Index: ps/trunk/binaries/data/mods/public/gui/session/menu.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/session/menu.js (revision 21541) +++ ps/trunk/binaries/data/mods/public/gui/session/menu.js (revision 21542) @@ -1,1281 +1,1277 @@ // Menu / panel border size var MARGIN = 4; // Includes the main menu button const NUM_BUTTONS = 10; // Regular menu buttons var BUTTON_HEIGHT = 32; // The position where the bottom of the menu will end up (currently 228) const END_MENU_POSITION = (BUTTON_HEIGHT * NUM_BUTTONS) + MARGIN; // Menu starting position: bottom const MENU_BOTTOM = 0; // Menu starting position: top const MENU_TOP = MENU_BOTTOM - END_MENU_POSITION; // Number of pixels per millisecond to move var MENU_SPEED = 1.2; // Trade menu: step for probability changes var STEP = 5; // Shown in the trade dialog. var g_IdleTraderTextColor = "orange"; /** * Store civilization code and page (structree or history) opened in civilization info. */ var g_CivInfo = { "code": "", "page": "page_structree.xml" }; /** * The barter constants should match with the simulation * Quantity of goods to sell per click. */ const g_BarterResourceSellQuantity = 100; /** * Multiplier to be applied when holding the massbarter hotkey. */ const g_BarterMultiplier = 5; /** * Barter actions, as mapped to the names of GUI Buttons. */ const g_BarterActions = ["Buy", "Sell"]; /** * Currently selected resource type to sell in the barter GUI. */ var g_BarterSell; var g_IsMenuOpen = false; var g_IsDiplomacyOpen = false; var g_IsTradeOpen = false; var g_IsObjectivesOpen = false; /** * Used to disable a specific bribe button for the time we are waiting for the result of the bribe after it was clicked. * It contains an array per viewedPlayer. This array is a list of the players that were bribed. */ var g_BribeButtonsWaiting = {}; /** * Remember last viewed summary panel and charts. */ var g_SummarySelectedData; // Redefined every time someone makes a tribute (so we can save some data in a closure). Called in input.js handleInputBeforeGui. var g_FlushTributing = function() {}; function initSessionMenuButtons() { initMenuPosition(); updateGameSpeedControl(); resizeDiplomacyDialog(); resizeTradeDialog(); } function initMenuPosition() { Engine.GetGUIObjectByName("menu").size = "100%-164 " + MENU_TOP + " 100% " + MENU_BOTTOM; } function updateMenuPosition(dt) { let menu = Engine.GetGUIObjectByName("menu"); let maxOffset = g_IsMenuOpen ? END_MENU_POSITION - menu.size.bottom : menu.size.top - MENU_TOP; if (maxOffset <= 0) return; let offset = Math.min(MENU_SPEED * dt, maxOffset) * (g_IsMenuOpen ? +1 : -1); let size = menu.size; size.top += offset; size.bottom += offset; menu.size = size; } // Opens the menu by revealing the screen which contains the menu function openMenu() { g_IsMenuOpen = true; } // Closes the menu and resets position function closeMenu() { g_IsMenuOpen = false; } function toggleMenu() { g_IsMenuOpen = !g_IsMenuOpen; } function optionsMenuButton() { closeOpenDialogs(); openOptions(); } function lobbyDialogButton() { if (!Engine.HasXmppClient()) return; closeOpenDialogs(); Engine.PushGuiPage("page_lobby.xml", { "dialog": true }); } function chatMenuButton() { closeOpenDialogs(); openChat(); } function diplomacyMenuButton() { closeOpenDialogs(); openDiplomacy(); } function pauseMenuButton() { togglePause(); } function resignMenuButton() { closeOpenDialogs(); pauseGame(); messageBox( 400, 200, translate("Are you sure you want to resign?"), translate("Confirmation"), [translate("No"), translate("Yes")], [resumeGame, resignGame] ); } function exitMenuButton() { closeOpenDialogs(); pauseGame(); let messageTypes = { "host": { "caption": translate("Are you sure you want to quit? Leaving will disconnect all other players."), "buttons": [resumeGame, leaveGame] }, "client": { "caption": translate("Are you sure you want to quit?"), "buttons": [resumeGame, resignQuestion] }, "singleplayer": { "caption": translate("Are you sure you want to quit?"), "buttons": [resumeGame, leaveGame] } }; let messageType = g_IsNetworked && g_IsController ? "host" : (g_IsNetworked && !g_IsObserver ? "client" : "singleplayer"); messageBox( 400, 200, messageTypes[messageType].caption, translate("Confirmation"), [translate("No"), translate("Yes")], messageTypes[messageType].buttons ); } function resignQuestion() { messageBox( 400, 200, translate("Do you want to resign or will you return soon?"), translate("Confirmation"), [translate("I will return"), translate("I resign")], [leaveGame, resignGame], [true, false] ); } function openDeleteDialog(selection) { closeOpenDialogs(); let deleteSelectedEntities = function(selectionArg) { Engine.PostNetworkCommand({ "type": "delete-entities", "entities": selectionArg }); }; messageBox( 400, 200, translate("Destroy everything currently selected?"), translate("Delete"), [translate("No"), translate("Yes")], [resumeGame, deleteSelectedEntities], [null, selection] ); } function openSave() { closeOpenDialogs(); pauseGame(); Engine.PushGuiPage("page_savegame.xml", { "savedGameData": getSavedGameData(), "callback": "resumeGame" }); } function openOptions() { closeOpenDialogs(); pauseGame(); Engine.PushGuiPage("page_options.xml", { "callback": "optionsPageClosed" }); } function optionsPageClosed(data) { for (let callback of data) if (global[callback]) global[callback](); resumeGame(); } function openChat(command = "") { if (g_Disconnected) return; closeOpenDialogs(); let chatAddressee = Engine.GetGUIObjectByName("chatAddressee"); chatAddressee.selected = chatAddressee.list_data.indexOf(command); Engine.GetGUIObjectByName("chatInput").focus(); Engine.GetGUIObjectByName("chatDialogPanel").hidden = false; updateChatHistory(); } function closeChat() { Engine.GetGUIObjectByName("chatInput").caption = ""; Engine.GetGUIObjectByName("chatInput").blur(); // Remove focus Engine.GetGUIObjectByName("chatDialogPanel").hidden = true; } function resizeDiplomacyDialog() { let dialog = Engine.GetGUIObjectByName("diplomacyDialogPanel"); let size = dialog.size; let tribSize = Engine.GetGUIObjectByName("diplomacyPlayer[0]_tribute[0]").size; let widthOffset = g_ResourceData.GetCodes().length * (tribSize.right - tribSize.left) / 2; size.left -= widthOffset; size.right += widthOffset; let firstRow = Engine.GetGUIObjectByName("diplomacyPlayer[0]").size; let heightOffset = (g_Players.length - 1) * (firstRow.bottom - firstRow.top) / 2; size.top -= heightOffset; size.bottom += heightOffset; dialog.size = size; } function initChatWindow() { let filters = prepareForDropdown(g_ChatHistoryFilters); let chatHistoryFilter = Engine.GetGUIObjectByName("chatHistoryFilter"); chatHistoryFilter.list = filters.text; chatHistoryFilter.list_data = filters.key; chatHistoryFilter.selected = 0; Engine.GetGUIObjectByName("extendedChat").checked = Engine.ConfigDB_GetValue("user", "chat.session.extended") == "true"; resizeChatWindow(); } function resizeChatWindow() { // Hide/show the panel let chatHistoryPage = Engine.GetGUIObjectByName("chatHistoryPage"); let extended = Engine.GetGUIObjectByName("extendedChat").checked; chatHistoryPage.hidden = !extended; // Resize the window let chatDialogPanel = Engine.GetGUIObjectByName("chatDialogPanel"); if (extended) { chatDialogPanel.size = Engine.GetGUIObjectByName("chatDialogPanelLarge").size; // Adjust the width so that the chat history is in the golden ratio let chatHistory = Engine.GetGUIObjectByName("chatHistory"); let height = chatHistory.getComputedSize().bottom - chatHistory.getComputedSize().top; let width = (1 + Math.sqrt(5)) / 2 * height; let size = chatDialogPanel.size; size.left = -width / 2 - chatHistory.size.left; size.right = width / 2 + chatHistory.size.left; chatDialogPanel.size = size; } else chatDialogPanel.size = Engine.GetGUIObjectByName("chatDialogPanelSmall").size; } function updateChatHistory() { if (Engine.GetGUIObjectByName("chatDialogPanel").hidden || !Engine.GetGUIObjectByName("extendedChat").checked) return; let chatHistoryFilter = Engine.GetGUIObjectByName("chatHistoryFilter"); let selected = chatHistoryFilter.list_data[chatHistoryFilter.selected]; Engine.GetGUIObjectByName("chatHistory").caption = g_ChatHistory.filter(msg => msg.filter[selected]).map(msg => Engine.ConfigDB_GetValue("user", "chat.timestamp") == "true" ? sprintf(translate("%(time)s %(message)s"), { "time": msg.timePrefix, "message": msg.txt }) : msg.txt ).join("\n"); } function onToggleChatWindowExtended() { saveSettingAndWriteToUserConfig("chat.session.extended", String(Engine.GetGUIObjectByName("extendedChat").checked)); resizeChatWindow(); Engine.GetGUIObjectByName("chatInput").focus(); } function openDiplomacy() { closeOpenDialogs(); if (g_ViewedPlayer < 1) return; g_IsDiplomacyOpen = true; updateDiplomacy(true); Engine.GetGUIObjectByName("diplomacyDialogPanel").hidden = false; } function closeDiplomacy() { g_IsDiplomacyOpen = false; Engine.GetGUIObjectByName("diplomacyDialogPanel").hidden = true; } function toggleDiplomacy() { let open = g_IsDiplomacyOpen; closeOpenDialogs(); if (!open) openDiplomacy(); } function updateDiplomacy(opening = false) { if (g_ViewedPlayer < 1 || !g_IsDiplomacyOpen) return; let simState = GetSimState(); let isCeasefireActive = simState.ceasefireActive; let hasSharedLos = GetSimState().players[g_ViewedPlayer].hasSharedLos; // Get offset for one line let onesize = Engine.GetGUIObjectByName("diplomacyPlayer[0]").size; let rowsize = onesize.bottom - onesize.top; // We don't include gaia for (let i = 1; i < g_Players.length; ++i) { let myself = i == g_ViewedPlayer; let playerInactive = isPlayerObserver(g_ViewedPlayer) || isPlayerObserver(i); let hasAllies = g_Players.filter(player => player.isMutualAlly[g_ViewedPlayer]).length > 1; diplomacySetupTexts(i, rowsize); diplomacyFormatStanceButtons(i, myself || playerInactive || isCeasefireActive || g_Players[g_ViewedPlayer].teamsLocked); // Tribute buttons do not need to be updated onTick, and should not because of massTributing if (opening) diplomacyFormatTributeButtons(i, myself || playerInactive); diplomacyFormatAttackRequestButton(i, myself || playerInactive || isCeasefireActive || !hasAllies || !g_Players[i].isEnemy[g_ViewedPlayer]); diplomacyFormatSpyRequestButton(i, myself || playerInactive || g_Players[i].isMutualAlly[g_ViewedPlayer] && hasSharedLos); } let diplomacyCeasefireCounter = Engine.GetGUIObjectByName("diplomacyCeasefireCounter"); diplomacyCeasefireCounter.caption = sprintf( translateWithContext("ceasefire", "Remaining ceasefire time: %(time)s."), { "time": timeToString(simState.ceasefireTimeRemaining) } ); diplomacyCeasefireCounter.hidden = !isCeasefireActive; } function diplomacySetupTexts(i, rowsize) { // Apply offset let row = Engine.GetGUIObjectByName("diplomacyPlayer[" + (i - 1) + "]"); let size = row.size; size.top = rowsize * (i - 1); size.bottom = rowsize * i; row.size = size; row.hidden = false; row.sprite = "color:" + rgbToGuiColor(g_DisplayedPlayerColors[i], 32); setOutcomeIcon(g_Players[i].state, "diplomacyPlayerOutcome[" + (i - 1) + "]"); let diplomacyPlayerName = Engine.GetGUIObjectByName("diplomacyPlayerName[" + (i - 1) + "]"); diplomacyPlayerName.caption = colorizePlayernameByID(i); diplomacyPlayerName.tooltip = translateAISettings(g_GameAttributes.settings.PlayerData[i]); Engine.GetGUIObjectByName("diplomacyPlayerCiv[" + (i - 1) + "]").caption = g_CivData[g_Players[i].civ].Name; Engine.GetGUIObjectByName("diplomacyPlayerTeam[" + (i - 1) + "]").caption = g_Players[i].team < 0 ? translateWithContext("team", "None") : g_Players[i].team + 1; Engine.GetGUIObjectByName("diplomacyPlayerTheirs[" + (i - 1) + "]").caption = i == g_ViewedPlayer ? "" : g_Players[i].isAlly[g_ViewedPlayer] ? translate("Ally") : g_Players[i].isNeutral[g_ViewedPlayer] ? translate("Neutral") : translate("Enemy"); } function diplomacyFormatStanceButtons(i, hidden) { for (let stance of ["Ally", "Neutral", "Enemy"]) { let button = Engine.GetGUIObjectByName("diplomacyPlayer" + stance + "[" + (i - 1) + "]"); button.hidden = hidden; if (hidden) continue; let isCurrentStance = g_Players[g_ViewedPlayer]["is" + stance][i]; button.caption = isCurrentStance ? translate("x") : ""; button.enabled = controlsPlayer(g_ViewedPlayer) && !isCurrentStance; button.onPress = (function(player, stance) { return function() { Engine.PostNetworkCommand({ "type": "diplomacy", "player": i, "to": stance.toLowerCase() }); }; })(i, stance); } } function diplomacyFormatTributeButtons(i, hidden) { let resCodes = g_ResourceData.GetCodes(); let r = 0; for (let resCode of resCodes) { let button = Engine.GetGUIObjectByName("diplomacyPlayer[" + (i - 1) + "]_tribute[" + r + "]"); if (!button) { warn("Current GUI limits prevent displaying more than " + r + " tribute buttons!"); break; } Engine.GetGUIObjectByName("diplomacyPlayer[" + (i - 1) + "]_tribute[" + r + "]_image").sprite = "stretched:session/icons/resources/" + resCode + ".png"; button.hidden = hidden; setPanelObjectPosition(button, r, r + 1, 0); ++r; if (hidden) continue; button.enabled = controlsPlayer(g_ViewedPlayer); button.tooltip = formatTributeTooltip(i, resCode, 100); button.onPress = (function(i, resCode, button) { // Shift+click to send 500, shift+click+click to send 1000, etc. // See INPUT_MASSTRIBUTING in input.js let multiplier = 1; return function() { let isBatchTrainPressed = Engine.HotkeyIsPressed("session.masstribute"); if (isBatchTrainPressed) { inputState = INPUT_MASSTRIBUTING; multiplier += multiplier == 1 ? 4 : 5; } let amounts = {}; for (let res of resCodes) amounts[res] = 0; amounts[resCode] = 100 * multiplier; button.tooltip = formatTributeTooltip(i, resCode, amounts[resCode]); // This is in a closure so that we have access to `player`, `amounts`, and `multiplier` without some // evil global variable hackery. g_FlushTributing = function() { Engine.PostNetworkCommand({ "type": "tribute", "player": i, "amounts": amounts }); multiplier = 1; button.tooltip = formatTributeTooltip(i, resCode, 100); }; if (!isBatchTrainPressed) g_FlushTributing(); }; })(i, resCode, button); } } function diplomacyFormatAttackRequestButton(i, hidden) { let button = Engine.GetGUIObjectByName("diplomacyAttackRequest[" + (i - 1) + "]"); button.hidden = hidden; if (hidden) return; button.enabled = controlsPlayer(g_ViewedPlayer); button.tooltip = translate("Request your allies to attack this enemy"); button.onPress = (function(i) { return function() { Engine.PostNetworkCommand({ "type": "attack-request", "source": g_ViewedPlayer, "player": i }); }; })(i); } function diplomacyFormatSpyRequestButton(i, hidden) { let button = Engine.GetGUIObjectByName("diplomacySpyRequest[" + (i - 1) + "]"); let template = GetTemplateData("special/spy"); button.hidden = hidden || !template || GetSimState().players[g_ViewedPlayer].disabledTemplates["special/spy"]; if (button.hidden) return; button.enabled = controlsPlayer(g_ViewedPlayer) && !(g_BribeButtonsWaiting[g_ViewedPlayer] && g_BribeButtonsWaiting[g_ViewedPlayer].indexOf(i) != -1); let modifier = ""; let tooltips = [translate("Bribe a random unit from this player and share its vision during a limited period.")]; if (!button.enabled) modifier = "color:0 0 0 127:grayscale:"; else { if (template.requiredTechnology) { let technologyEnabled = Engine.GuiInterfaceCall("IsTechnologyResearched", { "tech": template.requiredTechnology, "player": g_ViewedPlayer }); if (!technologyEnabled) { modifier = "color:0 0 0 127:grayscale:"; button.enabled = false; tooltips.push(getRequiredTechnologyTooltip(technologyEnabled, template.requiredTechnology, GetSimState().players[g_ViewedPlayer].civ)); } } if (template.cost) { let modifiedTemplate = clone(template); for (let res in template.cost) modifiedTemplate.cost[res] = Math.floor(GetSimState().players[i].spyCostMultiplier * template.cost[res]); tooltips.push(getEntityCostTooltip(modifiedTemplate)); let neededResources = Engine.GuiInterfaceCall("GetNeededResources", { "cost": modifiedTemplate.cost, "player": g_ViewedPlayer }); let costRatio = Engine.GetTemplate("special/spy").VisionSharing.FailureCostRatio; if (costRatio > 0) { tooltips.push(translate("A failed bribe will cost you:")); for (let res in modifiedTemplate.cost) modifiedTemplate.cost[res] = Math.floor(costRatio * modifiedTemplate.cost[res]); tooltips.push(getEntityCostTooltip(modifiedTemplate)); } if (neededResources) { if (button.enabled) modifier = resourcesToAlphaMask(neededResources) + ":"; button.enabled = false; tooltips.push(getNeededResourcesTooltip(neededResources)); } } } let icon = Engine.GetGUIObjectByName("diplomacySpyRequestImage[" + (i - 1) + "]"); icon.sprite = modifier + "stretched:session/icons/bribes.png"; button.tooltip = tooltips.filter(tip => tip).join("\n"); button.onPress = (function(i, button) { return function() { Engine.PostNetworkCommand({ "type": "spy-request", "source": g_ViewedPlayer, "player": i }); if (!g_BribeButtonsWaiting[g_ViewedPlayer]) g_BribeButtonsWaiting[g_ViewedPlayer] = []; // Don't push i twice if (g_BribeButtonsWaiting[g_ViewedPlayer].indexOf(i) == -1) g_BribeButtonsWaiting[g_ViewedPlayer].push(i); diplomacyFormatSpyRequestButton(i, false); }; })(i, button); } function resizeTradeDialog() { let dialog = Engine.GetGUIObjectByName("tradeDialogPanel"); let size = dialog.size; let width = size.right - size.left; let tradeSize = Engine.GetGUIObjectByName("tradeResource[0]").size; width += g_ResourceData.GetCodes().length * (tradeSize.right - tradeSize.left); size.left = -width / 2; size.right = width / 2; dialog.size = size; } function openTrade() { closeOpenDialogs(); if (g_ViewedPlayer < 1) return; g_IsTradeOpen = true; let proba = Engine.GuiInterfaceCall("GetTradingGoods", g_ViewedPlayer); let button = {}; let resCodes = g_ResourceData.GetCodes(); let currTradeSelection = resCodes[0]; let updateTradeButtons = function() { for (let res in button) { button[res].label.caption = proba[res] + "%"; button[res].sel.hidden = !controlsPlayer(g_ViewedPlayer) || res != currTradeSelection; button[res].up.hidden = !controlsPlayer(g_ViewedPlayer) || res == currTradeSelection || proba[res] == 100 || proba[currTradeSelection] == 0; button[res].dn.hidden = !controlsPlayer(g_ViewedPlayer) || res == currTradeSelection || proba[res] == 0 || proba[currTradeSelection] == 100; } }; hideRemaining("tradeResources", resCodes.length); Engine.GetGUIObjectByName("tradeHelp").hidden = false; for (let i = 0; i < resCodes.length; ++i) { let resCode = resCodes[i]; let barterResource = Engine.GetGUIObjectByName("barterResource[" + i + "]"); if (!barterResource) { warn("Current GUI limits prevent displaying more than " + i + " resources in the barter dialog!"); break; } // Barter: barterOpenCommon(resCode, i, "barter"); setPanelObjectPosition(barterResource, i, i + 1); // Trade: let tradeResource = Engine.GetGUIObjectByName("tradeResource[" + i + "]"); if (!tradeResource) { warn("Current GUI limits prevent displaying more than " + i + " resources in the trading goods selection dialog!"); break; } setPanelObjectPosition(tradeResource, i, i + 1); let icon = Engine.GetGUIObjectByName("tradeResourceIcon[" + i + "]"); icon.sprite = "stretched:session/icons/resources/" + resCode + ".png"; let buttonUp = Engine.GetGUIObjectByName("tradeArrowUp[" + i + "]"); let buttonDn = Engine.GetGUIObjectByName("tradeArrowDn[" + i + "]"); button[resCode] = { "up": buttonUp, "dn": buttonDn, "label": Engine.GetGUIObjectByName("tradeResourceText[" + i + "]"), "sel": Engine.GetGUIObjectByName("tradeResourceSelection[" + i + "]") }; proba[resCode] = proba[resCode] || 0; let buttonResource = Engine.GetGUIObjectByName("tradeResourceButton[" + i + "]"); buttonResource.enabled = controlsPlayer(g_ViewedPlayer); buttonResource.onPress = (resource => { return () => { if (Engine.HotkeyIsPressed("session.fulltradeswap")) { for (let res of resCodes) proba[res] = 0; proba[resource] = 100; Engine.PostNetworkCommand({ "type": "set-trading-goods", "tradingGoods": proba }); } currTradeSelection = resource; updateTradeButtons(); }; })(resCode); buttonUp.enabled = controlsPlayer(g_ViewedPlayer); buttonUp.onPress = (resource => { return () => { proba[resource] += Math.min(STEP, proba[currTradeSelection]); proba[currTradeSelection] -= Math.min(STEP, proba[currTradeSelection]); Engine.PostNetworkCommand({ "type": "set-trading-goods", "tradingGoods": proba }); updateTradeButtons(); }; })(resCode); buttonDn.enabled = controlsPlayer(g_ViewedPlayer); buttonDn.onPress = (resource => { return () => { proba[currTradeSelection] += Math.min(STEP, proba[resource]); proba[resource] -= Math.min(STEP, proba[resource]); Engine.PostNetworkCommand({ "type": "set-trading-goods", "tradingGoods": proba }); updateTradeButtons(); }; })(resCode); } updateTradeButtons(); updateTraderTexts(); Engine.GetGUIObjectByName("tradeDialogPanel").hidden = false; } function updateTraderTexts() { let traderNumber = Engine.GuiInterfaceCall("GetTraderNumber", g_ViewedPlayer); Engine.GetGUIObjectByName("traderCountText").caption = getIdleLandTradersText(traderNumber) + "\n\n" + getIdleShipTradersText(traderNumber); } /** * Code common to both the Barter Panel and the Trade/Barter Dialog, that * only needs to be run when the panel or dialog is opened by the player. * * @param {string} resourceCode * @param {number} idx - Element index within its set * @param {string} prefix - Common prefix of the gui elements to be worked upon */ function barterOpenCommon(resourceCode, idx, prefix) { let barterButton = {}; for (let action of g_BarterActions) barterButton[action] = Engine.GetGUIObjectByName(prefix + action + "Button[" + idx + "]"); let resource = resourceNameWithinSentence(resourceCode); barterButton.Buy.tooltip = sprintf(translate("Buy %(resource)s"), { "resource": resource }); barterButton.Sell.tooltip = sprintf(translate("Sell %(resource)s"), { "resource": resource }); barterButton.Sell.onPress = function() { g_BarterSell = resourceCode; updateSelectionDetails(); updateBarterButtons(); }; } /** * Code common to both the Barter Panel and the Trade/Barter Dialog, that * needs to be run on simulation update and when relevant hotkeys * (i.e. massbarter) are pressed. * * @param {string} resourceCode * @param {number} idx - Element index within its set * @param {string} prefix - Common prefix of the gui elements to be worked upon * @param {number} player */ function barterUpdateCommon(resourceCode, idx, prefix, player) { let barterButton = {}; let barterIcon = {}; let barterAmount = {}; for (let action of g_BarterActions) { barterButton[action] = Engine.GetGUIObjectByName(prefix + action + "Button[" + idx + "]"); barterIcon[action] = Engine.GetGUIObjectByName(prefix + action + "Icon[" + idx + "]"); barterAmount[action] = Engine.GetGUIObjectByName(prefix + action + "Amount[" + idx + "]"); } let selectionIcon = Engine.GetGUIObjectByName(prefix + "SellSelection[" + idx + "]"); let amountToSell = g_BarterResourceSellQuantity; if (Engine.HotkeyIsPressed("session.massbarter")) amountToSell *= g_BarterMultiplier; let isSelected = resourceCode == g_BarterSell; let grayscale = isSelected ? "color:0 0 0 100:grayscale:" : ""; // Select color of the sell button let neededRes = {}; neededRes[resourceCode] = amountToSell; let canSellCurrent = Engine.GuiInterfaceCall("GetNeededResources", { "cost": neededRes, "player": player }) ? "color:255 0 0 80:" : ""; // Select color of the buy button neededRes = {}; neededRes[g_BarterSell] = amountToSell; let canBuyAny = Engine.GuiInterfaceCall("GetNeededResources", { "cost": neededRes, "player": player }) ? "color:255 0 0 80:" : ""; barterIcon.Sell.sprite = canSellCurrent + "stretched:" + grayscale + "session/icons/resources/" + resourceCode + ".png"; barterIcon.Buy.sprite = canBuyAny + "stretched:" + grayscale + "session/icons/resources/" + resourceCode + ".png"; barterAmount.Sell.caption = "-" + amountToSell; let prices = GetSimState().players[player].barterPrices; barterAmount.Buy.caption = "+" + Math.round(prices.sell[g_BarterSell] / prices.buy[resourceCode] * amountToSell); barterButton.Buy.onPress = function() { Engine.PostNetworkCommand({ "type": "barter", "sell": g_BarterSell, "buy": resourceCode, "amount": amountToSell }); }; barterButton.Buy.hidden = isSelected; barterButton.Buy.enabled = controlsPlayer(player); barterButton.Sell.hidden = false; selectionIcon.hidden = !isSelected; } function updateBarterButtons() { let playerState = GetSimState().players[g_ViewedPlayer]; if (!playerState) return; let canBarter = playerState.canBarter; Engine.GetGUIObjectByName("barterNoMarketsMessage").hidden = canBarter; Engine.GetGUIObjectByName("barterResources").hidden = !canBarter; Engine.GetGUIObjectByName("barterHelp").hidden = !canBarter; - if (!canBarter) - return; - - let resCodes = g_ResourceData.GetCodes(); - for (let i = 0; i < resCodes.length; ++i) - barterUpdateCommon(resCodes[i], i, "barter", g_ViewedPlayer); + if (canBarter) + g_ResourceData.GetCodes().forEach((resCode, i) => { barterUpdateCommon(resCode, i, "barter", g_ViewedPlayer) }); } function getIdleLandTradersText(traderNumber) { let active = traderNumber.landTrader.trading; let garrisoned = traderNumber.landTrader.garrisoned; let inactive = traderNumber.landTrader.total - active - garrisoned; let messageTypes = { "active": { "garrisoned": { "no-inactive": translate("%(openingTradingString)s, and %(garrisonedString)s."), "inactive": translate("%(openingTradingString)s, %(garrisonedString)s, and %(inactiveString)s.") }, "no-garrisoned": { "no-inactive": translate("%(openingTradingString)s."), "inactive": translate("%(openingTradingString)s, and %(inactiveString)s.") } }, "no-active": { "garrisoned": { "no-inactive": translate("%(openingGarrisonedString)s."), "inactive": translate("%(openingGarrisonedString)s, and %(inactiveString)s.") }, "no-garrisoned": { "inactive": translatePlural("There is %(inactiveString)s.", "There are %(inactiveString)s.", inactive), "no-inactive": translate("There are no land traders.") } } }; let message = messageTypes[active ? "active" : "no-active"][garrisoned ? "garrisoned" : "no-garrisoned"][inactive ? "inactive" : "no-inactive"]; let activeString = sprintf( translatePlural( "There is %(numberTrading)s land trader trading", "There are %(numberTrading)s land traders trading", active ), { "numberTrading": active } ); let inactiveString = sprintf( active || garrisoned ? translatePlural( "%(numberOfLandTraders)s inactive", "%(numberOfLandTraders)s inactive", inactive ) : translatePlural( "%(numberOfLandTraders)s land trader inactive", "%(numberOfLandTraders)s land traders inactive", inactive ), { "numberOfLandTraders": inactive } ); let garrisonedString = sprintf( active || inactive ? translatePlural( "%(numberGarrisoned)s garrisoned on a trading merchant ship", "%(numberGarrisoned)s garrisoned on a trading merchant ship", garrisoned ) : translatePlural( "There is %(numberGarrisoned)s land trader garrisoned on a trading merchant ship", "There are %(numberGarrisoned)s land traders garrisoned on a trading merchant ship", garrisoned ), { "numberGarrisoned": garrisoned } ); return sprintf(message, { "openingTradingString": activeString, "openingGarrisonedString": garrisonedString, "garrisonedString": garrisonedString, "inactiveString": coloredText(inactiveString, g_IdleTraderTextColor) }); } function getIdleShipTradersText(traderNumber) { let active = traderNumber.shipTrader.trading; let inactive = traderNumber.shipTrader.total - active; let messageTypes = { "active": { "inactive": translate("%(openingTradingString)s, and %(inactiveString)s."), "no-inactive": translate("%(openingTradingString)s.") }, "no-active": { "inactive": translatePlural("There is %(inactiveString)s.", "There are %(inactiveString)s.", inactive), "no-inactive": translate("There are no merchant ships.") } }; let message = messageTypes[active ? "active" : "no-active"][inactive ? "inactive" : "no-inactive"]; let activeString = sprintf( translatePlural( "There is %(numberTrading)s merchant ship trading", "There are %(numberTrading)s merchant ships trading", active ), { "numberTrading": active } ); let inactiveString = sprintf( active ? translatePlural( "%(numberOfShipTraders)s inactive", "%(numberOfShipTraders)s inactive", inactive ) : translatePlural( "%(numberOfShipTraders)s merchant ship inactive", "%(numberOfShipTraders)s merchant ships inactive", inactive ), { "numberOfShipTraders": inactive } ); return sprintf(message, { "openingTradingString": activeString, "inactiveString": coloredText(inactiveString, g_IdleTraderTextColor) }); } function closeTrade() { g_IsTradeOpen = false; Engine.GetGUIObjectByName("tradeDialogPanel").hidden = true; } function toggleTrade() { let open = g_IsTradeOpen; closeOpenDialogs(); if (!open) openTrade(); } function toggleTutorial() { let tutorialPanel = Engine.GetGUIObjectByName("tutorialPanel"); tutorialPanel.hidden = !tutorialPanel.hidden || !Engine.GetGUIObjectByName("tutorialText").caption; } function updateGameSpeedControl() { let player = g_Players[Engine.GetPlayerID()]; g_GameSpeeds = getGameSpeedChoices(!player || player.state != "active"); let gameSpeed = Engine.GetGUIObjectByName("gameSpeed"); gameSpeed.list = g_GameSpeeds.Title; gameSpeed.list_data = g_GameSpeeds.Speed; let simRate = Engine.GetSimRate(); let gameSpeedIdx = g_GameSpeeds.Speed.indexOf(+simRate.toFixed(2)); if (gameSpeedIdx == -1) warn("Unknown gamespeed:" + simRate); gameSpeed.selected = gameSpeedIdx != -1 ? gameSpeedIdx : g_GameSpeeds.Default; gameSpeed.onSelectionChange = function() { changeGameSpeed(+this.list_data[this.selected]); }; } function toggleGameSpeed() { let gameSpeed = Engine.GetGUIObjectByName("gameSpeed"); gameSpeed.hidden = !gameSpeed.hidden; } function toggleObjectives() { let open = g_IsObjectivesOpen; closeOpenDialogs(); if (!open) openObjectives(); } function openObjectives() { g_IsObjectivesOpen = true; let player = g_Players[Engine.GetPlayerID()]; let playerState = player && player.state; let isActive = !playerState || playerState == "active"; Engine.GetGUIObjectByName("gameDescriptionText").caption = getGameDescription(); let objectivesPlayerstate = Engine.GetGUIObjectByName("objectivesPlayerstate"); objectivesPlayerstate.hidden = isActive; objectivesPlayerstate.caption = g_PlayerStateMessages[playerState] || ""; let gameDescription = Engine.GetGUIObjectByName("gameDescription"); let gameDescriptionSize = gameDescription.size; gameDescriptionSize.top = Engine.GetGUIObjectByName( isActive ? "objectivesTitle" : "objectivesPlayerstate").size.bottom; gameDescription.size = gameDescriptionSize; Engine.GetGUIObjectByName("objectivesPanel").hidden = false; } function closeObjectives() { g_IsObjectivesOpen = false; Engine.GetGUIObjectByName("objectivesPanel").hidden = true; } /** * Allows players to see their own summary. * If they have shared ally vision researched, they are able to see the summary of there allies too. */ function openGameSummary() { closeOpenDialogs(); pauseGame(); let extendedSimState = Engine.GuiInterfaceCall("GetExtendedSimulationState"); Engine.PushGuiPage("page_summary.xml", { "sim": { "mapSettings": g_GameAttributes.settings, "playerStates": extendedSimState.players.filter((state, player) => g_IsObserver || player == 0 || player == g_ViewedPlayer || extendedSimState.players[g_ViewedPlayer].hasSharedLos && g_Players[player].isMutualAlly[g_ViewedPlayer]), "timeElapsed": extendedSimState.timeElapsed }, "gui": { "dialog": true, "isInGame": true }, "selectedData": g_SummarySelectedData, "callback": "resumeGameAndSaveSummarySelectedData" }); } function openStrucTree() { closeOpenDialogs(); pauseGame(); // TODO add info about researched techs and unlocked entities Engine.PushGuiPage(g_CivInfo.page, { "civ": g_CivInfo.code || g_Players[g_ViewedPlayer].civ, "callback": "storeCivInfoPage" }); } function storeCivInfoPage(data) { g_CivInfo.code = data.civ; g_CivInfo.page = data.page; resumeGame(); } /** * Pause or resume the game. * * @param explicit - true if the player explicitly wants to pause or resume. * If this argument isn't set, a multiplayer game won't be paused and the pause overlay * won't be shown in single player. */ function pauseGame(pause = true, explicit = false) { // The NetServer only supports pausing after all clients finished loading the game. if (g_IsNetworked && (!explicit || !g_IsNetworkedActive)) return; if (explicit) g_Paused = pause; Engine.SetPaused(g_Paused || pause, !!explicit); if (g_IsNetworked) { setClientPauseState(Engine.GetPlayerGUID(), g_Paused); return; } updatePauseOverlay(); } function resumeGame(explicit = false) { pauseGame(false, explicit); } function resumeGameAndSaveSummarySelectedData(data) { g_SummarySelectedData = data.summarySelectedData; resumeGame(data.explicitResume); } /** * Called when the current player toggles a pause button. */ function togglePause() { if (!Engine.GetGUIObjectByName("pauseButton").enabled) return; closeOpenDialogs(); pauseGame(!g_Paused, true); } /** * Called when a client pauses or resumes in a multiplayer game. */ function setClientPauseState(guid, paused) { // Update the list of pausing clients. let index = g_PausingClients.indexOf(guid); if (paused && index == -1) g_PausingClients.push(guid); else if (!paused && index != -1) g_PausingClients.splice(index, 1); updatePauseOverlay(); Engine.SetPaused(!!g_PausingClients.length, false); } /** * Update the pause overlay. */ function updatePauseOverlay() { Engine.GetGUIObjectByName("pauseButton").caption = g_Paused ? translate("Resume") : translate("Pause"); Engine.GetGUIObjectByName("resumeMessage").hidden = !g_Paused; Engine.GetGUIObjectByName("pausedByText").hidden = !g_IsNetworked; Engine.GetGUIObjectByName("pausedByText").caption = sprintf(translate("Paused by %(players)s"), { "players": g_PausingClients.map(guid => colorizePlayernameByGUID(guid)).join(translateWithContext("Separator for a list of players", ", ")) }); Engine.GetGUIObjectByName("pauseOverlay").hidden = !(g_Paused || g_PausingClients.length); Engine.GetGUIObjectByName("pauseOverlay").onPress = g_Paused ? togglePause : function() {}; } function openManual() { closeOpenDialogs(); pauseGame(); Engine.PushGuiPage("page_manual.xml", { "page": "manual/intro", "title": translate("Manual"), "url": "http://trac.wildfiregames.com/wiki/0adManual", "callback": "resumeGame" }); } function toggleDeveloperOverlay() { if (!g_GameAttributes.settings.CheatsEnabled && !g_IsReplay) return; let devCommands = Engine.GetGUIObjectByName("devCommands"); devCommands.hidden = !devCommands.hidden; let message = devCommands.hidden ? markForTranslation("The Developer Overlay was closed.") : markForTranslation("The Developer Overlay was opened."); // Only players can send the simulation chat command if (Engine.GetPlayerID() == -1) submitChatDirectly(message); else Engine.PostNetworkCommand({ "type": "aichat", "message": message, "translateMessage": true, "translateParameters": [], "parameters": {} }); } function closeOpenDialogs() { closeMenu(); closeChat(); closeDiplomacy(); closeTrade(); closeObjectives(); } function formatTributeTooltip(playerID, resourceCode, amount) { return sprintf(translate("Tribute %(resourceAmount)s %(resourceType)s to %(playerName)s. Shift-click to tribute %(greaterAmount)s."), { "resourceAmount": amount, "resourceType": resourceNameWithinSentence(resourceCode), "playerName": colorizePlayernameByID(playerID), "greaterAmount": amount < 500 ? 500 : amount + 500 }); } Index: ps/trunk/binaries/data/mods/public/gui/session/selection_panels.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/session/selection_panels.js (revision 21541) +++ ps/trunk/binaries/data/mods/public/gui/session/selection_panels.js (revision 21542) @@ -1,1196 +1,1180 @@ /** * Contains the layout and button settings per selection panel * * getItems returns a list of basic items used to fill the panel. * This method is obligated. If the items list is empty, the panel * won't be rendered. * * Then there's a loop over all items provided. In the loop, * the item and some other standard data is added to a data object. * * The standard data is * { * "i": index * "item": item coming from the getItems function * "playerState": playerState * "unitEntStates": states of the selected entities * "rowLength": rowLength * "numberOfItems": number of items that will be processed * "button": gui Button object * "icon": gui Icon object * "guiSelection": gui button Selection overlay * "countDisplay": gui caption space * } * * Then for every data object, the setupButton function is called which * sets the view and handlers of the button. */ // Cache some formation info // Available formations per player let g_AvailableFormations = new Map(); let g_FormationsInfo = new Map(); let g_SelectionPanels = {}; g_SelectionPanels.Alert = { "getMaxNumberOfItems": function() { return 2; }, "getItems": function(unitEntStates) { return unitEntStates.some(state => !!state.alertRaiser) ? ["raise", "end"] : []; }, "setupButton": function(data) { data.button.onPress = function() { switch (data.item) { case "raise": raiseAlert(); return; case "end": endOfAlert(); return; } }; switch (data.item) { case "raise": data.icon.sprite = "stretched:session/icons/bell_level1.png"; data.button.tooltip = translate("Raise an alert!"); break; case "end": data.button.tooltip = translate("End of alert."); data.icon.sprite = "stretched:session/icons/bell_level0.png"; break; } data.button.enabled = controlsPlayer(data.player); setPanelObjectPosition(data.button, this.getMaxNumberOfItems() - data.i, data.rowLength); return true; } }; g_SelectionPanels.Barter = { "getMaxNumberOfItems": function() { return 4; }, "rowLength": 4, "conflictsWith": ["Garrison"], "getItems": function(unitEntStates) { // If more than `rowLength` resources, don't display icons. if (unitEntStates.every(state => !state.isBarterMarket) || g_ResourceData.GetCodes().length > this.rowLength) return []; return g_ResourceData.GetCodes(); }, "setupButton": function(data) { barterOpenCommon(data.item, data.i, "unitBarter"); barterUpdateCommon(data.item, data.i, "unitBarter", data.player); let button = {}; for (let action of g_BarterActions) button[action] = Engine.GetGUIObjectByName("unitBarter" + action + "Button[" + data.i + "]"); setPanelObjectPosition(button.Sell, data.i, data.rowLength); setPanelObjectPosition(button.Buy, data.i + data.rowLength, data.rowLength); return true; } }; g_SelectionPanels.Command = { "getMaxNumberOfItems": function() { return 6; }, "getItems": function(unitEntStates) { let commands = []; for (let command in g_EntityCommands) { let info = g_EntityCommands[command].getInfo(unitEntStates); if (info) { info.name = command; commands.push(info); } } return commands; }, "setupButton": function(data) { data.button.tooltip = data.item.tooltip; data.button.onPress = function() { if (data.item.callback) data.item.callback(data.item); else performCommand(data.unitEntStates, data.item.name); }; data.countDisplay.caption = data.item.count || ""; data.button.enabled = g_IsObserver && data.item.name == "focus-rally" || controlsPlayer(data.player) && (data.item.name != "delete" || data.unitEntStates.some(state => !isUndeletable(state))); data.icon.sprite = "stretched:session/icons/" + data.item.icon; let size = data.button.size; - // count on square buttons, so size.bottom is the width too - let spacer = size.bottom + 1; // relative to the center ( = 50%) size.rleft = 50; size.rright = 50; - // offset from the center calculation - size.left = (data.i - data.numberOfItems / 2) * spacer; + // offset from the center calculation, count on square buttons, so size.bottom is the width too + size.left = (data.i - data.numberOfItems / 2) * (size.bottom + 1); size.right = size.left + size.bottom; data.button.size = size; return true; } }; g_SelectionPanels.AllyCommand = { "getMaxNumberOfItems": function() { return 2; }, "conflictsWith": ["Command"], "getItems": function(unitEntStates) { let commands = []; for (let command in g_AllyEntityCommands) for (let state of unitEntStates) { let info = g_AllyEntityCommands[command].getInfo(state); if (info) { info.name = command; commands.push(info); break; } } return commands; }, "setupButton": function(data) { data.button.tooltip = data.item.tooltip; data.button.onPress = function() { if (data.item.callback) data.item.callback(data.item); else performAllyCommand(data.unitEntStates[0].id, data.item.name); }; data.countDisplay.caption = data.item.count || ""; data.button.enabled = !!data.item.count; let grayscale = data.button.enabled ? "" : "grayscale:"; data.icon.sprite = "stretched:" + grayscale + "session/icons/" + data.item.icon; let size = data.button.size; - // count on square buttons, so size.bottom is the width too - let spacer = size.bottom + 1; // relative to the center ( = 50%) size.rleft = 50; size.rright = 50; - // offset from the center calculation - size.left = (data.i - data.numberOfItems / 2) * spacer; + // offset from the center calculation, count on square buttons, so size.bottom is the width too + size.left = (data.i - data.numberOfItems / 2) * (size.bottom + 1); size.right = size.left + size.bottom; data.button.size = size; return true; } }; g_SelectionPanels.Construction = { "getMaxNumberOfItems": function() { return 24 - getNumberOfRightPanelButtons(); }, "getItems": function() { return getAllBuildableEntitiesFromSelection(); }, "setupButton": function(data) { let template = GetTemplateData(data.item); if (!template) return false; let technologyEnabled = Engine.GuiInterfaceCall("IsTechnologyResearched", { "tech": template.requiredTechnology, "player": data.player }); let neededResources; if (template.cost) neededResources = Engine.GuiInterfaceCall("GetNeededResources", { "cost": multiplyEntityCosts(template, 1), "player": data.player }); data.button.onPress = function() { startBuildingPlacement(data.item, data.playerState); }; data.button.onPressRight = function() { showTemplateDetails(data.item); }; let tooltips = [ getEntityNamesFormatted, getVisibleEntityClassesFormatted, getAurasTooltip, getEntityTooltip, getEntityCostTooltip, getGarrisonTooltip, getPopulationBonusTooltip, showTemplateViewerOnRightClickTooltip ].map(func => func(template)); let limits = getEntityLimitAndCount(data.playerState, data.item); tooltips.push( formatLimitString(limits.entLimit, limits.entCount, limits.entLimitChangers), getRequiredTechnologyTooltip(technologyEnabled, template.requiredTechnology, GetSimState().players[data.player].civ), getNeededResourcesTooltip(neededResources)); data.button.tooltip = tooltips.filter(tip => tip).join("\n"); let modifier = ""; if (!technologyEnabled || limits.canBeAddedCount == 0) { data.button.enabled = false; modifier += "color:0 0 0 127:grayscale:"; } else if (neededResources) { data.button.enabled = false; modifier += resourcesToAlphaMask(neededResources) + ":"; } else data.button.enabled = controlsPlayer(data.player); if (template.icon) data.icon.sprite = modifier + "stretched:session/portraits/" + template.icon; - let index = data.i + getNumberOfRightPanelButtons(); - setPanelObjectPosition(data.button, index, data.rowLength); + setPanelObjectPosition(data.button, data.i + getNumberOfRightPanelButtons(), data.rowLength); return true; } }; g_SelectionPanels.Formation = { "getMaxNumberOfItems": function() { return 16; }, "rowLength": 4, "conflictsWith": ["Garrison"], "getItems": function(unitEntStates) { if (unitEntStates.some(state => !hasClass(state, "Unit"))) return []; if (!g_AvailableFormations.has(unitEntStates[0].player)) g_AvailableFormations.set(unitEntStates[0].player, Engine.GuiInterfaceCall("GetAvailableFormations", unitEntStates[0].player)); let availableFormations = g_AvailableFormations.get(unitEntStates[0].player); // Hide the panel if all formations are disabled if (availableFormations.some(formation => canMoveSelectionIntoFormation(formation))) return availableFormations; return []; }, "setupButton": function(data) { if (!g_FormationsInfo.has(data.item)) g_FormationsInfo.set(data.item, Engine.GuiInterfaceCall("GetFormationInfoFromTemplate", { "templateName": data.item })); let formationInfo = g_FormationsInfo.get(data.item); let formationOk = canMoveSelectionIntoFormation(data.item); + let unitIds = data.unitEntStates.map(state => state.id); let formationSelected = Engine.GuiInterfaceCall("IsFormationSelected", { - "ents": data.unitEntStates.map(state => state.id), + "ents": unitIds, "formationTemplate": data.item }); data.button.onPress = function() { - performFormation(data.unitEntStates.map(state => state.id), data.item); + performFormation(unitIds, data.item); }; let tooltip = translate(formationInfo.name); if (!formationOk && formationInfo.tooltip) tooltip += "\n" + coloredText(translate(formationInfo.tooltip), "red"); data.button.tooltip = tooltip; data.button.enabled = formationOk && controlsPlayer(data.player); let grayscale = formationOk ? "" : "grayscale:"; data.guiSelection.hidden = !formationSelected; data.icon.sprite = "stretched:" + grayscale + "session/icons/" + formationInfo.icon; setPanelObjectPosition(data.button, data.i, data.rowLength); return true; } }; g_SelectionPanels.Garrison = { "getMaxNumberOfItems": function() { return 12; }, "rowLength": 4, "conflictsWith": ["Barter"], "getItems": function(unitEntStates) { if (unitEntStates.every(state => !state.garrisonHolder)) return []; let groups = new EntityGroups(); for (let state of unitEntStates) if (state.garrisonHolder) groups.add(state.garrisonHolder.entities); return groups.getEntsGrouped(); }, "setupButton": function(data) { let entState = GetEntityState(data.item.ents[0]); let template = GetTemplateData(entState.template); if (!template) return false; data.button.onPress = function() { unloadTemplate(template.selectionGroupName || entState.template, entState.player); }; data.countDisplay.caption = data.item.ents.length || ""; - let garrisonedUnitOwner = entState.player; - let canUngarrison = g_ViewedPlayer == data.player || - g_ViewedPlayer == garrisonedUnitOwner; + g_ViewedPlayer == entState.player; data.button.enabled = canUngarrison && controlsPlayer(g_ViewedPlayer); - let tooltip = canUngarrison || g_IsObserver ? + data.button.tooltip = (canUngarrison || g_IsObserver ? sprintf(translate("Unload %(name)s"), { "name": getEntityNames(template) }) + "\n" + translate("Single-click to unload 1. Shift-click to unload all of this type.") : - getEntityNames(template); - - tooltip += "\n" + sprintf(translate("Player: %(playername)s"), { - "playername": g_Players[garrisonedUnitOwner].name - }); - - data.button.tooltip = tooltip; + getEntityNames(template)) + "\n" + + sprintf(translate("Player: %(playername)s"), { + "playername": g_Players[entState.player].name + }); - data.guiSelection.sprite = getPlayerHighlightColor(garrisonedUnitOwner); + data.guiSelection.sprite = getPlayerHighlightColor(entState.player); data.button.sprite_disabled = data.button.sprite; // Selection panel buttons only appear disabled if they // also appear disabled to the owner of the building. data.icon.sprite = (canUngarrison || g_IsObserver ? "" : "grayscale:") + "stretched:session/portraits/" + template.icon; setPanelObjectPosition(data.button, data.i, data.rowLength); return true; } }; g_SelectionPanels.Gate = { "getMaxNumberOfItems": function() { return 24 - getNumberOfRightPanelButtons(); }, "getItems": function(unitEntStates) { let hideLocked = unitEntStates.every(state => !state.gate || !state.gate.locked); let hideUnlocked = unitEntStates.every(state => !state.gate || state.gate.locked); if (hideLocked && hideUnlocked) return []; return [ { "hidden": hideLocked, "tooltip": translate("Lock Gate"), "icon": "session/icons/lock_locked.png", "locked": true }, { "hidden": hideUnlocked, "tooltip": translate("Unlock Gate"), "icon": "session/icons/lock_unlocked.png", "locked": false } ]; }, "setupButton": function(data) { data.button.onPress = function() { lockGate(data.item.locked); }; data.button.tooltip = data.item.tooltip; data.button.enabled = controlsPlayer(data.player); data.guiSelection.hidden = data.item.hidden; data.icon.sprite = "stretched:" + data.item.icon; - let index = data.i + getNumberOfRightPanelButtons(); - setPanelObjectPosition(data.button, index, data.rowLength); + setPanelObjectPosition(data.button, data.i + getNumberOfRightPanelButtons(), data.rowLength); return true; } }; g_SelectionPanels.Pack = { "getMaxNumberOfItems": function() { return 24 - getNumberOfRightPanelButtons(); }, "getItems": function(unitEntStates) { let checks = {}; for (let state of unitEntStates) { if (!state.pack) continue; if (state.pack.progress == 0) { if (state.pack.packed) checks.unpackButton = true; else checks.packButton = true; } else if (state.pack.packed) checks.unpackCancelButton = true; else checks.packCancelButton = true; } let items = []; if (checks.packButton) items.push({ "packing": false, "packed": false, "tooltip": translate("Pack"), "callback": function() { packUnit(true); } }); if (checks.unpackButton) items.push({ "packing": false, "packed": true, "tooltip": translate("Unpack"), "callback": function() { packUnit(false); } }); if (checks.packCancelButton) items.push({ "packing": true, "packed": false, "tooltip": translate("Cancel Packing"), "callback": function() { cancelPackUnit(true); } }); if (checks.unpackCancelButton) items.push({ "packing": true, "packed": true, "tooltip": translate("Cancel Unpacking"), "callback": function() { cancelPackUnit(false); } }); return items; }, "setupButton": function(data) { data.button.onPress = function() {data.item.callback(data.item); }; data.button.tooltip = data.item.tooltip; if (data.item.packing) data.icon.sprite = "stretched:session/icons/cancel.png"; else if (data.item.packed) data.icon.sprite = "stretched:session/icons/unpack.png"; else data.icon.sprite = "stretched:session/icons/pack.png"; data.button.enabled = controlsPlayer(data.player); - let index = data.i + getNumberOfRightPanelButtons(); - setPanelObjectPosition(data.button, index, data.rowLength); + setPanelObjectPosition(data.button, data.i + getNumberOfRightPanelButtons(), data.rowLength); return true; } }; g_SelectionPanels.Queue = { "getMaxNumberOfItems": function() { return 16; }, /** * Returns a list of all items in the productionqueue of the selection * The first entry of every entity's production queue will come before * the second entry of every entity's production queue */ "getItems": function(unitEntStates) { let queue = []; let foundNew = true; for (let i = 0; foundNew; ++i) { foundNew = false; for (let state of unitEntStates) { if (!state.production || !state.production.queue[i]) continue; queue.push({ "producingEnt": state.id, "queuedItem": state.production.queue[i] }); foundNew = true; } } return queue; }, "resizePanel": function(numberOfItems, rowLength) { let numRows = Math.ceil(numberOfItems / rowLength); let panel = Engine.GetGUIObjectByName("unitQueuePanel"); let size = panel.size; let buttonSize = Engine.GetGUIObjectByName("unitQueueButton[0]").size.bottom; let margin = 4; size.top = size.bottom - numRows * buttonSize - (numRows + 2) * margin; panel.size = size; }, "setupButton": function(data) { let queuedItem = data.item.queuedItem; // Differentiate between units and techs let template; if (queuedItem.unitTemplate) template = GetTemplateData(queuedItem.unitTemplate); else if (queuedItem.technologyTemplate) template = GetTechnologyData(queuedItem.technologyTemplate, GetSimState().players[data.player].civ); else { warning("Unknown production queue template " + uneval(queuedItem)); return false; } data.button.onPress = function() { removeFromProductionQueue(data.item.producingEnt, queuedItem.id); }; let tooltip = getEntityNames(template); if (queuedItem.neededSlots) { tooltip += "\n" + coloredText(translate("Insufficient population capacity:"), "red"); tooltip += "\n" + sprintf(translate("%(population)s %(neededSlots)s"), { "population": resourceIcon("population"), "neededSlots": queuedItem.neededSlots }); } data.button.tooltip = tooltip; data.countDisplay.caption = queuedItem.count > 1 ? queuedItem.count : ""; // Show the time remaining to finish the first item if (data.i == 0) Engine.GetGUIObjectByName("queueTimeRemaining").caption = Engine.FormatMillisecondsIntoDateStringGMT(queuedItem.timeRemaining, translateWithContext("countdown format", "m:ss")); let guiObject = Engine.GetGUIObjectByName("unitQueueProgressSlider[" + data.i + "]"); let size = guiObject.size; // Buttons are assumed to be square, so left/right offsets can be used for top/bottom. size.top = size.left + Math.round(queuedItem.progress * (size.right - size.left)); guiObject.size = size; if (template.icon) data.icon.sprite = "stretched:session/portraits/" + template.icon; data.button.enabled = controlsPlayer(data.player); setPanelObjectPosition(data.button, data.i, data.rowLength); return true; } }; g_SelectionPanels.Research = { "getMaxNumberOfItems": function() { return 8; }, "getItems": function(unitEntStates) { let ret = []; if (unitEntStates.length == 1) return !unitEntStates[0].production || !unitEntStates[0].production.technologies ? ret : unitEntStates[0].production.technologies.map(tech => ({ "tech": tech, "techCostMultiplier": unitEntStates[0].production.techCostMultiplier, "researchFacilityId": unitEntStates[0].id })); for (let state of unitEntStates) { if (!state.production || !state.production.technologies) continue; // Remove the techs we already have in ret (with the same name and techCostMultiplier) let filteredTechs = state.production.technologies.filter( tech => tech != null && !ret.some( item => (item.tech == tech || item.tech.pair && tech.pair && item.tech.bottom == tech.bottom && item.tech.top == tech.top) && Object.keys(item.techCostMultiplier).every( k => item.techCostMultiplier[k] == state.production.techCostMultiplier[k]) )); if (filteredTechs.length + ret.length <= this.getMaxNumberOfItems() && getNumberOfRightPanelButtons() <= this.getMaxNumberOfItems() * (filteredTechs.some(tech => !!tech.pair) ? 1 : 2)) ret = ret.concat(filteredTechs.map(tech => ({ "tech": tech, "techCostMultiplier": state.production.techCostMultiplier, "researchFacilityId": state.id }))); } return ret; }, "hideItem": function(i, rowLength) // Called when no item is found { Engine.GetGUIObjectByName("unitResearchButton[" + i + "]").hidden = true; // We also remove the paired tech and the pair symbol Engine.GetGUIObjectByName("unitResearchButton[" + (i + rowLength) + "]").hidden = true; Engine.GetGUIObjectByName("unitResearchPair[" + i + "]").hidden = true; }, "setupButton": function(data) { if (!data.item.tech) { g_SelectionPanels.Research.hideItem(data.i, data.rowLength); return false; } - let techs = data.item.tech.pair ? [data.item.tech.bottom, data.item.tech.top] : [data.item.tech]; // Start position (start at the bottom) let position = data.i + data.rowLength; // Only show the top button for pairs if (!data.item.tech.pair) Engine.GetGUIObjectByName("unitResearchButton[" + data.i + "]").hidden = true; // Set up the tech connector let pair = Engine.GetGUIObjectByName("unitResearchPair[" + data.i + "]"); pair.hidden = data.item.tech.pair == null; setPanelObjectPosition(pair, data.i, data.rowLength); // Handle one or two techs (tech pair) let player = data.player; - for (let i in techs) + let playerState = GetSimState().players[player]; + for (let tech of data.item.tech.pair ? [data.item.tech.bottom, data.item.tech.top] : [data.item.tech]) { - let tech = techs[i]; - let playerState = GetSimState().players[player]; - // Don't change the object returned by GetTechnologyData let template = clone(GetTechnologyData(tech, playerState.civ)); if (!template) return false; for (let res in template.cost) template.cost[res] *= data.item.techCostMultiplier[res]; let neededResources = Engine.GuiInterfaceCall("GetNeededResources", { "cost": template.cost, "player": player }); let requirementsPassed = Engine.GuiInterfaceCall("CheckTechnologyRequirements", { "tech": tech, "player": player }); let button = Engine.GetGUIObjectByName("unitResearchButton[" + position + "]"); let icon = Engine.GetGUIObjectByName("unitResearchIcon[" + position + "]"); let tooltips = [ getEntityNamesFormatted, getEntityTooltip, getEntityCostTooltip, showTemplateViewerOnRightClickTooltip ].map(func => func(template)); if (!requirementsPassed) { let tip = template.requirementsTooltip; let reqs = template.reqs; for (let req of reqs) { if (!req.entities) continue; let entityCounts = []; for (let entity of req.entities) { let current = 0; switch (entity.check) { case "count": current = playerState.classCounts[entity.class] || 0; break; case "variants": current = playerState.typeCountsByClass[entity.class] ? Object.keys(playerState.typeCountsByClass[entity.class]).length : 0; break; } let remaining = entity.number - current; if (remaining < 1) continue; entityCounts.push(sprintf(translatePlural("%(number)s entity of class %(class)s", "%(number)s entities of class %(class)s", remaining), { "number": remaining, "class": entity.class })); } tip += " " + sprintf(translate("Remaining: %(entityCounts)s"), { "entityCounts": entityCounts.join(translateWithContext("Separator for a list of entity counts", ", ")) }); } tooltips.push(tip); } tooltips.push(getNeededResourcesTooltip(neededResources)); button.tooltip = tooltips.filter(tip => tip).join("\n"); button.onPress = function() { addResearchToQueue(data.item.researchFacilityId, tech); }; button.onPressRight = function () { - let researcherTemplate; - for (let selectedEntity of data.unitEntStates) - if (selectedEntity.id == data.item.researchFacilityId) - researcherTemplate = selectedEntity.template; - showTemplateDetails(tech, GetTemplateData(researcherTemplate).nativeCiv); + showTemplateDetails( + tech, + GetTemplateData(data.unitEntStates.find(state => state.id == data.item.researchFacilityId).template).nativeCiv); }; if (data.item.tech.pair) { // On mouse enter, show a cross over the other icon - let otherPosition = (position + data.rowLength) % (2 * data.rowLength); - let unchosenIcon = Engine.GetGUIObjectByName("unitResearchUnchosenIcon[" + otherPosition + "]"); + let unchosenIcon = Engine.GetGUIObjectByName("unitResearchUnchosenIcon[" + (position + data.rowLength) % (2 * data.rowLength) + "]"); button.onMouseEnter = function() { unchosenIcon.hidden = false; }; button.onMouseLeave = function() { unchosenIcon.hidden = true; }; } button.hidden = false; let modifier = ""; if (!requirementsPassed) { button.enabled = false; modifier += "color:0 0 0 127:grayscale:"; } else if (neededResources) { button.enabled = false; modifier += resourcesToAlphaMask(neededResources) + ":"; } else button.enabled = controlsPlayer(data.player); if (template.icon) icon.sprite = modifier + "stretched:session/portraits/" + template.icon; setPanelObjectPosition(button, position, data.rowLength); // Prepare to handle the top button (if any) position -= data.rowLength; } return true; } }; g_SelectionPanels.Selection = { "getMaxNumberOfItems": function() { return 16; }, "rowLength": 4, "getItems": function(unitEntStates) { if (unitEntStates.length < 2) return []; return g_Selection.groups.getEntsGrouped(); }, "setupButton": function(data) { let entState = GetEntityState(data.item.ents[0]); let template = GetTemplateData(entState.template); if (!template) return false; for (let ent of data.item.ents) { let state = GetEntityState(ent); if (state.resourceCarrying && state.resourceCarrying.length !== 0) { if (!data.carried) data.carried = {}; let carrying = state.resourceCarrying[0]; if (data.carried[carrying.type]) data.carried[carrying.type] += carrying.amount; else data.carried[carrying.type] = carrying.amount; } if (state.trader && state.trader.goods && state.trader.goods.amount) { if (!data.carried) data.carried = {}; let amount = state.trader.goods.amount; let type = state.trader.goods.type; let totalGain = amount.traderGain; if (amount.market1Gain) totalGain += amount.market1Gain; if (amount.market2Gain) totalGain += amount.market2Gain; if (data.carried[type]) data.carried[type] += totalGain; else data.carried[type] = totalGain; } } let unitOwner = GetEntityState(data.item.ents[0]).player; let tooltip = getEntityNames(template); if (data.carried) tooltip += "\n" + Object.keys(data.carried).map(res => resourceIcon(res) + data.carried[res] ).join(" "); if (g_IsObserver) tooltip += "\n" + sprintf(translate("Player: %(playername)s"), { "playername": g_Players[unitOwner].name }); data.button.tooltip = tooltip; data.guiSelection.sprite = getPlayerHighlightColor(unitOwner); data.guiSelection.hidden = !g_IsObserver; data.countDisplay.caption = data.item.ents.length || ""; data.button.onPress = function() { changePrimarySelectionGroup(data.item.key, false); }; data.button.onPressRight = function() { changePrimarySelectionGroup(data.item.key, true); }; if (template.icon) data.icon.sprite = "stretched:session/portraits/" + template.icon; setPanelObjectPosition(data.button, data.i, data.rowLength); return true; } }; g_SelectionPanels.Stance = { "getMaxNumberOfItems": function() { return 5; }, "getItems": function(unitEntStates) { if (unitEntStates.some(state => !state.unitAI || !hasClass(state, "Unit") || hasClass(state, "Animal"))) return []; return unitEntStates[0].unitAI.selectableStances; }, "setupButton": function(data) { - data.button.onPress = function() { performStance(data.unitEntStates.map(state => state.id), data.item); }; + let unitIds = data.unitEntStates.map(state => state.id); + data.button.onPress = function() { performStance(unitIds, data.item); }; data.button.tooltip = getStanceDisplayName(data.item) + "\n" + "[font=\"sans-13\"]" + getStanceTooltip(data.item) + "[/font]"; data.guiSelection.hidden = !Engine.GuiInterfaceCall("IsStanceSelected", { - "ents": data.unitEntStates.map(state => state.id), + "ents": unitIds, "stance": data.item }); data.icon.sprite = "stretched:session/icons/stances/" + data.item + ".png"; data.button.enabled = controlsPlayer(data.player); setPanelObjectPosition(data.button, data.i, data.rowLength); return true; } }; g_SelectionPanels.Training = { "getMaxNumberOfItems": function() { return 24 - getNumberOfRightPanelButtons(); }, "getItems": function() { return getAllTrainableEntitiesFromSelection(); }, "setupButton": function(data) { let template = GetTemplateData(data.item); if (!template) return false; let technologyEnabled = Engine.GuiInterfaceCall("IsTechnologyResearched", { "tech": template.requiredTechnology, "player": data.player }); + let unitIds = data.unitEntStates.map(status => status.id) let [buildingsCountToTrainFullBatch, fullBatchSize, remainderBatch] = - getTrainingStatus(data.unitEntStates.map(status => status.id), data.item, data.playerState); + getTrainingStatus(unitIds, data.item, data.playerState); let trainNum = buildingsCountToTrainFullBatch * fullBatchSize + remainderBatch; let neededResources; if (template.cost) neededResources = Engine.GuiInterfaceCall("GetNeededResources", { "cost": multiplyEntityCosts(template, trainNum), "player": data.player }); data.button.onPress = function() { if (!neededResources) - addTrainingToQueue(data.unitEntStates.map(state => state.id), data.item, data.playerState); + addTrainingToQueue(unitIds, data.item, data.playerState); }; data.button.onPressRight = function() { showTemplateDetails(data.item); }; data.countDisplay.caption = trainNum > 1 ? trainNum : ""; let tooltips = [ "[font=\"sans-bold-16\"]" + colorizeHotkey("%(hotkey)s", "session.queueunit." + (data.i + 1)) + "[/font]" + " " + getEntityNamesFormatted(template), getVisibleEntityClassesFormatted(template), getAurasTooltip(template), getEntityTooltip(template), - getEntityCostTooltip(template, data.unitEntStates[0].id, buildingsCountToTrainFullBatch, fullBatchSize, remainderBatch) + getEntityCostTooltip(template, unitIds[0], buildingsCountToTrainFullBatch, fullBatchSize, remainderBatch) ]; let limits = getEntityLimitAndCount(data.playerState, data.item); tooltips.push(formatLimitString(limits.entLimit, limits.entCount, limits.entLimitChangers)); if (Engine.ConfigDB_GetValue("user", "showdetailedtooltips") === "true") tooltips = tooltips.concat([ getHealthTooltip, getAttackTooltip, getSplashDamageTooltip, getHealerTooltip, getArmorTooltip, getGarrisonTooltip, getProjectilesTooltip, getSpeedTooltip ].map(func => func(template))); tooltips.push(showTemplateViewerOnRightClickTooltip()); tooltips.push( formatBatchTrainingString(buildingsCountToTrainFullBatch, fullBatchSize, remainderBatch), getRequiredTechnologyTooltip(technologyEnabled, template.requiredTechnology, GetSimState().players[data.player].civ), getNeededResourcesTooltip(neededResources)); data.button.tooltip = tooltips.filter(tip => tip).join("\n"); let modifier = ""; if (!technologyEnabled || limits.canBeAddedCount == 0) { data.button.enabled = false; modifier = "color:0 0 0 127:grayscale:"; } else { data.button.enabled = controlsPlayer(data.player); if (neededResources) modifier = resourcesToAlphaMask(neededResources) + ":"; } if (template.icon) data.icon.sprite = modifier + "stretched:session/portraits/" + template.icon; let index = data.i + getNumberOfRightPanelButtons(); setPanelObjectPosition(data.button, index, data.rowLength); return true; } }; g_SelectionPanels.Upgrade = { "getMaxNumberOfItems": function() { return 24 - getNumberOfRightPanelButtons(); }, "getItems": function(unitEntStates) { // Interface becomes complicated with multiple different units and this is meant per-entity, so prevent it if the selection has multiple different units. if (unitEntStates.some(state => state.template != unitEntStates[0].template)) return false; return unitEntStates[0].upgrade && unitEntStates[0].upgrade.upgrades; }, "setupButton": function(data) { let template = GetTemplateData(data.item.entity); if (!template) return false; let technologyEnabled = true; if (data.item.requiredTechnology) technologyEnabled = Engine.GuiInterfaceCall("IsTechnologyResearched", { "tech": data.item.requiredTechnology, "player": data.player }); let neededResources = data.item.cost && Engine.GuiInterfaceCall("GetNeededResources", { "cost": multiplyEntityCosts(data.item, data.unitEntStates.length), "player": data.player }); let limits = getEntityLimitAndCount(data.playerState, data.item.entity); let progress = data.unitEntStates[0].upgrade.progress || 0; let isUpgrading = data.unitEntStates[0].upgrade.template == data.item.entity; let tooltip; if (!progress) { let tooltips = []; if (data.item.tooltip) tooltips.push(sprintf(translate("Upgrade into a %(name)s. %(tooltip)s"), { "name": template.name.generic, "tooltip": translate(data.item.tooltip) })); else tooltips.push(sprintf(translate("Upgrade into a %(name)s."), { "name": template.name.generic })); tooltips.push( getEntityCostComponentsTooltipString(data.item, undefined, data.unitEntStates.length), formatLimitString(limits.entLimit, limits.entCount, limits.entLimitChangers), getRequiredTechnologyTooltip(technologyEnabled, data.item.requiredTechnology, GetSimState().players[data.player].civ), getNeededResourcesTooltip(neededResources), showTemplateViewerOnRightClickTooltip()); tooltip = tooltips.filter(tip => tip).join("\n"); data.button.onPress = function() { upgradeEntity(data.item.entity); }; } else if (isUpgrading) { tooltip = translate("Cancel Upgrading"); data.button.onPress = function() { cancelUpgradeEntity(); }; } else { tooltip = translate("Cannot upgrade when the entity is already upgrading."); data.button.onPress = function() {}; } data.button.enabled = controlsPlayer(data.player); data.button.tooltip = tooltip; data.button.onPressRight = function() { showTemplateDetails(data.item.entity); }; let modifier = ""; if (!isUpgrading) if (progress || !technologyEnabled || limits.canBeAddedCount == 0 && !hasSameRestrictionCategory(data.item.entity, data.unitEntStates[0].template)) { data.button.enabled = false; modifier = "color:0 0 0 127:grayscale:"; } else if (neededResources) { data.button.enabled = false; modifier = resourcesToAlphaMask(neededResources) + ":"; } data.icon.sprite = modifier + "stretched:session/" + (data.item.icon || "portraits/" + template.icon); data.countDisplay.caption = data.unitEntStates.length > 1 ? data.unitEntStates.length : ""; let progressOverlay = Engine.GetGUIObjectByName("unitUpgradeProgressSlider[" + data.i + "]"); if (isUpgrading) { let size = progressOverlay.size; size.top = size.left + Math.round(progress * (size.right - size.left)); progressOverlay.size = size; } progressOverlay.hidden = !isUpgrading; - let index = data.i + getNumberOfRightPanelButtons(); - setPanelObjectPosition(data.button, index, data.rowLength); + setPanelObjectPosition(data.button, data.i + getNumberOfRightPanelButtons(), data.rowLength); return true; } }; /** * Pauses game and opens the template details viewer for a selected entity or technology. * * Technologies don't have a set civ, so we pass along the native civ of * the template of the entity that's researching it. * * @param {string} [civCode] - The template name of the entity that researches the selected technology. */ function showTemplateDetails(templateName, civCode) { pauseGame(); Engine.PushGuiPage("page_viewer.xml", { "templateName": templateName, "callback": "resumeGame", "civ": civCode }); } /** * If two panels need the same space, so they collide, * the one appearing first in the order is rendered. * * Note that the panel needs to appear in the list to get rendered. */ let g_PanelsOrder = [ // LEFT PANE "Barter", // Must always be visible on markets "Garrison", // More important than Formation, as you want to see the garrisoned units in ships "Alert", "Formation", "Stance", // Normal together with formation // RIGHT PANE "Gate", // Must always be shown on gates "Pack", // Must always be shown on packable entities "Upgrade", // Must always be shown on upgradable entities "Training", "Construction", "Research", // Normal together with training // UNIQUE PANES (importance doesn't matter) "Command", "AllyCommand", "Queue", "Selection", ]; Index: ps/trunk/binaries/data/mods/public/gui/session/unit_commands.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/session/unit_commands.js (revision 21541) +++ ps/trunk/binaries/data/mods/public/gui/session/unit_commands.js (revision 21542) @@ -1,230 +1,230 @@ // 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, "Alert": 0, "Barter": 0, "Construction": 0, "Command": 0, "AllyCommand": 0, "Stance": 0, "Gate": 0, "Pack": 0, "Upgrade": 0 }; /** * Set the position of a panel object according to the index, * from left to right, from top to bottom. * Will wrap around to subsequent rows if the index * is larger than rowLength. */ function setPanelObjectPosition(object, index, rowLength, vMargin = 1, hMargin = 1) { var size = object.size; // horizontal position var oWidth = size.right - size.left; var hIndex = index % rowLength; size.left = hIndex * (oWidth + vMargin); size.right = size.left + oWidth; // vertical position var oHeight = size.bottom - size.top; var vIndex = Math.floor(index / rowLength); size.top = vIndex * (oHeight + hMargin); size.bottom = size.top + oHeight; object.size = size; } /** * 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 g_SelectionPanels. * @param unitEntStates Entity states of the selected units * @param playerState Player state */ function setupUnitPanel(guiName, unitEntStates, playerState) { if (!g_SelectionPanels[guiName]) { error("unknown guiName used '" + guiName + "'"); return; } - let selection = g_Selection.toList(); let items = g_SelectionPanels[guiName].getItems(unitEntStates); if (!items || !items.length) return; let numberOfItems = Math.min(items.length, g_SelectionPanels[guiName].getMaxNumberOfItems()); let rowLength = g_SelectionPanels[guiName].rowLength || 8; if (g_SelectionPanels[guiName].resizePanel) g_SelectionPanels[guiName].resizePanel(numberOfItems, rowLength); for (let i = 0; i < numberOfItems; ++i) { let data = { "i": i, "item": items[i], "playerState": playerState, "player": unitEntStates[0].player, "unitEntStates": unitEntStates, "rowLength": rowLength, "numberOfItems": numberOfItems, // depending on the XML, some of the GUI objects may be undefined "button": Engine.GetGUIObjectByName("unit" + guiName + "Button[" + i + "]"), "icon": Engine.GetGUIObjectByName("unit" + guiName + "Icon[" + i + "]"), "guiSelection": Engine.GetGUIObjectByName("unit" + guiName + "Selection[" + i + "]"), "countDisplay": Engine.GetGUIObjectByName("unit" + guiName + "Count[" + i + "]") }; if (data.button) { data.button.hidden = false; data.button.enabled = true; data.button.tooltip = ""; data.button.caption = ""; } if (g_SelectionPanels[guiName].setupButton && !g_SelectionPanels[guiName].setupButton(data)) continue; // TODO: we should require all entities to have icons, so this case never occurs if (data.icon && !data.icon.sprite) data.icon.sprite = "BackgroundBlack"; } // Hide any buttons we're no longer using for (let i = numberOfItems; i < g_unitPanelButtons[guiName]; ++i) if (g_SelectionPanels[guiName].hideItem) g_SelectionPanels[guiName].hideItem(i, rowLength); else Engine.GetGUIObjectByName("unit" + guiName + "Button[" + i + "]").hidden = true; g_unitPanelButtons[guiName] = numberOfItems; g_SelectionPanels[guiName].used = true; } /** * Updates the selection panels where buttons are supposed to * depend on the context. * 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 entStates Entity states of the selected units * @param supplementalDetailsPanel Reference to the * "supplementalSelectionDetails" GUI Object * @param commandsPanel Reference to the "commandsPanel" GUI Object */ function updateUnitCommands(entStates, supplementalDetailsPanel, commandsPanel) { for (let panel in g_SelectionPanels) g_SelectionPanels[panel].used = false; // If the selection is friendly units, add the command panels // Get player state to check some constraints // e.g. presence of a hero or build limits let playerStates = GetSimState().players; let playerState = playerStates[Engine.GetPlayerID()]; if (g_IsObserver || entStates.every(entState => controlsPlayer(entState.player))) { - for (var guiName of g_PanelsOrder) + for (let guiName of g_PanelsOrder) { + if (g_SelectionPanels[guiName].conflictsWith && g_SelectionPanels[guiName].conflictsWith.some(p => g_SelectionPanels[p].used)) continue; setupUnitPanel(guiName, entStates, playerStates[entStates[0].player]); } supplementalDetailsPanel.hidden = false; commandsPanel.hidden = false; } else if (playerState.isMutualAlly[entStates[0].player]) // owned by allied player { // TODO if there's a second panel needed for a different player // we should consider adding the players list to g_SelectionPanels setupUnitPanel("Garrison", entStates, playerState); setupUnitPanel("AllyCommand", entStates, playerState); supplementalDetailsPanel.hidden = !g_SelectionPanels.Garrison.used; commandsPanel.hidden = true; } 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) - for (var panelName in g_SelectionPanels) + for (let panelName in g_SelectionPanels) Engine.GetGUIObjectByName("unit" + panelName + "Panel").hidden = !g_SelectionPanels[panelName].used; } // Force hide commands panels function hideUnitCommands() { for (var panelName in g_SelectionPanels) Engine.GetGUIObjectByName("unit" + panelName + "Panel").hidden = true; } // Get all of the available entities which can be trained by the selected entities function getAllTrainableEntities(selection) { let trainableEnts = []; // Get all buildable and trainable entities for (let ent of selection) { let state = GetEntityState(ent); if (state && state.production && state.production.entities.length) trainableEnts = trainableEnts.concat(state.production.entities); } // Remove duplicates removeDupes(trainableEnts); return trainableEnts; } function getAllTrainableEntitiesFromSelection() { if (!g_allTrainableEntities) g_allTrainableEntities = getAllTrainableEntities(g_Selection.toList()); return g_allTrainableEntities; } // Get all of the available entities which can be built by the selected entities function getAllBuildableEntities(selection) { return Engine.GuiInterfaceCall("GetAllBuildableEntities", { "entities": selection }); } function getAllBuildableEntitiesFromSelection() { if (!g_allBuildableEntities) g_allBuildableEntities = getAllBuildableEntities(g_Selection.toList()); return g_allBuildableEntities; } function getNumberOfRightPanelButtons() { var sum = 0; for (let prop of ["Construction", "Training", "Pack", "Gate", "Upgrade"]) if (g_SelectionPanels[prop].used) sum += g_unitPanelButtons[prop]; return sum; }