Display the formations panel if and only if the selected units can enter a formation (instead of hiding it if any domestic animal is part of the selection).
Differential Revision: https://code.wildfiregames.com/D191 Reviewed By: mimo This was SVN commit r19311.
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@ -387,11 +387,19 @@ g_SelectionPanels.Formation = {
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"conflictsWith": ["Garrison"],
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"getItems": function(unitEntStates)
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{
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if (unitEntStates.some(state => !hasClass(state, "Unit") || hasClass(state, "Animal")))
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if (unitEntStates.some(state => !hasClass(state, "Unit")))
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return [];
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if (!g_AvailableFormations.has(unitEntStates[0].player))
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g_AvailableFormations.set(unitEntStates[0].player, Engine.GuiInterfaceCall("GetAvailableFormations", unitEntStates[0].player));
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return g_AvailableFormations.get(unitEntStates[0].player);
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let availableFormations = g_AvailableFormations.get(unitEntStates[0].player);
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// Hide the panel if all formations are disabled
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if (availableFormations.some(formation => canMoveSelectionIntoFormation(formation)))
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return availableFormations;
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return [];
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},
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"setupButton": function(data)
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{
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