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local client = require("client")
local util = require("util")
local ui = require("ui")
local dialog = require("dialog")
local socket = require("socket")
local L = require("lang").get
local C = ui.color
local teams = {
{ id = "attack", name = "ATK", col = C(0xEF8131) },
{ id = "defend", name = "DEF", col = C(0x6F8AAC) },
{ id = "third_party", name = "PO3", col = C(0xF1E816) },
}
local color = {
greyed = C(0x606060),
hover = C(0x404040),
normal = C(0x000000),
me = C(0x000000),
}
local function make_selection(lobby, key, dir)
local list = key == "team" and teams or lobby.game.client.content[key.."s"]
local current = lobby.game.client.player[key]
local index
if current then
index = util.find_index_by(list, "id", current)
elseif not current then
index = 1
if dir == 1 then dir = 0 end
end
index = (index-1+dir)%#list+1
client.select(lobby.game.client, key, list[index].id)
end
local function insert_row(columns, elems, cell)
cell = cell or function(x) return x end
local size = 0
for i = 1, #columns do
if elems[i] then
size = math.max(size, ui.min_size(elems[i], "y"))
end
end
for i = 1, #columns do
table.insert(columns[i], cell({ { size = { y = size } }, elems[i] }))
end
end
local function clear_table(t)
while #t > 0 do
table.remove(t)
end
end
local function invite_display(lobby)
local copy_btn = ui.copy_button(function()
return lobby.game.server.invite
end, 25)
local reveal_btn = ui.click(ui.center_x(ui.text(L("dialog.lobby.invite_reveal"), 30, C(0x000000))),
function(self) self.active = false end)
for _, b in ipairs({ reveal_btn, copy_btn }) do
b.line = C(0x000000)
b.line_width = 4
b.fill_hover = C(0x8080a0)
b.fill_normal = C(0xEFE3AF)
end
local code = ui.text(code, 30, color.normal)
local elem = ui.align_right(ui.stack_x(
ui.center_y(ui.text(L("dialog.lobby.invite"), 30, color.normal)),
{ code, reveal_btn },
ui.pad_x(8),
copy_btn
))
function elem:show()
if lobby.game.server then
code.text:set(lobby.game.server.invite)
else
elem.active = false
end
end
return elem
end
local function text(x, col)
return ui.text(x, 30, col or C(0x000000))
end
local function fill_player_columns(lobby, columns)
local info = lobby.game.client.info
local me = lobby.game.client.player
local teams_by_id = util.index_by(teams, "id")
for _, c in ipairs(columns) do
clear_table(c)
end
local function cell(x)
return { line = C(0x000000), line_width = 4, line_segments = { 1, 3 }, ui.pad_x(10, ui.pad_y(10, x)) }
end
local function player_name(name, me, active)
return text(name, (me and color.me) or (active and color.normal) or color.greyed)
end
for _, p in ipairs(info.players) do
local name_cell = player_name(p.name, p == me, p.active)
local team_cell = p.team and ui.align_left({ fill = teams_by_id[p.team].col, text(teams_by_id[p.team].name, C(0x000000)) }) or {}
local faction_cell = p.faction and text(lobby.game.client.factions_by_id[p.faction].name) or {}
local ready = text(L("dialog.lobby.ready"))
local ready_size = ready.text:getHeight()
local ready_elem = ui.pad_x(5, ready, {
fill = p.ready and C(0x1EB251) or C(0xEF1B22),
line = C(0x000000),
line_width = 4,
size = { x = ready_size, y = ready_size },
})
if p == me then
ready_elem = ui.click(ready_elem, function()
client.select(lobby.game.client, "ready", not lobby.game.client.player.ready)
end)
end
local ready_cell = ui.align_right(ready_elem)
insert_row(columns, { name_cell, team_cell, faction_cell, ready_cell }, cell)
end
if not info.started then
insert_row(columns, { player_name(L("dialog.lobby.empty_slot")) }, cell)
end
end
local function player_display(lobby)
local columns = ui.stack_x()
for i = 1, 4 do
local column = ui.stack_y()
column.flex = ({ 2, nil, nil, 3 })[i]
table.insert(columns, column)
end
local player_columns = {}
for i = 1, #columns do
local angle = -75/180*math.pi
local column = ui.stack_y()
column.line = C(0x000000)
column.line_width = 4
column.angle = { x = { i ~= 1 and angle, i ~= #columns and angle } }
column.flex = 1
column.debug = "col_"..i
table.insert(player_columns, column)
end
local button_image = {}
local function header(id)
local t = text(L("dialog.lobby", id))
local function vbtn(sym, dir)
local image = ui.image("assets/icon/angle_"..sym..".png", "scale", { y = t.text:getHeight() })
image.color_hover = color.hover
image.color_normal = color.normal
table.insert(button_image, image)
return ui.click(image, function()
if not lobby.game.client.info.started then
make_selection(lobby, id, dir)
end
end)
end
return ui.pad_x(2, ui.stack_x(vbtn("left", -1), ui.flex(1, ui.center_x(t)), vbtn("right", 1)))
end
insert_row(columns, { nil, header("team"), header("faction"), nil })
insert_row(columns, player_columns)
function columns:show()
fill_player_columns(lobby, player_columns)
if lobby.game.client.info.started then
for _, img in ipairs(button_image) do
img.color = color.greyed
end
end
end
return columns
end
local function countdown_display(lobby)
local text = ui.text("", 40, C(0x000000))
function text:update()
if lobby.countdown_time then
text.visible = true
local secs = math.max(0, math.ceil(lobby.countdown_time - socket.gettime()))
if secs ~= lobby.countdown_secs then
text.text:set(L("dialog.lobby.countdown") .. " " .. secs .. "...")
lobby.countdown_secs = secs
end
if secs == 0 then
lobby.countdown_time = nil
end
else
text.visible = false
end
end
return ui.align_right(ui.align_top(ui.pad_x(10, ui.pad_y(10, text))))
end
local function dialog_lobby(lobby)
local invite = invite_display(lobby)
local players = player_display(lobby)
local countdown = countdown_display(lobby)
local box = ui.gradient(135, 0.3, { C(0x0060AA), C(0x0060AA), C(0xDFDB4B), C(0xB36910), C(0xB36910) }, {
line = C(0x000000),
line_width = 4,
ui.stack_x(ui.flex(1, ui.stack_y(ui.pad_y(10), invite, players)), ui.pad_x(15)) })
local dg = ui.new({
ui.image("assets/bg/rainbow_six_siege_x_clash.jpg", "cover"),
ui.stack_x(
ui.flex(1),
ui.flex(1, ui.stack_y(
ui.flex(1),
ui.center_x(ui.text(L("dialog.lobby.players"), 150, C(0x000000))),
ui.flex(2, box)
)),
ui.flex(1)
),
countdown
})
function dg:show()
invite:show()
players:show()
end
return dg
end
local function show(lobby)
dialog.show(lobby.ui)
end
local function set_countdown(lobby, time)
if time then
lobby.countdown_time = socket.gettime()+time
else
lobby.countdown_time = nil
end
end
local function create(game)
local lobby = { game = game }
lobby.ui = dialog_lobby(lobby)
lobby.show = show
lobby.countdown = set_countdown
return lobby
end
return {
create = create,
}
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