Index: ps/trunk/binaries/data/mods/public/gui/session/input.js
===================================================================
--- ps/trunk/binaries/data/mods/public/gui/session/input.js (revision 23220)
+++ ps/trunk/binaries/data/mods/public/gui/session/input.js (revision 23221)
@@ -1,1629 +1,1629 @@
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;
const ACTION_GUARD = 3;
const ACTION_PATROL = 4;
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;
const INPUT_UNIT_POSITION_START = 10;
const INPUT_UNIT_POSITION = 11;
var inputState = INPUT_NORMAL;
const INVALID_ENTITY = 0;
var mouseX = 0;
var mouseY = 0;
var mouseIsOverObject = false;
/**
* Containing the ingame position which span the line.
*/
var g_FreehandSelection_InputLine = [];
/**
* Minimum squared distance when a mouse move is called a drag.
*/
const g_FreehandSelection_ResolutionInputLineSquared = 1;
/**
* Minimum length a dragged line should have to use the freehand selection.
*/
const g_FreehandSelection_MinLengthOfLine = 8;
/**
* To start the freehandSelection function you need a minimum number of units.
* Minimum must be 2, for better performance you could set it higher.
*/
const g_FreehandSelection_MinNumberOfUnits = 2;
/**
* Number of pixels the mouse can move before the action is considered a drag.
*/
const g_MaxDragDelta = 4;
/**
* Used for remembering mouse coordinates at start of drag operations.
*/
var g_DragStart;
/**
* Store the clicked entity on mousedown or mouseup for single/double/triple clicks to select entities.
* If any mousedown or mouseup of a sequence of clicks lands on a unit,
* that unit will be selected, which makes it easier to click on moving units.
*/
var clickedEntity = INVALID_ENTITY;
// 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 = Engine.GetGUIObjectByName("informationTooltip");
if (!mouseIsOverObject && (inputState == INPUT_NORMAL || inputState == INPUT_PRESELECTEDACTION))
{
let action = determineAction(mouseX, mouseY);
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.ResetCursor();
if (!tooltipSet)
informationTooltip.hidden = true;
var placementTooltip = Engine.GetGUIObjectByName("placementTooltip");
if (placementSupport.tooltipMessage)
placementTooltip.sprite = placementSupport.tooltipError ? "BackgroundErrorTooltip" : "BackgroundInformationTooltip";
placementTooltip.caption = placementSupport.tooltipMessage || "";
placementTooltip.hidden = !placementSupport.tooltipMessage;
}
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)
{
var result = Engine.GuiInterfaceCall("SetBuildingPlacementPreview", {
"template": placementSupport.template,
"x": placementSupport.position.x,
"z": placementSupport.position.z,
"angle": placementSupport.angle,
"actorSeed": placementSupport.actorSeed
});
// Show placement info tooltip if invalid position
placementSupport.tooltipError = !result.success;
placementSupport.tooltipMessage = "";
if (!result.success)
{
if (result.message && result.parameters)
{
var message = result.message;
if (result.translateMessage)
if (result.pluralMessage)
message = translatePlural(result.message, result.pluralMessage, result.pluralCount);
else
message = translate(message);
var parameters = result.parameters;
if (result.translateParameters)
translateObjectKeys(parameters, result.translateParameters);
placementSupport.tooltipMessage = sprintf(message, parameters);
}
return false;
}
if (placementSupport.attack && placementSupport.attack.Ranged)
{
// building can be placed here, and has an attack
// show the range advantage in the tooltip
var cmd = {
"x": placementSupport.position.x,
"z": placementSupport.position.z,
"range": placementSupport.attack.Ranged.maxRange,
"elevationBonus": placementSupport.attack.Ranged.elevationBonus,
};
var averageRange = Math.round(Engine.GuiInterfaceCall("GetAverageRangeForBuildings", cmd) - cmd.range);
var range = Math.round(cmd.range);
placementSupport.tooltipMessage = sprintf(translatePlural("Basic range: %(range)s meter", "Basic range: %(range)s meters", range), { "range": range }) + "\n" +
sprintf(translatePlural("Average bonus range: %(range)s meter", "Average bonus range: %(range)s meters", averageRange), { "range": averageRange });
}
return true;
}
}
else if (placementSupport.mode === "wall")
{
if (placementSupport.wallSet && placementSupport.position)
{
// Fetch an updated list of snapping candidate entities
placementSupport.wallSnapEntities = Engine.PickSimilarPlayerEntities(
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;
}
/**
* 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
if (!selection.every(ownsEntity) &&
!(g_SimState.players[g_ViewedPlayer] &&
g_SimState.players[g_ViewedPlayer].controlsAll))
return undefined;
var target = undefined;
if (!fromMinimap)
{
var ent = Engine.PickEntityAtPoint(x, y);
if (ent != INVALID_ENTITY)
target = ent;
}
// decide between the following ordered actions
// if two actions are possible, the first one is taken
// so the most specific should appear first
var actions = Object.keys(g_UnitActions).slice();
actions.sort((a, b) => g_UnitActions[a].specificness - g_UnitActions[b].specificness);
var actionInfo = undefined;
if (preSelectedAction != ACTION_NONE)
{
for (var action of actions)
if (g_UnitActions[action].preSelectedActionCheck)
{
var r = g_UnitActions[action].preSelectedActionCheck(target, selection);
if (r)
return r;
}
return { "type": "none", "cursor": "", "target": target };
}
for (var action of actions)
if (g_UnitActions[action].hotkeyActionCheck)
{
var r = g_UnitActions[action].hotkeyActionCheck(target, selection);
if (r)
return r;
}
for (var action of actions)
if (g_UnitActions[action].actionCheck)
{
var r = g_UnitActions[action].actionCheck(target, selection);
if (r)
return r;
}
return { "type": "none", "cursor": "", "target": target };
}
function ownsEntity(ent)
{
let entState = GetEntityState(ent);
return entState && entState.player == g_ViewedPlayer;
}
function tryPlaceBuilding(queued)
{
if (placementSupport.mode !== "building")
{
error("tryPlaceBuilding expected 'building', got '" + placementSupport.mode + "'");
return false;
}
if (!updateBuildingPlacementPreview())
{
// invalid location - don't build it
// TODO: play a sound?
return false;
}
var selection = g_Selection.toList();
Engine.PostNetworkCommand({
"type": "construct",
"template": placementSupport.template,
"x": placementSupport.position.x,
"z": placementSupport.position.z,
"angle": placementSupport.angle,
"actorSeed": placementSupport.actorSeed,
"entities": selection,
"autorepair": true,
"autocontinue": true,
"queued": queued
});
- Engine.GuiInterfaceCall("PlaySound", { "name": "order_repair", "entity": selection[0] });
+ Engine.GuiInterfaceCall("PlaySound", { "name": "order_build", "entity": selection[0] });
if (!queued)
placementSupport.Reset();
else
placementSupport.RandomizeActorSeed();
return true;
}
function tryPlaceWall(queued)
{
if (placementSupport.mode !== "wall")
{
error("tryPlaceWall expected 'wall', got '" + placementSupport.mode + "'");
return false;
}
var wallPlacementInfo = updateBuildingPlacementPreview(); // entities making up the wall (wall segments, towers, ...)
if (!(wallPlacementInfo === false || typeof(wallPlacementInfo) === "object"))
{
error("Invalid updateBuildingPlacementPreview return value: " + uneval(wallPlacementInfo));
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 (let piece of cmd.pieces)
{
if (piece.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] });
+ Engine.GuiInterfaceCall("PlaySound", { "name": "order_build", "entity": selection[0] });
}
return true;
}
/**
* Updates the bandbox object with new positions and visibility.
* @returns {array} The coordinates of the vertices of the bandbox.
*/
function updateBandbox(bandbox, ev, hidden)
{
let scale = +Engine.ConfigDB_GetValue("user", "gui.scale");
let vMin = Vector2D.min(g_DragStart, ev);
let vMax = Vector2D.max(g_DragStart, ev);
bandbox.size = new GUISize(vMin.x / scale, vMin.y / scale, vMax.x / scale, vMax.y / scale);
bandbox.hidden = hidden;
return [vMin.x, vMin.y, vMax.x, vMax.y];
}
// Define some useful unit filters for getPreferredEntities
var unitFilters = {
"isUnit": entity => {
var entState = GetEntityState(entity);
return entState && hasClass(entState, "Unit");
},
"isDefensive": entity => {
var entState = GetEntityState(entity);
return entState && hasClass(entState, "Defensive");
},
"isMilitary": entity => {
var entState = GetEntityState(entity);
return entState &&
g_MilitaryTypes.some(c => hasClass(entState, c));
},
"isNonMilitary": entity => {
var entState = GetEntityState(entity);
return entState &&
hasClass(entState, "Unit") &&
!g_MilitaryTypes.some(c => hasClass(entState, c));
},
"isIdle": entity => {
var entState = GetEntityState(entity);
return entState &&
hasClass(entState, "Unit") &&
entState.unitAI &&
entState.unitAI.isIdle &&
!hasClass(entState, "Domestic");
},
"isWounded": entity => {
let entState = GetEntityState(entity);
return entState &&
hasClass(entState, "Unit") &&
entState.maxHitpoints &&
100 * entState.hitpoints <= entState.maxHitpoints * Engine.ConfigDB_GetValue("user", "gui.session.woundedunithotkeythreshold");
},
"isAnything": entity => {
return true;
}
};
// Choose, inside a list of entities, which ones will be selected.
// We may use several entity filters, until one returns at least one element.
function getPreferredEntities(ents)
{
// Default filters
var filters = [unitFilters.isUnit, unitFilters.isDefensive, unitFilters.isAnything];
// Handle hotkeys
if (Engine.HotkeyIsPressed("selection.militaryonly"))
filters = [unitFilters.isMilitary];
if (Engine.HotkeyIsPressed("selection.nonmilitaryonly"))
filters = [unitFilters.isNonMilitary];
if (Engine.HotkeyIsPressed("selection.idleonly"))
filters = [unitFilters.isIdle];
if (Engine.HotkeyIsPressed("selection.woundedonly"))
filters = [unitFilters.isWounded];
var preferredEnts = [];
for (var i = 0; i < filters.length; ++i)
{
preferredEnts = ents.filter(filters[i]);
if (preferredEnts.length)
break;
}
return preferredEnts;
}
function handleInputBeforeGui(ev, hoveredObject)
{
if (GetSimState().cinemaPlaying)
return false;
// 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))
g_Menu.close();
// 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:
var bandbox = Engine.GetGUIObjectByName("bandbox");
switch (ev.type)
{
case "mousemotion":
var rect = updateBandbox(bandbox, ev, false);
var ents = Engine.PickPlayerEntitiesInRect(rect[0], rect[1], rect[2], rect[3], g_ViewedPlayer);
var preferredEntities = getPreferredEntities(ents);
g_Selection.setHighlightList(preferredEntities);
return false;
case "mousebuttonup":
if (ev.button == SDL_BUTTON_LEFT)
{
var rect = updateBandbox(bandbox, ev, true);
// Get list of entities limited to preferred entities
var ents = getPreferredEntities(Engine.PickPlayerEntitiesInRect(rect[0], rect[1], rect[2], rect[3], g_ViewedPlayer));
// 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
bandbox.hidden = true;
g_Selection.setHighlightList([]);
inputState = INPUT_NORMAL;
return true;
}
break;
}
break;
case INPUT_UNIT_POSITION:
switch (ev.type)
{
case "mousemotion":
return positionUnitsFreehandSelectionMouseMove(ev);
case "mousebuttonup":
return positionUnitsFreehandSelectionMouseUp(ev);
}
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
let maxDragDelta = 16;
if (g_DragStart.distanceTo(ev) >= 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)
{
var neededResources = Engine.GuiInterfaceCall("GetNeededResources", { "cost": result.cost });
placementSupport.tooltipMessage = [
getEntityCostTooltip(result),
getNeededResourcesTooltip(neededResources)
].filter(tip => tip).join("\n");
}
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.tooltipMessage = translate("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":
let maxDragDelta = 16;
if (g_DragStart.distanceTo(ev) >= maxDragDelta)
{
// Rotate in the direction of the mouse
placementSupport.angle = placementSupport.position.horizAngleTo(Engine.GetTerrainAtScreenPoint(ev.x, ev.y));
}
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:
if (ev.type == "hotkeyup" && ev.hotkey == "session.batchtrain")
{
flushTrainingBatch();
inputState = INPUT_NORMAL;
}
break;
}
return false;
}
function handleInputAfterGui(ev)
{
if (GetSimState().cinemaPlaying)
return false;
if (ev.hotkey === undefined)
ev.hotkey = null;
if (ev.hotkey == "session.highlightguarding")
{
g_ShowGuarding = (ev.type == "hotkeydown");
updateAdditionalHighlight();
}
else if (ev.hotkey == "session.highlightguarded")
{
g_ShowGuarded = (ev.type == "hotkeydown");
updateAdditionalHighlight();
}
if (inputState != INPUT_NORMAL && inputState != INPUT_SELECTING)
clickedEntity = INVALID_ENTITY;
// State-machine processing:
switch (inputState)
{
case INPUT_NORMAL:
switch (ev.type)
{
case "mousemotion":
// Highlight the first hovered entity (if any)
var ent = Engine.PickEntityAtPoint(ev.x, ev.y);
if (ent != INVALID_ENTITY)
g_Selection.setHighlightList([ent]);
else
g_Selection.setHighlightList([]);
return false;
case "mousebuttondown":
if (ev.button == SDL_BUTTON_LEFT)
{
g_DragStart = new Vector2D(ev.x, ev.y);
inputState = INPUT_SELECTING;
// If a single click occured, reset the clickedEntity.
// Also set it if we're double/triple clicking and missed the unit earlier.
if (ev.clicks == 1 || clickedEntity == INVALID_ENTITY)
clickedEntity = Engine.PickEntityAtPoint(ev.x, ev.y);
return true;
}
else if (ev.button == SDL_BUTTON_RIGHT)
{
if (!controlsPlayer(g_ViewedPlayer))
break;
g_DragStart = new Vector2D(ev.x, ev.y);
inputState = INPUT_UNIT_POSITION_START;
}
break;
case "hotkeydown":
if (ev.hotkey.indexOf("selection.group.") == 0)
{
let now = Date.now();
if (now - 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;
prevHotkey = ev.hotkey;
}
}
break;
}
break;
case INPUT_PRESELECTEDACTION:
switch (ev.type)
{
case "mousemotion":
// Highlight the first hovered entity (if any)
var ent = Engine.PickEntityAtPoint(ev.x, ev.y);
if (ent != INVALID_ENTITY)
g_Selection.setHighlightList([ent]);
else
g_Selection.setHighlightList([]);
return false;
case "mousebuttondown":
if (ev.button == SDL_BUTTON_LEFT && preSelectedAction != ACTION_NONE)
{
var action = determineAction(ev.x, ev.y);
if (!action)
break;
if (!Engine.HotkeyIsPressed("session.queue"))
{
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
if (g_DragStart.distanceTo(ev) >= g_MaxDragDelta)
{
inputState = INPUT_BANDBOXING;
return false;
}
var ent = Engine.PickEntityAtPoint(ev.x, ev.y);
if (ent != INVALID_ENTITY)
g_Selection.setHighlightList([ent]);
else
g_Selection.setHighlightList([]);
return false;
case "mousebuttonup":
if (ev.button == SDL_BUTTON_LEFT)
{
if (clickedEntity == INVALID_ENTITY)
clickedEntity = Engine.PickEntityAtPoint(ev.x, ev.y);
// Abort if we didn't click on an entity or if the entity was removed before the mousebuttonup event.
if (clickedEntity == INVALID_ENTITY || !GetEntityState(clickedEntity))
{
clickedEntity = INVALID_ENTITY;
if (!Engine.HotkeyIsPressed("selection.add") && !Engine.HotkeyIsPressed("selection.remove"))
{
g_Selection.reset();
resetIdleUnit();
}
inputState = INPUT_NORMAL;
return true;
}
// If camera following and we select different unit, stop
if (Engine.GetFollowedEntity() != clickedEntity)
Engine.CameraFollow(0);
var ents = [];
if (ev.clicks == 1)
ents = [clickedEntity];
else
{
// 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 (ev.clicks == 2)
{
// Select similar units regardless of rank
templateToMatch = GetEntityState(clickedEntity).identity.selectionGroupName;
if (templateToMatch)
matchRank = false;
else
// No selection group name defined, so fall back to exact match
templateToMatch = GetEntityState(clickedEntity).template;
}
else
// Triple click
// Select units matching exact template name (same rank)
templateToMatch = GetEntityState(clickedEntity).template;
// TODO: Should we handle "control all units" here as well?
ents = Engine.PickSimilarPlayerEntities(templateToMatch, showOffscreen, matchRank, false);
}
// 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_UNIT_POSITION_START:
switch (ev.type)
{
case "mousemotion":
// If the mouse moved further than a limit, switch to unit position mode
if (g_DragStart.distanceToSquared(ev) >= Math.square(g_MaxDragDelta))
{
inputState = INPUT_UNIT_POSITION;
return false;
}
break;
case "mousebuttonup":
inputState = INPUT_NORMAL;
if (ev.button == SDL_BUTTON_RIGHT)
{
let action = determineAction(ev.x, ev.y);
if (action)
return doAction(action, ev);
}
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
{
// cancel if not enough resources
if (placementSupport.template && Engine.GuiInterfaceCall("GetNeededResources", { "cost": GetTemplateData(placementSupport.template).cost }))
{
placementSupport.Reset();
inputState = INPUT_NORMAL;
return true;
}
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);
g_DragStart = new Vector2D(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)
{
if (!controlsPlayer(g_ViewedPlayer))
return false;
return handleUnitAction(Engine.GetTerrainAtScreenPoint(ev.x, ev.y), action);
}
function positionUnitsFreehandSelectionMouseMove(ev)
{
// Converting the input line into a List of points.
// For better performance the points must have a minimum distance to each other.
let target = Vector2D.from3D(Engine.GetTerrainAtScreenPoint(ev.x, ev.y));
if (!g_FreehandSelection_InputLine.length ||
target.distanceToSquared(g_FreehandSelection_InputLine[g_FreehandSelection_InputLine.length - 1]) >=
g_FreehandSelection_ResolutionInputLineSquared)
g_FreehandSelection_InputLine.push(target);
return false;
}
function positionUnitsFreehandSelectionMouseUp(ev)
{
inputState = INPUT_NORMAL;
let inputLine = g_FreehandSelection_InputLine;
g_FreehandSelection_InputLine = [];
if (ev.button != SDL_BUTTON_RIGHT)
return true;
let lengthOfLine = 0;
for (let i = 1; i < inputLine.length; ++i)
lengthOfLine += inputLine[i].distanceTo(inputLine[i - 1]);
let selection = g_Selection.toList().filter(ent => !!GetEntityState(ent).unitAI).sort((a, b) => a - b);
// Checking the line for a minimum length to save performance.
if (lengthOfLine < g_FreehandSelection_MinLengthOfLine || selection.length < g_FreehandSelection_MinNumberOfUnits)
{
let action = determineAction(ev.x, ev.y);
return !!action && doAction(action, ev);
}
// Even distribution of the units on the line.
let p0 = inputLine[0];
let entityDistribution = [p0];
let distanceBetweenEnts = lengthOfLine / (selection.length - 1);
let freeDist = -distanceBetweenEnts;
for (let i = 1; i < inputLine.length; ++i)
{
let p1 = inputLine[i];
freeDist += inputLine[i - 1].distanceTo(p1);
while (freeDist >= 0)
{
p0 = Vector2D.sub(p0, p1).normalize().mult(freeDist).add(p1);
entityDistribution.push(p0);
freeDist -= distanceBetweenEnts;
}
}
// Rounding errors can lead to missing or too many points.
entityDistribution = entityDistribution.slice(0, selection.length);
entityDistribution = entityDistribution.concat(new Array(selection.length - entityDistribution.length).fill(inputLine[inputLine.length - 1]));
if (Vector2D.from3D(GetEntityState(selection[0]).position).distanceTo(entityDistribution[0]) +
Vector2D.from3D(GetEntityState(selection[selection.length - 1]).position).distanceTo(entityDistribution[selection.length - 1]) >
Vector2D.from3D(GetEntityState(selection[0]).position).distanceTo(entityDistribution[selection.length - 1]) +
Vector2D.from3D(GetEntityState(selection[selection.length - 1]).position).distanceTo(entityDistribution[0]))
entityDistribution.reverse();
Engine.PostNetworkCommand({
"type": Engine.HotkeyIsPressed("session.attackmove") ? "attack-walk-custom" : "walk-custom",
"entities": selection,
"targetPositions": entityDistribution.map(pos => pos.toFixed(2)),
"targetClasses": Engine.HotkeyIsPressed("session.attackmoveUnit") ? { "attack": ["Unit"] } : { "attack": ["Unit", "Structure"] },
"queued": Engine.HotkeyIsPressed("session.queue")
});
// Add target markers with a minimum distance of 5 to each other.
let entitiesBetweenMarker = Math.ceil(5 / distanceBetweenEnts);
for (let i = 0; i < entityDistribution.length; i += entitiesBetweenMarker)
DrawTargetMarker({ "x": entityDistribution[i].x, "z": entityDistribution[i].y });
Engine.GuiInterfaceCall("PlaySound", {
"name": "order_walk",
"entity": selection[0]
});
return true;
}
function handleUnitAction(target, action)
{
if (!g_UnitActions[action.type] || !g_UnitActions[action.type].execute)
{
error("Invalid action.type " + action.type);
return false;
}
let selection = g_Selection.toList();
if (Engine.HotkeyIsPressed("session.orderone"))
{
// Pick the first unit that can do this order.
let unit = selection.find(entity =>
["preSelectedActionCheck", "hotkeyActionCheck", "actionCheck"].some(method =>
g_UnitActions[action.type][method] &&
g_UnitActions[action.type][method](action.target || undefined, [entity])
));
if (unit)
{
selection = [unit];
g_Selection.removeList(selection);
}
}
// If the session.queue hotkey is down, add the order to the unit's order queue instead
// of running it immediately
return g_UnitActions[action.type].execute(target, action, selection, Engine.HotkeyIsPressed("session.queue"));
}
function getEntityLimitAndCount(playerState, entType)
{
let ret = {
"entLimit": undefined,
"entCount": undefined,
"entLimitChangers": undefined,
"canBeAddedCount": undefined
};
if (!playerState.entityLimits)
return ret;
let template = GetTemplateData(entType);
let entCategory = template.trainingRestrictions && template.trainingRestrictions.category ||
template.buildRestrictions && template.buildRestrictions.category;
if (entCategory && playerState.entityLimits[entCategory] !== undefined)
{
ret.entLimit = playerState.entityLimits[entCategory] || 0;
ret.entCount = playerState.entityCounts[entCategory] || 0;
ret.entLimitChangers = playerState.entityLimitChangers[entCategory];
ret.canBeAddedCount = Math.max(ret.entLimit - ret.entCount, 0);
}
return ret;
}
// Called by GUI when user clicks construction button
// @param buildTemplate Template name of the entity the user wants to build
function startBuildingPlacement(buildTemplate, playerState)
{
if(getEntityLimitAndCount(playerState, buildTemplate).canBeAddedCount == 0)
return;
// 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;
}
if (templateData.attack &&
templateData.attack.Ranged &&
templateData.attack.Ranged.maxRange)
{
// add attack information to display a good tooltip
placementSupport.attack = templateData.attack;
}
}
// 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 g_BatchTrainingEntities;
var g_BatchTrainingType;
var g_NumberOfBatches;
var g_BatchTrainingEntityAllowedCount;
var g_BatchSize = getDefaultBatchTrainingSize();
function OnTrainMouseWheel(dir)
{
if (!Engine.HotkeyIsPressed("session.batchtrain"))
return;
g_BatchSize += dir / Engine.ConfigDB_GetValue("user", "gui.session.scrollbatchratio");
if (g_BatchSize < 1 || !Number.isFinite(g_BatchSize))
g_BatchSize = 1;
updateSelectionDetails();
}
function getBuildingsWhichCanTrainEntity(entitiesToCheck, trainEntType)
{
return entitiesToCheck.filter(entity => {
let state = GetEntityState(entity);
return state && state.production && state.production.entities.length &&
state.production.entities.indexOf(trainEntType) != -1;
});
}
function initBatchTrain()
{
registerConfigChangeHandler(changes => {
if (changes.has("gui.session.batchtrainingsize"))
updateDefaultBatchSize();
});
}
function getDefaultBatchTrainingSize()
{
let num = +Engine.ConfigDB_GetValue("user", "gui.session.batchtrainingsize");
return Number.isInteger(num) && num > 0 ? num : 5;
}
function getBatchTrainingSize()
{
return Math.max(Math.round(g_BatchSize), 1);
}
function updateDefaultBatchSize()
{
g_BatchSize = getDefaultBatchTrainingSize();
}
// Add the unit shown at position to the training queue for all entities in the selection
function addTrainingByPosition(position)
{
let playerState = GetSimState().players[Engine.GetPlayerID()];
let selection = g_Selection.toList();
if (!playerState || !selection.length)
return;
let trainableEnts = getAllTrainableEntitiesFromSelection();
let entToTrain = trainableEnts[position];
// When we have no building to train or the position is invalid
if (!entToTrain)
return;
addTrainingToQueue(selection, entToTrain, playerState);
return;
}
// Called by GUI when user clicks training button
function addTrainingToQueue(selection, trainEntType, playerState)
{
let appropriateBuildings = getBuildingsWhichCanTrainEntity(selection, trainEntType);
let canBeAddedCount = getEntityLimitAndCount(playerState, trainEntType).canBeAddedCount;
let decrement = Engine.HotkeyIsPressed("selection.remove");
let template;
if (!decrement)
template = GetTemplateData(trainEntType);
// Batch training only possible if we can train at least 2 units
if (Engine.HotkeyIsPressed("session.batchtrain") && (canBeAddedCount == undefined || canBeAddedCount > 1))
{
if (inputState == INPUT_BATCHTRAINING)
{
// Check if we are training in the same building(s) as the last batch
// 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.
// If we're already creating a batch of this unit (in the same building(s)), then just extend it
// (if training limits allow)
if (g_BatchTrainingEntities.length == selection.length &&
g_BatchTrainingEntities.every((ent, i) => ent == selection[i]) &&
g_BatchTrainingType == trainEntType)
{
if (decrement)
{
--g_NumberOfBatches;
if (g_NumberOfBatches <= 0)
inputState = INPUT_NORMAL;
}
else if (canBeAddedCount == undefined ||
canBeAddedCount > g_NumberOfBatches * getBatchTrainingSize() * appropriateBuildings.length)
{
if (Engine.GuiInterfaceCall("GetNeededResources", {
"cost": multiplyEntityCosts(template, (g_NumberOfBatches + 1) * getBatchTrainingSize())
}))
return;
++g_NumberOfBatches;
}
g_BatchTrainingEntityAllowedCount = canBeAddedCount;
return;
}
// Otherwise start a new one
else if (!decrement)
flushTrainingBatch();
// fall through to create the new batch
}
// Don't start a new batch if decrementing or unable to afford it.
if (decrement || Engine.GuiInterfaceCall("GetNeededResources", { "cost":
multiplyEntityCosts(template, getBatchTrainingSize()) }))
return;
inputState = INPUT_BATCHTRAINING;
g_BatchTrainingEntities = selection;
g_BatchTrainingType = trainEntType;
g_BatchTrainingEntityAllowedCount = canBeAddedCount;
g_NumberOfBatches = 1;
}
else
{
// Non-batched - just create a single entity in each building
// (but no more than entity limit allows)
let buildingsForTraining = appropriateBuildings;
if (canBeAddedCount !== undefined)
buildingsForTraining = buildingsForTraining.slice(0, canBeAddedCount);
Engine.PostNetworkCommand({
"type": "train",
"template": trainEntType,
"count": 1,
"entities": buildingsForTraining
});
}
}
/**
* Returns the number of units that will be present in a batch if the user clicks
* the training button depending on the batch training modifier hotkey
*/
function getTrainingStatus(selection, trainEntType, playerState)
{
let appropriateBuildings = getBuildingsWhichCanTrainEntity(selection, trainEntType);
let nextBatchTrainingCount = 0;
let canBeAddedCount;
if (inputState == INPUT_BATCHTRAINING && g_BatchTrainingType == trainEntType)
{
nextBatchTrainingCount = g_NumberOfBatches * getBatchTrainingSize();
canBeAddedCount = g_BatchTrainingEntityAllowedCount;
}
else
canBeAddedCount = getEntityLimitAndCount(playerState, trainEntType).canBeAddedCount;
// We need to calculate count after the next increment if it's possible
if ((canBeAddedCount == undefined || canBeAddedCount > nextBatchTrainingCount * appropriateBuildings.length) &&
Engine.HotkeyIsPressed("session.batchtrain"))
nextBatchTrainingCount += getBatchTrainingSize();
nextBatchTrainingCount = Math.max(nextBatchTrainingCount, 1);
// 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.
let buildingsCountToTrainFullBatch = appropriateBuildings.length;
let remainderToTrain = 0;
if (canBeAddedCount !== undefined &&
canBeAddedCount < nextBatchTrainingCount * appropriateBuildings.length)
{
buildingsCountToTrainFullBatch = Math.floor(canBeAddedCount / nextBatchTrainingCount);
remainderToTrain = canBeAddedCount % nextBatchTrainingCount;
}
return [buildingsCountToTrainFullBatch, nextBatchTrainingCount, remainderToTrain];
}
function flushTrainingBatch()
{
let batchedSize = g_NumberOfBatches * getBatchTrainingSize();
let appropriateBuildings = getBuildingsWhichCanTrainEntity(g_BatchTrainingEntities, g_BatchTrainingType);
// If training limits don't allow us to train batchedSize in each appropriate building
if (g_BatchTrainingEntityAllowedCount !== undefined &&
g_BatchTrainingEntityAllowedCount < batchedSize * appropriateBuildings.length)
{
// Train as many full batches as we can
let buildingsCountToTrainFullBatch = Math.floor(g_BatchTrainingEntityAllowedCount / batchedSize);
Engine.PostNetworkCommand({
"type": "train",
"entities": appropriateBuildings.slice(0, buildingsCountToTrainFullBatch),
"template": g_BatchTrainingType,
"count": batchedSize
});
// Train remainer in one more building
let remainer = g_BatchTrainingEntityAllowedCount % batchedSize;
if (remainer)
Engine.PostNetworkCommand({
"type": "train",
"entities": [appropriateBuildings[buildingsCountToTrainFullBatch]],
"template": g_BatchTrainingType,
"count": remainer
});
}
else
Engine.PostNetworkCommand({
"type": "train",
"entities": appropriateBuildings,
"template": g_BatchTrainingType,
"count": batchedSize
});
}
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)
{
let entState = GetEntityState(toSelect[0]);
let position = entState.position;
if (position && entState.visibility != "hidden")
Engine.CameraMoveTo(position.x, position.z);
}
break;
case "save":
case "breakUp":
g_Groups.groups[groupId].reset();
if (action == "save")
g_Groups.addEntities(groupId, g_Selection.toList());
updateGroups();
break;
}
}
var lastIdleUnit = 0;
var currIdleClassIndex = 0;
var lastIdleClasses = [];
function resetIdleUnit()
{
lastIdleUnit = 0;
currIdleClassIndex = 0;
lastIdleClasses = [];
}
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.
if (selectall || classes.length != lastIdleClasses.length || !classes.every((v,i) => v === lastIdleClasses[i]))
resetIdleUnit();
lastIdleClasses = classes;
var data = {
"viewedPlayer": g_ViewedPlayer,
"excludeUnits": append ? g_Selection.toList() : [],
// If the current idle class index is not 0, put the class at that index first.
"idleClasses": classes.slice(currIdleClassIndex, classes.length).concat(classes.slice(0, currIdleClassIndex))
};
if (!selectall)
{
data.limit = 1;
data.prevUnit = lastIdleUnit;
}
var idleUnits = Engine.GuiInterfaceCall("FindIdleUnits", data);
if (!idleUnits.length)
{
// TODO: display a message or play a sound to indicate no more idle units, or something
// Reset for next cycle
resetIdleUnit();
return;
}
if (!append)
g_Selection.reset();
g_Selection.addList(idleUnits);
if (selectall)
return;
lastIdleUnit = idleUnits[0];
var entityState = GetEntityState(lastIdleUnit);
var position = entityState.position;
if (position)
Engine.CameraMoveTo(position.x, position.z);
// Move the idle class index to the first class an idle unit was found for.
var indexChange = data.idleClasses.findIndex(elem => MatchesClassList(entityState.identity.classes, elem));
currIdleClassIndex = (currIdleClassIndex + indexChange) % classes.length;
}
function clearSelection()
{
if(inputState==INPUT_BUILDING_PLACEMENT || inputState==INPUT_BUILDING_WALL_PATHING)
{
inputState = INPUT_NORMAL;
placementSupport.Reset();
}
else
g_Selection.reset();
preSelectedAction = ACTION_NONE;
}
Index: ps/trunk/binaries/data/mods/public/gui/session/unit_actions.js
===================================================================
--- ps/trunk/binaries/data/mods/public/gui/session/unit_actions.js (revision 23220)
+++ ps/trunk/binaries/data/mods/public/gui/session/unit_actions.js (revision 23221)
@@ -1,1553 +1,1562 @@
/**
* Specifies which template should indicate the target location of a player command,
* given a command type.
*/
var g_TargetMarker = {
"move": "special/target_marker"
};
/**
* Which enemy entity types will be attacked on sight when patroling.
*/
var g_PatrolTargets = ["Unit"];
/**
* List of different actions units can execute,
* this is mostly used to determine which actions can be executed
*
* "execute" is meant to send the command to the engine
*
* The next functions will always return false
* in case you have to continue to seek
* (i.e. look at the next entity for getActionInfo, the next
* possible action for the actionCheck ...)
* They will return an object when the searching is finished
*
* "getActionInfo" is used to determine if the action is possible,
* and also give visual feedback to the user (tooltips, cursors, ...)
*
* "preSelectedActionCheck" is used to select actions when the gui buttons
* were used to set them, but still require a target (like the guard button)
*
* "hotkeyActionCheck" is used to check the possibility of actions when
* a hotkey is pressed
*
* "actionCheck" is used to check the possibilty of actions without specific
* command. For that, the specificness variable is used
*
* "specificness" is used to determine how specific an action is,
* The lower the number, the more specific an action is, and the bigger
* the chance of selecting that action when multiple actions are possible
*/
var g_UnitActions =
{
"move":
{
"execute": function(target, action, selection, queued)
{
Engine.PostNetworkCommand({
"type": "walk",
"entities": selection,
"x": target.x,
"z": target.z,
"queued": queued
});
DrawTargetMarker(target);
Engine.GuiInterfaceCall("PlaySound", {
"name": "order_walk",
"entity": selection[0]
});
return true;
},
"getActionInfo": function(entState, targetState)
{
return { "possible": true };
},
"hotkeyActionCheck": function(target, selection)
{
if (!someUnitAI(selection) ||
!Engine.HotkeyIsPressed("session.move") ||
!getActionInfo("move", target, selection).possible)
return false;
return { "type": "move" };
},
"actionCheck": function(target, selection)
{
if (!someUnitAI(selection) || !getActionInfo("move", target, selection).possible)
return false;
return { "type": "move" };
},
"specificness": 12,
},
"attack-move":
{
"execute": function(target, action, selection, queued)
{
let targetClasses;
if (Engine.HotkeyIsPressed("session.attackmoveUnit"))
targetClasses = { "attack": ["Unit"] };
else
targetClasses = { "attack": ["Unit", "Structure"] };
Engine.PostNetworkCommand({
"type": "attack-walk",
"entities": selection,
"x": target.x,
"z": target.z,
"targetClasses": targetClasses,
"queued": queued
});
DrawTargetMarker(target);
Engine.GuiInterfaceCall("PlaySound", {
"name": "order_walk",
"entity": selection[0]
});
return true;
},
"getActionInfo": function(entState, targetState)
{
return { "possible": true };
},
"hotkeyActionCheck": function(target, selection)
{
if (!someUnitAI(selection) ||
!Engine.HotkeyIsPressed("session.attackmove") ||
!getActionInfo("attack-move", target, selection).possible)
return false;
return {
"type": "attack-move",
"cursor": "action-attack-move"
};
},
"specificness": 30,
},
"capture":
{
"execute": function(target, action, selection, queued)
{
Engine.PostNetworkCommand({
"type": "attack",
"entities": selection,
"target": action.target,
"allowCapture": true,
"queued": queued
});
Engine.GuiInterfaceCall("PlaySound", {
"name": "order_attack",
"entity": selection[0]
});
return true;
},
"getActionInfo": function(entState, targetState)
{
if (!entState.attack || !targetState.hitpoints)
return false;
return {
"possible": Engine.GuiInterfaceCall("CanAttack", {
"entity": entState.id,
"target": targetState.id,
"types": ["Capture"]
})
};
},
"actionCheck": function(target, selection)
{
if (!getActionInfo("capture", target, selection).possible)
return false;
return {
"type": "capture",
"cursor": "action-capture",
"target": target
};
},
"specificness": 9,
},
"attack":
{
"execute": function(target, action, selection, queued)
{
Engine.PostNetworkCommand({
"type": "attack",
"entities": selection,
"target": action.target,
"queued": queued,
"allowCapture": false
});
Engine.GuiInterfaceCall("PlaySound", {
"name": "order_attack",
"entity": selection[0]
});
return true;
},
"getActionInfo": function(entState, targetState)
{
if (!entState.attack || !targetState.hitpoints)
return false;
return {
"possible": Engine.GuiInterfaceCall("CanAttack", {
"entity": entState.id,
"target": targetState.id,
"types": ["!Capture"]
})
};
},
"hotkeyActionCheck": function(target, selection)
{
if (!Engine.HotkeyIsPressed("session.attack") ||
!getActionInfo("attack", target, selection).possible)
return false;
return {
"type": "attack",
"cursor": "action-attack",
"target": target
};
},
"actionCheck": function(target, selection)
{
if (!getActionInfo("attack", target, selection).possible)
return false;
return {
"type": "attack",
"cursor": "action-attack",
"target": target
};
},
"specificness": 10,
},
"patrol":
{
"execute": function(target, action, selection, queued)
{
Engine.PostNetworkCommand({
"type": "patrol",
"entities": selection,
"x": target.x,
"z": target.z,
"target": action.target,
"targetClasses": { "attack": g_PatrolTargets },
"queued": queued,
"allowCapture": false
});
DrawTargetMarker(target);
Engine.GuiInterfaceCall("PlaySound", { "name": "order_patrol", "entity": selection[0] });
return true;
},
"getActionInfo": function(entState, targetState)
{
if (!entState.unitAI || !entState.unitAI.canPatrol)
return false;
return { "possible": true };
},
"hotkeyActionCheck": function(target, selection)
{
if (!someCanPatrol(selection) ||
!Engine.HotkeyIsPressed("session.patrol") ||
!getActionInfo("patrol", target, selection).possible)
return false;
return {
"type": "patrol",
"cursor": "action-patrol",
"target": target
};
},
"preSelectedActionCheck": function(target, selection)
{
if (preSelectedAction != ACTION_PATROL || !getActionInfo("patrol", target, selection).possible)
return false;
return {
"type": "patrol",
"cursor": "action-patrol",
"target": target
};
},
"specificness": 37,
},
"heal":
{
"execute": function(target, action, selection, queued)
{
Engine.PostNetworkCommand({
"type": "heal",
"entities": selection,
"target": action.target,
"queued": queued
});
Engine.GuiInterfaceCall("PlaySound", {
"name": "order_heal",
"entity": selection[0]
});
return true;
},
"getActionInfo": function(entState, targetState)
{
if (!entState.heal ||
!hasClass(targetState, "Unit") || !targetState.needsHeal ||
!playerCheck(entState, targetState, ["Player", "Ally"]) ||
entState.id == targetState.id) // Healers can't heal themselves.
return false;
let unhealableClasses = entState.heal.unhealableClasses;
if (MatchesClassList(targetState.identity.classes, unhealableClasses))
return false;
let healableClasses = entState.heal.healableClasses;
if (!MatchesClassList(targetState.identity.classes, healableClasses))
return false;
return { "possible": true };
},
"actionCheck": function(target, selection)
{
if (!getActionInfo("heal", target, selection).possible)
return false;
return {
"type": "heal",
"cursor": "action-heal",
"target": target
};
},
"specificness": 7,
},
"repair":
{
"execute": function(target, action, selection, queued)
{
Engine.PostNetworkCommand({
"type": "repair",
"entities": selection,
"target": action.target,
"autocontinue": true,
"queued": queued
});
Engine.GuiInterfaceCall("PlaySound", {
- "name": "order_repair",
+ "name": action.foundation ? "order_build" : "order_repair",
"entity": selection[0]
});
return true;
},
"getActionInfo": function(entState, targetState)
{
if (!entState.builder ||
!targetState.needsRepair && !targetState.foundation ||
!playerCheck(entState, targetState, ["Player", "Ally"]))
return false;
- return { "possible": true };
+ return {
+ "possible": true,
+ "foundation": targetState.foundation
+ };
},
"preSelectedActionCheck": function(target, selection)
{
if (preSelectedAction != ACTION_REPAIR)
return false;
- if (getActionInfo("repair", target, selection).possible)
+ let actionInfo = getActionInfo("repair", target, selection);
+ if (actionInfo.possible)
return {
"type": "repair",
"cursor": "action-repair",
- "target": target
+ "target": target,
+ "foundation": actionInfo.foundation
};
return {
"type": "none",
"cursor": "action-repair-disabled",
"target": null
};
},
"hotkeyActionCheck": function(target, selection)
{
+ let actionInfo = getActionInfo("repair", target, selection);
if (!Engine.HotkeyIsPressed("session.repair") ||
- !getActionInfo("repair", target, selection).possible)
+ !actionInfo.possible)
return false;
return {
"type": "repair",
"cursor": "action-repair",
- "target": target
+ "target": target,
+ "foundation": actionInfo.foundation
};
},
"actionCheck": function(target, selection)
{
- if (!getActionInfo("repair", target, selection).possible)
+ let actionInfo = getActionInfo("repair", target, selection);
+ if (!actionInfo.possible)
return false;
return {
"type": "repair",
"cursor": "action-repair",
- "target": target
+ "target": target,
+ "foundation": actionInfo.foundation
};
},
"specificness": 11,
},
"gather":
{
"execute": function(target, action, selection, queued)
{
Engine.PostNetworkCommand({
"type": "gather",
"entities": selection,
"target": action.target,
"queued": queued
});
Engine.GuiInterfaceCall("PlaySound", {
"name": "order_gather",
"entity": selection[0]
});
return true;
},
"getActionInfo": function(entState, targetState)
{
if (!targetState.resourceSupply)
return false;
let resource = findGatherType(entState, targetState.resourceSupply);
if (!resource)
return false;
return {
"possible": true,
"cursor": "action-gather-" + resource
};
},
"actionCheck": function(target, selection)
{
let actionInfo = getActionInfo("gather", target, selection);
if (!actionInfo.possible)
return false;
return {
"type": "gather",
"cursor": actionInfo.cursor,
"target": target
};
},
"specificness": 1,
},
"returnresource":
{
"execute": function(target, action, selection, queued)
{
Engine.PostNetworkCommand({
"type": "returnresource",
"entities": selection,
"target": action.target,
"queued": queued
});
Engine.GuiInterfaceCall("PlaySound", {
"name": "order_gather",
"entity": selection[0]
});
return true;
},
"getActionInfo": function(entState, targetState)
{
if (!targetState.resourceDropsite)
return false;
let playerState = GetSimState().players[entState.player];
if (playerState.hasSharedDropsites && targetState.resourceDropsite.shared)
{
if (!playerCheck(entState, targetState, ["Player", "MutualAlly"]))
return false;
}
else if (!playerCheck(entState, targetState, ["Player"]))
return false;
if (!entState.resourceCarrying || !entState.resourceCarrying.length)
return false;
let carriedType = entState.resourceCarrying[0].type;
if (targetState.resourceDropsite.types.indexOf(carriedType) == -1)
return false;
return {
"possible": true,
"cursor": "action-return-" + carriedType
};
},
"actionCheck": function(target, selection)
{
let actionInfo = getActionInfo("returnresource", target, selection);
if (!actionInfo.possible)
return false;
return {
"type": "returnresource",
"cursor": actionInfo.cursor,
"target": target
};
},
"specificness": 2,
},
"setup-trade-route":
{
"execute": function(target, action, selection, queued)
{
Engine.PostNetworkCommand({
"type": "setup-trade-route",
"entities": selection,
"target": action.target,
"source": null,
"route": null,
"queued": queued
});
Engine.GuiInterfaceCall("PlaySound", {
"name": "order_trade",
"entity": selection[0]
});
return true;
},
"getActionInfo": function(entState, targetState)
{
if (targetState.foundation || !entState.trader || !targetState.market ||
playerCheck(entState, targetState, ["Enemy"]) ||
!(targetState.market.land && hasClass(entState, "Organic") ||
targetState.market.naval && hasClass(entState, "Ship")))
return false;
let tradingDetails = Engine.GuiInterfaceCall("GetTradingDetails", {
"trader": entState.id,
"target": targetState.id
});
if (!tradingDetails)
return false;
let tooltip;
switch (tradingDetails.type)
{
case "is first":
tooltip = translate("Origin trade market.") + "\n";
if (tradingDetails.hasBothMarkets)
tooltip += sprintf(translate("Gain: %(gain)s"), {
"gain": getTradingTooltip(tradingDetails.gain)
});
else
tooltip += translate("Right-click on another market to set it as a destination trade market.");
break;
case "is second":
tooltip = translate("Destination trade market.") + "\n" +
sprintf(translate("Gain: %(gain)s"), {
"gain": getTradingTooltip(tradingDetails.gain)
});
break;
case "set first":
tooltip = translate("Right-click to set as origin trade market");
break;
case "set second":
if (tradingDetails.gain.traderGain == 0) // markets too close
return false;
tooltip = translate("Right-click to set as destination trade market.") + "\n" +
sprintf(translate("Gain: %(gain)s"), {
"gain": getTradingTooltip(tradingDetails.gain)
});
break;
}
return {
"possible": true,
"tooltip": tooltip
};
},
"actionCheck": function(target, selection)
{
let actionInfo = getActionInfo("setup-trade-route", target, selection);
if (!actionInfo.possible)
return false;
return {
"type": "setup-trade-route",
"cursor": "action-setup-trade-route",
"tooltip": actionInfo.tooltip,
"target": target
};
},
"specificness": 0,
},
"garrison":
{
"execute": function(target, action, selection, queued)
{
Engine.PostNetworkCommand({
"type": "garrison",
"entities": selection,
"target": action.target,
"queued": queued
});
Engine.GuiInterfaceCall("PlaySound", {
"name": "order_garrison",
"entity": selection[0]
});
return true;
},
"getActionInfo": function(entState, targetState)
{
if (!entState.canGarrison || !targetState.garrisonHolder ||
!playerCheck(entState, targetState, ["Player", "MutualAlly"]))
return false;
let tooltip = sprintf(translate("Current garrison: %(garrisoned)s/%(capacity)s"), {
"garrisoned": targetState.garrisonHolder.garrisonedEntitiesCount,
"capacity": targetState.garrisonHolder.capacity
});
let extraCount = 0;
if (entState.garrisonHolder)
extraCount += entState.garrisonHolder.garrisonedEntitiesCount;
if (targetState.garrisonHolder.garrisonedEntitiesCount + extraCount >= targetState.garrisonHolder.capacity)
tooltip = coloredText(tooltip, "orange");
if (!MatchesClassList(entState.identity.classes, targetState.garrisonHolder.allowedClasses))
return false;
return {
"possible": true,
"tooltip": tooltip
};
},
"preSelectedActionCheck": function(target, selection)
{
if (preSelectedAction != ACTION_GARRISON)
return false;
let actionInfo = getActionInfo("garrison", target, selection);
if (!actionInfo.possible)
return {
"type": "none",
"cursor": "action-garrison-disabled",
"target": null
};
return {
"type": "garrison",
"cursor": "action-garrison",
"tooltip": actionInfo.tooltip,
"target": target
};
},
"hotkeyActionCheck": function(target, selection)
{
let actionInfo = getActionInfo("garrison", target, selection);
if (!Engine.HotkeyIsPressed("session.garrison") || !actionInfo.possible)
return false;
return {
"type": "garrison",
"cursor": "action-garrison",
"tooltip": actionInfo.tooltip,
"target": target
};
},
"specificness": 20,
},
"guard":
{
"execute": function(target, action, selection, queued)
{
Engine.PostNetworkCommand({
"type": "guard",
"entities": selection,
"target": action.target,
"queued": queued
});
Engine.GuiInterfaceCall("PlaySound", {
"name": "order_guard",
"entity": selection[0]
});
return true;
},
"getActionInfo": function(entState, targetState)
{
if (!targetState.guard ||
!playerCheck(entState, targetState, ["Player", "Ally"]) ||
!entState.unitAI || !entState.unitAI.canGuard ||
targetState.unitAI && targetState.unitAI.isGuarding)
return false;
return { "possible": true };
},
"preSelectedActionCheck": function(target, selection)
{
if (preSelectedAction != ACTION_GUARD)
return false;
if (getActionInfo("guard", target, selection).possible)
return {
"type": "guard",
"cursor": "action-guard",
"target": target
};
return {
"type": "none",
"cursor": "action-guard-disabled",
"target": null
};
},
"hotkeyActionCheck": function(target, selection)
{
if (!Engine.HotkeyIsPressed("session.guard") ||
!getActionInfo("guard", target, selection).possible)
return false;
return {
"type": "guard",
"cursor": "action-guard",
"target": target
};
},
"specificness": 40,
},
"remove-guard":
{
"execute": function(target, action, selection, queued)
{
Engine.PostNetworkCommand({
"type": "remove-guard",
"entities": selection,
"target": action.target,
"queued": queued
});
Engine.GuiInterfaceCall("PlaySound", {
"name": "order_guard",
"entity": selection[0]
});
return true;
},
"hotkeyActionCheck": function(target, selection)
{
if (!Engine.HotkeyIsPressed("session.guard") ||
!getActionInfo("remove-guard", target, selection).possible ||
!someGuarding(selection))
return false;
return {
"type": "remove-guard",
"cursor": "action-remove-guard"
};
},
"specificness": 41,
},
"set-rallypoint":
{
"execute": function(target, action, selection, queued)
{
// 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)
target = action.position;
Engine.PostNetworkCommand({
"type": "set-rallypoint",
"entities": selection,
"x": target.x,
"z": target.z,
"data": action.data,
"queued": queued
});
// Display rally point at the new coordinates, to avoid display lag
Engine.GuiInterfaceCall("DisplayRallyPoint", {
"entities": selection,
"x": target.x,
"z": target.z,
"queued": queued
});
return true;
},
"getActionInfo": function(entState, targetState)
{
let tooltip;
// default to walking there (or attack-walking if hotkey pressed)
let data = { "command": "walk" };
let cursor = "";
if (Engine.HotkeyIsPressed("session.attackmove"))
{
let targetClasses;
if (Engine.HotkeyIsPressed("session.attackmoveUnit"))
targetClasses = { "attack": ["Unit"] };
else
targetClasses = { "attack": ["Unit", "Structure"] };
data.command = "attack-walk";
data.targetClasses = targetClasses;
cursor = "action-attack-move";
}
if (Engine.HotkeyIsPressed("session.repair") &&
(targetState.needsRepair || targetState.foundation) &&
playerCheck(entState, targetState, ["Player", "Ally"]))
{
data.command = "repair";
data.target = targetState.id;
cursor = "action-repair";
}
else if (targetState.garrisonHolder &&
playerCheck(entState, targetState, ["Player", "MutualAlly"]))
{
data.command = "garrison";
data.target = targetState.id;
cursor = "action-garrison";
tooltip = sprintf(translate("Current garrison: %(garrisoned)s/%(capacity)s"), {
"garrisoned": targetState.garrisonHolder.garrisonedEntitiesCount,
"capacity": targetState.garrisonHolder.capacity
});
if (targetState.garrisonHolder.garrisonedEntitiesCount >=
targetState.garrisonHolder.capacity)
tooltip = coloredText(tooltip, "orange");
}
else if (targetState.resourceSupply)
{
let resourceType = targetState.resourceSupply.type;
if (resourceType.generic == "treasure")
cursor = "action-gather-" + resourceType.generic;
else
cursor = "action-gather-" + resourceType.specific;
data.command = "gather-near-position";
data.resourceType = resourceType;
data.resourceTemplate = targetState.template;
if (!targetState.speed)
{
data.command = "gather";
data.target = targetState.id;
}
}
else if (entState.market && targetState.market &&
entState.id != targetState.id &&
(!entState.market.naval || targetState.market.naval) &&
!playerCheck(entState, targetState, ["Enemy"]))
{
// Find a trader (if any) that this building can produce.
let trader;
if (entState.production && entState.production.entities.length)
for (let i = 0; i < entState.production.entities.length; ++i)
if ((trader = GetTemplateData(entState.production.entities[i]).trader))
break;
let traderData = {
"firstMarket": entState.id,
"secondMarket": targetState.id,
"template": trader
};
let gain = Engine.GuiInterfaceCall("GetTradingRouteGain", traderData);
if (gain && gain.traderGain)
{
data.command = "trade";
data.target = traderData.secondMarket;
data.source = traderData.firstMarket;
cursor = "action-setup-trade-route";
tooltip = translate("Right-click to establish a default route for new traders.") + "\n" +
sprintf(
trader ?
translate("Gain: %(gain)s") :
translate("Expected gain: %(gain)s"),
{ "gain": getTradingTooltip(gain) });
}
}
else if ((targetState.needsRepair || targetState.foundation) && playerCheck(entState, targetState, ["Ally"]))
{
data.command = "repair";
data.target = targetState.id;
cursor = "action-repair";
}
else if (playerCheck(entState, targetState, ["Enemy"]))
{
data.target = targetState.id;
data.command = "attack";
cursor = "action-attack";
}
// Don't allow the rally point to be set on any of the currently selected entities (used for unset)
// except if the autorallypoint hotkey is pressed and the target can produce entities
if (!Engine.HotkeyIsPressed("session.autorallypoint") ||
!targetState.production ||
!targetState.production.entities.length)
for (let ent in g_Selection.selected)
if (targetState.id == +ent)
return false;
return {
"possible": true,
"data": data,
"position": targetState.position,
"cursor": cursor,
"tooltip": tooltip
};
},
"actionCheck": function(target, selection)
{
if (someUnitAI(selection) || !someRallyPoints(selection))
return false;
let actionInfo = getActionInfo("set-rallypoint", target, selection);
if (!actionInfo.possible)
return false;
return {
"type": "set-rallypoint",
"cursor": actionInfo.cursor,
"data": actionInfo.data,
"tooltip": actionInfo.tooltip,
"position": actionInfo.position
};
},
"specificness": 6,
},
"unset-rallypoint":
{
"execute": function(target, action, selection, queued)
{
Engine.PostNetworkCommand({
"type": "unset-rallypoint",
"entities": selection
});
// Remove displayed rally point
Engine.GuiInterfaceCall("DisplayRallyPoint", {
"entities": []
});
return true;
},
"getActionInfo": function(entState, targetState)
{
if (entState.id != targetState.id ||
!entState.rallyPoint || !entState.rallyPoint.position)
return false;
return { "possible": true };
},
"actionCheck": function(target, selection)
{
if (someUnitAI(selection) || !someRallyPoints(selection) ||
!getActionInfo("unset-rallypoint", target, selection).possible)
return false;
return {
"type": "unset-rallypoint",
"cursor": "action-unset-rally"
};
},
"specificness": 11,
},
"none":
{
"execute": function(target, action, selection, queued)
{
return true;
},
"specificness": 100,
},
};
/**
* Info and actions for the entity commands
* Currently displayed in the bottom of the central panel
*/
var g_EntityCommands =
{
"unload-all": {
"getInfo": function(entStates)
{
let count = 0;
for (let entState of entStates)
if (entState.garrisonHolder)
count += entState.garrisonHolder.entities.length;
if (!count)
return false;
return {
"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.unload") +
translate("Unload All."),
"icon": "garrison-out.png",
"count": count,
};
},
"execute": function()
{
unloadAll();
},
},
"delete": {
"getInfo": function(entStates)
{
return entStates.some(entState => !isUndeletable(entState)) ?
{
"tooltip":
colorizeHotkey("%(hotkey)s" + " ", "session.kill") +
translate("Destroy the selected units or buildings.") + "\n" +
colorizeHotkey(
translate("Use %(hotkey)s to avoid the confirmation dialog."),
"session.noconfirmation"
),
"icon": "kill_small.png"
} :
{
// Get all delete reasons and remove duplications
"tooltip": entStates.map(entState => isUndeletable(entState))
.filter((reason, pos, self) =>
self.indexOf(reason) == pos && reason
).join("\n"),
"icon": "kill_small_disabled.png"
};
},
"execute": function(entStates)
{
let entityIDs = entStates.reduce(
(ids, entState) => {
if (!isUndeletable(entState))
ids.push(entState.id);
return ids;
},
[]);
if (!entityIDs.length)
return;
let deleteSelection = () => Engine.PostNetworkCommand({
"type": "delete-entities",
"entities": entityIDs
});
if (Engine.HotkeyIsPressed("session.noconfirmation"))
deleteSelection();
else
(new DeleteSelectionConfirmation(deleteSelection)).display();
},
},
"stop": {
"getInfo": function(entStates)
{
if (entStates.every(entState => !entState.unitAI))
return false;
return {
"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.stop") +
translate("Abort the current order."),
"icon": "stop.png"
};
},
"execute": function(entStates)
{
if (entStates.length)
stopUnits(entStates.map(entState => entState.id));
},
},
"garrison": {
"getInfo": function(entStates)
{
if (entStates.every(entState => !entState.unitAI || entState.turretParent || false))
return false;
return {
"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.garrison") +
translate("Order the selected units to garrison in a building or unit."),
"icon": "garrison.png"
};
},
"execute": function()
{
inputState = INPUT_PRESELECTEDACTION;
preSelectedAction = ACTION_GARRISON;
},
},
"unload": {
"getInfo": function(entStates)
{
if (entStates.every(entState => {
if (!entState.unitAI || !entState.turretParent)
return true;
let parent = GetEntityState(entState.turretParent);
return !parent || !parent.garrisonHolder || parent.garrisonHolder.entities.indexOf(entState.id) == -1;
}))
return false;
return {
"tooltip": translate("Unload"),
"icon": "garrison-out.png"
};
},
"execute": function()
{
unloadSelection();
},
},
"repair": {
"getInfo": function(entStates)
{
if (entStates.every(entState => !entState.builder))
return false;
return {
"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.repair") +
translate("Order the selected units to repair a building or mechanical unit."),
"icon": "repair.png"
};
},
"execute": function()
{
inputState = INPUT_PRESELECTEDACTION;
preSelectedAction = ACTION_REPAIR;
},
},
"focus-rally": {
"getInfo": function(entStates)
{
if (entStates.every(entState => !entState.rallyPoint))
return false;
return {
"tooltip": colorizeHotkey("%(hotkey)s" + " ", "camera.rallypointfocus") +
translate("Focus on Rally Point."),
"icon": "focus-rally.png"
};
},
"execute": function(entStates)
{
// TODO: Would be nicer to cycle between the rallypoints of multiple entities instead of just using the first
let focusTarget;
for (let entState of entStates)
if (entState.rallyPoint && entState.rallyPoint.position)
{
focusTarget = entState.rallyPoint.position;
break;
}
if (!focusTarget)
for (let entState of entStates)
if (entState.position)
{
focusTarget = entState.position;
break;
}
if (focusTarget)
Engine.CameraMoveTo(focusTarget.x, focusTarget.z);
},
},
"back-to-work": {
"getInfo": function(entStates)
{
if (entStates.every(entState => !entState.unitAI || !entState.unitAI.hasWorkOrders))
return false;
return {
"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.backtowork") +
translate("Back to Work"),
"icon": "production.png"
};
},
"execute": function()
{
backToWork();
},
},
"add-guard": {
"getInfo": function(entStates)
{
if (entStates.every(entState =>
!entState.unitAI || !entState.unitAI.canGuard || entState.unitAI.isGuarding))
return false;
return {
"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.guard") +
translate("Order the selected units to guard a building or unit."),
"icon": "add-guard.png"
};
},
"execute": function()
{
inputState = INPUT_PRESELECTEDACTION;
preSelectedAction = ACTION_GUARD;
},
},
"remove-guard": {
"getInfo": function(entStates)
{
if (entStates.every(entState => !entState.unitAI || !entState.unitAI.isGuarding))
return false;
return {
"tooltip": translate("Remove guard"),
"icon": "remove-guard.png"
};
},
"execute": function()
{
removeGuard();
},
},
"select-trading-goods": {
"getInfo": function(entStates)
{
if (entStates.every(entState => !entState.market))
return false;
return {
"tooltip": translate("Barter & Trade"),
"icon": "economics.png"
};
},
"execute": function()
{
g_TradeDialog.toggle();
},
},
"patrol": {
"getInfo": function(entStates)
{
if (!entStates.some(entState => entState.unitAI && entState.unitAI.canPatrol))
return false;
return {
"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.patrol") +
translate("Patrol") + "\n" +
translate("Attack all encountered enemy units while avoiding buildings."),
"icon": "patrol.png"
};
},
"execute": function()
{
inputState = INPUT_PRESELECTEDACTION;
preSelectedAction = ACTION_PATROL;
},
},
"share-dropsite": {
"getInfo": function(entStates)
{
let sharableEntities = entStates.filter(
entState => entState.resourceDropsite && entState.resourceDropsite.sharable);
if (!sharableEntities.length)
return false;
// Returns if none of the entities belong to a player with a mutual ally
if (entStates.every(entState => !GetSimState().players[entState.player].isMutualAlly.some(
(isAlly, playerId) => isAlly && playerId != entState.player)))
return false;
return sharableEntities.some(entState => !entState.resourceDropsite.shared) ?
{
"tooltip": translate("Press to allow allies to use this dropsite"),
"icon": "locked_small.png"
} :
{
"tooltip": translate("Press to prevent allies from using this dropsite"),
"icon": "unlocked_small.png"
};
},
"execute": function(entStates)
{
let sharableEntities = entStates.filter(
entState => entState.resourceDropsite && entState.resourceDropsite.sharable);
Engine.PostNetworkCommand({
"type": "set-dropsite-sharing",
"entities": sharableEntities.map(entState => entState.id),
"shared": sharableEntities.some(entState => !entState.resourceDropsite.shared)
});
},
}
};
var g_AllyEntityCommands =
{
"unload-all": {
"getInfo": function(entState)
{
if (!entState.garrisonHolder)
return false;
let player = Engine.GetPlayerID();
let count = 0;
for (let ent in g_Selection.selected)
{
let selectedEntState = GetEntityState(+ent);
if (!selectedEntState.garrisonHolder)
continue;
for (let entity of selectedEntState.garrisonHolder.entities)
{
let state = GetEntityState(entity);
if (state.player == player)
++count;
}
}
return {
"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.unload") +
translate("Unload All."),
"icon": "garrison-out.png",
"count": count,
};
},
"execute": function(entState)
{
unloadAll();
},
},
"share-dropsite": {
"getInfo": function(entState)
{
if (Engine.GetPlayerID() == -1 ||
!GetSimState().players[Engine.GetPlayerID()].hasSharedDropsites ||
!entState.resourceDropsite || !entState.resourceDropsite.sharable)
return false;
if (entState.resourceDropsite.shared)
return {
"tooltip": translate("You are allowed to use this dropsite"),
"icon": "unlocked_small.png"
};
return {
"tooltip": translate("The use of this dropsite is prohibited"),
"icon": "locked_small.png"
};
},
"execute": function(entState)
{
// This command button is always disabled
},
}
};
function playerCheck(entState, targetState, validPlayers)
{
let playerState = GetSimState().players[entState.player];
for (let player of validPlayers)
if (player == "Gaia" && targetState.player == 0 ||
player == "Player" && targetState.player == entState.player ||
playerState["is" + player] && playerState["is" + player][targetState.player])
return true;
return false;
}
function hasClass(entState, className)
{
// note: use the functions in globalscripts/Templates.js for more versatile matching
return entState.identity && entState.identity.classes.indexOf(className) != -1;
}
/**
* Work out whether at least part of the selected entities have UnitAI.
*/
function someUnitAI(entities)
{
return entities.some(ent => {
let entState = GetEntityState(ent);
return entState && entState.unitAI || false;
});
}
function someRallyPoints(entities)
{
return entities.some(ent => {
let entState = GetEntityState(ent);
return entState && entState.rallyPoint || false;
});
}
function someGuarding(entities)
{
return entities.some(ent => {
let entState = GetEntityState(ent);
return entState && entState.unitAI && entState.unitAI.isGuarding;
});
}
function someCanPatrol(entities)
{
return entities.some(ent => {
let entState = GetEntityState(ent);
return entState && entState.unitAI && entState.unitAI.canPatrol;
});
}
/**
* Keep in sync with Commands.js.
*/
function isUndeletable(entState)
{
let playerState = g_SimState.players[entState.player];
if (playerState && playerState.controlsAll)
return false;
if (entState.resourceSupply && entState.resourceSupply.killBeforeGather)
return translate("The entity has to be killed before it can be gathered from");
if (entState.capturePoints && entState.capturePoints[entState.player] < entState.maxCapturePoints / 2)
return translate("You cannot destroy this entity as you own less than half the capture points");
if (!entState.identity.canDelete)
return translate("This entity is undeletable");
return false;
}
function DrawTargetMarker(target)
{
Engine.GuiInterfaceCall("AddTargetMarker", {
"template": g_TargetMarker.move,
"x": target.x,
"z": target.z
});
}
function findGatherType(gatherer, supply)
{
if (!gatherer.resourceGatherRates || !supply)
return undefined;
if (gatherer.resourceGatherRates[supply.type.generic + "." + supply.type.specific])
return supply.type.specific;
if (gatherer.resourceGatherRates[supply.type.generic])
return supply.type.generic;
return undefined;
}
function getActionInfo(action, target, selection)
{
let simState = GetSimState();
// If the selection doesn't exist, no action
if (!GetEntityState(selection[0]))
return { "possible": false };
if (!target) // TODO move these non-target actions to an object like unit_actions.js
{
if (action == "set-rallypoint")
{
let cursor = "";
let data = { "command": "walk" };
if (Engine.HotkeyIsPressed("session.attackmove"))
{
data.command = "attack-walk";
data.targetClasses = Engine.HotkeyIsPressed("session.attackmoveUnit") ?
{ "attack": ["Unit"] } : { "attack": ["Unit", "Structure"] };
cursor = "action-attack-move";
}
else if (Engine.HotkeyIsPressed("session.patrol"))
{
data.command = "patrol";
data.targetClasses = { "attack": g_PatrolTargets };
cursor = "action-patrol";
}
return {
"possible": true,
"data": data,
"cursor": cursor
};
}
return {
"possible": ["move", "attack-move", "remove-guard", "patrol"].indexOf(action) != -1
};
}
// 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)
let targetState = GetEntityState(target);
if (!targetState)
return { "possible": false };
// Check if any entities in the selection can do some of the available actions with target
for (let entityID of selection)
{
let entState = GetEntityState(entityID);
if (!entState)
continue;
if (g_UnitActions[action] && g_UnitActions[action].getActionInfo)
{
let r = g_UnitActions[action].getActionInfo(entState, targetState, simState);
if (r && r.possible) // return true if it's possible for one of the entities
return r;
}
}
return { "possible": false };
}
Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_infantry.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_infantry.xml (revision 23220)
+++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_infantry.xml (revision 23221)
@@ -1,129 +1,130 @@
2415241000Field Palisade SiegeWall StoneWall50.00.00.021.0
structures/{civ}_house
structures/{civ}_storehouse
structures/{civ}_farmstead
structures/{civ}_field
structures/{civ}_corral
structures/{civ}_outpost
structures/wallset_palisade
structures/{civ}_sentry_tower
structures/{civ}_dock
structures/{civ}_barracks
structures/{civ}_blacksmith
structures/{civ}_temple
structures/{civ}_market
structures/{civ}_defense_tower
structures/{civ}_wallset_stone
structures/{civ}_civil_centre
structures/{civ}_workshop
structures/{civ}_fortress
structures/{civ}_wonder
10500002.580Human CitizenSoldierCitizen Worker Soldier InfantryInfantryBasic10050001002.01.00.50.2510.7550.520.5circle/128x128.pngcircle/128x128_mask.pngvoice/{lang}/civ/civ_{phenotype}_walk.xmlvoice/{lang}/civ/civ_{phenotype}_attack.xmlvoice/{lang}/civ/civ_{phenotype}_gather.xmlvoice/{lang}/civ/civ_{phenotype}_repair.xml
+ voice/{lang}/civ/civ_{phenotype}_build.xmlvoice/{lang}/civ/civ_{phenotype}_garrison.xmlactor/human/movement/walk.xmlactor/human/movement/run.xmlattack/impact/arrow_impact.xmlattack/weapon/sword_attack.xmlattack/weapon/bow_attack.xmlactor/human/death/{phenotype}_death.xmlresource/construction/con_wood.xmlresource/foraging/forage_leaves.xmlresource/farming/farm.xmlresource/lumbering/lumbering.xmlresource/mining/pickaxe.xmlresource/mining/mining.xmlresource/mining/mining.xmlinterface/alarm/alarm_create_infantry.xml80
Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_support_slave.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_support_slave.xml (revision 23220)
+++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_support_slave.xml (revision 23221)
@@ -1,85 +1,86 @@
0.5
structures/{civ}_house
structures/{civ}_storehouse
structures/{civ}_farmstead
structures/{civ}_field
structures/{civ}_corral
structures/{civ}_outpost
structures/wallset_palisade
structures/{civ}_dock
structures/{civ}_barracks
structures/{civ}_blacksmith
structures/{civ}_temple
structures/{civ}_market
structures/{civ}_defense_tower
structures/{civ}_wallset_stone
structures/{civ}_civil_centre
structures/{civ}_fortress
02000050-0.25trueSlave WorkerSlaveunits/global_slave.pngGatherer with a finite life span. Bonused at mining and lumbering.101111.00.50.50.3511.051.051.0voice/{lang}/civ/civ_{phenotype}_walk.xmlvoice/{lang}/civ/civ_{phenotype}_gather.xmlvoice/{lang}/civ/civ_{phenotype}_repair.xml
+ voice/{lang}/civ/civ_{phenotype}_build.xmlvoice/{lang}/civ/civ_{phenotype}_garrison.xmlactor/human/movement/walk.xmlactor/human/movement/run.xmlactor/human/death/{phenotype}_death.xmlresource/construction/con_wood.xmlresource/foraging/forage_leaves.xmlresource/farming/farm.xmlresource/lumbering/lumbering.xmlresource/mining/pickaxe.xmlresource/mining/mining.xmlactor/singlesteps/steps_gravel_trained.xml