Index: ps/trunk/binaries/data/mods/public/gui/common/tooltips.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/common/tooltips.js (revision 23236) +++ ps/trunk/binaries/data/mods/public/gui/common/tooltips.js (revision 23237) @@ -1,892 +1,892 @@ var g_TooltipTextFormats = { "unit": { "font": "sans-10", "color": "orange" }, "header": { "font": "sans-bold-13" }, "body": { "font": "sans-13" }, "comma": { "font": "sans-12" }, "nameSpecificBig": { "font": "sans-bold-16" }, "nameSpecificSmall": { "font": "sans-bold-12" }, "nameGeneric": { "font": "sans-bold-16" } }; function getCostTypes() { return g_ResourceData.GetCodes().concat(["population", "populationBonus", "time"]); } /** * If true, always shows whether the splash damage deals friendly fire. * Otherwise display the friendly fire tooltip only if it does. */ var g_AlwaysDisplayFriendlyFire = false; function resourceIcon(resource) { return '[icon="icon_' + resource + '"]'; } function resourceNameFirstWord(type) { return translateWithContext("firstWord", g_ResourceData.GetNames()[type]); } function resourceNameWithinSentence(type) { return translateWithContext("withinSentence", g_ResourceData.GetNames()[type]); } /** * Format resource amounts to proper english and translate (for example: "200 food, 100 wood and 300 metal"). */ function getLocalizedResourceAmounts(resources) { let amounts = g_ResourceData.GetCodes() .filter(type => !!resources[type]) .map(type => sprintf(translate("%(amount)s %(resourceType)s"), { "amount": resources[type], "resourceType": resourceNameWithinSentence(type) })); if (amounts.length < 2) return amounts.join(); let lastAmount = amounts.pop(); return sprintf(translate("%(previousAmounts)s and %(lastAmount)s"), { // Translation: This comma is used for separating first to penultimate elements in an enumeration. "previousAmounts": amounts.join(translate(", ")), "lastAmount": lastAmount }); } function bodyFont(text) { return setStringTags(text, g_TooltipTextFormats.body); } function headerFont(text) { return setStringTags(text, g_TooltipTextFormats.header); } function unitFont(text) { return setStringTags(text, g_TooltipTextFormats.unit); } function commaFont(text) { return setStringTags(text, g_TooltipTextFormats.comma); } function getSecondsString(seconds) { return sprintf(translatePlural("%(time)s %(second)s", "%(time)s %(second)s", seconds), { "time": seconds, "second": unitFont(translatePlural("second", "seconds", seconds)) }); } /** * Entity templates have a `Tooltip` tag in the Identity component. * (The contents of which are copied to a `tooltip` attribute in globalscripts.) * * Technologies have a `tooltip` attribute. */ function getEntityTooltip(template) { if (!template.tooltip) return ""; return bodyFont(template.tooltip); } /** * Technologies have a `description` attribute, and Auras have an `auraDescription` * attribute, which becomes `description`. * * (For technologies, this happens in globalscripts.) * * (For auras, this happens either in the Auras component (for session gui) or * reference/common/load.js (for Reference Suite gui)) */ function getDescriptionTooltip(template) { if (!template.description) return ""; return bodyFont(template.description); } /** * Entity templates have a `History` tag in the Identity component. * (The contents of which are copied to a `history` attribute in globalscripts.) */ function getHistoryTooltip(template) { if (!template.history) return ""; return bodyFont(template.history); } function getHealthTooltip(template) { if (!template.health) return ""; return sprintf(translate("%(label)s %(details)s"), { "label": headerFont(translate("Health:")), "details": template.health }); } function getCurrentHealthTooltip(entState, label) { if (!entState.maxHitpoints) return ""; return sprintf(translate("%(healthLabel)s %(current)s / %(max)s"), { "healthLabel": headerFont(label || translate("Health:")), "current": Math.round(entState.hitpoints), "max": Math.round(entState.maxHitpoints) }); } /** * Converts an armor level into the actual reduction percentage */ function armorLevelToPercentageString(level) { return sprintf(translate("%(percentage)s%%"), { "percentage": (100 - Math.round(Math.pow(0.9, level) * 100)) }); } function getArmorTooltip(template) { if (!template.armour) return ""; return sprintf(translate("%(label)s %(details)s"), { "label": headerFont(translate("Armor:")), "details": Object.keys(template.armour).map( dmgType => sprintf(translate("%(damage)s %(damageType)s %(armorPercentage)s"), { "damage": template.armour[dmgType].toFixed(1), "damageType": unitFont(translateWithContext("damage type", dmgType)), "armorPercentage": '[font="sans-10"]' + sprintf(translate("(%(armorPercentage)s)"), { "armorPercentage": armorLevelToPercentageString(template.armour[dmgType]) }) + '[/font]' }) ).join(commaFont(translate(", "))) }); } function attackRateDetails(interval, projectiles) { if (!interval) return ""; if (projectiles === 0) return translate("Garrison to fire arrows"); let attackRateString = getSecondsString(interval / 1000); let header = headerFont(translate("Interval:")); if (projectiles && +projectiles > 1) { header = headerFont(translate("Rate:")); let projectileString = sprintf(translatePlural("%(projectileCount)s %(projectileName)s", "%(projectileCount)s %(projectileName)s", projectiles), { "projectileCount": projectiles, "projectileName": unitFont(translatePlural("arrow", "arrows", projectiles)) }); attackRateString = sprintf(translate("%(projectileString)s / %(attackRateString)s"), { "projectileString": projectileString, "attackRateString": attackRateString }); } return sprintf(translate("%(label)s %(details)s"), { "label": header, "details": attackRateString }); } function rangeDetails(attackTypeTemplate) { if (!attackTypeTemplate.maxRange) return ""; let rangeTooltipString = { "relative": { // Translation: For example: Range: 2 to 10 (+2) meters "minRange": translate("%(rangeLabel)s %(minRange)s to %(maxRange)s (%(relativeRange)s) %(rangeUnit)s"), // Translation: For example: Range: 10 (+2) meters "no-minRange": translate("%(rangeLabel)s %(maxRange)s (%(relativeRange)s) %(rangeUnit)s"), }, "non-relative": { // Translation: For example: Range: 2 to 10 meters "minRange": translate("%(rangeLabel)s %(minRange)s to %(maxRange)s %(rangeUnit)s"), // Translation: For example: Range: 10 meters "no-minRange": translate("%(rangeLabel)s %(maxRange)s %(rangeUnit)s"), } }; let minRange = Math.round(attackTypeTemplate.minRange); let maxRange = Math.round(attackTypeTemplate.maxRange); let realRange = attackTypeTemplate.elevationAdaptedRange; let relativeRange = realRange ? Math.round(realRange - maxRange) : 0; return sprintf(rangeTooltipString[relativeRange ? "relative" : "non-relative"][minRange ? "minRange" : "no-minRange"], { "rangeLabel": headerFont(translate("Range:")), "minRange": minRange, "maxRange": maxRange, "relativeRange": relativeRange > 0 ? sprintf(translate("+%(number)s"), { "number": relativeRange }) : relativeRange, "rangeUnit": unitFont(minRange || relativeRange ? // Translation: For example "0.5 to 1 meters", "1 (+1) meters" or "1 to 2 (+3) meters" translate("meters") : translatePlural("meter", "meters", maxRange)) }); } function damageDetails(damageTemplate) { if (!damageTemplate) return ""; return Object.keys(damageTemplate).filter(dmgType => damageTemplate[dmgType]).map( dmgType => sprintf(translate("%(damage)s %(damageType)s"), { "damage": (+damageTemplate[dmgType]).toFixed(1), "damageType": unitFont(translateWithContext("damage type", dmgType)) })).join(commaFont(translate(", "))); } function captureDetails(captureTemplate) { if (!captureTemplate) return ""; return sprintf(translate("%(amount)s %(name)s"), { "amount": (+captureTemplate).toFixed(1), "name": unitFont(translateWithContext("damage type", "Capture")) }); } function giveStatusDetails(giveStatusTemplate) { if (!giveStatusTemplate) return ""; return sprintf(translate("gives %(name)s"), { "name": Object.keys(giveStatusTemplate).map(x => unitFont(translateWithContext("status effect", x))).join(', '), }); } function attackEffectsDetails(attackTypeTemplate) { if (!attackTypeTemplate) return ""; let effects = [ captureDetails(attackTypeTemplate.Capture || undefined), damageDetails(attackTypeTemplate.Damage || undefined), giveStatusDetails(attackTypeTemplate.GiveStatus || undefined) ]; return effects.filter(effect => effect).join(commaFont(translate(", "))); } function getAttackTooltip(template) { if (!template.attack) return ""; let tooltips = []; for (let attackType in template.attack) { // Slaughter is used to kill animals, so do not show it. if (attackType == "Slaughter") continue; let attackLabel = sprintf(headerFont(translate("%(attackType)s Attack")), { "attackType": attackType }); let attackTypeTemplate = template.attack[attackType]; let projectiles; // Use either current rate from simulation or default count if the sim is not running. // ToDo: This ought to be extended to include units which fire multiple projectiles. if (template.buildingAI) projectiles = template.buildingAI.arrowCount || template.buildingAI.defaultArrowCount; // Show the effects of status effects below let statusEffectsDetails = []; if (attackTypeTemplate.GiveStatus) for (let status in attackTypeTemplate.GiveStatus) statusEffectsDetails.push("\n " + getStatusEffectsTooltip(status, attackTypeTemplate.GiveStatus[status])); statusEffectsDetails = statusEffectsDetails.join(""); tooltips.push(sprintf(translate("%(attackLabel)s: %(effects)s, %(range)s, %(rate)s%(statusEffects)s"), { "attackLabel": attackLabel, "effects": attackEffectsDetails(attackTypeTemplate), "range": rangeDetails(attackTypeTemplate), "rate": attackRateDetails(attackTypeTemplate.repeatTime, projectiles), "statusEffects": statusEffectsDetails })); } return tooltips.join("\n"); } function getSplashDamageTooltip(template) { if (!template.attack) return ""; let tooltips = []; for (let attackType in template.attack) { let splashTemplate = template.attack[attackType].splash; if (!splashTemplate) continue; let splashLabel = sprintf(headerFont(translate("%(splashShape)s Splash Damage")), { "splashShape": splashTemplate.shape }); let splashDamageTooltip = sprintf(translate("%(label)s: %(effects)s"), { "label": splashLabel, "effects": attackEffectsDetails(splashTemplate) }); if (g_AlwaysDisplayFriendlyFire || splashTemplate.friendlyFire) splashDamageTooltip += commaFont(translate(", ")) + sprintf(translate("Friendly Fire: %(enabled)s"), { "enabled": splashTemplate.friendlyFire ? translate("Yes") : translate("No") }); tooltips.push(splashDamageTooltip); } // If multiple attack types deal splash damage, the attack type should be shown to differentiate. return tooltips.join("\n"); } function getStatusEffectsTooltip(name, template) { let durationString = ""; if (template.Duration) durationString = sprintf(translate(", %(durName)s: %(duration)s"), { "durName": headerFont(translate("Duration")), "duration": getSecondsString((template.TimeElapsed ? +template.Duration - template.TimeElapsed : +template.Duration) / 1000), }); return sprintf(translate("%(statusName)s: %(effects)s, %(rate)s%(durationString)s"), { "statusName": headerFont(translateWithContext("status effect", name)), "effects": attackEffectsDetails(template), "rate": attackRateDetails(+template.Interval), "durationString": durationString }); } function getGarrisonTooltip(template) { if (!template.garrisonHolder) return ""; let tooltips = [ sprintf(translate("%(label)s: %(garrisonLimit)s"), { "label": headerFont(translate("Garrison Limit")), "garrisonLimit": template.garrisonHolder.capacity }) ]; if (template.garrisonHolder.buffHeal) tooltips.push( sprintf(translate("%(healRateLabel)s %(value)s %(health)s / %(second)s"), { "healRateLabel": headerFont(translate("Heal:")), "value": Math.round(template.garrisonHolder.buffHeal), "health": unitFont(translate("Health")), "second": unitFont(translate("second")), }) ); return tooltips.join(commaFont(translate(", "))); } function getProjectilesTooltip(template) { if (!template.garrisonHolder || !template.buildingAI) return ""; let limit = Math.min( template.buildingAI.maxArrowCount || Infinity, template.buildingAI.defaultArrowCount + Math.round(template.buildingAI.garrisonArrowMultiplier * template.garrisonHolder.capacity) ); if (!limit) return ""; return [ sprintf(translate("%(label)s: %(value)s"), { "label": headerFont(translate("Projectile Limit")), "value": limit }), sprintf(translate("%(label)s: %(value)s"), { "label": headerFont(translateWithContext("projectiles", "Default")), "value": template.buildingAI.defaultArrowCount }), sprintf(translate("%(label)s: %(value)s"), { "label": headerFont(translateWithContext("projectiles", "Per Unit")), "value": +template.buildingAI.garrisonArrowMultiplier.toFixed(2) }) ].join(commaFont(translate(", "))); } function getRepairTimeTooltip(entState) { return sprintf(translate("%(label)s %(details)s"), { "label": headerFont(translate("Number of repairers:")), "details": entState.repairable.numBuilders }) + "\n" + (entState.repairable.numBuilders ? sprintf(translatePlural( "Add another worker to speed up the repairs by %(second)s second.", "Add another worker to speed up the repairs by %(second)s seconds.", Math.round(entState.repairable.buildTime.timeRemaining - entState.repairable.buildTime.timeRemainingNew)), { "second": Math.round(entState.repairable.buildTime.timeRemaining - entState.repairable.buildTime.timeRemainingNew) }) : sprintf(translatePlural( "Add a worker to finish the repairs in %(second)s second.", "Add a worker to finish the repairs in %(second)s seconds.", Math.round(entState.repairable.buildTime.timeRemainingNew)), { "second": Math.round(entState.repairable.buildTime.timeRemainingNew) })); } function getBuildTimeTooltip(entState) { return sprintf(translate("%(label)s %(details)s"), { "label": headerFont(translate("Number of builders:")), "details": entState.foundation.numBuilders }) + "\n" + (entState.foundation.numBuilders ? sprintf(translatePlural( "Add another worker to speed up the construction by %(second)s second.", "Add another worker to speed up the construction by %(second)s seconds.", Math.round(entState.foundation.buildTime.timeRemaining - entState.foundation.buildTime.timeRemainingNew)), { "second": Math.round(entState.foundation.buildTime.timeRemaining - entState.foundation.buildTime.timeRemainingNew) }) : sprintf(translatePlural( "Add a worker to finish the construction in %(second)s second.", "Add a worker to finish the construction in %(second)s seconds.", Math.round(entState.foundation.buildTime.timeRemainingNew)), { "second": Math.round(entState.foundation.buildTime.timeRemainingNew) })); } /** * Multiplies the costs for a template by a given batch size. */ function multiplyEntityCosts(template, trainNum) { let totalCosts = {}; for (let r of getCostTypes()) if (template.cost[r]) totalCosts[r] = Math.floor(template.cost[r] * trainNum); return totalCosts; } /** * Helper function for getEntityCostTooltip. */ function getEntityCostComponentsTooltipString(template, entity, buildingsCountToTrainFullBatch = 1, fullBatchSize = 1, remainderBatch = 0) { let totalCosts = multiplyEntityCosts(template, buildingsCountToTrainFullBatch * fullBatchSize + remainderBatch); if (template.cost.time) totalCosts.time = Math.ceil(template.cost.time * (entity ? Engine.GuiInterfaceCall("GetBatchTime", { "entity": entity, "batchSize": buildingsCountToTrainFullBatch > 0 ? fullBatchSize : remainderBatch }) : 1)); let costs = []; for (let type of getCostTypes()) // Population bonus is shown in the tooltip if (type != "populationBonus" && totalCosts[type]) costs.push(sprintf(translate("%(component)s %(cost)s"), { "component": resourceIcon(type), "cost": totalCosts[type] })); return costs; } function getGatherTooltip(template) { if (!template.resourceGatherRates) return ""; // Average the resource rates (TODO: distinguish between subtypes) let rates = {}; for (let resource of g_ResourceData.GetResources()) { let types = [resource.code]; for (let subtype in resource.subtypes) // We ignore ruins as those are not that common and skew the results if (subtype !== "ruins") types.push(resource.code + "." + subtype); let [rate, count] = types.reduce((sum, t) => { let r = template.resourceGatherRates[t]; return [sum[0] + (r > 0 ? r : 0), sum[1] + (r > 0 ? 1 : 0)]; }, [0, 0]); if (rate > 0) rates[resource.code] = +(rate / count).toFixed(1); } if (!Object.keys(rates).length) return ""; return sprintf(translate("%(label)s %(details)s"), { "label": headerFont(translate("Gather Rates:")), "details": Object.keys(rates).map( type => sprintf(translate("%(resourceIcon)s %(rate)s"), { "resourceIcon": resourceIcon(type), "rate": rates[type] }) ).join(" ") }); } function getResourceTrickleTooltip(template) { if (!template.resourceTrickle) return ""; let resCodes = g_ResourceData.GetCodes().filter(res => !!template.resourceTrickle.rates[res]); if (!resCodes.length) return ""; return sprintf(translate("%(label)s %(details)s"), { "label": headerFont(translate("Resource Trickle:")), "details": sprintf(translate("%(resources)s / %(time)s"), { "resources": resCodes.map( res => sprintf(translate("%(resourceIcon)s %(rate)s"), { "resourceIcon": resourceIcon(res), "rate": template.resourceTrickle.rates[res] }) ).join(" "), "time": getSecondsString(template.resourceTrickle.interval / 1000) }) }); } /** * Returns an array of strings for a set of wall pieces. If the pieces share * resource type requirements, output will be of the form '10 to 30 Stone', * otherwise output will be, e.g. '10 Stone, 20 Stone, 30 Stone'. */ function getWallPieceTooltip(wallTypes) { let out = []; let resourceCount = {}; for (let resource of getCostTypes()) if (wallTypes[0].cost[resource]) resourceCount[resource] = [wallTypes[0].cost[resource]]; let sameTypes = true; for (let i = 1; i < wallTypes.length; ++i) { for (let resource in wallTypes[i].cost) // Break out of the same-type mode if this wall requires // resource types that the first didn't. if (wallTypes[i].cost[resource] && !resourceCount[resource]) { sameTypes = false; break; } for (let resource in resourceCount) if (wallTypes[i].cost[resource]) resourceCount[resource].push(wallTypes[i].cost[resource]); else { sameTypes = false; break; } } if (sameTypes) for (let resource in resourceCount) // Translation: This string is part of the resources cost string on // the tooltip for wall structures. out.push(sprintf(translate("%(resourceIcon)s %(minimum)s to %(resourceIcon)s %(maximum)s"), { "resourceIcon": resourceIcon(resource), "minimum": Math.min.apply(Math, resourceCount[resource]), "maximum": Math.max.apply(Math, resourceCount[resource]) })); else for (let i = 0; i < wallTypes.length; ++i) out.push(getEntityCostComponentsTooltipString(wallTypes[i]).join(", ")); return out; } /** * Returns the cost information to display in the specified entity's construction button tooltip. */ -function getEntityCostTooltip(template, entity, buildingsCountToTrainFullBatch, fullBatchSize, remainderBatch) +function getEntityCostTooltip(template, player, entity, buildingsCountToTrainFullBatch, fullBatchSize, remainderBatch) { // Entities with a wallset component are proxies for initiating wall placement and as such do not have a cost of // their own; the individual wall pieces within it do. if (template.wallSet) { - let templateLong = GetTemplateData(template.wallSet.templates.long); - let templateMedium = GetTemplateData(template.wallSet.templates.medium); - let templateShort = GetTemplateData(template.wallSet.templates.short); - let templateTower = GetTemplateData(template.wallSet.templates.tower); + let templateLong = GetTemplateData(template.wallSet.templates.long, player); + let templateMedium = GetTemplateData(template.wallSet.templates.medium, player); + let templateShort = GetTemplateData(template.wallSet.templates.short, player); + let templateTower = GetTemplateData(template.wallSet.templates.tower, player); let wallCosts = getWallPieceTooltip([templateShort, templateMedium, templateLong]); let towerCosts = getEntityCostComponentsTooltipString(templateTower); return sprintf(translate("Walls: %(costs)s"), { "costs": wallCosts.join(" ") }) + "\n" + sprintf(translate("Towers: %(costs)s"), { "costs": towerCosts.join(" ") }); } if (template.cost) { let costs = getEntityCostComponentsTooltipString(template, entity, buildingsCountToTrainFullBatch, fullBatchSize, remainderBatch).join(" "); if (costs) // Translation: Label in tooltip showing cost of a unit, structure or technology. return sprintf(translate("%(label)s %(costs)s"), { "label": headerFont(translate("Cost:")), "costs": costs }); } return ""; } function getRequiredTechnologyTooltip(technologyEnabled, requiredTechnology, civ) { if (technologyEnabled) return ""; return sprintf(translate("Requires %(technology)s"), { "technology": getEntityNames(GetTechnologyData(requiredTechnology, civ)) }); } /** * Returns the population bonus information to display in the specified entity's construction button tooltip. */ function getPopulationBonusTooltip(template) { let popBonus = ""; if (template.cost && template.cost.populationBonus) popBonus = sprintf(translate("%(label)s %(populationBonus)s"), { "label": headerFont(translate("Population Bonus:")), "populationBonus": template.cost.populationBonus }); return popBonus; } /** * Returns a message with the amount of each resource needed to create an entity. */ function getNeededResourcesTooltip(resources) { if (!resources) return ""; let formatted = []; for (let resource in resources) formatted.push(sprintf(translate("%(component)s %(cost)s"), { "component": '[font="sans-12"]' + resourceIcon(resource) + '[/font]', "cost": resources[resource] })); return coloredText( '[font="sans-bold-13"]' + translate("Insufficient resources:") + '[/font]', "red") + " " + formatted.join(" "); } function getSpeedTooltip(template) { if (!template.speed) return ""; let walk = template.speed.walk.toFixed(1); let run = template.speed.run.toFixed(1); if (walk == 0 && run == 0) return ""; return sprintf(translate("%(label)s %(speeds)s"), { "label": headerFont(translate("Speed:")), "speeds": sprintf(translate("%(speed)s %(movementType)s"), { "speed": walk, "movementType": unitFont(translate("Walk")) }) + commaFont(translate(", ")) + sprintf(translate("%(speed)s %(movementType)s"), { "speed": run, "movementType": unitFont(translate("Run")) }) }); } function getHealerTooltip(template) { if (!template.heal) return ""; let hp = +(template.heal.hp.toFixed(1)); let range = +(template.heal.range.toFixed(0)); let rate = +((template.heal.rate / 1000).toFixed(1)); return [ sprintf(translatePlural("%(label)s %(val)s %(unit)s", "%(label)s %(val)s %(unit)s", hp), { "label": headerFont(translate("Heal:")), "val": hp, // Translation: Short for hit points (or health points) that are healed in one healing action "unit": unitFont(translatePlural("HP", "HP", hp)) }), sprintf(translatePlural("%(label)s %(val)s %(unit)s", "%(label)s %(val)s %(unit)s", range), { "label": headerFont(translate("Range:")), "val": range, "unit": unitFont(translatePlural("meter", "meters", range)) }), sprintf(translatePlural("%(label)s %(val)s %(unit)s", "%(label)s %(val)s %(unit)s", rate), { "label": headerFont(translate("Rate:")), "val": rate, "unit": unitFont(translatePlural("second", "seconds", rate)) }) ].join(translate(", ")); } function getAurasTooltip(template) { let auras = template.auras || template.wallSet && GetTemplateData(template.wallSet.templates.long).auras; if (!auras) return ""; let tooltips = []; for (let auraID in auras) { let tooltip = sprintf(translate("%(auralabel)s %(aurainfo)s"), { "auralabel": headerFont(sprintf(translate("%(auraname)s:"), { "auraname": translate(auras[auraID].name) })), "aurainfo": bodyFont(translate(auras[auraID].description)) }); let radius = +auras[auraID].radius; if (radius) tooltip += " " + sprintf(translatePlural("%(label)s %(val)s %(unit)s", "%(label)s %(val)s %(unit)s", radius), { "label": translateWithContext("aura", "Range:"), "val": radius, "unit": unitFont(translatePlural("meter", "meters", radius)) }); tooltips.push(tooltip); } return tooltips.join("\n"); } function getEntityNames(template) { if (!template.name.specific) return template.name.generic; if (template.name.specific == template.name.generic) return template.name.specific; return sprintf(translate("%(specificName)s (%(genericName)s)"), { "specificName": template.name.specific, "genericName": template.name.generic }); } function getEntityNamesFormatted(template) { if (!template.name.specific) return setStringTags(template.name.generic, g_TooltipTextFormats.nameSpecificBig); // Translation: Example: "Epibátēs Athēnaîos [font="sans-bold-16"](Athenian Marine)[/font]" return sprintf(translate("%(specificName)s %(fontStart)s(%(genericName)s)%(fontEnd)s"), { "specificName": setStringTags(template.name.specific[0], g_TooltipTextFormats.nameSpecificBig) + setStringTags(template.name.specific.slice(1).toUpperCase(), g_TooltipTextFormats.nameSpecificSmall), "genericName": template.name.generic, "fontStart": '[font="' + g_TooltipTextFormats.nameGeneric.font + '"]', "fontEnd": '[/font]' }); } function getVisibleEntityClassesFormatted(template) { if (!template.visibleIdentityClasses || !template.visibleIdentityClasses.length) return ""; return headerFont(translate("Classes:")) + ' ' + bodyFont(template.visibleIdentityClasses.map(c => translate(c)).join(translate(", "))); } function getLootTooltip(template) { if (!template.loot && !template.resourceCarrying) return ""; let resourcesCarried = []; if (template.resourceCarrying) resourcesCarried = calculateCarriedResources( template.resourceCarrying, template.trader && template.trader.goods ); let lootLabels = []; for (let type of g_ResourceData.GetCodes().concat(["xp"])) { let loot = (template.loot && template.loot[type] || 0) + (resourcesCarried[type] || 0); if (!loot) continue; // Translation: %(component) will be the icon for the loot type and %(loot) will be the value. lootLabels.push(sprintf(translate("%(component)s %(loot)s"), { "component": resourceIcon(type), "loot": loot })); } if (!lootLabels.length) return ""; return sprintf(translate("%(label)s %(details)s"), { "label": headerFont(translate("Loot:")), "details": lootLabels.join(" ") }); } function showTemplateViewerOnRightClickTooltip() { // Translation: Appears in a tooltip to indicate that right-clicking the corresponding GUI element will open the Template Details GUI page. return translate("Right-click to view more information."); } function showTemplateViewerOnClickTooltip() { // Translation: Appears in a tooltip to indicate that clicking the corresponding GUI element will open the Template Details GUI page. return translate("Click to view more information."); } Index: ps/trunk/binaries/data/mods/public/gui/session/selection_panels.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/session/selection_panels.js (revision 23236) +++ ps/trunk/binaries/data/mods/public/gui/session/selection_panels.js (revision 23237) @@ -1,1188 +1,1190 @@ /** * 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 var g_AvailableFormations = new Map(); var g_FormationsInfo = new Map(); var g_SelectionPanels = {}; var g_SelectionPanelBarterButtonManager; 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.GetBarterableCodes().length > this.rowLength) return []; return g_ResourceData.GetBarterableCodes(); }, "setupButton": function(data) { if (g_SelectionPanelBarterButtonManager) { g_SelectionPanelBarterButtonManager.setViewedPlayer(data.player); g_SelectionPanelBarterButtonManager.update(); } 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; // relative to the center ( = 50%) size.rleft = 50; size.rright = 50; // 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; // relative to the center ( = 50%) size.rleft = 50; size.rright = 50; // 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); + let template = GetTemplateData(data.item, data.player); 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 + getEntityTooltip ].map(func => func(template)); + tooltips.push( + getEntityCostTooltip(template, data.player), + getGarrisonTooltip(template), + getPopulationBonusTooltip(template), + showTemplateViewerOnRightClickTooltip(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; 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": unitIds, "formationTemplate": data.item }); data.button.onPress = function() { 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 canUngarrison = g_ViewedPlayer == data.player || g_ViewedPlayer == entState.player; data.button.enabled = canUngarrison && controlsPlayer(g_ViewedPlayer); 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)) + "\n" + sprintf(translate("Player: %(playername)s"), { "playername": g_Players[entState.player].name }); data.guiSelection.sprite = "color:" + g_DiplomacyColors.getPlayerColor(entState.player, 160); 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; 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); 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; } // 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; let playerState = GetSimState().players[player]; for (let tech of data.item.tech.pair ? [data.item.tech.bottom, data.item.tech.top] : [data.item.tech]) { // 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 = (t => function() { addResearchToQueue(data.item.researchFacilityId, t); })(tech); button.onPressRight = (t => function () { showTemplateDetails( t, GetTemplateData(data.unitEntStates.find(state => state.id == data.item.researchFacilityId).template).nativeCiv); })(tech); if (data.item.tech.pair) { // On mouse enter, show a cross over the other icon 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 = "color:" + g_DiplomacyColors.getPlayerColor(unitOwner, 160); 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) { 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": 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); + let template = GetTemplateData(data.item, data.player); 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(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(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, unitIds[0], buildingsCountToTrainFullBatch, fullBatchSize, remainderBatch) + getEntityCostTooltip(template, data.player, 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 to %(name)s. %(tooltip)s"), { "name": template.name.generic, "tooltip": translate(data.item.tooltip) })); else tooltips.push(sprintf(translate("Upgrade to %(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; setPanelObjectPosition(data.button, data.i + getNumberOfRightPanelButtons(), data.rowLength); return true; } }; function initSelectionPanels() { let unitBarterPanel = Engine.GetGUIObjectByName("unitBarterPanel"); if (BarterButtonManager.IsAvailable(unitBarterPanel)) g_SelectionPanelBarterButtonManager = new BarterButtonManager(unitBarterPanel); } /** * 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) { g_PauseControl.implicitPause(); Engine.PushGuiPage( "page_viewer.xml", { "templateName": templateName, "civ": civCode }, resumeGame); } /** * 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/session.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/session/session.js (revision 23236) +++ ps/trunk/binaries/data/mods/public/gui/session/session.js (revision 23237) @@ -1,800 +1,806 @@ const g_IsReplay = Engine.IsVisualReplay(); const g_CivData = loadCivData(false, true); const g_Ceasefire = prepareForDropdown(g_Settings && g_Settings.Ceasefire); const g_MapSizes = prepareForDropdown(g_Settings && g_Settings.MapSizes); const g_MapTypes = prepareForDropdown(g_Settings && g_Settings.MapTypes); const g_PopulationCapacities = prepareForDropdown(g_Settings && g_Settings.PopulationCapacities); const g_StartingResources = prepareForDropdown(g_Settings && g_Settings.StartingResources); const g_VictoryDurations = prepareForDropdown(g_Settings && g_Settings.VictoryDurations); const g_VictoryConditions = g_Settings && g_Settings.VictoryConditions; var g_Ambient; var g_Chat; var g_Cheats; var g_DeveloperOverlay; var g_DiplomacyColors; var g_DiplomacyDialog; var g_GameSpeedControl; var g_Menu; var g_MiniMapPanel; var g_NetworkStatusOverlay; var g_ObjectivesDialog; var g_OutOfSyncNetwork; var g_OutOfSyncReplay; var g_PanelEntityManager; var g_PauseControl; var g_PauseOverlay; var g_PlayerViewControl; var g_QuitConfirmationDefeat; var g_QuitConfirmationReplay; var g_RangeOverlayManager; var g_ResearchProgress; var g_TimeNotificationOverlay; var g_TopPanel; var g_TradeDialog; /** * Map, player and match settings set in gamesetup. */ const g_GameAttributes = deepfreeze(Engine.GuiInterfaceCall("GetInitAttributes")); /** * True if this is a multiplayer game. */ const g_IsNetworked = Engine.HasNetClient(); /** * Is this user in control of game settings (i.e. is a network server, or offline player). */ var g_IsController = !g_IsNetworked || Engine.HasNetServer(); /** * Whether we have finished the synchronization and * can start showing simulation related message boxes. */ var g_IsNetworkedActive = false; /** * True if the connection to the server has been lost. */ var g_Disconnected = false; /** * True if the current user has observer capabilities. */ var g_IsObserver = false; /** * True if the current user has rejoined (or joined the game after it started). */ var g_HasRejoined = false; /** * The playerID selected in the change perspective tool. */ var g_ViewedPlayer = Engine.GetPlayerID(); /** * True if the camera should focus on attacks and player commands * and select the affected units. */ var g_FollowPlayer = false; /** * Cache the basic player data (name, civ, color). */ var g_Players = []; /** * Last time when onTick was called(). * Used for animating the main menu. */ var g_LastTickTime = Date.now(); /** * Recalculate which units have their status bars shown with this frequency in milliseconds. */ var g_StatusBarUpdate = 200; /** * For restoring selection, order and filters when returning to the replay menu */ var g_ReplaySelectionData; /** * Remembers which clients are assigned to which player slots. * The keys are GUIDs or "local" in single-player. */ var g_PlayerAssignments; /** * Whether the entire UI should be hidden (useful for promotional screenshots). * Can be toggled with a hotkey. */ var g_ShowGUI = true; /** * Whether status bars should be shown for all of the player's units. */ var g_ShowAllStatusBars = false; /** * Cache of simulation state and template data (apart from TechnologyData, updated on every simulation update). */ var g_SimState; var g_EntityStates = {}; var g_TemplateData = {}; var g_TechnologyData = {}; var g_ResourceData = new Resources(); /** * These handlers are called each time a new turn was simulated. * Use this as sparely as possible. */ var g_SimulationUpdateHandlers = new Set(); /** * These handlers are called after the player states have been initialized. */ var g_PlayersInitHandlers = new Set(); /** * These handlers are called when a player has been defeated or won the game. */ var g_PlayerFinishedHandlers = new Set(); /** * These events are fired whenever the player added or removed entities from the selection. */ var g_EntitySelectionChangeHandlers = new Set(); /** * These events are fired when the user has performed a hotkey assignment change. * Currently only fired on init, but to be fired from any hotkey editor dialog. */ var g_HotkeyChangeHandlers = new Set(); /** * List of additional entities to highlight. */ var g_ShowGuarding = false; var g_ShowGuarded = false; var g_AdditionalHighlight = []; /** * Order in which the panel entities are shown. */ var g_PanelEntityOrder = ["Hero", "Relic"]; /** * Unit classes to be checked for the idle-worker-hotkey. */ var g_WorkerTypes = ["FemaleCitizen", "Trader", "FishingBoat", "Citizen"]; /** * Unit classes to be checked for the military-only-selection modifier and for the idle-warrior-hotkey. */ var g_MilitaryTypes = ["Melee", "Ranged"]; function GetSimState() { if (!g_SimState) g_SimState = deepfreeze(Engine.GuiInterfaceCall("GetSimulationState")); return g_SimState; } function GetMultipleEntityStates(ents) { if (!ents.length) return null; let entityStates = Engine.GuiInterfaceCall("GetMultipleEntityStates", ents); for (let item of entityStates) g_EntityStates[item.entId] = item.state && deepfreeze(item.state); return entityStates; } function GetEntityState(entId) { if (!g_EntityStates[entId]) { let entityState = Engine.GuiInterfaceCall("GetEntityState", entId); g_EntityStates[entId] = entityState && deepfreeze(entityState); } return g_EntityStates[entId]; } -function GetTemplateData(templateName) +/** + * Returns template data calling GetTemplateData defined in GuiInterface.js + * and deepfreezing returned object. + * @param {string} templateName - Data of this template will be returned. + * @param {number|undefined} owner - Modifications of this player will be applied to the template. + * If undefined, id of player calling this method will be used. + */ +function GetTemplateData(templateName, owner) { if (!(templateName in g_TemplateData)) { - let template = Engine.GuiInterfaceCall("GetTemplateData", templateName); + let template = Engine.GuiInterfaceCall("GetTemplateData", { "templateName": templateName, "owner": owner }); translateObjectKeys(template, ["specific", "generic", "tooltip"]); g_TemplateData[templateName] = deepfreeze(template); } - return g_TemplateData[templateName]; } function GetTechnologyData(technologyName, civ) { if (!g_TechnologyData[civ]) g_TechnologyData[civ] = {}; if (!(technologyName in g_TechnologyData[civ])) { let template = GetTechnologyDataHelper(TechnologyTemplates.Get(technologyName), civ, g_ResourceData); translateObjectKeys(template, ["specific", "generic", "description", "tooltip", "requirementsTooltip"]); g_TechnologyData[civ][technologyName] = deepfreeze(template); } return g_TechnologyData[civ][technologyName]; } function init(initData, hotloadData) { if (!g_Settings) { Engine.EndGame(); Engine.SwitchGuiPage("page_pregame.xml"); return; } // Fallback used by atlas g_PlayerAssignments = initData ? initData.playerAssignments : { "local": { "player": 1 } }; // Fallback used by atlas and autostart games if (g_PlayerAssignments.local && !g_PlayerAssignments.local.name) g_PlayerAssignments.local.name = singleplayerName(); if (initData) { g_ReplaySelectionData = initData.replaySelectionData; g_HasRejoined = initData.isRejoining; if (initData.savedGUIData) restoreSavedGameData(initData.savedGUIData); } g_Cheats = new Cheats(); g_DiplomacyColors = new DiplomacyColors(); g_PlayerViewControl = new PlayerViewControl(); g_PlayerViewControl.registerViewedPlayerChangeHandler(g_DiplomacyColors.updateDisplayedPlayerColors.bind(g_DiplomacyColors)); g_DiplomacyColors.registerDiplomacyColorsChangeHandler(g_PlayerViewControl.rebuild.bind(g_PlayerViewControl)); g_DiplomacyColors.registerDiplomacyColorsChangeHandler(updateGUIObjects); g_PauseControl = new PauseControl(); g_PlayerViewControl.registerPreViewedPlayerChangeHandler(removeStatusBarDisplay); g_PlayerViewControl.registerViewedPlayerChangeHandler(resetTemplates); g_Ambient = new Ambient(); g_Chat = new Chat(g_PlayerViewControl, g_Cheats); g_DeveloperOverlay = new DeveloperOverlay(g_PlayerViewControl, g_Selection); g_DiplomacyDialog = new DiplomacyDialog(g_PlayerViewControl, g_DiplomacyColors); g_GameSpeedControl = new GameSpeedControl(g_PlayerViewControl); g_Menu = new Menu(g_PauseControl, g_PlayerViewControl, g_Chat); g_MiniMapPanel = new MiniMapPanel(g_PlayerViewControl, g_DiplomacyColors, g_WorkerTypes); g_NetworkStatusOverlay = new NetworkStatusOverlay(); g_ObjectivesDialog = new ObjectivesDialog(g_PlayerViewControl); g_OutOfSyncNetwork = new OutOfSyncNetwork(); g_OutOfSyncReplay = new OutOfSyncReplay(); g_PanelEntityManager = new PanelEntityManager(g_PlayerViewControl, g_Selection, g_PanelEntityOrder); g_PauseOverlay = new PauseOverlay(g_PauseControl); g_QuitConfirmationDefeat = new QuitConfirmationDefeat(); g_QuitConfirmationReplay = new QuitConfirmationReplay(); g_RangeOverlayManager = new RangeOverlayManager(g_Selection); g_ResearchProgress = new ResearchProgress(g_PlayerViewControl, g_Selection); g_TradeDialog = new TradeDialog(g_PlayerViewControl); g_TopPanel = new TopPanel(g_PlayerViewControl, g_DiplomacyDialog, g_TradeDialog, g_ObjectivesDialog, g_GameSpeedControl); g_TimeNotificationOverlay = new TimeNotificationOverlay(g_PlayerViewControl); initBatchTrain(); initSelectionPanels(); LoadModificationTemplates(); updatePlayerData(); initializeMusic(); // before changing the perspective Engine.SetBoundingBoxDebugOverlay(false); for (let handler of g_PlayersInitHandlers) handler(); for (let handler of g_HotkeyChangeHandlers) handler(); if (hotloadData) { g_Selection.selected = hotloadData.selection; g_PlayerAssignments = hotloadData.playerAssignments; g_Players = hotloadData.player; } // TODO: use event instead onSimulationUpdate(); setTimeout(displayGamestateNotifications, 1000); } function registerPlayersInitHandler(handler) { g_PlayersInitHandlers.add(handler); } function registerPlayersFinishedHandler(handler) { g_PlayerFinishedHandlers.add(handler); } function registerSimulationUpdateHandler(handler) { g_SimulationUpdateHandlers.add(handler); } function unregisterSimulationUpdateHandler(handler) { g_SimulationUpdateHandlers.delete(handler); } function registerEntitySelectionChangeHandler(handler) { g_EntitySelectionChangeHandlers.add(handler); } function unregisterEntitySelectionChangeHandler(handler) { g_EntitySelectionChangeHandlers.delete(handler); } function registerHotkeyChangeHandler(handler) { g_HotkeyChangeHandlers.add(handler); } function updatePlayerData() { let simState = GetSimState(); if (!simState) return; let playerData = []; for (let i = 0; i < simState.players.length; ++i) { let playerState = simState.players[i]; playerData.push({ "name": playerState.name, "civ": playerState.civ, "color": { "r": playerState.color.r * 255, "g": playerState.color.g * 255, "b": playerState.color.b * 255, "a": playerState.color.a * 255 }, "team": playerState.team, "teamsLocked": playerState.teamsLocked, "cheatsEnabled": playerState.cheatsEnabled, "state": playerState.state, "isAlly": playerState.isAlly, "isMutualAlly": playerState.isMutualAlly, "isNeutral": playerState.isNeutral, "isEnemy": playerState.isEnemy, "guid": undefined, // network guid for players controlled by hosts "offline": g_Players[i] && !!g_Players[i].offline }); } for (let guid in g_PlayerAssignments) { let playerID = g_PlayerAssignments[guid].player; if (!playerData[playerID]) continue; playerData[playerID].guid = guid; playerData[playerID].name = g_PlayerAssignments[guid].name; } g_Players = playerData; } /** * Returns the entity itself except when garrisoned where it returns its garrisonHolder */ function getEntityOrHolder(ent) { let entState = GetEntityState(ent); if (entState && !entState.position && entState.unitAI && entState.unitAI.orders.length && entState.unitAI.orders[0].type == "Garrison") return getEntityOrHolder(entState.unitAI.orders[0].data.target); return ent; } function initializeMusic() { initMusic(); if (g_ViewedPlayer != -1 && g_CivData[g_Players[g_ViewedPlayer].civ].Music) global.music.storeTracks(g_CivData[g_Players[g_ViewedPlayer].civ].Music); global.music.setState(global.music.states.PEACE); } function resetTemplates() { // Update GUI and clear player-dependent cache g_TemplateData = {}; Engine.GuiInterfaceCall("ResetTemplateModified"); // TODO: do this more selectively onSimulationUpdate(); } /** * Returns true if the player with that ID is in observermode. */ function isPlayerObserver(playerID) { let playerStates = GetSimState().players; return !playerStates[playerID] || playerStates[playerID].state != "active"; } /** * Returns true if the current user can issue commands for that player. */ function controlsPlayer(playerID) { let playerStates = GetSimState().players; return !!playerStates[Engine.GetPlayerID()] && playerStates[Engine.GetPlayerID()].controlsAll || Engine.GetPlayerID() == playerID && !!playerStates[playerID] && playerStates[playerID].state != "defeated"; } /** * Called when one or more players have won or were defeated. * * @param {array} - IDs of the players who have won or were defeated. * @param {object} - a plural string stating the victory reason. * @param {boolean} - whether these players have won or lost. */ function playersFinished(players, victoryString, won) { addChatMessage({ "type": "playerstate", "message": victoryString, "players": players }); updatePlayerData(); // TODO: The other calls in this function should move too for (let handler of g_PlayerFinishedHandlers) handler(players, won); if (players.indexOf(Engine.GetPlayerID()) == -1 || Engine.IsAtlasRunning()) return; global.music.setState( won ? global.music.states.VICTORY : global.music.states.DEFEAT ); } function resumeGame() { g_PauseControl.implicitResume(); } function closeOpenDialogs() { g_Menu.close(); g_Chat.closePage(); g_DiplomacyDialog.close(); g_ObjectivesDialog.close(); g_TradeDialog.close(); } function endGame() { // Before ending the game let replayDirectory = Engine.GetCurrentReplayDirectory(); let simData = Engine.GuiInterfaceCall("GetReplayMetadata"); let playerID = Engine.GetPlayerID(); Engine.EndGame(); // After the replay file was closed in EndGame // Done here to keep EndGame small if (!g_IsReplay) Engine.AddReplayToCache(replayDirectory); if (g_IsController && Engine.HasXmppClient()) Engine.SendUnregisterGame(); Engine.SwitchGuiPage("page_summary.xml", { "sim": simData, "gui": { "dialog": false, "assignedPlayer": playerID, "disconnected": g_Disconnected, "isReplay": g_IsReplay, "replayDirectory": !g_HasRejoined && replayDirectory, "replaySelectionData": g_ReplaySelectionData } }); } // Return some data that we'll use when hotloading this file after changes function getHotloadData() { return { "selection": g_Selection.selected, "playerAssignments": g_PlayerAssignments, "player": g_Players, }; } function getSavedGameData() { return { "groups": g_Groups.groups }; } function restoreSavedGameData(data) { // Restore camera if any if (data.camera) Engine.SetCameraData(data.camera.PosX, data.camera.PosY, data.camera.PosZ, data.camera.RotX, data.camera.RotY, data.camera.Zoom); // Clear selection when loading a game g_Selection.reset(); // Restore control groups for (let groupNumber in data.groups) { g_Groups.groups[groupNumber].groups = data.groups[groupNumber].groups; g_Groups.groups[groupNumber].ents = data.groups[groupNumber].ents; } updateGroups(); } /** * Called every frame. */ function onTick() { if (!g_Settings) return; let now = Date.now(); let tickLength = now - g_LastTickTime; g_LastTickTime = now; handleNetMessages(); updateCursorAndTooltip(); if (g_Selection.dirty) { g_Selection.dirty = false; // When selection changed, get the entityStates of new entities GetMultipleEntityStates(g_Selection.toList().filter(entId => !g_EntityStates[entId])); for (let handler of g_EntitySelectionChangeHandlers) handler(); updateGUIObjects(); // Display rally points for selected buildings if (Engine.GetPlayerID() != -1) Engine.GuiInterfaceCall("DisplayRallyPoint", { "entities": g_Selection.toList() }); } else if (g_ShowAllStatusBars && now % g_StatusBarUpdate <= tickLength) recalculateStatusBarDisplay(); updateTimers(); Engine.GuiInterfaceCall("ClearRenamedEntities"); } function onSimulationUpdate() { // Templates change depending on technologies and auras, so they have to be reloaded after such a change. // g_TechnologyData data never changes, so it shouldn't be deleted. g_EntityStates = {}; if (Engine.GuiInterfaceCall("IsTemplateModified")) { g_TemplateData = {}; Engine.GuiInterfaceCall("ResetTemplateModified"); } g_SimState = undefined; if (!GetSimState()) return; GetMultipleEntityStates(g_Selection.toList()); for (let handler of g_SimulationUpdateHandlers) handler(); // TODO: Move to handlers updateCinemaPath(); handleNotifications(); updateGUIObjects(); } function toggleGUI() { g_ShowGUI = !g_ShowGUI; updateCinemaPath(); } function updateCinemaPath() { let isPlayingCinemaPath = GetSimState().cinemaPlaying && !g_Disconnected; Engine.GetGUIObjectByName("session").hidden = !g_ShowGUI || isPlayingCinemaPath; Engine.Renderer_SetSilhouettesEnabled(!isPlayingCinemaPath && Engine.ConfigDB_GetValue("user", "silhouettes") == "true"); } // TODO: Use event subscription onSimulationUpdate, onEntitySelectionChange, onPlayerViewChange, ... instead function updateGUIObjects() { g_Selection.update(); if (g_ShowAllStatusBars) recalculateStatusBarDisplay(); if (g_ShowGuarding || g_ShowGuarded) updateAdditionalHighlight(); updateGroups(); updateSelectionDetails(); updateBuildingPlacementPreview(); if (!g_IsObserver) { // Update music state on basis of battle state. let battleState = Engine.GuiInterfaceCall("GetBattleState", g_ViewedPlayer); if (battleState) global.music.setState(global.music.states[battleState]); } } function updateGroups() { g_Groups.update(); // Determine the sum of the costs of a given template let getCostSum = (ent) => { let cost = GetTemplateData(GetEntityState(ent).template).cost; return cost ? Object.keys(cost).map(key => cost[key]).reduce((sum, cur) => sum + cur) : 0; }; for (let i in Engine.GetGUIObjectByName("unitGroupPanel").children) { Engine.GetGUIObjectByName("unitGroupLabel[" + i + "]").caption = i; let button = Engine.GetGUIObjectByName("unitGroupButton[" + i + "]"); button.hidden = g_Groups.groups[i].getTotalCount() == 0; button.onpress = (function(i) { return function() { performGroup((Engine.HotkeyIsPressed("selection.add") ? "add" : "select"), i); }; })(i); button.ondoublepress = (function(i) { return function() { performGroup("snap", i); }; })(i); button.onpressright = (function(i) { return function() { performGroup("breakUp", i); }; })(i); // Choose the icon of the most common template (or the most costly if it's not unique) if (g_Groups.groups[i].getTotalCount() > 0) { let icon = GetTemplateData(GetEntityState(g_Groups.groups[i].getEntsGrouped().reduce((pre, cur) => { if (pre.ents.length == cur.ents.length) return getCostSum(pre.ents[0]) > getCostSum(cur.ents[0]) ? pre : cur; return pre.ents.length > cur.ents.length ? pre : cur; }).ents[0]).template).icon; Engine.GetGUIObjectByName("unitGroupIcon[" + i + "]").sprite = icon ? ("stretched:session/portraits/" + icon) : "groupsIcon"; } setPanelObjectPosition(button, i, 1); } } /** * Toggles the display of status bars for all of the player's entities. * * @param {Boolean} remove - Whether to hide all previously shown status bars. */ function recalculateStatusBarDisplay(remove = false) { let entities; if (g_ShowAllStatusBars && !remove) entities = g_ViewedPlayer == -1 ? Engine.PickNonGaiaEntitiesOnScreen() : Engine.PickPlayerEntitiesOnScreen(g_ViewedPlayer); else { let selected = g_Selection.toList(); for (let ent in g_Selection.highlighted) selected.push(g_Selection.highlighted[ent]); // Remove selected entities from the 'all entities' array, // to avoid disabling their status bars. entities = Engine.GuiInterfaceCall( g_ViewedPlayer == -1 ? "GetNonGaiaEntities" : "GetPlayerEntities", { "viewedPlayer": g_ViewedPlayer }).filter(idx => selected.indexOf(idx) == -1); } Engine.GuiInterfaceCall("SetStatusBars", { "entities": entities, "enabled": g_ShowAllStatusBars && !remove, "showRank": Engine.ConfigDB_GetValue("user", "gui.session.rankabovestatusbar") == "true", "showExperience": Engine.ConfigDB_GetValue("user", "gui.session.experiencestatusbar") == "true" }); } function removeStatusBarDisplay() { if (g_ShowAllStatusBars) recalculateStatusBarDisplay(true); } /** * Inverts the given configuration boolean and returns the current state. * For example "silhouettes". */ function toggleConfigBool(configName) { let enabled = Engine.ConfigDB_GetValue("user", configName) != "true"; Engine.ConfigDB_CreateAndWriteValueToFile("user", configName, String(enabled), "config/user.cfg"); return enabled; } // Update the additional list of entities to be highlighted. function updateAdditionalHighlight() { let entsAdd = []; // list of entities units to be highlighted let entsRemove = []; let highlighted = g_Selection.toList(); for (let ent in g_Selection.highlighted) highlighted.push(g_Selection.highlighted[ent]); if (g_ShowGuarding) // flag the guarding entities to add in this additional highlight for (let sel in g_Selection.selected) { let state = GetEntityState(g_Selection.selected[sel]); if (!state.guard || !state.guard.entities.length) continue; for (let ent of state.guard.entities) if (highlighted.indexOf(ent) == -1 && entsAdd.indexOf(ent) == -1) entsAdd.push(ent); } if (g_ShowGuarded) // flag the guarded entities to add in this additional highlight for (let sel in g_Selection.selected) { let state = GetEntityState(g_Selection.selected[sel]); if (!state.unitAI || !state.unitAI.isGuarding) continue; let ent = state.unitAI.isGuarding; if (highlighted.indexOf(ent) == -1 && entsAdd.indexOf(ent) == -1) entsAdd.push(ent); } // flag the entities to remove (from the previously added) from this additional highlight for (let ent of g_AdditionalHighlight) if (highlighted.indexOf(ent) == -1 && entsAdd.indexOf(ent) == -1 && entsRemove.indexOf(ent) == -1) entsRemove.push(ent); _setHighlight(entsAdd, g_HighlightedAlpha, true); _setHighlight(entsRemove, 0, false); g_AdditionalHighlight = entsAdd; } Index: ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js (revision 23236) +++ ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js (revision 23237) @@ -1,2007 +1,2009 @@ function GuiInterface() {} GuiInterface.prototype.Schema = ""; GuiInterface.prototype.Serialize = function() { // This component isn't network-synchronised for the biggest part // So most of the attributes shouldn't be serialized // Return an object with a small selection of deterministic data return { "timeNotifications": this.timeNotifications, "timeNotificationID": this.timeNotificationID }; }; GuiInterface.prototype.Deserialize = function(data) { this.Init(); this.timeNotifications = data.timeNotifications; this.timeNotificationID = data.timeNotificationID; }; GuiInterface.prototype.Init = function() { this.placementEntity = undefined; // = undefined or [templateName, entityID] this.placementWallEntities = undefined; this.placementWallLastAngle = 0; this.notifications = []; this.renamedEntities = []; this.miragedEntities = []; this.timeNotificationID = 1; this.timeNotifications = []; this.entsRallyPointsDisplayed = []; this.entsWithAuraAndStatusBars = new Set(); this.enabledVisualRangeOverlayTypes = {}; this.templateModified = {}; }; /* * All of the functions defined below are called via Engine.GuiInterfaceCall(name, arg) * from GUI scripts, and executed here with arguments (player, arg). * * CAUTION: The input to the functions in this module is not network-synchronised, so it * mustn't affect the simulation state (i.e. the data that is serialised and can affect * the behaviour of the rest of the simulation) else it'll cause out-of-sync errors. */ /** * Returns global information about the current game state. * This is used by the GUI and also by AI scripts. */ GuiInterface.prototype.GetSimulationState = function() { let ret = { "players": [] }; let numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers(); for (let i = 0; i < numPlayers; ++i) { let cmpPlayer = QueryPlayerIDInterface(i); let cmpPlayerEntityLimits = QueryPlayerIDInterface(i, IID_EntityLimits); // Work out what phase we are in let phase = ""; let cmpTechnologyManager = QueryPlayerIDInterface(i, IID_TechnologyManager); if (cmpTechnologyManager) { if (cmpTechnologyManager.IsTechnologyResearched("phase_city")) phase = "city"; else if (cmpTechnologyManager.IsTechnologyResearched("phase_town")) phase = "town"; else if (cmpTechnologyManager.IsTechnologyResearched("phase_village")) phase = "village"; } // store player ally/neutral/enemy data as arrays let allies = []; let mutualAllies = []; let neutrals = []; let enemies = []; for (let j = 0; j < numPlayers; ++j) { allies[j] = cmpPlayer.IsAlly(j); mutualAllies[j] = cmpPlayer.IsMutualAlly(j); neutrals[j] = cmpPlayer.IsNeutral(j); enemies[j] = cmpPlayer.IsEnemy(j); } ret.players.push({ "name": cmpPlayer.GetName(), "civ": cmpPlayer.GetCiv(), "color": cmpPlayer.GetColor(), "controlsAll": cmpPlayer.CanControlAllUnits(), "popCount": cmpPlayer.GetPopulationCount(), "popLimit": cmpPlayer.GetPopulationLimit(), "popMax": cmpPlayer.GetMaxPopulation(), "panelEntities": cmpPlayer.GetPanelEntities(), "resourceCounts": cmpPlayer.GetResourceCounts(), "trainingBlocked": cmpPlayer.IsTrainingBlocked(), "state": cmpPlayer.GetState(), "team": cmpPlayer.GetTeam(), "teamsLocked": cmpPlayer.GetLockTeams(), "cheatsEnabled": cmpPlayer.GetCheatsEnabled(), "disabledTemplates": cmpPlayer.GetDisabledTemplates(), "disabledTechnologies": cmpPlayer.GetDisabledTechnologies(), "hasSharedDropsites": cmpPlayer.HasSharedDropsites(), "hasSharedLos": cmpPlayer.HasSharedLos(), "spyCostMultiplier": cmpPlayer.GetSpyCostMultiplier(), "phase": phase, "isAlly": allies, "isMutualAlly": mutualAllies, "isNeutral": neutrals, "isEnemy": enemies, "entityLimits": cmpPlayerEntityLimits ? cmpPlayerEntityLimits.GetLimits() : null, "entityCounts": cmpPlayerEntityLimits ? cmpPlayerEntityLimits.GetCounts() : null, "entityLimitChangers": cmpPlayerEntityLimits ? cmpPlayerEntityLimits.GetLimitChangers() : null, "researchQueued": cmpTechnologyManager ? cmpTechnologyManager.GetQueuedResearch() : null, "researchStarted": cmpTechnologyManager ? cmpTechnologyManager.GetStartedTechs() : null, "researchedTechs": cmpTechnologyManager ? cmpTechnologyManager.GetResearchedTechs() : null, "classCounts": cmpTechnologyManager ? cmpTechnologyManager.GetClassCounts() : null, "typeCountsByClass": cmpTechnologyManager ? cmpTechnologyManager.GetTypeCountsByClass() : null, "canBarter": Engine.QueryInterface(SYSTEM_ENTITY, IID_Barter).PlayerHasMarket(i), "barterPrices": Engine.QueryInterface(SYSTEM_ENTITY, IID_Barter).GetPrices(i) }); } let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); if (cmpRangeManager) ret.circularMap = cmpRangeManager.GetLosCircular(); let cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain); if (cmpTerrain) ret.mapSize = cmpTerrain.GetMapSize(); // Add timeElapsed let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); ret.timeElapsed = cmpTimer.GetTime(); // Add ceasefire info let cmpCeasefireManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_CeasefireManager); if (cmpCeasefireManager) { ret.ceasefireActive = cmpCeasefireManager.IsCeasefireActive(); ret.ceasefireTimeRemaining = ret.ceasefireActive ? cmpCeasefireManager.GetCeasefireStartedTime() + cmpCeasefireManager.GetCeasefireTime() - ret.timeElapsed : 0; } // Add cinema path info let cmpCinemaManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_CinemaManager); if (cmpCinemaManager) ret.cinemaPlaying = cmpCinemaManager.IsPlaying(); // Add the game type and allied victory let cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager); ret.victoryConditions = cmpEndGameManager.GetVictoryConditions(); ret.alliedVictory = cmpEndGameManager.GetAlliedVictory(); // Add basic statistics to each player for (let i = 0; i < numPlayers; ++i) { let cmpPlayerStatisticsTracker = QueryPlayerIDInterface(i, IID_StatisticsTracker); if (cmpPlayerStatisticsTracker) ret.players[i].statistics = cmpPlayerStatisticsTracker.GetBasicStatistics(); } return ret; }; /** * Returns global information about the current game state, plus statistics. * This is used by the GUI at the end of a game, in the summary screen. * Note: Amongst statistics, the team exploration map percentage is computed from * scratch, so the extended simulation state should not be requested too often. */ GuiInterface.prototype.GetExtendedSimulationState = function() { // Get basic simulation info let ret = this.GetSimulationState(); // Add statistics to each player let numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers(); for (let i = 0; i < numPlayers; ++i) { let cmpPlayerStatisticsTracker = QueryPlayerIDInterface(i, IID_StatisticsTracker); if (cmpPlayerStatisticsTracker) ret.players[i].sequences = cmpPlayerStatisticsTracker.GetSequences(); } return ret; }; /** * Returns the gamesettings that were chosen at the time the match started. */ GuiInterface.prototype.GetInitAttributes = function() { return InitAttributes; }; /** * This data will be stored in the replay metadata file after a match has been finished recording. */ GuiInterface.prototype.GetReplayMetadata = function() { let extendedSimState = this.GetExtendedSimulationState(); return { "timeElapsed": extendedSimState.timeElapsed, "playerStates": extendedSimState.players, "mapSettings": InitAttributes.settings }; }; GuiInterface.prototype.GetRenamedEntities = function(player) { if (this.miragedEntities[player]) return this.renamedEntities.concat(this.miragedEntities[player]); return this.renamedEntities; }; GuiInterface.prototype.ClearRenamedEntities = function() { this.renamedEntities = []; this.miragedEntities = []; }; GuiInterface.prototype.AddMiragedEntity = function(player, entity, mirage) { if (!this.miragedEntities[player]) this.miragedEntities[player] = []; this.miragedEntities[player].push({ "entity": entity, "newentity": mirage }); }; /** * Get common entity info, often used in the gui */ GuiInterface.prototype.GetEntityState = function(player, ent) { let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); // All units must have a template; if not then it's a nonexistent entity id let template = cmpTemplateManager.GetCurrentTemplateName(ent); if (!template) return null; let ret = { "id": ent, "player": INVALID_PLAYER, "template": template }; let cmpMirage = Engine.QueryInterface(ent, IID_Mirage); if (cmpMirage) ret.mirage = true; let cmpIdentity = Engine.QueryInterface(ent, IID_Identity); if (cmpIdentity) ret.identity = { "rank": cmpIdentity.GetRank(), "classes": cmpIdentity.GetClassesList(), "visibleClasses": cmpIdentity.GetVisibleClassesList(), "selectionGroupName": cmpIdentity.GetSelectionGroupName(), "canDelete": !cmpIdentity.IsUndeletable() }; let cmpPosition = Engine.QueryInterface(ent, IID_Position); if (cmpPosition && cmpPosition.IsInWorld()) ret.position = cmpPosition.GetPosition(); let cmpHealth = QueryMiragedInterface(ent, IID_Health); if (cmpHealth) { ret.hitpoints = cmpHealth.GetHitpoints(); ret.maxHitpoints = cmpHealth.GetMaxHitpoints(); ret.needsRepair = cmpHealth.IsRepairable() && cmpHealth.IsInjured(); ret.needsHeal = !cmpHealth.IsUnhealable(); } let cmpCapturable = QueryMiragedInterface(ent, IID_Capturable); if (cmpCapturable) { ret.capturePoints = cmpCapturable.GetCapturePoints(); ret.maxCapturePoints = cmpCapturable.GetMaxCapturePoints(); } let cmpBuilder = Engine.QueryInterface(ent, IID_Builder); if (cmpBuilder) ret.builder = true; let cmpMarket = QueryMiragedInterface(ent, IID_Market); if (cmpMarket) ret.market = { "land": cmpMarket.HasType("land"), "naval": cmpMarket.HasType("naval"), }; let cmpPack = Engine.QueryInterface(ent, IID_Pack); if (cmpPack) ret.pack = { "packed": cmpPack.IsPacked(), "progress": cmpPack.GetProgress(), }; var cmpUpgrade = Engine.QueryInterface(ent, IID_Upgrade); if (cmpUpgrade) ret.upgrade = { "upgrades": cmpUpgrade.GetUpgrades(), "progress": cmpUpgrade.GetProgress(), "template": cmpUpgrade.GetUpgradingTo() }; let cmpStatusEffects = Engine.QueryInterface(ent, IID_StatusEffectsReceiver); if (cmpStatusEffects) ret.statusEffects = cmpStatusEffects.GetActiveStatuses(); let cmpProductionQueue = Engine.QueryInterface(ent, IID_ProductionQueue); if (cmpProductionQueue) ret.production = { "entities": cmpProductionQueue.GetEntitiesList(), "technologies": cmpProductionQueue.GetTechnologiesList(), "techCostMultiplier": cmpProductionQueue.GetTechCostMultiplier(), "queue": cmpProductionQueue.GetQueue() }; let cmpTrader = Engine.QueryInterface(ent, IID_Trader); if (cmpTrader) ret.trader = { "goods": cmpTrader.GetGoods() }; let cmpFoundation = QueryMiragedInterface(ent, IID_Foundation); if (cmpFoundation) ret.foundation = { "numBuilders": cmpFoundation.GetNumBuilders(), "buildTime": cmpFoundation.GetBuildTime() }; let cmpRepairable = QueryMiragedInterface(ent, IID_Repairable); if (cmpRepairable) ret.repairable = { "numBuilders": cmpRepairable.GetNumBuilders(), "buildTime": cmpRepairable.GetBuildTime() }; let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership); if (cmpOwnership) ret.player = cmpOwnership.GetOwner(); let cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint); if (cmpRallyPoint) ret.rallyPoint = { "position": cmpRallyPoint.GetPositions()[0] }; // undefined or {x,z} object let cmpGarrisonHolder = Engine.QueryInterface(ent, IID_GarrisonHolder); if (cmpGarrisonHolder) ret.garrisonHolder = { "entities": cmpGarrisonHolder.GetEntities(), "buffHeal": cmpGarrisonHolder.GetHealRate(), "allowedClasses": cmpGarrisonHolder.GetAllowedClasses(), "capacity": cmpGarrisonHolder.GetCapacity(), "garrisonedEntitiesCount": cmpGarrisonHolder.GetGarrisonedEntitiesCount() }; ret.canGarrison = !!Engine.QueryInterface(ent, IID_Garrisonable); let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if (cmpUnitAI) ret.unitAI = { "state": cmpUnitAI.GetCurrentState(), "orders": cmpUnitAI.GetOrders(), "hasWorkOrders": cmpUnitAI.HasWorkOrders(), "canGuard": cmpUnitAI.CanGuard(), "isGuarding": cmpUnitAI.IsGuardOf(), "canPatrol": cmpUnitAI.CanPatrol(), "selectableStances": cmpUnitAI.GetSelectableStances(), "isIdle": cmpUnitAI.IsIdle(), }; let cmpGuard = Engine.QueryInterface(ent, IID_Guard); if (cmpGuard) ret.guard = { "entities": cmpGuard.GetEntities(), }; let cmpResourceGatherer = Engine.QueryInterface(ent, IID_ResourceGatherer); if (cmpResourceGatherer) { ret.resourceCarrying = cmpResourceGatherer.GetCarryingStatus(); ret.resourceGatherRates = cmpResourceGatherer.GetGatherRates(); } let cmpGate = Engine.QueryInterface(ent, IID_Gate); if (cmpGate) ret.gate = { "locked": cmpGate.IsLocked(), }; let cmpAlertRaiser = Engine.QueryInterface(ent, IID_AlertRaiser); if (cmpAlertRaiser) ret.alertRaiser = true; let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); ret.visibility = cmpRangeManager.GetLosVisibility(ent, player); let cmpAttack = Engine.QueryInterface(ent, IID_Attack); if (cmpAttack) { let types = cmpAttack.GetAttackTypes(); if (types.length) ret.attack = {}; for (let type of types) { ret.attack[type] = {}; Object.assign(ret.attack[type], cmpAttack.GetAttackEffectsData(type)); ret.attack[type].splash = cmpAttack.GetSplashDamage(type); if (ret.attack[type].splash) Object.assign(ret.attack[type].splash, cmpAttack.GetAttackEffectsData(type, true)); let range = cmpAttack.GetRange(type); ret.attack[type].minRange = range.min; ret.attack[type].maxRange = range.max; let timers = cmpAttack.GetTimers(type); ret.attack[type].prepareTime = timers.prepare; ret.attack[type].repeatTime = timers.repeat; if (type != "Ranged") { // not a ranged attack, set some defaults ret.attack[type].elevationBonus = 0; ret.attack[type].elevationAdaptedRange = ret.attack.maxRange; continue; } ret.attack[type].elevationBonus = range.elevationBonus; if (cmpUnitAI && cmpPosition && cmpPosition.IsInWorld()) { // For units, take the range in front of it, no spread. So angle = 0 ret.attack[type].elevationAdaptedRange = cmpRangeManager.GetElevationAdaptedRange(cmpPosition.GetPosition(), cmpPosition.GetRotation(), range.max, range.elevationBonus, 0); } else if(cmpPosition && cmpPosition.IsInWorld()) { // For buildings, take the average elevation around it. So angle = 2*pi ret.attack[type].elevationAdaptedRange = cmpRangeManager.GetElevationAdaptedRange(cmpPosition.GetPosition(), cmpPosition.GetRotation(), range.max, range.elevationBonus, 2*Math.PI); } else { // not in world, set a default? ret.attack[type].elevationAdaptedRange = ret.attack.maxRange; } } } let cmpArmour = Engine.QueryInterface(ent, IID_Resistance); if (cmpArmour) ret.armour = cmpArmour.GetArmourStrengths("Damage"); let cmpBuildingAI = Engine.QueryInterface(ent, IID_BuildingAI); if (cmpBuildingAI) ret.buildingAI = { "defaultArrowCount": cmpBuildingAI.GetDefaultArrowCount(), "maxArrowCount": cmpBuildingAI.GetMaxArrowCount(), "garrisonArrowMultiplier": cmpBuildingAI.GetGarrisonArrowMultiplier(), "garrisonArrowClasses": cmpBuildingAI.GetGarrisonArrowClasses(), "arrowCount": cmpBuildingAI.GetArrowCount() }; if (cmpPosition && cmpPosition.GetTurretParent() != INVALID_ENTITY) ret.turretParent = cmpPosition.GetTurretParent(); let cmpResourceSupply = QueryMiragedInterface(ent, IID_ResourceSupply); if (cmpResourceSupply) ret.resourceSupply = { "isInfinite": cmpResourceSupply.IsInfinite(), "max": cmpResourceSupply.GetMaxAmount(), "amount": cmpResourceSupply.GetCurrentAmount(), "type": cmpResourceSupply.GetType(), "killBeforeGather": cmpResourceSupply.GetKillBeforeGather(), "maxGatherers": cmpResourceSupply.GetMaxGatherers(), "numGatherers": cmpResourceSupply.GetNumGatherers() }; let cmpResourceDropsite = Engine.QueryInterface(ent, IID_ResourceDropsite); if (cmpResourceDropsite) ret.resourceDropsite = { "types": cmpResourceDropsite.GetTypes(), "sharable": cmpResourceDropsite.IsSharable(), "shared": cmpResourceDropsite.IsShared() }; let cmpPromotion = Engine.QueryInterface(ent, IID_Promotion); if (cmpPromotion) ret.promotion = { "curr": cmpPromotion.GetCurrentXp(), "req": cmpPromotion.GetRequiredXp() }; if (!cmpFoundation && cmpIdentity && cmpIdentity.HasClass("BarterMarket")) ret.isBarterMarket = true; let cmpHeal = Engine.QueryInterface(ent, IID_Heal); if (cmpHeal) ret.heal = { "hp": cmpHeal.GetHP(), "range": cmpHeal.GetRange().max, "rate": cmpHeal.GetRate(), "unhealableClasses": cmpHeal.GetUnhealableClasses(), "healableClasses": cmpHeal.GetHealableClasses(), }; let cmpLoot = Engine.QueryInterface(ent, IID_Loot); if (cmpLoot) { ret.loot = cmpLoot.GetResources(); ret.loot.xp = cmpLoot.GetXp(); } let cmpResourceTrickle = Engine.QueryInterface(ent, IID_ResourceTrickle); if (cmpResourceTrickle) ret.resourceTrickle = { "interval": cmpResourceTrickle.GetTimer(), "rates": cmpResourceTrickle.GetRates() }; let cmpUnitMotion = Engine.QueryInterface(ent, IID_UnitMotion); if (cmpUnitMotion) ret.speed = { "walk": cmpUnitMotion.GetWalkSpeed(), "run": cmpUnitMotion.GetWalkSpeed() * cmpUnitMotion.GetRunMultiplier() }; return ret; }; GuiInterface.prototype.GetMultipleEntityStates = function(player, ents) { return ents.map(ent => ({ "entId": ent, "state": this.GetEntityState(player, ent) })); }; GuiInterface.prototype.GetAverageRangeForBuildings = function(player, cmd) { let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); let cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain); let rot = { "x": 0, "y": 0, "z": 0 }; let pos = { "x": cmd.x, "y": cmpTerrain.GetGroundLevel(cmd.x, cmd.z), "z": cmd.z }; let elevationBonus = cmd.elevationBonus || 0; let range = cmd.range; return cmpRangeManager.GetElevationAdaptedRange(pos, rot, range, elevationBonus, 2*Math.PI); }; -GuiInterface.prototype.GetTemplateData = function(player, templateName) +GuiInterface.prototype.GetTemplateData = function(player, data) { + let templateName = data.templateName; + let owner = !!data.owner ? data.owner : player; let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); let template = cmpTemplateManager.GetTemplate(templateName); if (!template) return null; let aurasTemplate = {}; if (!template.Auras) - return GetTemplateDataHelper(template, player, aurasTemplate); + return GetTemplateDataHelper(template, owner, aurasTemplate); let auraNames = template.Auras._string.split(/\s+/); for (let name of auraNames) aurasTemplate[name] = AuraTemplates.Get(name); - return GetTemplateDataHelper(template, player, aurasTemplate); + return GetTemplateDataHelper(template, owner, aurasTemplate); }; GuiInterface.prototype.IsTechnologyResearched = function(player, data) { if (!data.tech) return true; let cmpTechnologyManager = QueryPlayerIDInterface(data.player || player, IID_TechnologyManager); if (!cmpTechnologyManager) return false; return cmpTechnologyManager.IsTechnologyResearched(data.tech); }; // Checks whether the requirements for this technology have been met GuiInterface.prototype.CheckTechnologyRequirements = function(player, data) { let cmpTechnologyManager = QueryPlayerIDInterface(data.player || player, IID_TechnologyManager); if (!cmpTechnologyManager) return false; return cmpTechnologyManager.CanResearch(data.tech); }; // Returns technologies that are being actively researched, along with // which entity is researching them and how far along the research is. GuiInterface.prototype.GetStartedResearch = function(player) { let cmpTechnologyManager = QueryPlayerIDInterface(player, IID_TechnologyManager); if (!cmpTechnologyManager) return {}; let ret = {}; for (let tech of cmpTechnologyManager.GetStartedTechs()) { ret[tech] = { "researcher": cmpTechnologyManager.GetResearcher(tech) }; let cmpProductionQueue = Engine.QueryInterface(ret[tech].researcher, IID_ProductionQueue); if (cmpProductionQueue) { ret[tech].progress = cmpProductionQueue.GetQueue()[0].progress; ret[tech].timeRemaining = cmpProductionQueue.GetQueue()[0].timeRemaining; } else { ret[tech].progress = 0; ret[tech].timeRemaining = 0; } } return ret; }; // Returns the battle state of the player. GuiInterface.prototype.GetBattleState = function(player) { let cmpBattleDetection = QueryPlayerIDInterface(player, IID_BattleDetection); if (!cmpBattleDetection) return false; return cmpBattleDetection.GetState(); }; // Returns a list of ongoing attacks against the player. GuiInterface.prototype.GetIncomingAttacks = function(player) { return QueryPlayerIDInterface(player, IID_AttackDetection).GetIncomingAttacks(); }; // Used to show a red square over GUI elements you can't yet afford. GuiInterface.prototype.GetNeededResources = function(player, data) { return QueryPlayerIDInterface(data.player || player).GetNeededResources(data.cost); }; /** * State of the templateData (player dependent): true when some template values have been modified * and need to be reloaded by the gui. */ GuiInterface.prototype.OnTemplateModification = function(msg) { this.templateModified[msg.player] = true; }; GuiInterface.prototype.IsTemplateModified = function(player) { return this.templateModified[player] || false; }; GuiInterface.prototype.ResetTemplateModified = function() { this.templateModified = {}; }; /** * Add a timed notification. * Warning: timed notifacations are serialised * (to also display them on saved games or after a rejoin) * so they should allways be added and deleted in a deterministic way. */ GuiInterface.prototype.AddTimeNotification = function(notification, duration = 10000) { let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); notification.endTime = duration + cmpTimer.GetTime(); notification.id = ++this.timeNotificationID; // Let all players and observers receive the notification by default if (!notification.players) { notification.players = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetAllPlayers(); notification.players[0] = -1; } this.timeNotifications.push(notification); this.timeNotifications.sort((n1, n2) => n2.endTime - n1.endTime); cmpTimer.SetTimeout(this.entity, IID_GuiInterface, "DeleteTimeNotification", duration, this.timeNotificationID); return this.timeNotificationID; }; GuiInterface.prototype.DeleteTimeNotification = function(notificationID) { this.timeNotifications = this.timeNotifications.filter(n => n.id != notificationID); }; GuiInterface.prototype.GetTimeNotifications = function(player) { let time = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer).GetTime(); // filter on players and time, since the delete timer might be executed with a delay return this.timeNotifications.filter(n => n.players.indexOf(player) != -1 && n.endTime > time); }; GuiInterface.prototype.PushNotification = function(notification) { if (!notification.type || notification.type == "text") this.AddTimeNotification(notification); else this.notifications.push(notification); }; GuiInterface.prototype.GetNotifications = function() { let n = this.notifications; this.notifications = []; return n; }; GuiInterface.prototype.GetAvailableFormations = function(player, wantedPlayer) { return QueryPlayerIDInterface(wantedPlayer).GetFormations(); }; GuiInterface.prototype.GetFormationRequirements = function(player, data) { return GetFormationRequirements(data.formationTemplate); }; GuiInterface.prototype.CanMoveEntsIntoFormation = function(player, data) { return CanMoveEntsIntoFormation(data.ents, data.formationTemplate); }; GuiInterface.prototype.GetFormationInfoFromTemplate = function(player, data) { let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); let template = cmpTemplateManager.GetTemplate(data.templateName); if (!template || !template.Formation) return {}; return { "name": template.Formation.FormationName, "tooltip": template.Formation.DisabledTooltip || "", "icon": template.Formation.Icon }; }; GuiInterface.prototype.IsFormationSelected = function(player, data) { return data.ents.some(ent => { let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); return cmpUnitAI && cmpUnitAI.GetFormationTemplate() == data.formationTemplate; }); }; GuiInterface.prototype.IsStanceSelected = function(player, data) { for (let ent of data.ents) { let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if (cmpUnitAI && cmpUnitAI.GetStanceName() == data.stance) return true; } return false; }; GuiInterface.prototype.GetAllBuildableEntities = function(player, cmd) { let buildableEnts = []; for (let ent of cmd.entities) { let cmpBuilder = Engine.QueryInterface(ent, IID_Builder); if (!cmpBuilder) continue; for (let building of cmpBuilder.GetEntitiesList()) if (buildableEnts.indexOf(building) == -1) buildableEnts.push(building); } return buildableEnts; }; GuiInterface.prototype.UpdateDisplayedPlayerColors = function(player, data) { let updateEntityColor = (iids, entities) => { for (let ent of entities) for (let iid of iids) { let cmp = Engine.QueryInterface(ent, iid); if (cmp) cmp.UpdateColor(); } }; let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); let numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers(); for (let i = 1; i < numPlayers; ++i) { let cmpPlayer = QueryPlayerIDInterface(i, IID_Player); if (!cmpPlayer) continue; cmpPlayer.SetDisplayDiplomacyColor(data.displayDiplomacyColors); if (data.displayDiplomacyColors) cmpPlayer.SetDiplomacyColor(data.displayedPlayerColors[i]); updateEntityColor(data.showAllStatusBars && (i == player || player == -1) ? [IID_Minimap, IID_RangeOverlayRenderer, IID_RallyPointRenderer, IID_StatusBars] : [IID_Minimap, IID_RangeOverlayRenderer, IID_RallyPointRenderer], cmpRangeManager.GetEntitiesByPlayer(i)); } updateEntityColor([IID_Selectable, IID_StatusBars], data.selected); Engine.QueryInterface(SYSTEM_ENTITY, IID_TerritoryManager).UpdateColors(); }; GuiInterface.prototype.SetSelectionHighlight = function(player, cmd) { let playerColors = {}; // cache of owner -> color map for (let ent of cmd.entities) { let cmpSelectable = Engine.QueryInterface(ent, IID_Selectable); if (!cmpSelectable) continue; // Find the entity's owner's color: let owner = INVALID_PLAYER; let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership); if (cmpOwnership) owner = cmpOwnership.GetOwner(); let color = playerColors[owner]; if (!color) { color = { "r": 1, "g": 1, "b": 1 }; let cmpPlayer = QueryPlayerIDInterface(owner); if (cmpPlayer) color = cmpPlayer.GetDisplayedColor(); playerColors[owner] = color; } cmpSelectable.SetSelectionHighlight({ "r": color.r, "g": color.g, "b": color.b, "a": cmd.alpha }, cmd.selected); let cmpRangeOverlayManager = Engine.QueryInterface(ent, IID_RangeOverlayManager); if (!cmpRangeOverlayManager || player != owner && player != INVALID_PLAYER) continue; cmpRangeOverlayManager.SetEnabled(cmd.selected, this.enabledVisualRangeOverlayTypes, false); } }; GuiInterface.prototype.EnableVisualRangeOverlayType = function(player, data) { this.enabledVisualRangeOverlayTypes[data.type] = data.enabled; }; GuiInterface.prototype.GetEntitiesWithStatusBars = function() { return Array.from(this.entsWithAuraAndStatusBars); }; GuiInterface.prototype.SetStatusBars = function(player, cmd) { let affectedEnts = new Set(); for (let ent of cmd.entities) { let cmpStatusBars = Engine.QueryInterface(ent, IID_StatusBars); if (!cmpStatusBars) continue; cmpStatusBars.SetEnabled(cmd.enabled, cmd.showRank, cmd.showExperience); let cmpAuras = Engine.QueryInterface(ent, IID_Auras); if (!cmpAuras) continue; for (let name of cmpAuras.GetAuraNames()) { if (!cmpAuras.GetOverlayIcon(name)) continue; for (let e of cmpAuras.GetAffectedEntities(name)) affectedEnts.add(e); if (cmd.enabled) this.entsWithAuraAndStatusBars.add(ent); else this.entsWithAuraAndStatusBars.delete(ent); } } for (let ent of affectedEnts) { let cmpStatusBars = Engine.QueryInterface(ent, IID_StatusBars); if (cmpStatusBars) cmpStatusBars.RegenerateSprites(); } }; GuiInterface.prototype.SetRangeOverlays = function(player, cmd) { for (let ent of cmd.entities) { let cmpRangeOverlayManager = Engine.QueryInterface(ent, IID_RangeOverlayManager); if (cmpRangeOverlayManager) cmpRangeOverlayManager.SetEnabled(cmd.enabled, this.enabledVisualRangeOverlayTypes, true); } }; GuiInterface.prototype.GetPlayerEntities = function(player) { return Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetEntitiesByPlayer(player); }; GuiInterface.prototype.GetNonGaiaEntities = function() { return Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetNonGaiaEntities(); }; /** * Displays the rally points of a given list of entities (carried in cmd.entities). * * The 'cmd' object may carry its own x/z coordinate pair indicating the location where the rally point should * be rendered, in order to support instantaneously rendering a rally point marker at a specified location * instead of incurring a delay while PostNetworkCommand processes the set-rallypoint command (see input.js). * If cmd doesn't carry a custom location, then the position to render the marker at will be read from the * RallyPoint component. */ GuiInterface.prototype.DisplayRallyPoint = function(player, cmd) { let cmpPlayer = QueryPlayerIDInterface(player); // If there are some rally points already displayed, first hide them for (let ent of this.entsRallyPointsDisplayed) { let cmpRallyPointRenderer = Engine.QueryInterface(ent, IID_RallyPointRenderer); if (cmpRallyPointRenderer) cmpRallyPointRenderer.SetDisplayed(false); } this.entsRallyPointsDisplayed = []; // Show the rally points for the passed entities for (let ent of cmd.entities) { let cmpRallyPointRenderer = Engine.QueryInterface(ent, IID_RallyPointRenderer); if (!cmpRallyPointRenderer) continue; // entity must have a rally point component to display a rally point marker // (regardless of whether cmd specifies a custom location) let cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint); if (!cmpRallyPoint) continue; // Verify the owner let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership); if (!(cmpPlayer && cmpPlayer.CanControlAllUnits())) if (!cmpOwnership || cmpOwnership.GetOwner() != player) continue; // If the command was passed an explicit position, use that and // override the real rally point position; otherwise use the real position let pos; if (cmd.x && cmd.z) pos = cmd; else pos = cmpRallyPoint.GetPositions()[0]; // may return undefined if no rally point is set if (pos) { // Only update the position if we changed it (cmd.queued is set) if ("queued" in cmd) if (cmd.queued == true) cmpRallyPointRenderer.AddPosition({ 'x': pos.x, 'y': pos.z }); // AddPosition takes a CFixedVector2D which has X/Y components, not X/Z else cmpRallyPointRenderer.SetPosition({ 'x': pos.x, 'y': pos.z }); // SetPosition takes a CFixedVector2D which has X/Y components, not X/Z // rebuild the renderer when not set (when reading saved game or in case of building update) else if (!cmpRallyPointRenderer.IsSet()) for (let posi of cmpRallyPoint.GetPositions()) cmpRallyPointRenderer.AddPosition({ 'x': posi.x, 'y': posi.z }); cmpRallyPointRenderer.SetDisplayed(true); // remember which entities have their rally points displayed so we can hide them again this.entsRallyPointsDisplayed.push(ent); } } }; GuiInterface.prototype.AddTargetMarker = function(player, cmd) { let ent = Engine.AddLocalEntity(cmd.template); if (!ent) return; let cmpPosition = Engine.QueryInterface(ent, IID_Position); cmpPosition.JumpTo(cmd.x, cmd.z); }; /** * Display the building placement preview. * cmd.template is the name of the entity template, or "" to disable the preview. * cmd.x, cmd.z, cmd.angle give the location. * * Returns result object from CheckPlacement: * { * "success": true iff the placement is valid, else false * "message": message to display in UI for invalid placement, else "" * "parameters": parameters to use in the message * "translateMessage": localisation info * "translateParameters": localisation info * "pluralMessage": we might return a plural translation instead (optional) * "pluralCount": localisation info (optional) * } */ GuiInterface.prototype.SetBuildingPlacementPreview = function(player, cmd) { let result = { "success": false, "message": "", "parameters": {}, "translateMessage": false, "translateParameters": [], }; // See if we're changing template if (!this.placementEntity || this.placementEntity[0] != cmd.template) { // Destroy the old preview if there was one if (this.placementEntity) Engine.DestroyEntity(this.placementEntity[1]); // Load the new template if (cmd.template == "") this.placementEntity = undefined; else this.placementEntity = [cmd.template, Engine.AddLocalEntity("preview|" + cmd.template)]; } if (this.placementEntity) { let ent = this.placementEntity[1]; // Move the preview into the right location let pos = Engine.QueryInterface(ent, IID_Position); if (pos) { pos.JumpTo(cmd.x, cmd.z); pos.SetYRotation(cmd.angle); } let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership); cmpOwnership.SetOwner(player); // Check whether building placement is valid let cmpBuildRestrictions = Engine.QueryInterface(ent, IID_BuildRestrictions); if (!cmpBuildRestrictions) error("cmpBuildRestrictions not defined"); else result = cmpBuildRestrictions.CheckPlacement(); let cmpRangeOverlayManager = Engine.QueryInterface(ent, IID_RangeOverlayManager); if (cmpRangeOverlayManager) cmpRangeOverlayManager.SetEnabled(true, this.enabledVisualRangeOverlayTypes); // Set it to a red shade if this is an invalid location let cmpVisual = Engine.QueryInterface(ent, IID_Visual); if (cmpVisual) { if (cmd.actorSeed !== undefined) cmpVisual.SetActorSeed(cmd.actorSeed); if (!result.success) cmpVisual.SetShadingColor(1.4, 0.4, 0.4, 1); else cmpVisual.SetShadingColor(1, 1, 1, 1); } } return result; }; /** * Previews the placement of a wall between cmd.start and cmd.end, or just the starting piece of a wall if cmd.end is not * specified. Returns an object with information about the list of entities that need to be newly constructed to complete * at least a part of the wall, or false if there are entities required to build at least part of the wall but none of * them can be validly constructed. * * It's important to distinguish between three lists of entities that are at play here, because they may be subsets of one * another depending on things like snapping and whether some of the entities inside them can be validly positioned. * We have: * - The list of entities that previews the wall. This list is usually equal to the entities required to construct the * entire wall. However, if there is snapping to an incomplete tower (i.e. a foundation), it includes extra entities * to preview the completed tower on top of its foundation. * * - The list of entities that need to be newly constructed to build the entire wall. This list is regardless of whether * any of them can be validly positioned. The emphasishere here is on 'newly'; this list does not include any existing * towers at either side of the wall that we snapped to. Or, more generally; it does not include any _entities_ that we * snapped to; we might still snap to e.g. terrain, in which case the towers on either end will still need to be newly * constructed. * * - The list of entities that need to be newly constructed to build at least a part of the wall. This list is the same * as the one above, except that it is truncated at the first entity that cannot be validly positioned. This happens * e.g. if the player tries to build a wall straight through an obstruction. Note that any entities that can be validly * constructed but come after said first invalid entity are also truncated away. * * With this in mind, this method will return false if the second list is not empty, but the third one is. That is, if there * were entities that are needed to build the wall, but none of them can be validly constructed. False is also returned in * case of unexpected errors (typically missing components), and when clearing the preview by passing an empty wallset * argument (see below). Otherwise, it will return an object with the following information: * * result: { * 'startSnappedEnt': ID of the entity that we snapped to at the starting side of the wall. Currently only supports towers. * 'endSnappedEnt': ID of the entity that we snapped to at the (possibly truncated) ending side of the wall. Note that this * can only be set if no truncation of the second list occurs; if we snapped to an entity at the ending side * but the wall construction was truncated before we could reach it, it won't be set here. Currently only * supports towers. * 'pieces': Array with the following data for each of the entities in the third list: * [{ * 'template': Template name of the entity. * 'x': X coordinate of the entity's position. * 'z': Z coordinate of the entity's position. * 'angle': Rotation around the Y axis of the entity (in radians). * }, * ...] * 'cost': { The total cost required for constructing all the pieces as listed above. * 'food': ..., * 'wood': ..., * 'stone': ..., * 'metal': ..., * 'population': ..., * 'populationBonus': ..., * } * } * * @param cmd.wallSet Object holding the set of wall piece template names. Set to an empty value to clear the preview. * @param cmd.start Starting point of the wall segment being created. * @param cmd.end (Optional) Ending point of the wall segment being created. If not defined, it is understood that only * the starting point of the wall is available at this time (e.g. while the player is still in the process * of picking a starting point), and that therefore only the first entity in the wall (a tower) should be * previewed. * @param cmd.snapEntities List of candidate entities to snap the start and ending positions to. */ GuiInterface.prototype.SetWallPlacementPreview = function(player, cmd) { let wallSet = cmd.wallSet; let start = { "pos": cmd.start, "angle": 0, "snapped": false, // did the start position snap to anything? "snappedEnt": INVALID_ENTITY, // if we snapped, was it to an entity? if yes, holds that entity's ID }; let end = { "pos": cmd.end, "angle": 0, "snapped": false, // did the start position snap to anything? "snappedEnt": INVALID_ENTITY, // if we snapped, was it to an entity? if yes, holds that entity's ID }; // -------------------------------------------------------------------------------- // do some entity cache management and check for snapping if (!this.placementWallEntities) this.placementWallEntities = {}; if (!wallSet) { // we're clearing the preview, clear the entity cache and bail for (let tpl in this.placementWallEntities) { for (let ent of this.placementWallEntities[tpl].entities) Engine.DestroyEntity(ent); this.placementWallEntities[tpl].numUsed = 0; this.placementWallEntities[tpl].entities = []; // keep template data around } return false; } // Move all existing cached entities outside of the world and reset their use count for (let tpl in this.placementWallEntities) { for (let ent of this.placementWallEntities[tpl].entities) { let pos = Engine.QueryInterface(ent, IID_Position); if (pos) pos.MoveOutOfWorld(); } this.placementWallEntities[tpl].numUsed = 0; } // Create cache entries for templates we haven't seen before for (let type in wallSet.templates) { if (type == "curves") continue; let tpl = wallSet.templates[type]; if (!(tpl in this.placementWallEntities)) { this.placementWallEntities[tpl] = { "numUsed": 0, "entities": [], - "templateData": this.GetTemplateData(player, tpl), + "templateData": this.GetTemplateData(player, { "templateName": tpl }), }; // ensure that the loaded template data contains a wallPiece component if (!this.placementWallEntities[tpl].templateData.wallPiece) { error("[SetWallPlacementPreview] No WallPiece component found for wall set template '" + tpl + "'"); return false; } } } // prevent division by zero errors further on if the start and end positions are the same if (end.pos && (start.pos.x === end.pos.x && start.pos.z === end.pos.z)) end.pos = undefined; // See if we need to snap the start and/or end coordinates to any of our list of snap entities. Note that, despite the list // of snapping candidate entities, it might still snap to e.g. terrain features. Use the "ent" key in the returned snapping // data to determine whether it snapped to an entity (if any), and to which one (see GetFoundationSnapData). if (cmd.snapEntities) { let snapRadius = this.placementWallEntities[wallSet.templates.tower].templateData.wallPiece.length * 0.5; // determined through trial and error let startSnapData = this.GetFoundationSnapData(player, { "x": start.pos.x, "z": start.pos.z, "template": wallSet.templates.tower, "snapEntities": cmd.snapEntities, "snapRadius": snapRadius, }); if (startSnapData) { start.pos.x = startSnapData.x; start.pos.z = startSnapData.z; start.angle = startSnapData.angle; start.snapped = true; if (startSnapData.ent) start.snappedEnt = startSnapData.ent; } if (end.pos) { let endSnapData = this.GetFoundationSnapData(player, { "x": end.pos.x, "z": end.pos.z, "template": wallSet.templates.tower, "snapEntities": cmd.snapEntities, "snapRadius": snapRadius, }); if (endSnapData) { end.pos.x = endSnapData.x; end.pos.z = endSnapData.z; end.angle = endSnapData.angle; end.snapped = true; if (endSnapData.ent) end.snappedEnt = endSnapData.ent; } } } // clear the single-building preview entity (we'll be rolling our own) this.SetBuildingPlacementPreview(player, { "template": "" }); // -------------------------------------------------------------------------------- // calculate wall placement and position preview entities let result = { "pieces": [], "cost": { "population": 0, "populationBonus": 0, "time": 0 }, }; for (let res of Resources.GetCodes()) result.cost[res] = 0; let previewEntities = []; if (end.pos) previewEntities = GetWallPlacement(this.placementWallEntities, wallSet, start, end); // see helpers/Walls.js // For wall placement, we may (and usually do) need to have wall pieces overlap each other more than would // otherwise be allowed by their obstruction shapes. However, during this preview phase, this is not so much of // an issue, because all preview entities have their obstruction components deactivated, meaning that their // obstruction shapes do not register in the simulation and hence cannot affect it. This implies that the preview // entities cannot be found to obstruct each other, which largely solves the issue of overlap between wall pieces. // Note that they will still be obstructed by existing shapes in the simulation (that have the BLOCK_FOUNDATION // flag set), which is what we want. The only exception to this is when snapping to existing towers (or // foundations thereof); the wall segments that connect up to these will be found to be obstructed by the // existing tower/foundation, and be shaded red to indicate that they cannot be placed there. To prevent this, // we manually set the control group of the outermost wall pieces equal to those of the snapped-to towers, so // that they are free from mutual obstruction (per definition of obstruction control groups). This is done by // assigning them an extra "controlGroup" field, which we'll then set during the placement loop below. // Additionally, in the situation that we're snapping to merely a foundation of a tower instead of a fully // constructed one, we'll need an extra preview entity for the starting tower, which also must not be obstructed // by the foundation it snaps to. if (start.snappedEnt && start.snappedEnt != INVALID_ENTITY) { let startEntObstruction = Engine.QueryInterface(start.snappedEnt, IID_Obstruction); if (previewEntities.length > 0 && startEntObstruction) previewEntities[0].controlGroups = [startEntObstruction.GetControlGroup()]; // if we're snapping to merely a foundation, add an extra preview tower and also set it to the same control group let startEntState = this.GetEntityState(player, start.snappedEnt); if (startEntState.foundation) { let cmpPosition = Engine.QueryInterface(start.snappedEnt, IID_Position); if (cmpPosition) previewEntities.unshift({ "template": wallSet.templates.tower, "pos": start.pos, "angle": cmpPosition.GetRotation().y, "controlGroups": [startEntObstruction ? startEntObstruction.GetControlGroup() : undefined], "excludeFromResult": true, // preview only, must not appear in the result }); } } else { // Didn't snap to an existing entity, add the starting tower manually. To prevent odd-looking rotation jumps // when shift-clicking to build a wall, reuse the placement angle that was last seen on a validly positioned // wall piece. // To illustrate the last point, consider what happens if we used some constant instead, say, 0. Issuing the // build command for a wall is asynchronous, so when the preview updates after shift-clicking, the wall piece // foundations are not registered yet in the simulation. This means they cannot possibly be picked in the list // of candidate entities for snapping. In the next preview update, we therefore hit this case, and would rotate // the preview to 0 radians. Then, after one or two simulation updates or so, the foundations register and // onSimulationUpdate in session.js updates the preview again. It first grabs a new list of snapping candidates, // which this time does include the new foundations; so we snap to the entity, and rotate the preview back to // the foundation's angle. // The result is a noticeable rotation to 0 and back, which is undesirable. So, for a split second there until // the simulation updates, we fake it by reusing the last angle and hope the player doesn't notice. previewEntities.unshift({ "template": wallSet.templates.tower, "pos": start.pos, "angle": previewEntities.length > 0 ? previewEntities[0].angle : this.placementWallLastAngle }); } if (end.pos) { // Analogous to the starting side case above if (end.snappedEnt && end.snappedEnt != INVALID_ENTITY) { let endEntObstruction = Engine.QueryInterface(end.snappedEnt, IID_Obstruction); // Note that it's possible for the last entity in previewEntities to be the same as the first, i.e. the // same wall piece snapping to both a starting and an ending tower. And it might be more common than you would // expect; the allowed overlap between wall segments and towers facilitates this to some degree. To deal with // the possibility of dual initial control groups, we use a '.controlGroups' array rather than a single // '.controlGroup' property. Note that this array can only ever have 0, 1 or 2 elements (checked at a later time). if (previewEntities.length > 0 && endEntObstruction) { previewEntities[previewEntities.length-1].controlGroups = previewEntities[previewEntities.length-1].controlGroups || []; previewEntities[previewEntities.length-1].controlGroups.push(endEntObstruction.GetControlGroup()); } // if we're snapping to a foundation, add an extra preview tower and also set it to the same control group let endEntState = this.GetEntityState(player, end.snappedEnt); if (endEntState.foundation) { let cmpPosition = Engine.QueryInterface(end.snappedEnt, IID_Position); if (cmpPosition) previewEntities.push({ "template": wallSet.templates.tower, "pos": end.pos, "angle": cmpPosition.GetRotation().y, "controlGroups": [endEntObstruction ? endEntObstruction.GetControlGroup() : undefined], "excludeFromResult": true }); } } else previewEntities.push({ "template": wallSet.templates.tower, "pos": end.pos, "angle": previewEntities.length > 0 ? previewEntities[previewEntities.length-1].angle : this.placementWallLastAngle }); } let cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain); if (!cmpTerrain) { error("[SetWallPlacementPreview] System Terrain component not found"); return false; } let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); if (!cmpRangeManager) { error("[SetWallPlacementPreview] System RangeManager component not found"); return false; } // Loop through the preview entities, and construct the subset of them that need to be, and can be, validly constructed // to build at least a part of the wall (meaning that the subset is truncated after the first entity that needs to be, // but cannot validly be, constructed). See method-level documentation for more details. let allPiecesValid = true; let numRequiredPieces = 0; // number of entities that are required to build the entire wall, regardless of validity for (let i = 0; i < previewEntities.length; ++i) { let entInfo = previewEntities[i]; let ent = null; let tpl = entInfo.template; let tplData = this.placementWallEntities[tpl].templateData; let entPool = this.placementWallEntities[tpl]; if (entPool.numUsed >= entPool.entities.length) { // allocate new entity ent = Engine.AddLocalEntity("preview|" + tpl); entPool.entities.push(ent); } else // reuse an existing one ent = entPool.entities[entPool.numUsed]; if (!ent) { error("[SetWallPlacementPreview] Failed to allocate or reuse preview entity of template '" + tpl + "'"); continue; } // move piece to right location // TODO: consider reusing SetBuildingPlacementReview for this, enhanced to be able to deal with multiple entities let cmpPosition = Engine.QueryInterface(ent, IID_Position); if (cmpPosition) { cmpPosition.JumpTo(entInfo.pos.x, entInfo.pos.z); cmpPosition.SetYRotation(entInfo.angle); // if this piece is a tower, then it should have a Y position that is at least as high as its surrounding pieces if (tpl === wallSet.templates.tower) { let terrainGroundPrev = null; let terrainGroundNext = null; if (i > 0) terrainGroundPrev = cmpTerrain.GetGroundLevel(previewEntities[i-1].pos.x, previewEntities[i-1].pos.z); if (i < previewEntities.length - 1) terrainGroundNext = cmpTerrain.GetGroundLevel(previewEntities[i+1].pos.x, previewEntities[i+1].pos.z); if (terrainGroundPrev != null || terrainGroundNext != null) { let targetY = Math.max(terrainGroundPrev, terrainGroundNext); cmpPosition.SetHeightFixed(targetY); } } } let cmpObstruction = Engine.QueryInterface(ent, IID_Obstruction); if (!cmpObstruction) { error("[SetWallPlacementPreview] Preview entity of template '" + tpl + "' does not have an Obstruction component"); continue; } // Assign any predefined control groups. Note that there can only be 0, 1 or 2 predefined control groups; if there are // more, we've made a programming error. The control groups are assigned from the entInfo.controlGroups array on a // first-come first-served basis; the first value in the array is always assigned as the primary control group, and // any second value as the secondary control group. // By default, we reset the control groups to their standard values. Remember that we're reusing entities; if we don't // reset them, then an ending wall segment that was e.g. at one point snapped to an existing tower, and is subsequently // reused as a non-snapped ending wall segment, would no longer be capable of being obstructed by the same tower it was // once snapped to. let primaryControlGroup = ent; let secondaryControlGroup = INVALID_ENTITY; if (entInfo.controlGroups && entInfo.controlGroups.length > 0) { if (entInfo.controlGroups.length > 2) { error("[SetWallPlacementPreview] Encountered preview entity of template '" + tpl + "' with more than 2 initial control groups"); break; } primaryControlGroup = entInfo.controlGroups[0]; if (entInfo.controlGroups.length > 1) secondaryControlGroup = entInfo.controlGroups[1]; } cmpObstruction.SetControlGroup(primaryControlGroup); cmpObstruction.SetControlGroup2(secondaryControlGroup); // check whether this wall piece can be validly positioned here let validPlacement = false; let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership); cmpOwnership.SetOwner(player); // Check whether it's in a visible or fogged region // TODO: should definitely reuse SetBuildingPlacementPreview, this is just straight up copy/pasta let visible = cmpRangeManager.GetLosVisibility(ent, player) != "hidden"; if (visible) { let cmpBuildRestrictions = Engine.QueryInterface(ent, IID_BuildRestrictions); if (!cmpBuildRestrictions) { error("[SetWallPlacementPreview] cmpBuildRestrictions not defined for preview entity of template '" + tpl + "'"); continue; } // TODO: Handle results of CheckPlacement validPlacement = cmpBuildRestrictions && cmpBuildRestrictions.CheckPlacement().success; // If a wall piece has two control groups, it's likely a segment that spans // between two existing towers. To avoid placing a duplicate wall segment, // check for collisions with entities that share both control groups. if (validPlacement && entInfo.controlGroups && entInfo.controlGroups.length > 1) validPlacement = cmpObstruction.CheckDuplicateFoundation(); } allPiecesValid = allPiecesValid && validPlacement; // The requirement below that all pieces so far have to have valid positions, rather than only this single one, // ensures that no more foundations will be placed after a first invalidly-positioned piece. (It is possible // for pieces past some invalidly-positioned ones to still have valid positions, e.g. if you drag a wall // through and past an existing building). // Additionally, the excludeFromResult flag is set for preview entities that were manually added to be placed // on top of foundations of incompleted towers that we snapped to; they must not be part of the result. if (!entInfo.excludeFromResult) ++numRequiredPieces; if (allPiecesValid && !entInfo.excludeFromResult) { result.pieces.push({ "template": tpl, "x": entInfo.pos.x, "z": entInfo.pos.z, "angle": entInfo.angle, }); this.placementWallLastAngle = entInfo.angle; // grab the cost of this wall piece and add it up (note; preview entities don't have their Cost components // copied over, so we need to fetch it from the template instead). // TODO: we should really use a Cost object or at least some utility functions for this, this is mindless // boilerplate that's probably duplicated in tons of places. for (let res of Resources.GetCodes().concat(["population", "populationBonus", "time"])) result.cost[res] += tplData.cost[res]; } let canAfford = true; let cmpPlayer = QueryPlayerIDInterface(player, IID_Player); if (cmpPlayer && cmpPlayer.GetNeededResources(result.cost)) canAfford = false; let cmpVisual = Engine.QueryInterface(ent, IID_Visual); if (cmpVisual) { if (!allPiecesValid || !canAfford) cmpVisual.SetShadingColor(1.4, 0.4, 0.4, 1); else cmpVisual.SetShadingColor(1, 1, 1, 1); } ++entPool.numUsed; } // If any were entities required to build the wall, but none of them could be validly positioned, return failure // (see method-level documentation). if (numRequiredPieces > 0 && result.pieces.length == 0) return false; if (start.snappedEnt && start.snappedEnt != INVALID_ENTITY) result.startSnappedEnt = start.snappedEnt; // We should only return that we snapped to an entity if all pieces up until that entity can be validly constructed, // i.e. are included in result.pieces (see docs for the result object). if (end.pos && end.snappedEnt && end.snappedEnt != INVALID_ENTITY && allPiecesValid) result.endSnappedEnt = end.snappedEnt; return result; }; /** * Given the current position {data.x, data.z} of an foundation of template data.template, returns the position and angle to snap * it to (if necessary/useful). * * @param data.x The X position of the foundation to snap. * @param data.z The Z position of the foundation to snap. * @param data.template The template to get the foundation snapping data for. * @param data.snapEntities Optional; list of entity IDs to snap to if {data.x, data.z} is within a circle of radius data.snapRadius * around the entity. Only takes effect when used in conjunction with data.snapRadius. * When this option is used and the foundation is found to snap to one of the entities passed in this list * (as opposed to e.g. snapping to terrain features), then the result will contain an additional key "ent", * holding the ID of the entity that was snapped to. * @param data.snapRadius Optional; when used in conjunction with data.snapEntities, indicates the circle radius around an entity that * {data.x, data.z} must be located within to have it snap to that entity. */ GuiInterface.prototype.GetFoundationSnapData = function(player, data) { let template = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetTemplate(data.template); if (!template) { warn("[GetFoundationSnapData] Failed to load template '" + data.template + "'"); return false; } if (data.snapEntities && data.snapRadius && data.snapRadius > 0) { // see if {data.x, data.z} is inside the snap radius of any of the snap entities; and if so, to which it is closest // (TODO: break unlikely ties by choosing the lowest entity ID) let minDist2 = -1; let minDistEntitySnapData = null; let radius2 = data.snapRadius * data.snapRadius; for (let ent of data.snapEntities) { let cmpPosition = Engine.QueryInterface(ent, IID_Position); if (!cmpPosition || !cmpPosition.IsInWorld()) continue; let pos = cmpPosition.GetPosition(); let dist2 = (data.x - pos.x) * (data.x - pos.x) + (data.z - pos.z) * (data.z - pos.z); if (dist2 > radius2) continue; if (minDist2 < 0 || dist2 < minDist2) { minDist2 = dist2; minDistEntitySnapData = { "x": pos.x, "z": pos.z, "angle": cmpPosition.GetRotation().y, "ent": ent }; } } if (minDistEntitySnapData != null) return minDistEntitySnapData; } if (template.BuildRestrictions.PlacementType == "shore") { let angle = GetDockAngle(template, data.x, data.z); if (angle !== undefined) return { "x": data.x, "z": data.z, "angle": angle }; } return false; }; GuiInterface.prototype.PlaySound = function(player, data) { if (!data.entity) return; PlaySound(data.name, data.entity); }; /** * Find any idle units. * * @param data.idleClasses Array of class names to include. * @param data.prevUnit The previous idle unit, if calling a second time to iterate through units. May be left undefined. * @param data.limit The number of idle units to return. May be left undefined (will return all idle units). * @param data.excludeUnits Array of units to exclude. * * Returns an array of idle units. * If multiple classes were supplied, and multiple items will be returned, the items will be sorted by class. */ GuiInterface.prototype.FindIdleUnits = function(player, data) { let idleUnits = []; // The general case is that only the 'first' idle unit is required; filtering would examine every unit. // This loop imitates a grouping/aggregation on the first matching idle class. let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); for (let entity of cmpRangeManager.GetEntitiesByPlayer(player)) { let filtered = this.IdleUnitFilter(entity, data.idleClasses, data.excludeUnits); if (!filtered.idle) continue; // If the entity is in the 'current' (first, 0) bucket on a resumed search, it must be after the "previous" unit, if any. // By adding to the 'end', there is no pause if the series of units loops. var bucket = filtered.bucket; if(bucket == 0 && data.prevUnit && entity <= data.prevUnit) bucket = data.idleClasses.length; if (!idleUnits[bucket]) idleUnits[bucket] = []; idleUnits[bucket].push(entity); // If enough units have been collected in the first bucket, go ahead and return them. if (data.limit && bucket == 0 && idleUnits[0].length == data.limit) return idleUnits[0]; } let reduced = idleUnits.reduce((prev, curr) => prev.concat(curr), []); if (data.limit && reduced.length > data.limit) return reduced.slice(0, data.limit); return reduced; }; /** * Discover if the player has idle units. * * @param data.idleClasses Array of class names to include. * @param data.excludeUnits Array of units to exclude. * * Returns a boolean of whether the player has any idle units */ GuiInterface.prototype.HasIdleUnits = function(player, data) { let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); return cmpRangeManager.GetEntitiesByPlayer(player).some(unit => this.IdleUnitFilter(unit, data.idleClasses, data.excludeUnits).idle); }; /** * Whether to filter an idle unit * * @param unit The unit to filter. * @param idleclasses Array of class names to include. * @param excludeUnits Array of units to exclude. * * Returns an object with the following fields: * - idle - true if the unit is considered idle by the filter, false otherwise. * - bucket - if idle, set to the index of the first matching idle class, undefined otherwise. */ GuiInterface.prototype.IdleUnitFilter = function(unit, idleClasses, excludeUnits) { let cmpUnitAI = Engine.QueryInterface(unit, IID_UnitAI); if (!cmpUnitAI || !cmpUnitAI.IsIdle() || cmpUnitAI.IsGarrisoned()) return { "idle": false }; let cmpIdentity = Engine.QueryInterface(unit, IID_Identity); if(!cmpIdentity) return { "idle": false }; let bucket = idleClasses.findIndex(elem => MatchesClassList(cmpIdentity.GetClassesList(), elem)); if (bucket == -1 || excludeUnits.indexOf(unit) > -1) return { "idle": false }; return { "idle": true, "bucket": bucket }; }; GuiInterface.prototype.GetTradingRouteGain = function(player, data) { if (!data.firstMarket || !data.secondMarket) return null; return CalculateTraderGain(data.firstMarket, data.secondMarket, data.template); }; GuiInterface.prototype.GetTradingDetails = function(player, data) { let cmpEntityTrader = Engine.QueryInterface(data.trader, IID_Trader); if (!cmpEntityTrader || !cmpEntityTrader.CanTrade(data.target)) return null; let firstMarket = cmpEntityTrader.GetFirstMarket(); let secondMarket = cmpEntityTrader.GetSecondMarket(); let result = null; if (data.target === firstMarket) { result = { "type": "is first", "hasBothMarkets": cmpEntityTrader.HasBothMarkets() }; if (cmpEntityTrader.HasBothMarkets()) result.gain = cmpEntityTrader.GetGoods().amount; } else if (data.target === secondMarket) { result = { "type": "is second", "gain": cmpEntityTrader.GetGoods().amount, }; } else if (!firstMarket) { result = { "type": "set first" }; } else if (!secondMarket) { result = { "type": "set second", "gain": cmpEntityTrader.CalculateGain(firstMarket, data.target), }; } else { // Else both markets are not null and target is different from them result = { "type": "set first" }; } return result; }; GuiInterface.prototype.CanAttack = function(player, data) { let cmpAttack = Engine.QueryInterface(data.entity, IID_Attack); return cmpAttack && cmpAttack.CanAttack(data.target, data.types || undefined); }; /* * Returns batch build time. */ GuiInterface.prototype.GetBatchTime = function(player, data) { let cmpProductionQueue = Engine.QueryInterface(data.entity, IID_ProductionQueue); if (!cmpProductionQueue) return 0; return cmpProductionQueue.GetBatchTime(data.batchSize); }; GuiInterface.prototype.IsMapRevealed = function(player) { return Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetLosRevealAll(player); }; GuiInterface.prototype.SetPathfinderDebugOverlay = function(player, enabled) { Engine.QueryInterface(SYSTEM_ENTITY, IID_Pathfinder).SetDebugOverlay(enabled); }; GuiInterface.prototype.SetPathfinderHierDebugOverlay = function(player, enabled) { Engine.QueryInterface(SYSTEM_ENTITY, IID_Pathfinder).SetHierDebugOverlay(enabled); }; GuiInterface.prototype.SetObstructionDebugOverlay = function(player, enabled) { Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager).SetDebugOverlay(enabled); }; GuiInterface.prototype.SetMotionDebugOverlay = function(player, data) { for (let ent of data.entities) { let cmpUnitMotion = Engine.QueryInterface(ent, IID_UnitMotion); if (cmpUnitMotion) cmpUnitMotion.SetDebugOverlay(data.enabled); } }; GuiInterface.prototype.SetRangeDebugOverlay = function(player, enabled) { Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).SetDebugOverlay(enabled); }; GuiInterface.prototype.GetTraderNumber = function(player) { let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); let traders = cmpRangeManager.GetEntitiesByPlayer(player).filter(e => Engine.QueryInterface(e, IID_Trader)); let landTrader = { "total": 0, "trading": 0, "garrisoned": 0 }; let shipTrader = { "total": 0, "trading": 0 }; for (let ent of traders) { let cmpIdentity = Engine.QueryInterface(ent, IID_Identity); let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if (!cmpIdentity || !cmpUnitAI) continue; if (cmpIdentity.HasClass("Ship")) { ++shipTrader.total; if (cmpUnitAI.order && cmpUnitAI.order.type == "Trade") ++shipTrader.trading; } else { ++landTrader.total; if (cmpUnitAI.order && cmpUnitAI.order.type == "Trade") ++landTrader.trading; if (cmpUnitAI.order && cmpUnitAI.order.type == "Garrison") { let holder = cmpUnitAI.order.data.target; let cmpHolderUnitAI = Engine.QueryInterface(holder, IID_UnitAI); if (cmpHolderUnitAI && cmpHolderUnitAI.order && cmpHolderUnitAI.order.type == "Trade") ++landTrader.garrisoned; } } } return { "landTrader": landTrader, "shipTrader": shipTrader }; }; GuiInterface.prototype.GetTradingGoods = function(player) { return QueryPlayerIDInterface(player).GetTradingGoods(); }; GuiInterface.prototype.OnGlobalEntityRenamed = function(msg) { this.renamedEntities.push(msg); }; // List the GuiInterface functions that can be safely called by GUI scripts. // (GUI scripts are non-deterministic and untrusted, so these functions must be // appropriately careful. They are called with a first argument "player", which is // trusted and indicates the player associated with the current client; no data should // be returned unless this player is meant to be able to see it.) let exposedFunctions = { "GetSimulationState": 1, "GetExtendedSimulationState": 1, "GetInitAttributes": 1, "GetReplayMetadata": 1, "GetRenamedEntities": 1, "ClearRenamedEntities": 1, "GetEntityState": 1, "GetMultipleEntityStates": 1, "GetAverageRangeForBuildings": 1, "GetTemplateData": 1, "IsTechnologyResearched": 1, "CheckTechnologyRequirements": 1, "GetStartedResearch": 1, "GetBattleState": 1, "GetIncomingAttacks": 1, "GetNeededResources": 1, "GetNotifications": 1, "GetTimeNotifications": 1, "GetAvailableFormations": 1, "GetFormationRequirements": 1, "CanMoveEntsIntoFormation": 1, "IsFormationSelected": 1, "GetFormationInfoFromTemplate": 1, "IsStanceSelected": 1, "UpdateDisplayedPlayerColors": 1, "SetSelectionHighlight": 1, "GetAllBuildableEntities": 1, "SetStatusBars": 1, "GetPlayerEntities": 1, "GetNonGaiaEntities": 1, "DisplayRallyPoint": 1, "AddTargetMarker": 1, "SetBuildingPlacementPreview": 1, "SetWallPlacementPreview": 1, "GetFoundationSnapData": 1, "PlaySound": 1, "FindIdleUnits": 1, "HasIdleUnits": 1, "GetTradingRouteGain": 1, "GetTradingDetails": 1, "CanAttack": 1, "GetBatchTime": 1, "IsMapRevealed": 1, "SetPathfinderDebugOverlay": 1, "SetPathfinderHierDebugOverlay": 1, "SetObstructionDebugOverlay": 1, "SetMotionDebugOverlay": 1, "SetRangeDebugOverlay": 1, "EnableVisualRangeOverlayType": 1, "SetRangeOverlays": 1, "GetTraderNumber": 1, "GetTradingGoods": 1, "IsTemplateModified": 1, "ResetTemplateModified": 1 }; GuiInterface.prototype.ScriptCall = function(player, name, args) { if (exposedFunctions[name]) return this[name](player, args); throw new Error("Invalid GuiInterface Call name \""+name+"\""); }; Engine.RegisterSystemComponentType(IID_GuiInterface, "GuiInterface", GuiInterface);