (building_description.max_defense and building_description.min_defense) then
result = result .. rt(h2(_"Defense Training"))
result = result .. rt(p( _"Trains ‘Defense’ from %1% up to %2%":
bformat(building_description.min_defense, building_description.max_defense+1)))
result = result .. rt(h3(_"Soldiers:"))
result = result ..
dependencies_basic({
"tribes/workers/" .. tribe.name .. "/soldier/defense_level" .. building_description.min_defense .. ".png",
building_description.icon_name,
"tribes/workers/" .. tribe.name .. "/soldier/defense_level" .. (building_description.max_defense + 1) ..".png"})
result = result .. dependencies_training_food(building_description.food_defense)
result = result .. dependencies_training_weapons(building_description.weapons_defense)
end
if (building_description.max_evade and building_description.min_evade) then
result = result .. rt(h2(_"Evade Training"))
result = result .. rt(p( _"Trains ‘Evade’ from %1% up to %2%":
bformat(building_description.min_evade, building_description.max_evade+1)))
result = result .. rt(h3(_"Soldiers:"))
result = result ..
dependencies_basic({
"tribes/workers/" .. tribe.name .. "/soldier/evade_level" .. building_description.min_evade .. ".png",
building_description.icon_name,
"tribes/workers/" .. tribe.name .. "/soldier/evade_level" .. (building_description.max_evade + 1) ..".png"})
result = result .. dependencies_training_food(building_description.food_evade)
result = result .. dependencies_training_weapons(building_description.weapons_evade)
end
return result
end
-- RST
--
-- .. function:: building_help_building_section(building_description)
--
-- Formats the "Building" section in the building help: Enhancing info, costs and space required
--
-- :arg building_description: The :class:`LuaBuildingDescription` for the building
-- that we are displaying this help for.
-- :returns: an rt string describing the building section
--
function building_help_building_section(building_description)
-- TRANSLATORS: This is the header for the "Building" section in the building help, containing size info, buildcost etc.
local result = rt(h2(_"Building"))
-- Space required
if (building_description.is_mine) then
result = result .. text_line(_"Space required:",_"Mine plot","images/wui/overlays/mine.png")
elseif (building_description.is_port) then
result = result .. text_line(_"Space required:",_"Port plot","images/wui/overlays/port.png")
else
if (building_description.size == "small") then
result = result .. text_line(_"Space required:",_"Small plot","images/wui/overlays/small.png")
elseif (building_description.size == "medium") then
result = result .. text_line(_"Space required:",_"Medium plot","images/wui/overlays/medium.png")
elseif (building_description.size == "big") then
result = result .. text_line(_"Space required:",_"Big plot","images/wui/overlays/big.png")
else
result = result .. p(_"Space required:" .. _"Unknown")
end
end
-- Enhanced from
if (building_description.buildable or building_description.enhanced) then
if (building_description.buildable and building_description.enhanced) then
result = result .. text_line(_"Note:",
_"This building can either be built directly or obtained by enhancing another building.")
end
if (building_description.buildable) then
-- Build cost
if (building_description.buildable and building_description.enhanced) then
result = result .. rt(h3(_"Direct build cost:"))
else
result = result .. rt(h3(_"Build cost:"))
end
for ware, amount in pairs(building_description.build_cost) do
local ware_description = wl.Game():get_ware_description(ware)
result = result .. help_ware_amount_line(ware_description, amount)
end
end
local former_building = nil
if (building_description.enhanced) then
former_building = building_description.enhanced_from
if (building_description.buildable) then
result = result .. text_line(_"Or enhanced from:", former_building.descname)
else
result = result .. text_line(_"Enhanced from:", former_building.descname)
end
for ware, amount in pairs(building_description.enhancement_cost) do
local ware_description = wl.Game():get_ware_description(ware)
result = result .. help_ware_amount_line(ware_description, amount)
end
-- Cumulative cost
result = result .. rt(h3(_"Cumulative cost:"))
local warescost = {}
for ware, amount in pairs(building_description.enhancement_cost) do
if (warescost[ware]) then
warescost[ware] = warescost[ware] + amount
else
warescost[ware] = amount
end
end
local former_buildings = {};
former_building = building_description
while former_building.enhanced do
former_building = former_building.enhanced_from
table.insert(former_buildings, former_building)
end
for index, former in pairs(former_buildings) do
former_building = wl.Game():get_building_description(former.name)
if (former_building.buildable) then
for ware, amount in pairs(former_building.build_cost) do
if (warescost[ware]) then
warescost[ware] = warescost[ware] + amount
else
warescost[ware] = amount
end
end
elseif (former_building.enhanced) then
for ware, amount in pairs(former_building.enhancement_cost) do
if (warescost[ware]) then
warescost[ware] = warescost[ware] + amount
else
warescost[ware] = amount
end
end
end
end
if (warescost ~= {}) then
for ware, amount in pairs(warescost) do
local ware_description = wl.Game():get_ware_description(ware)
result = result .. help_ware_amount_line(ware_description, amount)
end
else
result = result .. rt(p(_"Unknown"))
end
-- Dismantle yields
if (building_description.buildable) then
result = result .. rt(h3(_"If built directly, dismantle yields:"))
for ware, amount in pairs(building_description.returned_wares) do
local ware_description = wl.Game():get_ware_description(ware)
result = result .. help_ware_amount_line(ware_description, amount)
end
result = result .. rt(h3(_"If enhanced, dismantle yields:"))
else
-- TRANSLATORS: This is a heading for the resources that you will get back when you dismantle a building of this type. What dismantling will give you.
result = result .. rt(h3(_"Dismantle yields:"))
end
local warescost = {}
for ware, amount in pairs(building_description.returned_wares_enhanced) do
if (warescost[ware]) then
warescost[ware] = warescost[ware] + amount
else
warescost[ware] = amount
end
end
for index, former in pairs(former_buildings) do
former_building = wl.Game():get_building_description(former.name)
if (former_building.buildable) then
for ware, amount in pairs(former_building.returned_wares) do
if (warescost[ware]) then
warescost[ware] = warescost[ware] + amount
else
warescost[ware] = amount
end
end
elseif (former_building.enhanced) then
for ware, amount in pairs(former_building.returned_wares_enhanced) do
if (warescost[ware]) then
warescost[ware] = warescost[ware] + amount
else
warescost[ware] = amount
end
end
end
end
if (warescost ~= {}) then
for ware, amount in pairs(warescost) do
local ware_description = wl.Game():get_ware_description(ware)
result = result .. help_ware_amount_line(ware_description, amount)
end
else
result = result .. rt(p(_"Unknown"))
end
-- Buildable
else
-- Dismantle yields
result = result .. rt(h3(_"Dismantle yields:"))
for ware, amount in pairs(building_description.returned_wares) do
local ware_description = wl.Game():get_ware_description(ware)
result = result .. help_ware_amount_line(ware_description, amount)
end
end
-- Can be enhanced to
if (building_description.enhancement) then
result = result .. text_line(_"Can be enhanced to:", building_description.enhancement.descname)
for ware, amount in pairs(building_description.enhancement.enhancement_cost) do
local ware_description = wl.Game():get_ware_description(ware)
result = result .. help_ware_amount_line(ware_description, amount)
end
end
end
return result
end
-- RST
-- .. function:: building_help_crew_string(tribe, building_description)
--
-- Displays the building's workers with an image and the tool they use
--
-- :arg tribe: The :class:`LuaTribeDescription` for the tribe
-- that we are displaying this help for.
--
-- :arg building_description: The :class:`LuaBuildingDescription` for the building
-- that we are displaying this help for.
--
-- :returns: Workers/Crew section of the help file
--
function building_help_crew_string(tribe, building_description)
local result = ""
if(building_description.type_name == "productionsite" or building_description.type_name == "trainingsite") then
result = result .. rt(h2(_"Workers")) .. rt(h3(_"Crew required:"))
local worker_description = building_description.working_positions[1]
local becomes_description = nil
local number_of_workers = 0
local toolnames = {}
for i, worker_description in ipairs(building_description.working_positions) do
-- Get the tools for the workers.
for j, buildcost in ipairs(worker_description.buildcost) do
if (buildcost ~= nil and tribe:has_ware(buildcost)) then
toolnames[#toolnames + 1] = buildcost
end
end
becomes_description = worker_description.becomes
number_of_workers = number_of_workers + 1
if(becomes_description) then
result = result .. image_line(worker_description.icon_name, 1,
-- TRANSLATORS: %s is a worker name, e.g. "Chief Miner" or "Brewer".
p(_"%s or better":bformat(worker_description.descname)))
else
result = result .. image_line(worker_description.icon_name, 1,
p(worker_description.descname))
end
end
if (number_of_workers > 0) then
local tool_string = help_tool_string(tribe, toolnames, number_of_workers)
if (tool_string ~= "") then
-- TRANSLATORS: Tribal Encyclopedia: Heading for which tool workers use
result = result .. rt(h3(ngettext("Worker uses:","Workers use:", number_of_workers))) .. tool_string
end
end
if(becomes_description) then
result = result .. rt(h3(_"Experience levels:"))
-- TRANSLATORS: EP = Experience Points
local exp_string = _"%s to %s (%s EP)":format(
worker_description.descname,
becomes_description.descname,
worker_description.needed_experience
)
worker_description = becomes_description
becomes_description = worker_description.becomes
if(becomes_description) then
exp_string = exp_string .. "<br>" .. _"%s to %s (%s EP)":format(
worker_description.descname,
becomes_description.descname,
worker_description.needed_experience
)
end
result = result .. rt("text-align=right", p(exp_string))
end
end
return result
end
-- RST
-- .. function:: building_help_production_section()
--
-- Displays the production/performance section with a headline
--
-- :returns: rt for the production section
--
function building_help_production_section()
if (building_helptext_performance() ~= "") then
return rt(h2(_"Production")) ..
text_line(_"Performance:", building_helptext_performance())
else
return ""
end
end
-- RST
-- .. function:: building_help(tribe, building_description)
--
-- Main function to create a building help string.
--
-- :arg tribe: The :class:`LuaTribeDescription` for the tribe that has this building.
-- :arg building_description: The :class:`LuaBuildingDescription` for the building
-- that we are displaying this help for.
-- :returns: rt of the formatted text
--
function building_help(tribe, building_description)
include(building_description.helptext_script)
if (building_description.type_name == "productionsite") then
return building_help_general_string(tribe, building_description) ..
building_help_dependencies_production(tribe, building_description) ..
building_help_crew_string(tribe, building_description) ..
building_help_building_section(building_description) ..
building_help_production_section()
elseif (building_description.type_name == "militarysite") then
return building_help_general_string(tribe, building_description) ..
building_help_building_section(building_description)
elseif (building_description.type_name == "warehouse") then
if (building_description.is_port) then
return building_help_general_string(tribe, building_description) ..
-- TODO(GunChleoc) expedition costs here?
building_help_building_section(building_description) ..
building_help_production_section()
else
return building_help_general_string(tribe, building_description) ..
building_help_building_section(building_description)
end
elseif (building_description.type_name == "trainingsite") then
return building_help_general_string(tribe, building_description) ..
building_help_dependencies_training(tribe, building_description) ..
building_help_crew_string(tribe, building_description) ..
building_help_building_section(building_description) ..building_help_production_section()
elseif (building_description.type_name == "constructionsite" or
building_description.type_name == "dismantlesite") then
-- TODO(GunChleoc) Get them a crew string for the builder
return building_help_general_string(tribe, building_description)
else
return ""
end
end
-- The main function call
return {
func = function(tribename, buildingname)
set_textdomain("tribes_encyclopedia")
local tribe = wl.Game():get_tribe_description(tribename)
-- We need to get the building description again, because it will
-- give us a cast to the appropriate subclass.
local building_description = wl.Game():get_building_description(buildingname)
return {
title = building_description.descname,
text = building_help(tribe, building_description)
}
end
}
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