Index: ps/trunk/binaries/data/mods/public/gui/session/input.js
===================================================================
--- ps/trunk/binaries/data/mods/public/gui/session/input.js (revision 13039)
+++ ps/trunk/binaries/data/mods/public/gui/session/input.js (revision 13040)
@@ -1,1971 +1,1971 @@
const SDL_BUTTON_LEFT = 1;
const SDL_BUTTON_MIDDLE = 2;
const SDL_BUTTON_RIGHT = 3;
const SDLK_LEFTBRACKET = 91;
const SDLK_RIGHTBRACKET = 93;
const SDLK_RSHIFT = 303;
const SDLK_LSHIFT = 304;
const SDLK_RCTRL = 305;
const SDLK_LCTRL = 306;
const SDLK_RALT = 307;
const SDLK_LALT = 308;
// TODO: these constants should be defined somewhere else instead, in
// case any other code wants to use them too
const ACTION_NONE = 0;
const ACTION_GARRISON = 1;
const ACTION_REPAIR = 2;
var preSelectedAction = ACTION_NONE;
const INPUT_NORMAL = 0;
const INPUT_SELECTING = 1;
const INPUT_BANDBOXING = 2;
const INPUT_BUILDING_PLACEMENT = 3;
const INPUT_BUILDING_CLICK = 4;
const INPUT_BUILDING_DRAG = 5;
const INPUT_BATCHTRAINING = 6;
const INPUT_PRESELECTEDACTION = 7;
const INPUT_BUILDING_WALL_CLICK = 8;
const INPUT_BUILDING_WALL_PATHING = 9;
var inputState = INPUT_NORMAL;
var placementSupport = new PlacementSupport();
var mouseX = 0;
var mouseY = 0;
var mouseIsOverObject = false;
// Number of pixels the mouse can move before the action is considered a drag
var maxDragDelta = 4;
// Time in milliseconds in which a double click is recognized
const doubleClickTime = 500;
var doubleClickTimer = 0;
var doubleClicked = false;
// Store the previously clicked entity - ensure a double/triple click happens on the same entity
var prevClickedEntity = 0;
// Same double-click behaviour for hotkey presses
const doublePressTime = 500;
var doublePressTimer = 0;
var prevHotkey = 0;
function updateCursorAndTooltip()
{
var cursorSet = false;
var tooltipSet = false;
var informationTooltip = getGUIObjectByName("informationTooltip");
if (!mouseIsOverObject)
{
var action = determineAction(mouseX, mouseY);
if (inputState == INPUT_NORMAL || inputState == INPUT_PRESELECTEDACTION)
{
if (action)
{
if (action.cursor)
{
Engine.SetCursor(action.cursor);
cursorSet = true;
}
if (action.tooltip)
{
tooltipSet = true;
informationTooltip.caption = action.tooltip;
informationTooltip.hidden = false;
}
}
}
}
if (!cursorSet)
Engine.SetCursor("arrow-default");
if (!tooltipSet)
informationTooltip.hidden = true;
var wallDragTooltip = getGUIObjectByName("wallDragTooltip");
if (placementSupport.wallDragTooltip)
{
wallDragTooltip.caption = placementSupport.wallDragTooltip;
wallDragTooltip.hidden = false;
}
else
{
wallDragTooltip.caption = "";
wallDragTooltip.hidden = true;
}
}
function updateBuildingPlacementPreview()
{
// The preview should be recomputed every turn, so that it responds to obstructions/fog/etc moving underneath it, or
// in the case of the wall previews, in response to new tower foundations getting constructed for it to snap to.
// See onSimulationUpdate in session.js.
if (placementSupport.mode === "building")
{
if (placementSupport.template && placementSupport.position)
{
return Engine.GuiInterfaceCall("SetBuildingPlacementPreview", {
"template": placementSupport.template,
"x": placementSupport.position.x,
"z": placementSupport.position.z,
"angle": placementSupport.angle,
});
}
}
else if (placementSupport.mode === "wall")
{
if (placementSupport.wallSet && placementSupport.position)
{
// Fetch an updated list of snapping candidate entities
placementSupport.wallSnapEntities = Engine.PickSimilarFriendlyEntities(
placementSupport.wallSet.templates.tower,
placementSupport.wallSnapEntitiesIncludeOffscreen,
true, // require exact template match
true // include foundations
);
return Engine.GuiInterfaceCall("SetWallPlacementPreview", {
"wallSet": placementSupport.wallSet,
"start": placementSupport.position,
"end": placementSupport.wallEndPosition,
"snapEntities": placementSupport.wallSnapEntities, // snapping entities (towers) for starting a wall segment
});
}
}
return false;
}
function findGatherType(gatherer, supply)
{
if (!gatherer || !supply)
return undefined;
if (gatherer[supply.type.generic+"."+supply.type.specific])
return supply.type.specific;
if (gatherer[supply.type.generic])
return supply.type.generic;
return undefined;
}
function getActionInfo(action, target)
{
var selection = g_Selection.toList();
// If the selection doesn't exist, no action
var entState = GetEntityState(selection[0]);
if (!entState)
return {"possible": false};
// If the selection isn't friendly units, no action
var playerID = Engine.GetPlayerID();
var allOwnedByPlayer = selection.every(function(ent) {
var entState = GetEntityState(ent);
return entState && entState.player == playerID;
});
if (!g_DevSettings.controlAll && !allOwnedByPlayer)
return {"possible": false};
// Work out whether the selection can have rally points
var haveRallyPoints = selection.every(function(ent) {
var entState = GetEntityState(ent);
return entState && entState.rallyPoint;
});
if (!target)
{
if (action == "set-rallypoint" && haveRallyPoints)
return {"possible": true};
else if (action == "move")
return {"possible": true};
else
return {"possible": false};
}
if (haveRallyPoints && selection.indexOf(target) != -1 && action == "unset-rallypoint")
return {"possible": true};
// Look at the first targeted entity
// (TODO: maybe we eventually want to look at more, and be more context-sensitive?
// e.g. prefer to attack an enemy unit, even if some friendly units are closer to the mouse)
var targetState = GetEntityState(target);
// Check if the target entity is a resource, dropsite, foundation, or enemy unit.
// Check if any entities in the selection can gather the requested resource,
// can return to the dropsite, can build the foundation, or can attack the enemy
var simState = Engine.GuiInterfaceCall("GetSimulationState");
// Look to see what type of command units going to the rally point should use
if (haveRallyPoints && action == "set-rallypoint")
{
// haveRallyPoints ensures all selected entities can have rally points.
// We assume that all entities are owned by the same player.
var entState = GetEntityState(selection[0]);
var playerState = simState.players[entState.player];
var playerOwned = (targetState.player == entState.player);
var allyOwned = playerState.isAlly[targetState.player];
var enemyOwned = playerState.isEnemy[targetState.player];
var gaiaOwned = (targetState.player == 0);
var cursor = "";
var tooltip;
// default to walking there
var data = {command: "walk"};
if (targetState.garrisonHolder && playerOwned)
{
data.command = "garrison";
data.target = target;
cursor = "action-garrison";
}
else if (targetState.resourceSupply)
{
var resourceType = targetState.resourceSupply.type;
if (resourceType.generic == "treasure")
{
cursor = "action-gather-" + resourceType.generic;
}
else
{
cursor = "action-gather-" + resourceType.specific;
}
data.command = "gather";
data.resourceType = resourceType;
data.resourceTemplate = targetState.template;
}
else if (targetState.foundation && entState.buildEntities)
{
data.command = "build";
data.target = target;
cursor = "action-build";
}
else if (targetState.needsRepair && allyOwned)
{
data.command = "repair";
data.target = target;
cursor = "action-repair";
}
else if (hasClass(entState, "Market") && hasClass(targetState, "Market") && entState.id != targetState.id &&
(!hasClass(entState, "NavalMarket") || hasClass(targetState, "NavalMarket")))
{
// Find a trader (if any) that this building can produce.
var trader;
if (entState.production && entState.production.entities.length)
for (var i = 0; i < entState.production.entities.length; ++i)
if ((trader = GetTemplateData(entState.production.entities[i]).trader))
break;
var traderData = { "firstMarket": entState.id, "secondMarket": targetState.id, "template": trader };
var gain = Engine.GuiInterfaceCall("GetTradingRouteGain", traderData);
if (gain !== null)
{
data.command = "trade";
data.target = traderData.secondMarket;
data.source = traderData.firstMarket;
cursor = "action-setup-trade-route";
tooltip = "Click to establish a default route for new traders. Gain: " + gain + " metal.";
}
}
// Don't allow the rally point to be set on any of the currently selected entities
for (var i = 0; i < selection.length; i++)
if (target === selection[i])
return {"possible": false};
return {"possible": true, "data": data, "position": targetState.position, "cursor": cursor, "tooltip": tooltip};
}
for each (var entityID in selection)
{
var entState = GetEntityState(entityID);
if (!entState)
continue;
var playerState = simState.players[entState.player];
var playerOwned = (targetState.player == entState.player);
var allyOwned = playerState.isAlly[targetState.player];
var neutralOwned = playerState.isNeutral[targetState.player];
var enemyOwned = playerState.isEnemy[targetState.player];
var gaiaOwned = (targetState.player == 0);
// Find the resource type we're carrying, if any
var carriedType = undefined;
if (entState.resourceCarrying && entState.resourceCarrying.length)
carriedType = entState.resourceCarrying[0].type;
switch (action)
{
case "garrison":
if (hasClass(entState, "Unit") && targetState.garrisonHolder && playerOwned)
{
var allowedClasses = targetState.garrisonHolder.allowedClasses;
for each (var unitClass in entState.identity.classes)
{
if (allowedClasses.indexOf(unitClass) != -1)
{
return {"possible": true};
}
}
}
break;
case "setup-trade-route":
// If ground or sea trade possible
if (!targetState.foundation && ((entState.trader && hasClass(entState, "Organic") && (playerOwned || allyOwned) && hasClass(targetState, "Market")) ||
(entState.trader && hasClass(entState, "Ship") && (playerOwned || allyOwned) && hasClass(targetState, "NavalMarket"))))
{
var tradingData = {"trader": entState.id, "target": target};
var tradingDetails = Engine.GuiInterfaceCall("GetTradingDetails", tradingData);
var tooltip;
if (tradingDetails === null)
return {"possible": false};
switch (tradingDetails.type)
{
case "is first":
tooltip = "Origin trade market.";
if (tradingDetails.hasBothMarkets)
tooltip += " Gain: " + tradingDetails.gain + " " + tradingDetails.goods + ". Right-click to create a new trade route."
else
tooltip += " Right-click on another market to set it as a destination trade market."
break;
case "is second":
tooltip = "Destination trade market. Gain: " + tradingDetails.gain + " " + tradingDetails.goods + "." + " Right-click to create a new trade route.";
break;
case "set first":
tooltip = "Set as origin trade market";
break;
case "set second":
tooltip = "Set as destination trade market. Gain: " + tradingDetails.gain + " " + tradingDetails.goods + ".";
break;
}
return {"possible": true, "tooltip": tooltip};
}
break;
case "heal":
// The check if the target is unhealable is done by targetState.needsHeal
if (entState.Healer && hasClass(targetState, "Unit") && targetState.needsHeal && (playerOwned || allyOwned))
{
// Healers can't heal themselves.
if (entState.id == targetState.id)
return {"possible": false};
var unhealableClasses = entState.Healer.unhealableClasses;
for each (var unitClass in targetState.identity.classes)
{
if (unhealableClasses.indexOf(unitClass) != -1)
{
return {"possible": false};
}
}
var healableClasses = entState.Healer.healableClasses;
for each (var unitClass in targetState.identity.classes)
{
if (healableClasses.indexOf(unitClass) != -1)
{
return {"possible": true};
}
}
}
break;
case "gather":
if (targetState.resourceSupply)
{
var resource = findGatherType(entState.resourceGatherRates, targetState.resourceSupply);
if (resource)
return {"possible": true, "cursor": "action-gather-" + resource};
}
break;
case "returnresource":
if (targetState.resourceDropsite && playerOwned && carriedType && targetState.resourceDropsite.types.indexOf(carriedType) != -1)
return {"possible": true, "cursor": "action-return-" + carriedType};
break;
case "build":
if (targetState.foundation && entState.buildEntities && playerOwned)
return {"possible": true};
break;
case "repair":
if (entState.buildEntities && targetState.needsRepair && allyOwned)
return {"possible": true};
break;
case "attack":
if (entState.attack && targetState.hitpoints && (enemyOwned || neutralOwned))
return {"possible": Engine.GuiInterfaceCall("CanAttack", {"entity": entState.id, "target": target})};
break;
}
}
if (action == "move")
return {"possible": true};
else
return {"possible": false};
}
/**
* Determine the context-sensitive action that should be performed when the mouse is at (x,y)
*/
function determineAction(x, y, fromMinimap)
{
var selection = g_Selection.toList();
// No action if there's no selection
if (!selection.length)
{
preSelectedAction = ACTION_NONE;
return undefined;
}
// If the selection doesn't exist, no action
var entState = GetEntityState(selection[0]);
if (!entState)
return undefined;
// If the selection isn't friendly units, no action
var playerID = Engine.GetPlayerID();
var allOwnedByPlayer = selection.every(function(ent) {
var entState = GetEntityState(ent);
return entState && entState.player == playerID;
});
if (!g_DevSettings.controlAll && !allOwnedByPlayer)
return undefined;
// Work out whether the selection can have rally points
var haveRallyPoints = selection.every(function(ent) {
var entState = GetEntityState(ent);
return entState && entState.rallyPoint;
});
var targets = [];
var target = undefined;
var type = "none";
var cursor = "";
var targetState = undefined;
if (!fromMinimap)
targets = Engine.PickEntitiesAtPoint(x, y);
if (targets.length)
{
target = targets[0];
}
if (preSelectedAction != ACTION_NONE)
{
switch (preSelectedAction)
{
case ACTION_GARRISON:
if (getActionInfo("garrison", target).possible)
return {"type": "garrison", "cursor": "action-garrison", "target": target};
else
return {"type": "none", "cursor": "action-garrison-disabled", "target": undefined};
break;
case ACTION_REPAIR:
if (getActionInfo("repair", target).possible)
return {"type": "repair", "cursor": "action-repair", "target": target};
else
return {"type": "none", "cursor": "action-repair-disabled", "target": undefined};
break;
}
}
else if (Engine.HotkeyIsPressed("session.attack") && getActionInfo("attack", target).possible)
{
return {"type": "attack", "cursor": "action-attack", "target": target};
}
else if (Engine.HotkeyIsPressed("session.garrison"))
{
if (getActionInfo("garrison", target).possible)
return {"type": "garrison", "cursor": "action-garrison", "target": target};
else
return {"type": "none", "cursor": "action-garrison-disabled", "target": undefined};
}
else
{
var actionInfo = undefined;
if ((actionInfo = getActionInfo("setup-trade-route", target)).possible)
return {"type": "setup-trade-route", "cursor": "action-setup-trade-route", "tooltip": actionInfo.tooltip, "target": target};
else if ((actionInfo = getActionInfo("gather", target)).possible)
return {"type": "gather", "cursor": actionInfo.cursor, "target": target};
else if ((actionInfo = getActionInfo("returnresource", target)).possible)
return {"type": "returnresource", "cursor": actionInfo.cursor, "target": target};
else if (getActionInfo("build", target).possible)
return {"type": "build", "cursor": "action-build", "target": target};
else if (getActionInfo("repair", target).possible)
return {"type": "build", "cursor": "action-repair", "target": target};
else if ((actionInfo = getActionInfo("set-rallypoint", target)).possible)
return {"type": "set-rallypoint", "cursor": actionInfo.cursor, "data": actionInfo.data, "tooltip": actionInfo.tooltip, "position": actionInfo.position};
else if (getActionInfo("heal", target).possible)
return {"type": "heal", "cursor": "action-heal", "target": target};
else if (getActionInfo("attack", target).possible)
return {"type": "attack", "cursor": "action-attack", "target": target};
else if (getActionInfo("unset-rallypoint", target).possible)
return {"type": "unset-rallypoint"};
else if (getActionInfo("move", target).possible)
return {"type": "move"};
}
return {"type": type, "cursor": cursor, "target": target};
}
var dragStart; // used for remembering mouse coordinates at start of drag operations
function tryPlaceBuilding(queued)
{
if (placementSupport.mode !== "building")
{
error("[tryPlaceBuilding] Called while in '"+placementSupport.mode+"' placement mode instead of 'building'");
return false;
}
var selection = g_Selection.toList();
// Use the preview to check it's a valid build location
if (!updateBuildingPlacementPreview())
{
// invalid location - don't build it
// TODO: play a sound?
return false;
}
// Start the construction
Engine.PostNetworkCommand({
"type": "construct",
"template": placementSupport.template,
"x": placementSupport.position.x,
"z": placementSupport.position.z,
"angle": placementSupport.angle,
"entities": selection,
"autorepair": true,
"autocontinue": true,
"queued": queued
});
Engine.GuiInterfaceCall("PlaySound", { "name": "order_repair", "entity": selection[0] });
if (!queued)
placementSupport.Reset();
return true;
}
function tryPlaceWall(queued)
{
if (placementSupport.mode !== "wall")
{
error("[tryPlaceWall] Called while in '" + placementSupport.mode + "' placement mode; expected 'wall' mode");
return false;
}
var wallPlacementInfo = updateBuildingPlacementPreview(); // entities making up the wall (wall segments, towers, ...)
if (!(wallPlacementInfo === false || typeof(wallPlacementInfo) === "object"))
{
error("[tryPlaceWall] Unexpected return value from updateBuildingPlacementPreview: '" + uneval(placementInfo) + "'; expected either 'false' or 'object'");
return false;
}
if (!wallPlacementInfo)
return false;
var selection = g_Selection.toList();
var cmd = {
"type": "construct-wall",
"autorepair": true,
"autocontinue": true,
"queued": queued,
"entities": selection,
"wallSet": placementSupport.wallSet,
"pieces": wallPlacementInfo.pieces,
"startSnappedEntity": wallPlacementInfo.startSnappedEnt,
"endSnappedEntity": wallPlacementInfo.endSnappedEnt,
};
// make sure that there's at least one non-tower entity getting built, to prevent silly edge cases where the start and end
// point are too close together for the algorithm to place a wall segment inbetween, and only the towers are being previewed
// (this is somewhat non-ideal and hardcode-ish)
var hasWallSegment = false;
for (var k in cmd.pieces)
{
if (cmd.pieces[k].template != cmd.wallSet.templates.tower) // TODO: hardcode-ish :(
{
hasWallSegment = true;
break;
}
}
if (hasWallSegment)
{
Engine.PostNetworkCommand(cmd);
Engine.GuiInterfaceCall("PlaySound", {"name": "order_repair", "entity": selection[0] });
}
return true;
}
// Limits bandboxed selections to certain types of entities based on priority
function getPreferredEntities(ents)
{
var entStateList = [];
var preferredEnts = [];
// Check if there are units in the selection and get a list of entity states
for each (var ent in ents)
{
var entState = GetEntityState(ent);
if (!entState)
continue;
if (hasClass(entState, "Unit"))
preferredEnts.push(ent);
entStateList.push(entState);
}
// If there are no units, check if there are defensive entities in the selection
if (!preferredEnts.length)
for (var i = 0; i < ents.length; i++)
if (hasClass(entStateList[i], "Defensive"))
preferredEnts.push(ents[i]);
return preferredEnts;
}
// Removes any support units from the passed list of entities
function getMilitaryEntities(ents)
{
var militaryEnts = [];
for each (var ent in ents)
{
var entState = GetEntityState(ent);
if (!hasClass(entState, "Support"))
militaryEnts.push(ent);
}
return militaryEnts;
}
function handleInputBeforeGui(ev, hoveredObject)
{
// Capture mouse position so we can use it for displaying cursors,
// and key states
switch (ev.type)
{
case "mousebuttonup":
case "mousebuttondown":
case "mousemotion":
mouseX = ev.x;
mouseY = ev.y;
break;
}
// Remember whether the mouse is over a GUI object or not
mouseIsOverObject = (hoveredObject != null);
// Close the menu when interacting with the game world
if (!mouseIsOverObject && (ev.type =="mousebuttonup" || ev.type == "mousebuttondown")
&& (ev.button == SDL_BUTTON_LEFT || ev.button == SDL_BUTTON_RIGHT))
closeMenu();
// State-machine processing:
//
// (This is for states which should override the normal GUI processing - events will
// be processed here before being passed on, and propagation will stop if this function
// returns true)
//
// TODO: it'd probably be nice to have a better state-machine system, with guaranteed
// entry/exit functions, since this is a bit broken now
switch (inputState)
{
case INPUT_BANDBOXING:
switch (ev.type)
{
case "mousemotion":
var x0 = dragStart[0];
var y0 = dragStart[1];
var x1 = ev.x;
var y1 = ev.y;
if (x0 > x1) { var t = x0; x0 = x1; x1 = t; }
if (y0 > y1) { var t = y0; y0 = y1; y1 = t; }
var bandbox = getGUIObjectByName("bandbox");
bandbox.size = [x0, y0, x1, y1].join(" ");
bandbox.hidden = false;
// TODO: Should we handle "control all units" here as well?
var ents = Engine.PickFriendlyEntitiesInRect(x0, y0, x1, y1, Engine.GetPlayerID());
g_Selection.setHighlightList(ents);
return false;
case "mousebuttonup":
if (ev.button == SDL_BUTTON_LEFT)
{
var x0 = dragStart[0];
var y0 = dragStart[1];
var x1 = ev.x;
var y1 = ev.y;
if (x0 > x1) { var t = x0; x0 = x1; x1 = t; }
if (y0 > y1) { var t = y0; y0 = y1; y1 = t; }
var bandbox = getGUIObjectByName("bandbox");
bandbox.hidden = true;
// Get list of entities limited to preferred entities
// TODO: Should we handle "control all units" here as well?
var ents = Engine.PickFriendlyEntitiesInRect(x0, y0, x1, y1, Engine.GetPlayerID());
var preferredEntities = getPreferredEntities(ents)
if (preferredEntities.length)
{
ents = preferredEntities;
if (Engine.HotkeyIsPressed("selection.milonly"))
{
var militaryEntities = getMilitaryEntities(ents);
if (militaryEntities.length)
ents = militaryEntities;
}
}
// Remove the bandbox hover highlighting
g_Selection.setHighlightList([]);
// Update the list of selected units
if (Engine.HotkeyIsPressed("selection.add"))
{
g_Selection.addList(ents);
}
else if (Engine.HotkeyIsPressed("selection.remove"))
{
g_Selection.removeList(ents);
}
else
{
g_Selection.reset();
g_Selection.addList(ents);
}
inputState = INPUT_NORMAL;
return true;
}
else if (ev.button == SDL_BUTTON_RIGHT)
{
// Cancel selection
var bandbox = getGUIObjectByName("bandbox");
bandbox.hidden = true;
g_Selection.setHighlightList([]);
inputState = INPUT_NORMAL;
return true;
}
break;
}
break;
case INPUT_BUILDING_CLICK:
switch (ev.type)
{
case "mousemotion":
// If the mouse moved far enough from the original click location,
// then switch to drag-orientation mode
var dragDeltaX = ev.x - dragStart[0];
var dragDeltaY = ev.y - dragStart[1];
var maxDragDelta = 16;
if (Math.abs(dragDeltaX) >= maxDragDelta || Math.abs(dragDeltaY) >= maxDragDelta)
{
inputState = INPUT_BUILDING_DRAG;
return false;
}
break;
case "mousebuttonup":
if (ev.button == SDL_BUTTON_LEFT)
{
// If shift is down, let the player continue placing another of the same building
var queued = Engine.HotkeyIsPressed("session.queue");
if (tryPlaceBuilding(queued))
{
if (queued)
inputState = INPUT_BUILDING_PLACEMENT;
else
inputState = INPUT_NORMAL;
}
else
{
inputState = INPUT_BUILDING_PLACEMENT;
}
return true;
}
break;
case "mousebuttondown":
if (ev.button == SDL_BUTTON_RIGHT)
{
// Cancel building
placementSupport.Reset();
inputState = INPUT_NORMAL;
return true;
}
break;
}
break;
case INPUT_BUILDING_WALL_CLICK:
// User is mid-click in choosing a starting point for building a wall. The build process can still be cancelled at this point
// by right-clicking; releasing the left mouse button will 'register' the starting point and commence endpoint choosing mode.
switch (ev.type)
{
case "mousebuttonup":
if (ev.button === SDL_BUTTON_LEFT)
{
inputState = INPUT_BUILDING_WALL_PATHING;
return true;
}
break;
case "mousebuttondown":
if (ev.button == SDL_BUTTON_RIGHT)
{
// Cancel building
placementSupport.Reset();
updateBuildingPlacementPreview();
inputState = INPUT_NORMAL;
return true;
}
break;
}
break;
case INPUT_BUILDING_WALL_PATHING:
// User has chosen a starting point for constructing the wall, and is now looking to set the endpoint.
// Right-clicking cancels wall building mode, left-clicking sets the endpoint and builds the wall and returns to
// normal input mode. Optionally, shift + left-clicking does not return to normal input, and instead allows the
// user to continue building walls.
switch (ev.type)
{
case "mousemotion":
placementSupport.wallEndPosition = Engine.GetTerrainAtScreenPoint(ev.x, ev.y);
// Update the building placement preview, and by extension, the list of snapping candidate entities for both (!)
// the ending point and the starting point to snap to.
//
// TODO: Note that here, we need to fetch all similar entities, including any offscreen ones, to support the case
// where the snap entity for the starting point has moved offscreen, or has been deleted/destroyed, or was a
// foundation and has been replaced with a completed entity since the user first chose it. Fetching all towers on
// the entire map instead of only the current screen might get expensive fast since walls all have a ton of towers
// in them. Might be useful to query only for entities within a certain range around the starting point and ending
// points.
placementSupport.wallSnapEntitiesIncludeOffscreen = true;
var result = updateBuildingPlacementPreview(); // includes an update of the snap entity candidates
if (result && result.cost)
{
placementSupport.wallDragTooltip = getEntityCostTooltip(result);
var neededResources = Engine.GuiInterfaceCall("GetNeededResources", result.cost);
if (neededResources)
placementSupport.wallDragTooltip += getNeededResourcesTooltip(neededResources);
}
break;
case "mousebuttondown":
if (ev.button == SDL_BUTTON_LEFT)
{
var queued = Engine.HotkeyIsPressed("session.queue");
if (tryPlaceWall(queued))
{
if (queued)
{
// continue building, just set a new starting position where we left off
placementSupport.position = placementSupport.wallEndPosition;
placementSupport.wallEndPosition = undefined;
inputState = INPUT_BUILDING_WALL_CLICK;
}
else
{
placementSupport.Reset();
inputState = INPUT_NORMAL;
}
}
else
{
placementSupport.wallDragTooltip = "Cannot build wall here!";
}
updateBuildingPlacementPreview();
return true;
}
else if (ev.button == SDL_BUTTON_RIGHT)
{
// reset to normal input mode
placementSupport.Reset();
updateBuildingPlacementPreview();
inputState = INPUT_NORMAL;
return true;
}
break;
}
break;
case INPUT_BUILDING_DRAG:
switch (ev.type)
{
case "mousemotion":
var dragDeltaX = ev.x - dragStart[0];
var dragDeltaY = ev.y - dragStart[1];
var maxDragDelta = 16;
if (Math.abs(dragDeltaX) >= maxDragDelta || Math.abs(dragDeltaY) >= maxDragDelta)
{
// Rotate in the direction of the mouse
var target = Engine.GetTerrainAtScreenPoint(ev.x, ev.y);
placementSupport.angle = Math.atan2(target.x - placementSupport.position.x, target.z - placementSupport.position.z);
}
else
{
// If the mouse is near the center, snap back to the default orientation
placementSupport.SetDefaultAngle();
}
var snapData = Engine.GuiInterfaceCall("GetFoundationSnapData", {
"template": placementSupport.template,
"x": placementSupport.position.x,
"z": placementSupport.position.z
});
if (snapData)
{
placementSupport.angle = snapData.angle;
placementSupport.position.x = snapData.x;
placementSupport.position.z = snapData.z;
}
updateBuildingPlacementPreview();
break;
case "mousebuttonup":
if (ev.button == SDL_BUTTON_LEFT)
{
// If shift is down, let the player continue placing another of the same building
var queued = Engine.HotkeyIsPressed("session.queue");
if (tryPlaceBuilding(queued))
{
if (queued)
inputState = INPUT_BUILDING_PLACEMENT;
else
inputState = INPUT_NORMAL;
}
else
{
inputState = INPUT_BUILDING_PLACEMENT;
}
return true;
}
break;
case "mousebuttondown":
if (ev.button == SDL_BUTTON_RIGHT)
{
// Cancel building
placementSupport.Reset();
inputState = INPUT_NORMAL;
return true;
}
break;
}
break;
case INPUT_BATCHTRAINING:
switch (ev.type)
{
case "hotkeyup":
if (ev.hotkey == "session.batchtrain")
{
flushTrainingBatch();
inputState = INPUT_NORMAL;
}
break;
}
}
return false;
}
function handleInputAfterGui(ev)
{
// Handle the time-warp testing features, restricted to single-player
if (!g_IsNetworked && getGUIObjectByName("devTimeWarp").checked)
{
if (ev.type == "hotkeydown" && ev.hotkey == "timewarp.fastforward")
Engine.SetSimRate(20.0);
else if (ev.type == "hotkeyup" && ev.hotkey == "timewarp.fastforward")
Engine.SetSimRate(1.0);
else if (ev.type == "hotkeyup" && ev.hotkey == "timewarp.rewind")
Engine.RewindTimeWarp();
}
if (ev.hotkey == "session.showstatusbars")
{
g_ShowAllStatusBars = (ev.type == "hotkeydown");
recalculateStatusBarDisplay();
}
// State-machine processing:
switch (inputState)
{
case INPUT_NORMAL:
switch (ev.type)
{
case "mousemotion":
// Highlight the first hovered entity (if any)
var ents = Engine.PickEntitiesAtPoint(ev.x, ev.y);
if (ents.length)
g_Selection.setHighlightList([ents[0]]);
else
g_Selection.setHighlightList([]);
return false;
case "mousebuttondown":
if (ev.button == SDL_BUTTON_LEFT)
{
dragStart = [ ev.x, ev.y ];
inputState = INPUT_SELECTING;
return true;
}
else if (ev.button == SDL_BUTTON_RIGHT)
{
var action = determineAction(ev.x, ev.y);
if (!action)
break;
return doAction(action, ev);
}
break;
case "hotkeydown":
if (ev.hotkey.indexOf("selection.group.") == 0)
{
var now = new Date();
if ((now.getTime() - doublePressTimer < doublePressTime) && (ev.hotkey == prevHotkey))
{
if (ev.hotkey.indexOf("selection.group.select.") == 0)
{
var sptr = ev.hotkey.split(".");
performGroup("snap", sptr[3]);
}
}
else
{
var sptr = ev.hotkey.split(".");
performGroup(sptr[2], sptr[3]);
doublePressTimer = now.getTime();
prevHotkey = ev.hotkey;
}
}
break;
}
break;
case INPUT_PRESELECTEDACTION:
switch (ev.type)
{
case "mousebuttondown":
if (ev.button == SDL_BUTTON_LEFT && preSelectedAction != ACTION_NONE)
{
var action = determineAction(ev.x, ev.y);
if (!action)
break;
preSelectedAction = ACTION_NONE;
inputState = INPUT_NORMAL;
return doAction(action, ev);
}
else if (ev.button == SDL_BUTTON_RIGHT && preSelectedAction != ACTION_NONE)
{
preSelectedAction = ACTION_NONE;
inputState = INPUT_NORMAL;
break;
}
// else
default:
// Slight hack: If selection is empty, reset the input state
if (g_Selection.toList().length == 0)
{
preSelectedAction = ACTION_NONE;
inputState = INPUT_NORMAL;
break;
}
}
break;
case INPUT_SELECTING:
switch (ev.type)
{
case "mousemotion":
// If the mouse moved further than a limit, switch to bandbox mode
var dragDeltaX = ev.x - dragStart[0];
var dragDeltaY = ev.y - dragStart[1];
if (Math.abs(dragDeltaX) >= maxDragDelta || Math.abs(dragDeltaY) >= maxDragDelta)
{
inputState = INPUT_BANDBOXING;
return false;
}
var ents = Engine.PickEntitiesAtPoint(ev.x, ev.y);
g_Selection.setHighlightList(ents);
return false;
case "mousebuttonup":
if (ev.button == SDL_BUTTON_LEFT)
{
var ents = Engine.PickEntitiesAtPoint(ev.x, ev.y);
if (!ents.length)
{
if (!Engine.HotkeyIsPressed("selection.add") && !Engine.HotkeyIsPressed("selection.remove"))
{
g_Selection.reset();
resetIdleUnit();
}
inputState = INPUT_NORMAL;
return true;
}
var selectedEntity = ents[0];
var now = new Date();
// If camera following and we select different unit, stop
if (Engine.GetFollowedEntity() != selectedEntity)
{
Engine.CameraFollow(0);
}
if ((now.getTime() - doubleClickTimer < doubleClickTime) && (selectedEntity == prevClickedEntity))
{
// Double click or triple click has occurred
var showOffscreen = Engine.HotkeyIsPressed("selection.offscreen");
var matchRank = true;
var templateToMatch;
// Check for double click or triple click
if (!doubleClicked)
{
// If double click hasn't already occurred, this is a double click.
// Select similar units regardless of rank
templateToMatch = Engine.GuiInterfaceCall("GetEntityState", selectedEntity).identity.selectionGroupName;
if (templateToMatch)
{
matchRank = false;
}
else
{ // No selection group name defined, so fall back to exact match
templateToMatch = Engine.GuiInterfaceCall("GetEntityState", selectedEntity).template;
}
doubleClicked = true;
// Reset the timer so the user has an extra period 'doubleClickTimer' to do a triple-click
doubleClickTimer = now.getTime();
}
else
{
// Double click has already occurred, so this is a triple click.
// Select units matching exact template name (same rank)
templateToMatch = Engine.GuiInterfaceCall("GetEntityState", selectedEntity).template;
}
// TODO: Should we handle "control all units" here as well?
ents = Engine.PickSimilarFriendlyEntities(templateToMatch, showOffscreen, matchRank, false);
}
else
{
// It's single click right now but it may become double or triple click
doubleClicked = false;
doubleClickTimer = now.getTime();
prevClickedEntity = selectedEntity;
// We only want to include the first picked unit in the selection
ents = [ents[0]];
}
// Update the list of selected units
if (Engine.HotkeyIsPressed("selection.add"))
{
g_Selection.addList(ents);
}
else if (Engine.HotkeyIsPressed("selection.remove"))
{
g_Selection.removeList(ents);
}
else
{
g_Selection.reset();
g_Selection.addList(ents);
}
inputState = INPUT_NORMAL;
return true;
}
break;
}
break;
case INPUT_BUILDING_PLACEMENT:
switch (ev.type)
{
case "mousemotion":
placementSupport.position = Engine.GetTerrainAtScreenPoint(ev.x, ev.y);
if (placementSupport.mode === "wall")
{
// Including only the on-screen towers in the next snap candidate list is sufficient here, since the user is
// still selecting a starting point (which must necessarily be on-screen). (The update of the snap entities
// itself happens in the call to updateBuildingPlacementPreview below).
placementSupport.wallSnapEntitiesIncludeOffscreen = false;
}
else
{
var snapData = Engine.GuiInterfaceCall("GetFoundationSnapData", {
"template": placementSupport.template,
"x": placementSupport.position.x,
"z": placementSupport.position.z,
});
if (snapData)
{
placementSupport.angle = snapData.angle;
placementSupport.position.x = snapData.x;
placementSupport.position.z = snapData.z;
}
}
updateBuildingPlacementPreview(); // includes an update of the snap entity candidates
return false; // continue processing mouse motion
case "mousebuttondown":
if (ev.button == SDL_BUTTON_LEFT)
{
if (placementSupport.mode === "wall")
{
var validPlacement = updateBuildingPlacementPreview();
if (validPlacement !== false)
{
inputState = INPUT_BUILDING_WALL_CLICK;
}
}
else
{
placementSupport.position = Engine.GetTerrainAtScreenPoint(ev.x, ev.y);
dragStart = [ ev.x, ev.y ];
inputState = INPUT_BUILDING_CLICK;
}
return true;
}
else if (ev.button == SDL_BUTTON_RIGHT)
{
// Cancel building
placementSupport.Reset();
inputState = INPUT_NORMAL;
return true;
}
break;
case "hotkeydown":
var rotation_step = Math.PI / 12; // 24 clicks make a full rotation
switch (ev.hotkey)
{
case "session.rotate.cw":
placementSupport.angle += rotation_step;
updateBuildingPlacementPreview();
break;
case "session.rotate.ccw":
placementSupport.angle -= rotation_step;
updateBuildingPlacementPreview();
break;
}
break;
}
break;
}
return false;
}
function doAction(action, ev)
{
var selection = g_Selection.toList();
// If shift is down, add the order to the unit's order queue instead
// of running it immediately
var queued = Engine.HotkeyIsPressed("session.queue");
switch (action.type)
{
case "move":
var target = Engine.GetTerrainAtScreenPoint(ev.x, ev.y);
Engine.PostNetworkCommand({"type": "walk", "entities": selection, "x": target.x, "z": target.z, "queued": queued});
Engine.GuiInterfaceCall("PlaySound", { "name": "order_walk", "entity": selection[0] });
return true;
case "attack":
Engine.PostNetworkCommand({"type": "attack", "entities": selection, "target": action.target, "queued": queued});
Engine.GuiInterfaceCall("PlaySound", { "name": "order_attack", "entity": selection[0] });
return true;
case "heal":
Engine.PostNetworkCommand({"type": "heal", "entities": selection, "target": action.target, "queued": queued});
Engine.GuiInterfaceCall("PlaySound", { "name": "order_heal", "entity": selection[0] });
return true;
case "build": // (same command as repair)
case "repair":
Engine.PostNetworkCommand({"type": "repair", "entities": selection, "target": action.target, "autocontinue": true, "queued": queued});
Engine.GuiInterfaceCall("PlaySound", { "name": "order_repair", "entity": selection[0] });
return true;
case "gather":
Engine.PostNetworkCommand({"type": "gather", "entities": selection, "target": action.target, "queued": queued});
Engine.GuiInterfaceCall("PlaySound", { "name": "order_gather", "entity": selection[0] });
return true;
case "returnresource":
Engine.PostNetworkCommand({"type": "returnresource", "entities": selection, "target": action.target, "queued": queued});
Engine.GuiInterfaceCall("PlaySound", { "name": "order_gather", "entity": selection[0] });
return true;
case "setup-trade-route":
Engine.PostNetworkCommand({"type": "setup-trade-route", "entities": selection, "target": action.target});
Engine.GuiInterfaceCall("PlaySound", { "name": "order_trade", "entity": selection[0] });
return true;
case "garrison":
Engine.PostNetworkCommand({"type": "garrison", "entities": selection, "target": action.target, "queued": queued});
Engine.GuiInterfaceCall("PlaySound", { "name": "order_garrison", "entity": selection[0] });
return true;
case "set-rallypoint":
var pos = undefined;
// if there is a position set in the action then use this so that when setting a
// rally point on an entity it is centered on that entity
if (action.position)
{
pos = action.position;
}
else
{
pos = Engine.GetTerrainAtScreenPoint(ev.x, ev.y);
}
Engine.PostNetworkCommand({"type": "set-rallypoint", "entities": selection, "x": pos.x, "z": pos.z, "data": action.data, "queued": queued});
// Display rally point at the new coordinates, to avoid display lag
Engine.GuiInterfaceCall("DisplayRallyPoint", {
"entities": selection,
"x": pos.x,
"z": pos.z,
"queued": queued
});
return true;
case "unset-rallypoint":
var target = Engine.GetTerrainAtScreenPoint(ev.x, ev.y);
Engine.PostNetworkCommand({"type": "unset-rallypoint", "entities": selection});
// Remove displayed rally point
Engine.GuiInterfaceCall("DisplayRallyPoint", {
"entities": []
});
return true;
case "none":
return true;
default:
error("Invalid action.type "+action.type);
return false;
}
}
function handleMinimapEvent(target)
{
// Partly duplicated from handleInputAfterGui(), but with the input being
// world coordinates instead of screen coordinates.
if (inputState == INPUT_NORMAL)
{
var fromMinimap = true;
var action = determineAction(undefined, undefined, fromMinimap);
if (!action)
return false;
var selection = g_Selection.toList();
var queued = Engine.HotkeyIsPressed("session.queue");
switch (action.type)
{
case "move":
Engine.PostNetworkCommand({"type": "walk", "entities": selection, "x": target.x, "z": target.z, "queued": queued});
Engine.GuiInterfaceCall("PlaySound", { "name": "order_walk", "entity": selection[0] });
return true;
case "set-rallypoint":
Engine.PostNetworkCommand({"type": "set-rallypoint", "entities": selection, "x": target.x, "z": target.z});
// Display rally point at the new coordinates, to avoid display lag
Engine.GuiInterfaceCall("DisplayRallyPoint", {
"entities": selection,
"x": target.x,
"z": target.z
});
return true;
default:
error("Invalid action.type "+action.type);
}
}
return false;
}
// Called by GUI when user clicks construction button
// @param buildTemplate Template name of the entity the user wants to build
function startBuildingPlacement(buildTemplate)
{
// TODO: we should clear any highlight selection rings here. If the mouse was over an entity before going onto the GUI
// to start building a structure, then the highlight selection rings are kept during the construction of the building.
// Gives the impression that somehow the hovered-over entity has something to do with the building you're constructing.
placementSupport.Reset();
// find out if we're building a wall, and change the entity appropriately if so
var templateData = GetTemplateData(buildTemplate);
if (templateData.wallSet)
{
placementSupport.mode = "wall";
placementSupport.wallSet = templateData.wallSet;
inputState = INPUT_BUILDING_PLACEMENT;
}
else
{
placementSupport.mode = "building";
placementSupport.template = buildTemplate;
inputState = INPUT_BUILDING_PLACEMENT;
}
}
// Called by GUI when user changes preferred trading goods
function selectTradingPreferredGoods(data)
{
Engine.PostNetworkCommand({"type": "select-trading-goods", "entities": data.entities, "preferredGoods": data.preferredGoods});
}
// Called by GUI when user clicks exchange resources button
function exchangeResources(command)
{
Engine.PostNetworkCommand({"type": "barter", "sell": command.sell, "buy": command.buy, "amount": command.amount});
}
// Batch training:
// When the user shift-clicks, we set these variables and switch to INPUT_BATCHTRAINING
// When the user releases shift, or clicks on a different training button, we create the batched units
var batchTrainingEntities;
var batchTrainingType;
var batchTrainingCount;
var batchTrainingEntityAllowedCount;
const batchIncrementSize = 5;
function flushTrainingBatch()
{
var appropriateBuildings = getBuildingsWhichCanTrainEntity(batchTrainingEntities, batchTrainingType);
// If training limits don't allow us to train batchTrainingCount in each appropriate building
if (batchTrainingEntityAllowedCount !== undefined &&
batchTrainingEntityAllowedCount < batchTrainingCount * appropriateBuildings.length)
{
// Train as many full batches as we can
var buildingsCountToTrainFullBatch = Math.floor(batchTrainingEntityAllowedCount / batchTrainingCount);
var buildingsToTrainFullBatch = appropriateBuildings.slice(0, buildingsCountToTrainFullBatch);
Engine.PostNetworkCommand({"type": "train", "entities": buildingsToTrainFullBatch,
"template": batchTrainingType, "count": batchTrainingCount});
// Train remainer in one more building
var remainderToTrain = batchTrainingEntityAllowedCount % batchTrainingCount;
Engine.PostNetworkCommand({"type": "train",
"entities": [ appropriateBuildings[buildingsCountToTrainFullBatch] ],
"template": batchTrainingType, "count": remainderToTrain});
}
else
{
Engine.PostNetworkCommand({"type": "train", "entities": appropriateBuildings,
"template": batchTrainingType, "count": batchTrainingCount});
}
}
function getBuildingsWhichCanTrainEntity(entitiesToCheck, trainEntType)
{
return entitiesToCheck.filter(function(entity) {
var state = GetEntityState(entity);
var canTrain = state && state.production && state.production.entities.length &&
state.production.entities.indexOf(trainEntType) != -1;
return canTrain;
});
}
function getEntityLimitAndCount(playerState, entType)
{
var template = GetTemplateData(entType);
var trainingCategory = null;
if (template.trainingRestrictions)
trainingCategory = template.trainingRestrictions.category;
var trainEntLimit = undefined;
var trainEntCount = undefined;
var canBeTrainedCount = undefined;
if (trainingCategory && playerState.entityLimits[trainingCategory])
{
trainEntLimit = playerState.entityLimits[trainingCategory];
trainEntCount = playerState.entityCounts[trainingCategory];
canBeTrainedCount = trainEntLimit - trainEntCount;
}
return [trainEntLimit, trainEntCount, canBeTrainedCount];
}
// Add the unit shown at position to the training queue for all entities in the selection
function addTrainingByPosition(position)
{
var simState = Engine.GuiInterfaceCall("GetSimulationState");
var playerState = simState.players[Engine.GetPlayerID()];
var selection = g_Selection.toList();
if (!selection.length)
return;
var trainableEnts = getAllTrainableEntities(selection);
// Check if the position is valid
if (!trainableEnts.length || trainableEnts.length <= position)
return;
var entToTrain = trainableEnts[position];
addTrainingToQueue(selection, entToTrain, playerState);
return;
}
// Called by GUI when user clicks training button
function addTrainingToQueue(selection, trainEntType, playerState)
{
// Create list of buildings which can train trainEntType
var appropriateBuildings = getBuildingsWhichCanTrainEntity(selection, trainEntType);
// Check trainEntType entity limit and count
var [trainEntLimit, trainEntCount, canBeTrainedCount] = getEntityLimitAndCount(playerState, trainEntType)
// Batch training possible if we can train at least 2 units
var batchTrainingPossible = canBeTrainedCount == undefined || canBeTrainedCount > 1;
if (Engine.HotkeyIsPressed("session.batchtrain") && batchTrainingPossible)
{
if (inputState == INPUT_BATCHTRAINING)
{
// Check if we are training in the same building(s) as the last batch
var sameEnts = false;
if (batchTrainingEntities.length == selection.length)
{
// NOTE: We just check if the arrays are the same and if the order is the same
// If the order changed, we have a new selection and we should create a new batch.
for (var i = 0; i < batchTrainingEntities.length; ++i)
{
if (!(sameEnts = batchTrainingEntities[i] == selection[i]))
break;
}
}
// If we're already creating a batch of this unit (in the same building(s)), then just extend it
// (if training limits allow)
if (sameEnts && batchTrainingType == trainEntType)
{
if (canBeTrainedCount == undefined ||
canBeTrainedCount > batchTrainingCount * appropriateBuildings.length)
batchTrainingCount += batchIncrementSize;
batchTrainingEntityAllowedCount = canBeTrainedCount;
return;
}
// Otherwise start a new one
else
{
flushTrainingBatch();
// fall through to create the new batch
}
}
inputState = INPUT_BATCHTRAINING;
batchTrainingEntities = selection;
batchTrainingType = trainEntType;
batchTrainingEntityAllowedCount = canBeTrainedCount;
batchTrainingCount = batchIncrementSize;
}
else
{
// Non-batched - just create a single entity in each building
// (but no more than entity limit allows)
var buildingsForTraining = appropriateBuildings;
if (trainEntLimit)
buildingsForTraining = buildingsForTraining.slice(0, canBeTrainedCount);
Engine.PostNetworkCommand({"type": "train", "template": trainEntType,
"count": 1, "entities": buildingsForTraining});
}
}
// Called by GUI when user clicks research button
function addResearchToQueue(entity, researchType)
{
Engine.PostNetworkCommand({"type": "research", "entity": entity, "template": researchType});
}
// Returns the number of units that will be present in a batch if the user clicks
// the training button with shift down
function getTrainingBatchStatus(playerState, entity, trainEntType, selection)
{
var appropriateBuildings = [entity];
if (selection && selection.indexOf(entity) != -1)
appropriateBuildings = getBuildingsWhichCanTrainEntity(selection, trainEntType);
var nextBatchTrainingCount = 0;
if (inputState == INPUT_BATCHTRAINING && batchTrainingEntities.indexOf(entity) != -1 &&
batchTrainingType == trainEntType)
{
nextBatchTrainingCount = batchTrainingCount;
var canBeTrainedCount = batchTrainingEntityAllowedCount;
}
else
{
var [trainEntLimit, trainEntCount, canBeTrainedCount] =
getEntityLimitAndCount(playerState, trainEntType);
var batchSize = Math.min(canBeTrainedCount, batchIncrementSize);
}
// We need to calculate count after the next increment if it's possible
if (canBeTrainedCount == undefined ||
canBeTrainedCount > nextBatchTrainingCount * appropriateBuildings.length)
nextBatchTrainingCount += batchIncrementSize;
// If training limits don't allow us to train batchTrainingCount in each appropriate building
// train as many full batches as we can and remainer in one more building.
var buildingsCountToTrainFullBatch = appropriateBuildings.length;
var remainderToTrain = 0;
if (canBeTrainedCount !== undefined &&
canBeTrainedCount < nextBatchTrainingCount * appropriateBuildings.length)
{
buildingsCountToTrainFullBatch = Math.floor(canBeTrainedCount / nextBatchTrainingCount);
remainderToTrain = canBeTrainedCount % nextBatchTrainingCount;
}
return [buildingsCountToTrainFullBatch, nextBatchTrainingCount, remainderToTrain];
}
// Called by GUI when user clicks production queue item
function removeFromProductionQueue(entity, id)
{
Engine.PostNetworkCommand({"type": "stop-production", "entity": entity, "id": id});
}
// Called by unit selection buttons
-function changePrimarySelectionGroup(templateName)
+function changePrimarySelectionGroup(templateName, deselectGroup)
{
- if (Engine.HotkeyIsPressed("session.deselectgroup"))
+ if (Engine.HotkeyIsPressed("session.deselectgroup") || deselectGroup)
g_Selection.makePrimarySelection(templateName, true);
else
g_Selection.makePrimarySelection(templateName, false);
}
// Performs the specified command (delete, town bell, repair, etc.)
function performCommand(entity, commandName)
{
if (entity)
{
var entState = GetEntityState(entity);
var template = GetTemplateData(entState.template);
var unitName = getEntityName(template);
var playerID = Engine.GetPlayerID();
if (entState.player == playerID || g_DevSettings.controlAll)
{
switch (commandName)
{
case "delete":
var selection = g_Selection.toList();
if (selection.length > 0)
if (!entState.resourceSupply || !entState.resourceSupply.killBeforeGather)
openDeleteDialog(selection);
break;
case "stop":
var selection = g_Selection.toList();
if (selection.length > 0)
stopUnits(selection);
break;
case "garrison":
inputState = INPUT_PRESELECTEDACTION;
preSelectedAction = ACTION_GARRISON;
break;
case "repair":
inputState = INPUT_PRESELECTEDACTION;
preSelectedAction = ACTION_REPAIR;
break;
case "unload-all":
unloadAll();
break;
case "focus-rally":
// if the selected building has a rally point set, move the camera to it; otherwise, move to the building itself
// (since that's where units will spawn without a rally point)
var focusTarget = null;
if (entState.rallyPoint && entState.rallyPoint.position)
{
focusTarget = entState.rallyPoint.position;
}
else
{
if (entState.position)
focusTarget = entState.position;
}
if (focusTarget !== null)
Engine.CameraMoveTo(focusTarget.x, focusTarget.z);
break;
default:
break;
}
}
}
}
// Performs the specified formation
function performFormation(entity, formationName)
{
if (entity)
{
var selection = g_Selection.toList();
Engine.PostNetworkCommand({
"type": "formation",
"entities": selection,
"name": formationName
});
}
}
// Performs the specified group
function performGroup(action, groupId)
{
switch (action)
{
case "snap":
case "select":
case "add":
var toSelect = [];
g_Groups.update();
for (var ent in g_Groups.groups[groupId].ents)
toSelect.push(+ent);
if (action != "add")
g_Selection.reset();
g_Selection.addList(toSelect);
if (action == "snap" && toSelect.length)
Engine.CameraFollow(toSelect[0]);
break;
case "save":
var selection = g_Selection.toList();
g_Groups.groups[groupId].reset();
g_Groups.addEntities(groupId, selection);
updateGroups();
break;
}
}
// Performs the specified stance
function performStance(entity, stanceName)
{
if (entity)
{
var selection = g_Selection.toList();
Engine.PostNetworkCommand({
"type": "stance",
"entities": selection,
"name": stanceName
});
}
}
// Lock / Unlock the gate
function lockGate(lock)
{
var selection = g_Selection.toList();
Engine.PostNetworkCommand({
"type": "lock-gate",
"entities": selection,
"lock": lock,
});
}
// Pack / unpack unit(s)
function packUnit(pack)
{
var selection = g_Selection.toList();
Engine.PostNetworkCommand({
"type": "pack",
"entities": selection,
"pack": pack,
"queued": false
});
}
// Cancel un/packing unit(s)
function cancelPackUnit(pack)
{
var selection = g_Selection.toList();
Engine.PostNetworkCommand({
"type": "cancel-pack",
"entities": selection,
"pack": pack,
"queued": false
});
}
// Transform a wall to a gate
function transformWallToGate(template)
{
var selection = g_Selection.toList();
Engine.PostNetworkCommand({
"type": "wall-to-gate",
"entities": selection.filter( function(e) { return getWallGateTemplate(e) == template } ),
"template": template,
});
}
// Gets the gate form (if any) of a given long wall piece
function getWallGateTemplate(entity)
{
// TODO: find the gate template name in a better way
var entState = GetEntityState(entity);
var index;
if (entState && !entState.foundation && hasClass(entState, "LongWall") && (index = entState.template.indexOf("long")) >= 0)
return entState.template.substr(0, index) + "gate";
return undefined;
}
// Set the camera to follow the given unit
function setCameraFollow(entity)
{
// Follow the given entity if it's a unit
if (entity)
{
var entState = GetEntityState(entity);
if (entState && hasClass(entState, "Unit"))
{
Engine.CameraFollow(entity);
return;
}
}
// Otherwise stop following
Engine.CameraFollow(0);
}
var lastIdleUnit = 0;
var currIdleClass = 0;
var lastIdleType = undefined;
function resetIdleUnit()
{
lastIdleUnit = 0;
currIdleClass = 0;
lastIdleType = undefined;
}
function findIdleUnit(classes)
{
var append = Engine.HotkeyIsPressed("selection.add");
var selectall = Engine.HotkeyIsPressed("selection.offscreen");
// Reset the last idle unit, etc., if the selection type has changed.
var type = classes.join();
if (selectall || type != lastIdleType)
resetIdleUnit();
lastIdleType = type;
// If selectall is true, there is no limit and it's necessary to iterate
// over all of the classes, resetting only when the first match is found.
var matched = false;
for (var i = 0; i < classes.length; ++i)
{
var data = { idleClass: classes[currIdleClass], prevUnit: lastIdleUnit, limit: 1 };
if (append)
data.excludeUnits = g_Selection.toList();
if (selectall)
data = { idleClass: classes[currIdleClass] };
// Check if we have new valid entity
var idleUnits = Engine.GuiInterfaceCall("FindIdleUnits", data);
if (idleUnits.length && idleUnits[0] != lastIdleUnit)
{
lastIdleUnit = idleUnits[0];
if (!append && (!selectall || selectall && !matched))
g_Selection.reset()
if (selectall)
g_Selection.addList(idleUnits);
else
{
g_Selection.addList([lastIdleUnit]);
Engine.CameraFollow(lastIdleUnit);
return;
}
matched = true;
}
lastIdleUnit = 0;
currIdleClass = (currIdleClass + 1) % classes.length;
}
// TODO: display a message or play a sound to indicate no more idle units, or something
// Reset for next cycle
resetIdleUnit();
}
function stopUnits(entities)
{
Engine.PostNetworkCommand({ "type": "stop", "entities": entities, "queued": false });
}
function unload(garrisonHolder, entities)
{
if (Engine.HotkeyIsPressed("session.unloadtype"))
Engine.PostNetworkCommand({"type": "unload", "entities": entities, "garrisonHolder": garrisonHolder});
else
Engine.PostNetworkCommand({"type": "unload", "entities": [entities[0]], "garrisonHolder": garrisonHolder});
}
function unloadTemplate(template)
{
// Filter out all entities that aren't garrisonable.
var garrisonHolders = g_Selection.toList().filter(function(e) {
var state = GetEntityState(e);
if (state && state.garrisonHolder)
return true;
return false;
});
Engine.PostNetworkCommand({
"type": "unload-template",
"all": Engine.HotkeyIsPressed("session.unloadtype"),
"template": template,
"garrisonHolders": garrisonHolders
});
}
function unloadAll()
{
// Filter out all entities that aren't garrisonable.
var garrisonHolders = g_Selection.toList().filter(function(e) {
var state = GetEntityState(e);
if (state && state.garrisonHolder)
return true;
return false;
});
Engine.PostNetworkCommand({"type": "unload-all", "garrisonHolders": garrisonHolders});
}
Index: ps/trunk/binaries/data/mods/public/gui/session/unit_commands.js
===================================================================
--- ps/trunk/binaries/data/mods/public/gui/session/unit_commands.js (revision 13039)
+++ ps/trunk/binaries/data/mods/public/gui/session/unit_commands.js (revision 13040)
@@ -1,1212 +1,1218 @@
// Panel types
const SELECTION = "Selection";
const QUEUE = "Queue";
const GARRISON = "Garrison";
const FORMATION = "Formation";
const TRAINING = "Training";
const RESEARCH = "Research";
const CONSTRUCTION = "Construction";
const TRADING = "Trading";
const COMMAND = "Command";
const STANCE = "Stance";
const GATE = "Gate";
const PACK = "Pack";
// Constants
const COMMANDS_PANEL_WIDTH = 228;
const UNIT_PANEL_BASE = -52; // QUEUE: The offset above the main panel (will often be negative)
const UNIT_PANEL_HEIGHT = 44; // QUEUE: The height needed for a row of buttons
// Trading constants
const TRADING_RESOURCES = ["food", "wood", "stone", "metal"];
// Barter constants
const BARTER_RESOURCE_AMOUNT_TO_SELL = 100;
const BARTER_BUNCH_MULTIPLIER = 5;
const BARTER_RESOURCES = ["food", "wood", "stone", "metal"];
const BARTER_ACTIONS = ["Sell", "Buy"];
// Gate constants
const GATE_ACTIONS = ["Lock", "Unlock"];
// The number of currently visible buttons (used to optimise showing/hiding)
var g_unitPanelButtons = {"Selection": 0, "Queue": 0, "Formation": 0, "Garrison": 0, "Training": 0, "Research": 0, "Barter": 0, "Trading": 0, "Construction": 0, "Command": 0, "Stance": 0, "Gate": 0, "Pack": 0};
// Unit panels are panels with row(s) of buttons
var g_unitPanels = ["Selection", "Queue", "Formation", "Garrison", "Training", "Barter", "Trading", "Construction", "Research", "Stance", "Command", "Gate", "Pack"];
// Indexes of resources to sell and buy on barter panel
var g_barterSell = 0;
// Lay out a row of centered buttons (does not work inside a loop like the other function)
function layoutButtonRowCentered(rowNumber, guiName, startIndex, endIndex, width)
{
var buttonSideLength = getGUIObjectByName("unit"+guiName+"Button[0]").size.bottom;
var buttonSpacer = buttonSideLength+1;
var colNumber = 0;
// Collect buttons
var buttons = [];
var icons = [];
for (var i = startIndex; i < endIndex; i++)
{
var button = getGUIObjectByName("unit"+guiName+"Button["+i+"]");
var icon = getGUIObjectByName("unit"+guiName+"Icon["+i+"]");
if (button)
{
buttons.push(button);
icons.push(icon);
}
}
// Location of middle button
var middleIndex = Math.ceil(buttons.length/2);
// Determine whether even or odd number of buttons
var center = (buttons.length/2 == Math.ceil(buttons.length/2))? Math.ceil(width/2) : Math.ceil(width/2+buttonSpacer/2);
// Left Side
for (var i = middleIndex-1; i >= 0; i--)
{
if (buttons[i])
{
var icon = icons[i];
var size = buttons[i].size;
size.left = center - buttonSpacer*colNumber - buttonSideLength;
size.right = center - buttonSpacer*colNumber;
size.top = buttonSpacer*rowNumber;
size.bottom = buttonSpacer*rowNumber + buttonSideLength;
buttons[i].size = size;
colNumber++;
}
}
// Right Side
center += 1; // add spacing to center buttons
colNumber = 0; // reset to 0
for (var i = middleIndex; i < buttons.length; i++)
{
if (buttons[i])
{
var icon = icons[i];
var size = buttons[i].size;
size.left = center + buttonSpacer*colNumber;
size.right = center + buttonSpacer*colNumber + buttonSideLength;
size.top = buttonSpacer*rowNumber;
size.bottom = buttonSpacer*rowNumber + buttonSideLength;
buttons[i].size = size;
colNumber++;
}
}
}
// Lay out button rows
function layoutButtonRow(rowNumber, guiName, buttonSideWidth, buttonSpacer, startIndex, endIndex)
{
layoutRow("Button", rowNumber, guiName, buttonSideWidth, buttonSpacer, buttonSideWidth, buttonSpacer, startIndex, endIndex);
}
// Lay out rows
function layoutRow(objectName, rowNumber, guiName, objectSideWidth, objectSpacerWidth, objectSideHeight, objectSpacerHeight, startIndex, endIndex)
{
var colNumber = 0;
for (var i = startIndex; i < endIndex; i++)
{
var button = getGUIObjectByName("unit"+guiName+objectName+"["+i+"]");
if (button)
{
var size = button.size;
size.left = objectSpacerWidth*colNumber;
size.right = objectSpacerWidth*colNumber + objectSideWidth;
size.top = objectSpacerHeight*rowNumber;
size.bottom = objectSpacerHeight*rowNumber + objectSideHeight;
button.size = size;
colNumber++;
}
}
}
// Set the visibility of the object
function setOverlay(object, value)
{
object.hidden = !value;
}
/**
* Format entity count/limit message for the tooltip
*/
function formatLimitString(trainEntLimit, trainEntCount)
{
if (trainEntLimit == undefined)
return "";
var text = "\n\nCurrent count: " + trainEntCount + ", limit: " + trainEntLimit + ".";
if (trainEntCount >= trainEntLimit)
text = "[color=\"red\"]" + text + "[/color]";
return text;
}
/**
* Format batch training string for the tooltip
* Examples:
* buildingsCountToTrainFullBatch = 1, fullBatchSize = 5, remainderBatch = 0:
* "Shift-click to train 5"
* buildingsCountToTrainFullBatch = 2, fullBatchSize = 5, remainderBatch = 0:
* "Shift-click to train 10 (2*5)"
* buildingsCountToTrainFullBatch = 1, fullBatchSize = 15, remainderBatch = 12:
* "Shift-click to train 27 (15 + 12)"
*/
function formatBatchTrainingString(buildingsCountToTrainFullBatch, fullBatchSize, remainderBatch)
{
var totalBatchTrainingCount = buildingsCountToTrainFullBatch * fullBatchSize + remainderBatch;
// Don't show the batch training tooltip if either units of this type can't be trained at all
// or only one unit can be trained
if (totalBatchTrainingCount < 2)
return "";
var batchTrainingString = "";
var fullBatchesString = "";
if (buildingsCountToTrainFullBatch > 0)
{
if (buildingsCountToTrainFullBatch > 1)
fullBatchesString += buildingsCountToTrainFullBatch + "*";
fullBatchesString += fullBatchSize;
}
var remainderBatchString = remainderBatch > 0 ? remainderBatch : "";
var batchDetailsString = "";
// We need to display the batch details part if there is either more than
// one building with full batch or one building with the full batch and
// another with a partial batch
if (buildingsCountToTrainFullBatch > 1 ||
(buildingsCountToTrainFullBatch == 1 && remainderBatch > 0))
{
batchDetailsString += " (" + fullBatchesString;
if (remainderBatchString != "")
batchDetailsString += " + " + remainderBatchString;
batchDetailsString += ")";
}
return "\n\n[font=\"serif-bold-13\"]Shift-click[/font][font=\"serif-13\"] to train "
+ totalBatchTrainingCount + batchDetailsString + ".[/font]";
}
/**
* Helper function for updateUnitCommands; sets up "unit panels" (i.e. panels with rows of icons) for the currently selected
* unit.
*
* @param guiName Short identifier string of this panel; see constants defined at the top of this file.
* @param usedPanels Output object; usedPanels[guiName] will be set to 1 to indicate that this panel was used during this
* run of updateUnitCommands and should not be hidden. TODO: why is this done this way instead of having
* updateUnitCommands keep track of this?
* @param unitEntState Entity state of the (first) selected unit.
* @param items Panel-specific data to construct the icons with.
* @param callback Callback function to argument to execute when an item's icon gets clicked. Takes a single 'item' argument.
*/
function setupUnitPanel(guiName, usedPanels, unitEntState, playerState, items, callback)
{
usedPanels[guiName] = 1;
var numberOfItems = items.length;
var selection = g_Selection.toList();
var garrisonGroups = new EntityGroups();
// Determine how many buttons there should be
switch (guiName)
{
case SELECTION:
if (numberOfItems > 16)
numberOfItems = 16;
break;
case QUEUE:
if (numberOfItems > 16)
numberOfItems = 16;
break;
case GARRISON:
if (numberOfItems > 12)
numberOfItems = 12;
break;
case STANCE:
if (numberOfItems > 5)
numberOfItems = 5;
break;
case FORMATION:
if (numberOfItems > 16)
numberOfItems = 16;
break;
case TRAINING:
if (numberOfItems > 24)
numberOfItems = 24;
break;
case RESEARCH:
if (numberOfItems > 8)
numberOfItems = 8;
break;
case CONSTRUCTION:
if (numberOfItems > 24)
numberOfItems = 24;
break;
case COMMAND:
if (numberOfItems > 6)
numberOfItems = 6;
break;
case GATE:
if(numberOfItems > 8)
numberOfItems = 8;
break;
case PACK:
if(numberOfItems > 8)
numberOfItems = 8;
break;
default:
break;
}
switch (guiName)
{
case GARRISON:
case COMMAND:
// Common code for garrison and 'unload all' button counts.
for (var i = 0; i < selection.length; ++i)
{
var state = GetEntityState(selection[i]);
if (state.garrisonHolder)
garrisonGroups.add(state.garrisonHolder.entities)
}
break;
default:
break;
}
var rowLength = 8;
if (guiName == SELECTION)
rowLength = 4;
else if (guiName == FORMATION || guiName == GARRISON || guiName == COMMAND)
rowLength = 4;
// Make buttons
var i;
for (i = 0; i < numberOfItems; i++)
{
var item = items[i];
// If a tech has been researched it leaves an empty slot
if (guiName == RESEARCH && !item)
{
getGUIObjectByName("unit"+guiName+"Button["+i+"]").hidden = true;
// We also remove the paired tech and the pair symbol
getGUIObjectByName("unit"+guiName+"Button["+(i+rowLength)+"]").hidden = true;
getGUIObjectByName("unit"+guiName+"Pair["+i+"]").hidden = true;
continue;
}
// Get the entity type and load the template for that type if necessary
var entType;
var template;
var entType1;
var template1;
switch (guiName)
{
case QUEUE:
// The queue can hold both technologies and units so we need to use the correct code for
// loading the templates
if (item.unitTemplate)
{
entType = item.unitTemplate;
template = GetTemplateData(entType);
}
else if (item.technologyTemplate)
{
entType = item.technologyTemplate;
template = GetTechnologyData(entType);
}
if (!template)
continue; // ignore attempts to use invalid templates (an error should have been
// reported already)
break;
case RESEARCH:
if (item.pair)
{
entType1 = item.top;
template1 = GetTechnologyData(entType1);
if (!template1)
continue; // ignore attempts to use invalid templates (an error should have been
// reported already)
entType = item.bottom;
}
else
{
entType = item;
}
template = GetTechnologyData(entType);
if (!template)
continue; // ignore attempts to use invalid templates (an error should have been
// reported already)
break;
case SELECTION:
case GARRISON:
case TRAINING:
case CONSTRUCTION:
entType = item;
template = GetTemplateData(entType);
if (!template)
continue; // ignore attempts to use invalid templates (an error should have been
// reported already)
break;
}
switch (guiName)
{
case SELECTION:
var name = getEntityNames(template);
var tooltip = name;
var count = g_Selection.groups.getCount(item);
getGUIObjectByName("unit"+guiName+"Count["+i+"]").caption = (count > 1 ? count : "");
break;
case QUEUE:
var tooltip = getEntityNames(template);
var progress = Math.round(item.progress*100) + "%";
getGUIObjectByName("unit"+guiName+"Count["+i+"]").caption = (item.count > 1 ? item.count : "");
if (i == 0)
{
getGUIObjectByName("queueProgress").caption = (item.progress ? progress : "");
var size = getGUIObjectByName("unit"+guiName+"ProgressSlider["+i+"]").size;
// Buttons are assumed to be square, so left/right offsets can be used for top/bottom.
size.top = size.left + Math.round(item.progress * (size.right - size.left));
getGUIObjectByName("unit"+guiName+"ProgressSlider["+i+"]").size = size;
}
break;
case GARRISON:
var name = getEntityNames(template);
var tooltip = "Unload " + name + "\nSingle-click to unload 1. Shift-click to unload all of this type.";
var count = garrisonGroups.getCount(item);
getGUIObjectByName("unit"+guiName+"Count["+i+"]").caption = (count > 1 ? count : "");
break;
case GATE:
var tooltip = item.tooltip;
if (item.template)
{
var template = GetTemplateData(item.template);
tooltip += "\n" + getEntityCostTooltip(template);
var affordableMask = getGUIObjectByName("unitGateUnaffordable["+i+"]");
affordableMask.hidden = true;
var neededResources = Engine.GuiInterfaceCall("GetNeededResources", template.cost);
if (neededResources)
{
affordableMask.hidden = false;
tooltip += getNeededResourcesTooltip(neededResources);
}
}
break;
case PACK:
var tooltip = item.tooltip;
break;
case STANCE:
case FORMATION:
var tooltip = toTitleCase(item);
break;
case TRAINING:
var tooltip = getEntityNamesFormatted(template);
if (template.tooltip)
tooltip += "\n[font=\"serif-13\"]" + template.tooltip + "[/font]";
var [buildingsCountToTrainFullBatch, fullBatchSize, remainderBatch] =
getTrainingBatchStatus(playerState, unitEntState.id, entType, selection);
if (Engine.HotkeyIsPressed("session.batchtrain"))
{
trainNum = buildingsCountToTrainFullBatch * fullBatchSize + remainderBatch;
}
tooltip += "\n" + getEntityCostTooltip(template, trainNum, unitEntState.id);
if (template.health)
tooltip += "\n[font=\"serif-bold-13\"]Health:[/font] " + template.health;
if (template.armour)
tooltip += "\n[font=\"serif-bold-13\"]Armour:[/font] " + damageTypesToText(template.armour);
if (template.attack)
tooltip += "\n" + getEntityAttack(template);
if (template.speed)
tooltip += "\n" + getEntitySpeed(template);
var [trainEntLimit, trainEntCount, canBeTrainedCount] =
getEntityLimitAndCount(playerState, entType)
tooltip += formatLimitString(trainEntLimit, trainEntCount);
tooltip += formatBatchTrainingString(buildingsCountToTrainFullBatch, fullBatchSize, remainderBatch);
var key = g_ConfigDB.system["hotkey.session.queueunit." + (i+1)];
if (key !== undefined)
{
tooltip += "\n[font=\"serif-bold-13\"]HotKey (" + key + ").[/font]";
}
break;
case RESEARCH:
var tooltip = getEntityNamesFormatted(template);
if (template.tooltip)
tooltip += "\n[font=\"serif-13\"]" + template.tooltip + "[/font]";
tooltip += "\n" + getEntityCostTooltip(template);
if (item.pair)
{
var tooltip1 = getEntityNamesFormatted(template1);
if (template1.tooltip)
tooltip1 += "\n[font=\"serif-13\"]" + template1.tooltip + "[/font]";
tooltip1 += "\n" + getEntityCostTooltip(template1);
}
break;
case CONSTRUCTION:
var tooltip = getEntityNamesFormatted(template);
if (template.tooltip)
tooltip += "\n[font=\"serif-13\"]" + template.tooltip + "[/font]";
tooltip += "\n" + getEntityCostTooltip(template); // see utility_functions.js
tooltip += getPopulationBonusTooltip(template); // see utility_functions.js
if (template.health)
tooltip += "\n[font=\"serif-bold-13\"]Health:[/font] " + template.health;
break;
case COMMAND:
// here, "item" is an object with properties .name (command name), .tooltip and .icon (relative to session/icons/single)
if (item.name == "unload-all")
{
var count = garrisonGroups.getTotalCount();
getGUIObjectByName("unit"+guiName+"Count["+i+"]").caption = (count > 0 ? count : "");
}
else
{
getGUIObjectByName("unit"+guiName+"Count["+i+"]").caption = "";
}
tooltip = (item.tooltip ? item.tooltip : toTitleCase(item.name));
break;
default:
break;
}
// Button
var button = getGUIObjectByName("unit"+guiName+"Button["+i+"]");
var button1 = getGUIObjectByName("unit"+guiName+"Button["+(i+rowLength)+"]");
var affordableMask = getGUIObjectByName("unit"+guiName+"Unaffordable["+i+"]");
var affordableMask1 = getGUIObjectByName("unit"+guiName+"Unaffordable["+(i+rowLength)+"]");
var icon = getGUIObjectByName("unit"+guiName+"Icon["+i+"]");
var selection = getGUIObjectByName("unit"+guiName+"Selection["+i+"]");
var pair = getGUIObjectByName("unit"+guiName+"Pair["+i+"]");
button.hidden = false;
button.tooltip = tooltip;
// Button Function (need nested functions to get the closure right)
// Items can have a callback element that overrides the normal caller-supplied callback function.
button.onpress = (function(e){ return function() { e.callback ? e.callback(e) : callback(e) } })(item);
+ if(guiName == SELECTION)
+ {
+ button.onpressright = (function(e){return function() {callback(e, true) } })(item);
+ button.onpress = (function(e){ return function() {callback(e, false) } })(item);
+ }
+
if (guiName == RESEARCH)
{
if (item.pair)
{
button.onpress = (function(e){ return function() { callback(e) } })(item.bottom);
var icon1 = getGUIObjectByName("unit"+guiName+"Icon["+(i+rowLength)+"]");
button1.hidden = false;
button1.tooltip = tooltip1;
button1.onpress = (function(e){ return function() { callback(e) } })(item.top);
// We add a red overlay to the paired button (we reuse the selection for that)
button1.onmouseenter = (function(e){ return function() { setOverlay(e, true) } })(selection);
button1.onmouseleave = (function(e){ return function() { setOverlay(e, false) } })(selection);
var selection1 = getGUIObjectByName("unit"+guiName+"Selection["+(i+rowLength)+"]");;
button.onmouseenter = (function(e){ return function() { setOverlay(e, true) } })(selection1);
button.onmouseleave = (function(e){ return function() { setOverlay(e, false) } })(selection1);
pair.hidden = false;
}
else
{
// Hide the overlay
selection.hidden = true;
}
}
// Get icon image
if (guiName == FORMATION)
{
var formationOk = Engine.GuiInterfaceCall("CanMoveEntsIntoFormation", {
"ents": g_Selection.toList(),
"formationName": item
});
var grayscale = "";
button.enabled = formationOk;
if (!formationOk)
{
grayscale = "grayscale:";
// Display a meaningful tooltip why the formation is disabled
var requirements = Engine.GuiInterfaceCall("GetFormationRequirements", {
"formationName": item
});
button.tooltip += " (disabled)";
if (requirements.count > 1)
button.tooltip += "\n" + requirements.count + " units required";
if (requirements.classesRequired)
{
button.tooltip += "\nOnly units of type";
for each (var classRequired in requirements.classesRequired)
{
button.tooltip += " " + classRequired;
}
button.tooltip += " allowed.";
}
}
var formationSelected = Engine.GuiInterfaceCall("IsFormationSelected", {
"ents": g_Selection.toList(),
"formationName": item
});
selection.hidden = !formationSelected;
icon.sprite = "stretched:"+grayscale+"session/icons/formations/"+item.replace(/\s+/,'').toLowerCase()+".png";
}
else if (guiName == STANCE)
{
var stanceSelected = Engine.GuiInterfaceCall("IsStanceSelected", {
"ents": g_Selection.toList(),
"stance": item
});
selection.hidden = !stanceSelected;
icon.sprite = "stretched:session/icons/stances/"+item+".png";
}
else if (guiName == COMMAND)
{
icon.sprite = "stretched:session/icons/" + item.icon;
}
else if (guiName == GATE)
{
var gateIcon;
// If already a gate, show locking actions
if (item.gate)
{
gateIcon = "icons/lock_" + GATE_ACTIONS[item.locked ? 0 : 1].toLowerCase() + "ed.png";
selection.hidden = item.gate.locked === undefined ? false : item.gate.locked != item.locked;
}
// otherwise show gate upgrade icon
else
{
template = GetTemplateData(item.template);
gateIcon = template.icon ? "portraits/" + template.icon : "icons/gate_closed.png";
selection.hidden = true;
}
icon.sprite = "stretched:session/" + gateIcon;
}
else if (guiName == PACK)
{
if (item.packing)
{
icon.sprite = "stretched:session/icons/cancel.png";
}
else
{
if (item.packed)
icon.sprite = "stretched:session/icons/unpack.png";
else
icon.sprite = "stretched:session/icons/pack.png";
}
}
else if (template.icon)
{
var grayscale = "";
button.enabled = true;
if (guiName != SELECTION && template.requiredTechnology && !Engine.GuiInterfaceCall("IsTechnologyResearched", template.requiredTechnology))
{
button.enabled = false;
var techName = getEntityNames(GetTechnologyData(template.requiredTechnology));
button.tooltip += "\nRequires " + techName;
grayscale = "grayscale:";
}
if (guiName == RESEARCH && !Engine.GuiInterfaceCall("CheckTechnologyRequirements", entType))
{
button.enabled = false;
button.tooltip += "\n" + GetTechnologyData(entType).requirementsTooltip;
grayscale = "grayscale:";
}
icon.sprite = "stretched:" + grayscale + "session/portraits/" + template.icon;
if (guiName == RESEARCH)
{
// Check resource requirements for first button
affordableMask.hidden = true;
var neededResources = Engine.GuiInterfaceCall("GetNeededResources", template.cost);
if (neededResources)
{
if (button.enabled !== false)
{
button.enabled = false;
affordableMask.hidden = false;
}
button.tooltip += getNeededResourcesTooltip(neededResources);
}
if (item.pair)
{
grayscale = "";
button1.enabled = true;
if (!Engine.GuiInterfaceCall("CheckTechnologyRequirements", entType1))
{
button1.enabled = false;
button1.tooltip += "\n" + GetTechnologyData(entType1).requirementsTooltip;
grayscale = "grayscale:";
}
icon1.sprite = "stretched:" + grayscale + "session/portraits/" +template1.icon;
// Check resource requirements for second button
affordableMask1.hidden = true;
neededResources = Engine.GuiInterfaceCall("GetNeededResources", template1.cost);
if (neededResources)
{
if (button1.enabled !== false)
{
button1.enabled = false;
affordableMask1.hidden = false;
}
button1.tooltip += getNeededResourcesTooltip(neededResources);
}
}
else
{
pair.hidden = true;
button1.hidden = true;
affordableMask1.hidden = true;
}
}
else if (guiName == CONSTRUCTION || guiName == TRAINING)
{
if (guiName == TRAINING)
{
var trainingCategory = null;
if (template.trainingRestrictions)
trainingCategory = template.trainingRestrictions.category;
if (trainingCategory && playerState.entityLimits[trainingCategory] &&
playerState.entityCounts[trainingCategory] >= playerState.entityLimits[trainingCategory])
grayscale = "grayscale:";
icon.sprite = "stretched:" + grayscale + "session/portraits/" + template.icon;
}
affordableMask.hidden = true;
var totalCosts = {};
var trainNum = 1;
if (Engine.HotkeyIsPressed("session.batchtrain") && guiName == TRAINING)
{
var [buildingsCountToTrainFullBatch, fullBatchSize, remainderBatch] =
getTrainingBatchStatus(playerState, unitEntState.id, entType, selection);
trainNum = buildingsCountToTrainFullBatch * fullBatchSize + remainderBatch;
}
// Walls have no cost defined.
if (template.cost !== undefined)
for (var r in template.cost)
totalCosts[r] = Math.floor(template.cost[r] * trainNum);
var neededResources = Engine.GuiInterfaceCall("GetNeededResources", totalCosts);
if (neededResources)
{
var totalCost = 0;
if (button.enabled !== false)
{
for each (var resource in neededResources)
totalCost += resource;
button.enabled = false;
affordableMask.hidden = false;
var alpha = 75 + totalCost/6;
alpha = alpha > 150 ? 150 : alpha;
affordableMask.sprite = "colour: 255 0 0 " + (alpha);
}
button.tooltip += getNeededResourcesTooltip(neededResources);
}
}
}
else
{
// TODO: we should require all entities to have icons, so this case never occurs
icon.sprite = "bkFillBlack";
}
}
// Position the visible buttons (TODO: if there's lots, maybe they should be squeezed together to fit)
var numButtons = i;
var numRows = Math.ceil(numButtons / rowLength);
var buttonSideLength = getGUIObjectByName("unit"+guiName+"Button[0]").size.bottom;
// We sort pairs upside down, so get the size from the topmost button.
if (guiName == RESEARCH)
buttonSideLength = getGUIObjectByName("unit"+guiName+"Button["+(rowLength*numRows)+"]").size.bottom;
var buttonSpacer = buttonSideLength+1;
// Layout buttons
if (guiName == COMMAND)
{
layoutButtonRowCentered(0, guiName, 0, numButtons, COMMANDS_PANEL_WIDTH);
}
else if (guiName == RESEARCH)
{
// We support pairs so we need to add a row
numRows++;
// Layout rows from bottom to top
for (var i = 0, j = numRows; i < numRows; i++, j--)
{
layoutButtonRow(i, guiName, buttonSideLength, buttonSpacer, rowLength*(j-1), rowLength*j);
}
}
else
{
for (var i = 0; i < numRows; i++)
layoutButtonRow(i, guiName, buttonSideLength, buttonSpacer, rowLength*i, rowLength*(i+1) );
}
// Layout pair icons
if (guiName == RESEARCH)
{
var pairSize = getGUIObjectByName("unit"+guiName+"Pair[0]").size;
var pairSideWidth = pairSize.right;
var pairSideHeight = pairSize.bottom;
var pairSpacerHeight = pairSideHeight + 1;
var pairSpacerWidth = pairSideWidth + 1;
layoutRow("Pair", 0, guiName, pairSideWidth, pairSpacerWidth, pairSideHeight, pairSpacerHeight, 0, rowLength);
}
// Resize Queue panel if needed
if (guiName == QUEUE) // or garrison
{
var panel = getGUIObjectByName("unitQueuePanel");
var size = panel.size;
size.top = (UNIT_PANEL_BASE - ((numRows-1)*UNIT_PANEL_HEIGHT));
panel.size = size;
}
// Hide any buttons we're no longer using
for (i = numButtons; i < g_unitPanelButtons[guiName]; ++i)
getGUIObjectByName("unit"+guiName+"Button["+i+"]").hidden = true;
// Hide unused pair buttons and symbols
if (guiName == RESEARCH)
{
for (i = numButtons; i < g_unitPanelButtons[guiName]; ++i)
{
getGUIObjectByName("unit"+guiName+"Button["+(i+rowLength)+"]").hidden = true;
getGUIObjectByName("unit"+guiName+"Pair["+i+"]").hidden = true;
}
}
g_unitPanelButtons[guiName] = numButtons;
}
// Sets up "unit trading panel" - special case for setupUnitPanel
function setupUnitTradingPanel(usedPanels, unitEntState, selection)
{
usedPanels[TRADING] = 1;
for (var i = 0; i < TRADING_RESOURCES.length; i++)
{
var resource = TRADING_RESOURCES[i];
var button = getGUIObjectByName("unitTradingButton["+i+"]");
button.size = (i * 46) + " 0 " + ((i + 1) * 46) + " 46";
var selectTradingPreferredGoodsData = { "entities": selection, "preferredGoods": resource };
button.onpress = (function(e){ return function() { selectTradingPreferredGoods(e); } })(selectTradingPreferredGoodsData);
button.enabled = true;
button.tooltip = "Set " + resource + " as trading goods";
var icon = getGUIObjectByName("unitTradingIcon["+i+"]");
var preferredGoods = unitEntState.trader.preferredGoods;
var selected = getGUIObjectByName("unitTradingSelection["+i+"]");
selected.hidden = !(resource == preferredGoods);
var grayscale = (resource != preferredGoods) ? "grayscale:" : "";
icon.sprite = "stretched:"+grayscale+"session/icons/resources/" + resource + ".png";
}
}
// Sets up "unit barter panel" - special case for setupUnitPanel
function setupUnitBarterPanel(unitEntState, playerState)
{
// Amount of player's resource to exchange
var amountToSell = BARTER_RESOURCE_AMOUNT_TO_SELL;
if (Engine.HotkeyIsPressed("session.massbarter"))
amountToSell *= BARTER_BUNCH_MULTIPLIER;
// One pass for each resource
for (var i = 0; i < BARTER_RESOURCES.length; i++)
{
var resource = BARTER_RESOURCES[i];
// One pass for 'sell' row and another for 'buy'
for (var j = 0; j < 2; j++)
{
var action = BARTER_ACTIONS[j];
if (j == 0)
{
// Display the selection overlay
var selection = getGUIObjectByName("unitBarter" + action + "Selection["+i+"]");
selection.hidden = !(i == g_barterSell);
}
// We gray out the not selected icons in 'sell' row
var grayscale = (j == 0 && i != g_barterSell) ? "grayscale:" : "";
var icon = getGUIObjectByName("unitBarter" + action + "Icon["+i+"]");
var button = getGUIObjectByName("unitBarter" + action + "Button["+i+"]");
button.size = (i * 46) + " 0 " + ((i + 1) * 46) + " 46";
var amountToBuy;
// We don't display a button in 'buy' row if the same resource is selected in 'sell' row
if (j == 1 && i == g_barterSell)
{
button.hidden = true;
}
else
{
button.hidden = false;
button.tooltip = action + " " + resource;
icon.sprite = "stretched:"+grayscale+"session/icons/resources/" + resource + ".png";
var sellPrice = unitEntState.barterMarket.prices["sell"][BARTER_RESOURCES[g_barterSell]];
var buyPrice = unitEntState.barterMarket.prices["buy"][resource];
amountToBuy = "+" + Math.round(sellPrice / buyPrice * amountToSell);
}
var amount;
if (j == 0)
{
button.onpress = (function(i){ return function() { g_barterSell = i; } })(i);
if (i == g_barterSell)
{
amount = "-" + amountToSell;
var neededRes = {};
neededRes[resource] = amountToSell;
var neededResources = Engine.GuiInterfaceCall("GetNeededResources", neededRes);
var hidden = neededResources ? false : true;
for (var ii = 0; ii < BARTER_RESOURCES.length; ii++)
{
var affordableMask = getGUIObjectByName("unitBarterBuyUnaffordable["+ii+"]");
affordableMask.hidden = hidden;
}
}
else
amount = "";
}
else
{
var exchangeResourcesParameters = { "sell": BARTER_RESOURCES[g_barterSell], "buy": BARTER_RESOURCES[i], "amount": amountToSell };
button.onpress = (function(exchangeResourcesParameters){ return function() { exchangeResources(exchangeResourcesParameters); } })(exchangeResourcesParameters);
amount = amountToBuy;
}
getGUIObjectByName("unitBarter" + action + "Amount["+i+"]").caption = amount;
}
}
}
/**
* Updates the right hand side "Unit Commands" panel. Runs in the main session loop via updateSelectionDetails().
* Delegates to setupUnitPanel to set up individual subpanels, appropriately activated depending on the selected
* unit's state.
*
* @param entState Entity state of the (first) selected unit.
* @param supplementalDetailsPanel Reference to the "supplementalSelectionDetails" GUI Object
* @param commandsPanel Reference to the "commandsPanel" GUI Object
* @param selection Array of currently selected entity IDs.
*/
function updateUnitCommands(entState, supplementalDetailsPanel, commandsPanel, selection)
{
// Panels that are active
var usedPanels = {};
// If the selection is friendly units, add the command panels
var player = Engine.GetPlayerID();
if (entState.player == player || g_DevSettings.controlAll)
{
// Get player state to check some constraints
// e.g. presence of a hero or build limits
var simState = Engine.GuiInterfaceCall("GetSimulationState");
var playerState = simState.players[player];
if (selection.length > 1)
setupUnitPanel(SELECTION, usedPanels, entState, playerState, g_Selection.groups.getTemplateNames(),
- function (entType) { changePrimarySelectionGroup(entType); } );
+ function (entType, rightPressed) { changePrimarySelectionGroup(entType, rightPressed); } );
var commands = getEntityCommandsList(entState);
if (commands.length)
setupUnitPanel(COMMAND, usedPanels, entState, playerState, commands,
function (item) { performCommand(entState.id, item.name); } );
if (entState.garrisonHolder)
{
var groups = new EntityGroups();
for (var i in selection)
{
state = GetEntityState(selection[i]);
if (state.garrisonHolder)
groups.add(state.garrisonHolder.entities)
}
setupUnitPanel(GARRISON, usedPanels, entState, playerState, groups.getTemplateNames(),
function (item) { unloadTemplate(item); } );
}
var formations = Engine.GuiInterfaceCall("GetAvailableFormations");
if (hasClass(entState, "Unit") && !hasClass(entState, "Animal") && !entState.garrisonHolder && formations.length)
{
setupUnitPanel(FORMATION, usedPanels, entState, playerState, formations,
function (item) { performFormation(entState.id, item); } );
}
// TODO: probably should load the stance list from a data file,
// and/or vary depending on what units are selected
var stances = ["violent", "aggressive", "passive", "defensive", "standground"];
if (hasClass(entState, "Unit") && !hasClass(entState, "Animal") && stances.length)
{
setupUnitPanel(STANCE, usedPanels, entState, playerState, stances,
function (item) { performStance(entState.id, item); } );
}
getGUIObjectByName("unitBarterPanel").hidden = !entState.barterMarket;
if (entState.barterMarket)
{
usedPanels["Barter"] = 1;
setupUnitBarterPanel(entState, playerState);
}
var buildableEnts = getAllBuildableEntities(selection);
var trainableEnts = getAllTrainableEntities(selection);
// Whether the GUI's right panel has been filled.
var rightUsed = true;
// The first selected entity's type has priority.
if (entState.buildEntities)
setupUnitPanel(CONSTRUCTION, usedPanels, entState, playerState, buildableEnts, startBuildingPlacement);
else if (entState.production && entState.production.entities)
setupUnitPanel(TRAINING, usedPanels, entState, playerState, trainableEnts,
function (trainEntType) { addTrainingToQueue(selection, trainEntType, playerState); } );
else if (entState.trader)
setupUnitTradingPanel(usedPanels, entState, selection);
else if (!entState.foundation && entState.gate || hasClass(entState, "LongWall"))
{
// Allow long wall pieces to be converted to gates
var longWallTypes = {};
var walls = [];
var gates = [];
for (var i in selection)
{
state = GetEntityState(selection[i]);
if (hasClass(state, "LongWall") && !state.gate && !longWallTypes[state.template])
{
var gateTemplate = getWallGateTemplate(state.id);
if (gateTemplate)
{
var wallName = GetTemplateData(state.template).name.generic;
var gateName = GetTemplateData(gateTemplate).name.generic;
walls.push({
"tooltip": "Convert " + wallName + " to " + gateName,
"template": gateTemplate,
"callback": function (item) { transformWallToGate(item.template); }
});
}
// We only need one entity per type.
longWallTypes[state.template] = true;
}
else if (state.gate && !gates.length)
for (var j = 0; j < GATE_ACTIONS.length; ++j)
gates.push({
"gate": state.gate,
"tooltip": GATE_ACTIONS[j] + " gate",
"locked": j == 0,
"callback": function (item) { lockGate(item.locked); }
});
// Show both 'locked' and 'unlocked' as active if the selected gates have both lock states.
else if (state.gate && state.gate.locked != gates[0].gate.locked)
for (var j = 0; j < gates.length; ++j)
delete gates[j].gate.locked;
}
// Place wall conversion options after gate lock/unlock icons.
var items = gates.concat(walls);
if (items.length)
setupUnitPanel(GATE, usedPanels, entState, playerState, items);
else
rightUsed = false;
}
else if (entState.pack)
{
var items = [];
var packButton = false;
var unpackButton = false;
var packCancelButton = false;
var unpackCancelButton = false;
for (var i in selection)
{
// Find un/packable entities
var state = GetEntityState(selection[i]);
if (state.pack)
{
if (state.pack.progress == 0)
{
if (!state.pack.packed)
packButton = true;
else if (state.pack.packed)
unpackButton = true;
}
else
{
// Already un/packing - show cancel button
if (!state.pack.packed)
packCancelButton = true;
else if (state.pack.packed)
unpackCancelButton = true;
}
}
}
if (packButton)
items.push({ "packing": false, "packed": false, "tooltip": "Pack", "callback": function() { packUnit(true); } });
if (unpackButton)
items.push({ "packing": false, "packed": true, "tooltip": "Unpack", "callback": function() { packUnit(false); } });
if (packCancelButton)
items.push({ "packing": true, "packed": false, "tooltip": "Cancel packing", "callback": function() { cancelPackUnit(true); } });
if (unpackCancelButton)
items.push({ "packing": true, "packed": true, "tooltip": "Cancel unpacking", "callback": function() { cancelPackUnit(false); } });
if (items.length)
setupUnitPanel(PACK, usedPanels, entState, playerState, items);
else
rightUsed = false;
}
else
rightUsed = false;
if (!rightUsed)
{
// The right pane is empty. Fill the pane with a sane type.
// Prefer buildables for units and trainables for structures.
if (buildableEnts.length && (hasClass(entState, "Unit") || !trainableEnts.length))
setupUnitPanel(CONSTRUCTION, usedPanels, entState, playerState, buildableEnts, startBuildingPlacement);
else if (trainableEnts.length)
setupUnitPanel(TRAINING, usedPanels, entState, playerState, trainableEnts,
function (trainEntType) { addTrainingToQueue(selection, trainEntType, playerState); } );
}
// Show technologies if the active panel has at most one row of icons.
if (entState.production && entState.production.technologies.length)
{
var activepane = usedPanels[CONSTRUCTION] ? buildableEnts.length : trainableEnts.length;
if (selection.length == 1 || activepane <= 8)
setupUnitPanel(RESEARCH, usedPanels, entState, playerState, entState.production.technologies,
function (researchType) { addResearchToQueue(entState.id, researchType); } );
}
if (entState.production && entState.production.queue.length)
setupUnitPanel(QUEUE, usedPanels, entState, playerState, entState.production.queue,
function (item) { removeFromProductionQueue(entState.id, item.id); } );
supplementalDetailsPanel.hidden = false;
commandsPanel.hidden = false;
}
else // owned by another player
{
supplementalDetailsPanel.hidden = true;
commandsPanel.hidden = true;
}
// Hides / unhides Unit Panels (panels should be grouped by type, not by order, but we will leave that for another time)
var offset = 0;
for each (var panelName in g_unitPanels)
{
var panel = getGUIObjectByName("unit" + panelName + "Panel");
if (usedPanels[panelName])
panel.hidden = false;
else
panel.hidden = true;
}
}
// Force hide commands panels
function hideUnitCommands()
{
for each (var panelName in g_unitPanels)
getGUIObjectByName("unit" + panelName + "Panel").hidden = true;
}
// Get all of the available entities which can be trained by the selected entities
function getAllTrainableEntities(selection)
{
var trainableEnts = [];
var state;
// Get all buildable and trainable entities
for (var i in selection)
{
if ((state = GetEntityState(selection[i])) && state.production && state.production.entities.length)
trainableEnts = trainableEnts.concat(state.production.entities);
}
// Remove duplicates
removeDupes(trainableEnts);
return trainableEnts;
}
// Get all of the available entities which can be built by the selected entities
function getAllBuildableEntities(selection)
{
var buildableEnts = [];
var state;
// Get all buildable entities
for (var i in selection)
{
if ((state = GetEntityState(selection[i])) && state.buildEntities && state.buildEntities.length)
buildableEnts = buildableEnts.concat(state.buildEntities);
}
// Remove duplicates
removeDupes(buildableEnts);
return buildableEnts;
}
Index: ps/trunk/source/gui/GUIbase.h
===================================================================
--- ps/trunk/source/gui/GUIbase.h (revision 13039)
+++ ps/trunk/source/gui/GUIbase.h (revision 13040)
@@ -1,223 +1,225 @@
-/* Copyright (C) 2009 Wildfire Games.
+/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
/*
GUI Core, stuff that the whole GUI uses
--Overview--
Contains defines, includes, types etc that the whole
GUI should have included.
--More info--
Check GUI.h
*/
#ifndef INCLUDED_GUIBASE
#define INCLUDED_GUIBASE
//--------------------------------------------------------
// Includes / Compiler directives
//--------------------------------------------------------
#include