310 lines
9.1 KiB
JavaScript
310 lines
9.1 KiB
JavaScript
// Cache dev-mode settings that are frequently or widely used
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var g_DevSettings = {
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controlAll: false
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};
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function init(initData, hotloadData)
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{
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if (hotloadData)
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{
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g_Selection.selected = hotloadData.selection;
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}
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else
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{
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// Starting for the first time:
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startMusic();
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}
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onSimulationUpdate();
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}
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function leaveGame()
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{
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stopMusic();
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endGame();
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Engine.SwitchGuiPage("page_pregame.xml");
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}
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// Return some data that we'll use when hotloading this file after changes
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function getHotloadData()
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{
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return { selection: g_Selection.selected };
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}
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function onTick()
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{
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g_DevSettings.controlAll = getGUIObjectByName("devControlAll").checked;
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// TODO: at some point this controlAll needs to disable the simulation code's
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// player checks (once it has some player checks)
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updateCursor();
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// If the selection changed, we need to regenerate the sim display
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if (g_Selection.dirty)
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onSimulationUpdate();
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}
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function onSimulationUpdate()
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{
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g_Selection.dirty = false;
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var simState = Engine.GuiInterfaceCall("GetSimulationState");
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// If we're called during init when the game is first loading, there will be
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// no simulation yet, so do nothing
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if (!simState)
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return;
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updateDebug(simState);
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updatePlayerDisplay(simState);
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updateUnitDisplay();
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}
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function updateDebug(simState)
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{
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var debug = getGUIObjectByName("debug");
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if (getGUIObjectByName("devDisplayState").checked)
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{
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debug.hidden = false;
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}
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else
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{
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debug.hidden = true;
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return;
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}
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var text = uneval(simState);
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var selection = g_Selection.toList();
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if (selection.length)
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{
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var entState = Engine.GuiInterfaceCall("GetEntityState", selection[0]);
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if (entState)
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{
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var template = Engine.GuiInterfaceCall("GetTemplateData", entState.template);
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text += "\n\n" + uneval(entState) + "\n\n" + uneval(template);
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}
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}
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debug.caption = text;
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}
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function updatePlayerDisplay(simState)
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{
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var playerState = simState.players[Engine.GetPlayerID()];
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getGUIObjectByName("resourceFood").caption = playerState.resourceCounts.food;
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getGUIObjectByName("resourceWood").caption = playerState.resourceCounts.wood;
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getGUIObjectByName("resourceStone").caption = playerState.resourceCounts.stone;
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getGUIObjectByName("resourceMetal").caption = playerState.resourceCounts.metal;
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getGUIObjectByName("resourcePop").caption = playerState.popCount + "/" + playerState.popLimit;
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}
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function damageTypesToText(dmg)
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{
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if (!dmg)
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return "(None)";
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return dmg.hack + " Hack\n" + dmg.pierce + " Pierce\n" + dmg.crush + " Crush";
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}
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// The number of currently visible buttons (used to optimise showing/hiding)
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var g_unitPanelButtons = { "Construction": 0, "Training": 0, "Queue": 0 };
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// The unitSomethingPanel objects, which are displayed in a stack at the bottom of the screen,
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// ordered with *lowest* first
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var g_unitPanels = ["Stance", "Formation", "Construction", "Research", "Training", "Queue"];
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// Helper function for updateUnitDisplay
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function setupUnitPanel(guiName, usedPanels, unitEntState, items, callback)
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{
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usedPanels[guiName] = 1;
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var i = 0;
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for each (var item in items)
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{
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var entType;
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if (guiName == "Queue")
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entType = item.template;
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else
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entType = item;
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var button = getGUIObjectByName("unit"+guiName+"Button["+i+"]");
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var icon = getGUIObjectByName("unit"+guiName+"Icon["+i+"]");
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var template = Engine.GuiInterfaceCall("GetTemplateData", entType);
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if (!template)
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continue; // ignore attempts to use invalid templates (an error should have been reported already)
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var name;
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if (template.name.specific && template.name.generic)
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name = template.name.specific + " (" + template.name.generic + ")";
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else
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name = template.name.specific || template.name.generic || "???";
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var tooltip;
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if (guiName == "Queue")
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{
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var progress = Math.round(item.progress*100) + "%";
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tooltip = name + " - " + progress;
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getGUIObjectByName("unit"+guiName+"Count["+i+"]").caption = (item.count > 1 ? item.count : "");
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getGUIObjectByName("unit"+guiName+"Progress["+i+"]").caption = (item.progress ? progress : "");
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}
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else
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{
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tooltip = "[font=trebuchet14b]" + name + "[/font]";
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if (template.cost)
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{
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var costs = [];
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if (template.cost.food) costs.push("[font=tahoma10b]Food:[/font] " + template.cost.food);
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if (template.cost.wood) costs.push("[font=tahoma10b]Wood:[/font] " + template.cost.wood);
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if (template.cost.metal) costs.push("[font=tahoma10b]Metal:[/font] " + template.cost.metal);
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if (template.cost.stone) costs.push("[font=tahoma10b]Stone:[/font] " + template.cost.stone);
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if (costs.length)
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tooltip += "\n" + costs.join(", ");
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}
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if (guiName == "Training")
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{
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var [batchSize, batchIncrement] = getTrainingQueueBatchStatus(unitEntState.id, entType);
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tooltip += "\n[font=tahoma11]";
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if (batchSize) tooltip += "Training [font=tahoma12]" + batchSize + "[font=tahoma11] units; ";
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tooltip += "Shift-click to train [font=tahoma12]" + (batchSize+batchIncrement) + "[font=tahoma11] units[/font]";
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}
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}
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button.hidden = false;
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button.tooltip = tooltip;
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button.onpress = (function(e) { return function() { callback(e) } })(item);
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// (need nested functions to get the closure right)
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icon.sprite = "snPortraitSheetHele"; // TODO
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icon.cell_id = template.icon_cell;
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++i;
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}
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var numButtons = i;
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// Position the visible buttons
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// (TODO: if there's lots, maybe they should be squeezed together to fit)
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for (i = 0; i < numButtons; ++i)
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{
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var button = getGUIObjectByName("unit"+guiName+"Button["+i+"]");
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var size = button.size;
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size.left = 40*i;
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size.right = 40*i + size.bottom;
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button.size = size;
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}
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// Hide any buttons we're no longer using
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for (i = numButtons; i < g_unitPanelButtons[guiName]; ++i)
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getGUIObjectByName("unit"+guiName+"Button["+i+"]").hidden = true;
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g_unitPanelButtons[guiName] = numButtons;
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}
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function updateUnitDisplay()
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{
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var detailsPanel = getGUIObjectByName("selectionDetails");
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var commandsPanel = getGUIObjectByName("unitCommands");
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var selection = g_Selection.toList();
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if (selection.length == 0)
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{
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detailsPanel.hidden = true;
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commandsPanel.hidden = true;
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return;
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}
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var entState = Engine.GuiInterfaceCall("GetEntityState", selection[0]);
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// If the unit has no data (e.g. it was killed), don't try displaying any
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// data for it. (TODO: it should probably be removed from the selection too;
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// also need to handle multi-unit selections)
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if (!entState)
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{
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detailsPanel.hidden = true;
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commandsPanel.hidden = true;
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return;
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}
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var template = Engine.GuiInterfaceCall("GetTemplateData", entState.template);
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detailsPanel.hidden = false;
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commandsPanel.hidden = false;
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getGUIObjectByName("selectionDetailsIcon").sprite = "snPortraitSheetHele";
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getGUIObjectByName("selectionDetailsIcon").cell_id = template.icon_cell;
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var healthSize = getGUIObjectByName("selectionDetailsHealthBar").size;
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healthSize.rright = 100*Math.max(0, Math.min(1, entState.hitpoints / entState.maxHitpoints));
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getGUIObjectByName("selectionDetailsHealthBar").size = healthSize;
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getGUIObjectByName("selectionDetailsHealth").tooltip = "Hitpoints " + entState.hitpoints + " / " + entState.maxHitpoints;
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getGUIObjectByName("selectionDetailsSpecific").caption = template.name.specific;
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if (template.name.generic == template.name.specific)
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{
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getGUIObjectByName("selectionDetailsGeneric").hidden = true;
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}
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else
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{
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getGUIObjectByName("selectionDetailsGeneric").hidden = false;
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getGUIObjectByName("selectionDetailsGeneric").caption = template.name.generic;
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}
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getGUIObjectByName("selectionDetailsPlayer").caption = "Player " + entState.player; // TODO: get player name
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getGUIObjectByName("selectionDetailsAttack").caption = damageTypesToText(entState.attack);
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getGUIObjectByName("selectionDetailsArmour").caption = damageTypesToText(entState.armour);
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var usedPanels = {};
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// If the selection is friendly units, add the command panels
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var player = Engine.GetPlayerID();
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if (entState.player == player || g_DevSettings.controlAll)
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{
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if (entState.attack) // TODO - this should be based on some AI properties
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{
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//usedPanels["Stance"] = 1;
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//usedPanels["Formation"] = 1;
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// (These are disabled since they're not implemented yet)
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}
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else // TODO - this should be based on various other things
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{
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//usedPanels["Research"] = 1;
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}
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if (entState.buildEntities && entState.buildEntities.length)
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setupUnitPanel("Construction", usedPanels, entState, entState.buildEntities, startBuildingPlacement);
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if (entState.training && entState.training.entities.length)
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setupUnitPanel("Training", usedPanels, entState, entState.training.entities,
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function (trainEntType) { addToTrainingQueue(entState.id, trainEntType); } );
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if (entState.training && entState.training.queue.length)
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setupUnitPanel("Queue", usedPanels, entState, entState.training.queue,
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function (item) { removeFromTrainingQueue(entState.id, item.id); } );
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}
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// Lay out all the used panels in a stack at the bottom of the screen
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var offset = 0;
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for each (var panelName in g_unitPanels)
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{
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var panel = getGUIObjectByName("unit"+panelName+"Panel");
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if (usedPanels[panelName])
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{
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var size = panel.size;
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var h = size.bottom - size.top;
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size.bottom = offset;
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size.top = offset - h;
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panel.size = size;
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panel.hidden = false;
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offset -= (h + 12);
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}
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else
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{
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panel.hidden = true;
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}
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}
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}
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