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include "tribes/scripting/help/format_help.lua"
include "tribes/scripting/help/calculations.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 imgstring = img(images[1])
for k,v in ipairs({table.unpack(images,2)}) do
imgstring = imgstring .. img("images/richtext/arrow-right.png") .. img(v)
end
return p(imgstring .. text)
end
-- RST
-- .. function:: item_image(mapobject)
--
-- Creates Richtext image code for the given map object.
--
-- :arg mapobject: the mapobject to represent
-- :returns: richtext code for displaying the mapobject as an image, preferable using its menu icon
--
function item_image(mapobject)
local icon = mapobject.icon_name
if icon ~= nil and icon ~= "" then
return img(icon)
end
if mapobject.max_amount ~= nil then
-- We have e.g. an undetectable resource and are thus without any resource indicator to show
return img(mapobject:editor_image(1))
end
print("WARNING: help item without icon_name: " .. mapobject.name)
return img_object(mapobject.name, "width=10")
end
-- RST
-- .. function:: find_resource_indicator(tribe, resource)
--
-- Returns the biggest resource indicator available.
--
-- :arg tribe: the tribe to use for getting a tribe-specific indicator
-- :arg resource: a map resource description
-- :returns: a resource indicator immovable description
--
function find_resource_indicator(tribe, resource)
local resi = nil
local am = 0
local resource_indicators = tribe.resource_indicators[resource.name]
if resource_indicators ~= nil then
for amount, name in pairs(tribe.resource_indicators[resource.name]) do
if amount > am then
resi = name
am = amount
end
end
end
if resi ~= nil then
return wl.Game():get_immovable_description(resi)
end
return resource
end
-- RST
-- .. function:: find_created_collected_matches(creator, collector)
--
-- Returns a table of map objects that link the two given production sites
--
-- :arg creator: a productionsite description that creates bobs, immovables and/or resources
-- :arg collector: a productionsite description that collects bobs, immovables and/or resources
-- :returns: a list of all bob, immovable and resource descriptions that matches both
--
function find_created_collected_matches(creator, collector)
local matching_items = {}
for i, bob1 in ipairs(collector.collected_bobs) do
for j, bob2 in ipairs(creator.created_bobs) do
if bob1.name == bob2.name then
table.insert(matching_items, bob1)
end
end
end
for i, immovable1 in ipairs(collector.collected_immovables) do
for i, immovable2 in ipairs(creator.created_immovables) do
if immovable1.name == immovable2.name then
table.insert(matching_items, immovable1)
end
end
end
for i, resource1 in ipairs(collector.collected_resources) do
for i, resource2 in ipairs(creator.created_resources) do
if resource1.resource.name == resource2.name then
table.insert(matching_items, resource1.resource)
end
end
end
return matching_items
end
-- =======================================================
-- *************** Dependencies functions ****************
-- =======================================================
-- RST
-- .. function:: dependencies_collects(tribe, building_description)
--
-- Assemble dependency help for a building that collects bobs, immovables and/or resources
--
-- :arg tribe: the tribe for which to display this help
-- :arg building_description: a production site that collects bobs, immovables and/or resources from the map
-- :returns: a richtext-formatted ``p()``
--
function dependencies_collects(tribe, building_description)
local supported = building_description.supported_by_productionsites
if #supported > 0 then
local result = ""
for i,productionsite in ipairs(supported) do
local row = item_image(productionsite) .. img("images/richtext/arrow-right.png")
for k,mapobject in ipairs(find_created_collected_matches(productionsite, building_description)) do
row = row .. item_image(mapobject)
end
row = row .. img("images/richtext/arrow-right.png") .. img(building_description.icon_name) .. " " .. linkify_encyclopedia_object(productionsite)
result = result .. p(row)
end
return result
end
-- Not supported by other productionsites
local result = ""
local collected_items = {}
for i, bob in ipairs(building_description.collected_bobs) do
table.insert(collected_items, {bob, true})
result = result .. item_image(bob)
end
for i, immovable in ipairs(building_description.collected_immovables) do
table.insert(collected_items, {immovable, true})
result = result .. item_image(immovable)
end
for i, resource in ipairs(building_description.collected_resources) do
table.insert(collected_items, {resource.resource, false})
result = result .. item_image(find_resource_indicator(tribe, resource.resource))
end
result = result .. img("images/richtext/arrow-right.png") .. img(building_description.icon_name)
for k,mapobject in ipairs(collected_items) do
if k > 1 then result = result .. " • " end
result = result .. (mapobject[2] and linkify_encyclopedia_object(mapobject[1]) or mapobject[1].descname)
end
return p(result)
end
-- RST
-- .. function:: dependencies_creates(tribe, building_description)
--
-- Assemble dependency help for a building that places bobs, immovables and/or resources on the map
--
-- :arg tribe: the tribe for which to display this help
-- :arg building_description: a production site that creates bobs, immovables and/or resources
-- :returns: a richtext-formatted ``p()``
--
function dependencies_creates(tribe, building_description)
local supported = building_description.supported_productionsites
if #supported > 0 then
local result = ""
for i,productionsite in ipairs(supported) do
local row = img(building_description.icon_name) .. img("images/richtext/arrow-right.png")
for k,mapobject in ipairs(find_created_collected_matches(building_description, productionsite)) do
row = row .. item_image(mapobject)
end
row = row .. img("images/richtext/arrow-right.png") .. item_image(productionsite) .. " " .. linkify_encyclopedia_object(productionsite)
result = result .. p(row)
end
return result
end
-- No other productionsites supported
local result = img(building_description.icon_name) .. img("images/richtext/arrow-right.png")
local created_items = {}
for i, bob in ipairs(building_description.created_bobs) do
table.insert(created_items, bob)
result = result .. item_image(bob)
end
for i, immovable in ipairs(building_description.created_immovables) do
table.insert(created_items, immovable)
result = result .. item_image(immovable)
end
for i, resource in ipairs(building_description.created_resources) do
table.insert(created_items, resource)
result = result .. item_image(find_resource_indicator(tribe, resource))
end
result = result .. " " .. linkify_encyclopedia_object(created_items[1])
for k,mapobject in ipairs({table.unpack(created_items,2)}) do
result = result .. " • " .. linkify_encyclopedia_object(mapobject)
end
return p(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:`wl.map.TribeDescription` for the tribe that has this building.
-- :arg building_description: The :class:`wl.map.BuildingDescription` for the building
-- that we are displaying this help for.
-- :returns: rt of the formatted text
--
function building_help_general_string(tribe, building_description)
local helptexts = building_description:helptexts(tribe.name)
-- TRANSLATORS: Lore helptext for a building - it hasn't been written yet.
local lore_text = _("Text needed")
if helptexts["lore"] ~= nil then
lore_text = helptexts["lore"]
end
-- TRANSLATORS: Heading for a flavour text in the building help.
local result = h2(_("Lore")) ..
li_object(building_description.name, lore_text)
local lore_author = ""
if helptexts["lore_author"] ~= nil then
lore_author = helptexts["lore_author"]
end
result = result .. div("width=100%", styles.as_paragraph("wui_lore_author", lore_author))
result = result .. h2(_("General"))
result = result .. h3(_("Purpose:"))
local representative_resource = nil
if (building_description.type_name == "productionsite") then
representative_resource = building_description.output_ware_types[1]
if not representative_resource then
representative_resource = building_description.output_worker_types[1]
end
if not representative_resource then
for i, bob in ipairs(building_description.created_bobs) do
representative_resource = bob
break
end
end
if not representative_resource then
for i, immovable in ipairs(building_description.created_immovables) do
representative_resource = immovable
break
end
end
if not representative_resource then
for i, resource in ipairs(building_description.created_resources) do
representative_resource = find_resource_indicator(tribe, resource)
if representative_resource.max_amount ~= nil then
-- We have e.g. an undetectable resource and thus without any resource indicator to show
representative_resource = representative_resource:editor_image(1)
end
break
end
end
if not representative_resource then
-- currently only scouts
representative_resource = building_description.working_positions[1]
end
elseif (building_description.type_name == "militarysite" or
building_description.type_name == "trainingsite") then
representative_resource = wl.Game():get_worker_description(tribe.soldier)
elseif (building_description.is_port) then
representative_resource = wl.Game():get_ship_description(tribe.name .. "_ship")
elseif (building_description.type_name == "warehouse") then
if (building_description.conquers < 1) then
representative_resource = wl.Game():get_ware_description("log")
else
representative_resource = wl.Game():get_worker_description(tribe.name .. "_carrier")
end
elseif (building_description.type_name == "market") then
representative_resource = wl.Game():get_ware_description("gold")
elseif (building_description.type_name == "constructionsite") or (building_description.type_name == "dismantlesite") then
representative_resource = wl.Game():get_worker_description(tribe.name .. "_builder")
end
-- TRANSLATORS: Purpose helptext for a building - it hasn't been written yet.
if helptexts["purpose"] ~= nil then
if representative_resource ~= nil and representative_resource ~= "" then
if representative_resource.icon_name ~= nil and representative_resource.icon_name ~= "" then
result = result .. li_image(representative_resource.icon_name, helptexts["purpose"])
elseif representative_resource.name ~= nil and representative_resource.name ~= "" then
result = result .. li_object(representative_resource.name, helptexts["purpose"])
else
result = result .. li_image(representative_resource, helptexts["purpose"])
end
end
else
result = result .. p(_("Text needed"))
end
local note = ""
-- Add mining resource percentage and chance to note
if building_description.is_mine then
local max_percent = 0
local depletion_chance = 0
local collected_resources = building_description.collected_resources
local number_of_resources = #collected_resources
if number_of_resources > 0 then
for i, resource in ipairs(collected_resources) do
max_percent = max_percent + resource.yield
depletion_chance = depletion_chance + resource.when_empty
end
max_percent = max_percent / number_of_resources
depletion_chance = depletion_chance / number_of_resources
if max_percent < 99.9 then
-- TRANSLATORS: Note helptext for a mine.
note = note .. p(_("This mine will exploit %1%%% of its resources. From there on out, it will only have a %2%%% chance of finding any more of them."):bformat(max_percent, depletion_chance))
else
-- TRANSLATORS: Note helptext for a mine.
note = note .. p(_("This mine will exploit all of its resources down to the deepest level. But even after having done so, it will still have a %1%%% chance of finding some more of them."):bformat(depletion_chance))
end
end
end
if helptexts["note"] ~= nil then
note = note .. p(helptexts["note"])
end
if note ~= "" then
result = result .. h3(_("Note:")) .. note
end
if(building_description.type_name == "productionsite") then
if(building_description.workarea_radius and building_description.workarea_radius > 0) then
result = result .. inline_header(_("Work area radius:"), building_description.workarea_radius)
end
elseif(building_description.type_name == "warehouse") then
result = result .. inline_header(_("Healing:"),
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 .. inline_header(_("Conquer range:"), building_description.conquers)
elseif(building_description.type_name == "militarysite") then
result = result .. 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 .. inline_header(_("Capacity:"), building_description.max_number_of_soldiers)
result = result .. inline_header(_("Conquer range:"), building_description.conquers)
result = result .. inline_header(_("Vision range:"), building_description.vision_range)
elseif(building_description.type_name == "trainingsite") then
result = result .. inline_header(_("Capacity:"), building_description.max_number_of_soldiers)
end
return result
end
-- RST
-- .. function:: building_help_dependencies_production(tribe, building_description)
--
-- The input and output wares of a productionsite
--
-- :arg tribe: The :class:`wl.map.TribeDescription` for the tribe that has this building.
-- :arg building_description: The :class:`wl.map.BuildingDescription` 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 = ""
-- Providers
local hasinput = false
local inputs = ""
for i, ware_description in ipairs(building_description.inputs) do
hasinput = true
for j, producer in ipairs(ware_description:producers(tribe.name)) do
inputs = inputs .. dependencies(
{producer, ware_description},
_("%1$s from: %2$s"):bformat(linkify_encyclopedia_object(ware_description), linkify_encyclopedia_object(producer))
)
end
end
if (hasinput) then
-- TRANSLATORS: Heading in the building help for wares that a building accepts (e.g. wheat for a mill).
result = h3(_("Incoming:")) .. inputs
end
-- Collected items
if #building_description.collected_immovables > 0 or
#building_description.collected_resources > 0 or
#building_description.collected_bobs > 0 then
if (building_description.is_mine) then
-- TRANSLATORS: This is a verb (The miner mines)
result = result .. h3(_("Mines:"))
else
result = result .. h3(_("Collects:"))
end
result = result .. dependencies_collects(tribe, building_description)
end
-- Created items
if #building_description.created_immovables > 0 or
#building_description.created_resources > 0 or
#building_description.created_bobs > 0 then
result = result .. h3(_("Creates:")) .. dependencies_creates(tribe, building_description)
end
local outgoing = ""
-- Produced items
if (building_description.output_ware_types[1] or building_description.output_worker_types[1]) then
for i, worker_description in ipairs(building_description.output_worker_types) do
outgoing = outgoing ..
dependencies({building_description, worker_description}, linkify_encyclopedia_object(worker_description))
end
end
-- Consumers
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},
linkify_encyclopedia_object(constructionsite_description))
end
-- Normal buildings
for j, consumer in ipairs(ware_description:consumers(tribe.name)) do
if (tribe:has_building(consumer.name)) then
outgoing = outgoing .. dependencies({ware_description, consumer}, linkify_encyclopedia_object(consumer))
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}, linkify_encyclopedia_object(soldier))
end
end
end
end
end
if (outgoing ~= "") then result = result .. h3(_("Outgoing:")) .. outgoing end
if (result == "") then result = p(_("None")) end
return h2(_("Dependencies")) .. 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:`wl.map.BuildingDescription` 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 = h2(_("Building requirements"))
-- Space required
if (building_description.is_mine) then
result = result .. plot_size_line("mine")
elseif (building_description.is_port) then
result = result .. plot_size_line("port")
else
result = result .. plot_size_line(building_description.size)
end
-- Enhanced from
if (building_description.buildable or building_description.enhanced) then
if (building_description.buildable and building_description.enhanced) then
result = result .. inline_header(_("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 .. h3(_("Direct build cost:"))
else
result = result .. h3(_("Build cost:"))
end
for ware, amount in pairs(building_description.buildcost) 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 .. inline_header(_("Or enhanced from:"), linkify_encyclopedia_object(former_building))
else
result = result .. inline_header(_("Enhanced from:"), linkify_encyclopedia_object(former_building))
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 .. 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.buildcost) 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 .. p(_("Unknown"))
end
-- Dismantle yields
if (building_description.buildable) then
result = result .. h3(_("If built directly, dismantle yields:"))
for ware, amount in pairs(building_description.returns_on_dismantle) do
local ware_description = wl.Game():get_ware_description(ware)
result = result .. help_ware_amount_line(ware_description, amount)
end
result = result .. 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 .. h3(_("Dismantle yields:"))
end
local warescost = {}
for ware, amount in pairs(building_description.enhancement_returns_on_dismantle) 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.returns_on_dismantle) 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_returns_on_dismantle) 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 .. p(_("Unknown"))
end
-- Buildable
else
-- Dismantle yields
result = result .. h3(_("Dismantle yields:"))
for ware, amount in pairs(building_description.returns_on_dismantle) 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 .. inline_header(_("Can be enhanced to:"), linkify_encyclopedia_object(building_description.enhancement))
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_section(tribe, building_description)
--
-- Displays the building's workers with an image and the tool they use
--
-- :arg tribe: The :class:`wl.map.TribeDescription` for the tribe
-- that we are displaying this help for.
--
-- :arg building_description: The :class:`wl.map.BuildingDescription` for the building
-- that we are displaying this help for.
--
-- :returns: Workers/Crew section of the help file
--
function building_help_crew_section(tribe, building_description)
local result = ""
if(building_description.type_name == "productionsite" or building_description.type_name == "trainingsite") then
result = result .. h2(_("Workers")) .. 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(linkify_encyclopedia_object(worker_description))))
else
result = result .. image_line(worker_description.icon_name, 1,
p(linkify_encyclopedia_object(worker_description)))
end
end
if (number_of_workers > 0) then
local tool_string = help_tool_string(tribe, toolnames, number_of_workers)
if (tool_string ~= "") then
if (number_of_workers == 1) then
-- TRANSLATORS: Tribal Encyclopedia: Heading for which tool 1 worker uses
result = result .. h3(_("Worker uses:"))
else
-- TRANSLATORS: Tribal Encyclopedia: Heading for which tool more than 1 worker uses
result = result .. h3(_("Workers use:"))
end
result = result .. tool_string
end
end
worker_description = building_description.working_positions[1]
becomes_description = worker_description.becomes
if (becomes_description) then
result = result .. h3(_("Experience levels"))
result = result .. help_worker_experience(worker_description, becomes_description)
end
end
return result
end
-- RST
-- .. function:: building_help_production_section(tribe, building_description)
--
-- Displays the production/performance section with a headline
--
-- :arg tribe: The :class:`wl.map.TribeDescription` for the tribe that has this building.
-- :arg building_description: The :class:`wl.map.BuildingDescription` for the building
-- that we are displaying this help for.
--
-- :returns: rt for the production section
--
function building_help_production_section(tribe, building_description)
-- Produced items
local result = h2(_("Production"))
local checked_programs = {}
if (building_description.type_name == "trainingsite") then
local soldier_descr = wl.Game():get_worker_description(tribe.soldier)
programs, ware_counters, ware_strings = programs_wares_count(tribe, building_description, nil)
if (not checked_programs[program]) then
for j, program in ipairs(programs) do
trained = building_description:trained_soldiers(program)
if (trained[1] == "Health") then
-- TRANSLATORS: Building Encyclopedia Skill trained by a trainingsite
result = result .. h3(_("Health improvement:"))
result = result .. p(_("From %1% to %2%"):bformat(trained[2], trained[3]))
result = result .. dependencies_basic({
soldier_descr:get_health_level_image_filepath(trained[2]),
soldier_descr:get_health_level_image_filepath(trained[3])
})
elseif (trained[1] == "Attack") then
-- TRANSLATORS: Building Encyclopedia Skill trained by a trainingsite
result = result .. h3(_("Attack training:"))
result = result .. p(_("From %1% to %2%"):bformat(trained[2], trained[3]))
result = result .. dependencies_basic({
soldier_descr:get_attack_level_image_filepath(trained[2]),
soldier_descr:get_attack_level_image_filepath(trained[3])
})
elseif (trained[1] == "Defense") then
-- TRANSLATORS: Building Encyclopedia Skill trained by a trainingsite
result = result .. h3(_("Defense training:"))
result = result .. p(_("From %1% to %2%"):bformat(trained[2], trained[3]))
result = result .. dependencies_basic({
soldier_descr:get_defense_level_image_filepath(trained[2]),
soldier_descr:get_defense_level_image_filepath(trained[3])
})
elseif (trained[1] == "Evade") then
-- TRANSLATORS: Building Encyclopedia Skill trained by a trainingsite
result = result .. h3(_("Evade training:"))
result = result .. p(_("From %1% to %2%"):bformat(trained[2], trained[3]))
result = result .. dependencies_basic({
soldier_descr:get_evade_level_image_filepath(trained[2]),
soldier_descr:get_evade_level_image_filepath(trained[3])
})
end
if (ware_counters[program] > 0) then
if (ware_counters[program] == 1) then
-- TRANSLATORS: Ware Encyclopedia: 1 ware produced by a productionsite
result = result .. h4(_("Ware produced:"))
else
-- TRANSLATORS: Ware Encyclopedia: More than 1 ware produced by a productionsite
result = result .. h4(_("Wares produced:"))
end
result = result .. ware_strings[program]
end
result = result .. help_consumed_wares_workers(tribe, building_description, program)
checked_programs[program] = true
end
end
else
if (building_description.output_ware_types[1] or building_description.output_worker_types[1]) then
for i, ware_description in ipairs(building_description.output_ware_types) do
programs, ware_counters, ware_strings = programs_wares_count(tribe, building_description, ware_description)
-- check if the ware is collected (no producing program)
if #programs == 0 then
result = result .. h3(_("Ware produced:"))
result = result .. help_ware_amount_line(ware_description, 1)
break
end
for j, program in ipairs(programs) do
if (ware_counters[program] > 0) and not checked_programs[program] then
if (ware_counters[program] == 1) then
-- TRANSLATORS: Ware Encyclopedia: 1 ware produced by a productionsite
result = result .. h3(_("Ware produced:"))
else
-- TRANSLATORS: Ware Encyclopedia: More than 1 ware produced by a productionsite
result = result .. h3(_("Wares produced:"))
end
result = result .. ware_strings[program]
result = result .. help_consumed_wares_workers(tribe, building_description, program)
end
checked_programs[program] = true
end
end
for i, worker_description in ipairs(building_description.output_worker_types) do
programs, worker_counters, worker_strings = programs_workers_count(tribe, building_description, worker_description)
for j, program in ipairs(programs) do
if (worker_counters[program] > 0) and not checked_programs[program] then
-- TRANSLATORS: Ware Encyclopedia: 1 special worker or soldier recruited by a productionsite
result = result .. h3(_("Workers recruited:"))
result = result .. worker_strings[program]
result = result .. help_consumed_wares_workers(tribe, building_description, program)
end
checked_programs[program] = true
end
end
end
end
local helptexts = building_description:helptexts(tribe.name)
-- TRANSLATORS: Performance helptext for a building - it hasn't been written yet.
local performance = _("Calculation needed")
if (helptexts["performance"] ~= nil) then
performance = helptexts["performance"]
end
result = result .. inline_header(_("Performance:"), performance)
return result
end
-- RST
-- .. function:: building_help(tribe, building_description)
--
-- Main function to create a building help string.
--
-- :arg tribe: The :class:`wl.map.TribeDescription` for the tribe that has this building.
-- :arg building_description: The :class:`wl.map.BuildingDescription` for the building
-- that we are displaying this help for.
-- :returns: rt of the formatted text
--
function building_help(tribe, building_description)
if (building_description.type_name == "productionsite") or (building_description.type_name == "trainingsite") then
return building_help_general_string(tribe, building_description) ..
building_help_dependencies_production(tribe, building_description) ..
building_help_crew_section(tribe, building_description) ..
building_help_production_section(tribe, building_description) ..
building_help_building_section(building_description)
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)
else
return building_help_general_string(tribe, building_description) ..
building_help_building_section(building_description)
end
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)
elseif (building_description.type_name == "market") then
return building_help_general_string(tribe, building_description) ..
building_help_building_section(building_description)
else
return ""
end
end
-- The main function call
return {
func = function(tribename, buildingname)
push_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)
local r = {
title = building_description.descname,
text = building_help(tribe, building_description)
}
pop_textdomain()
return r
end
}
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