437 lines
10 KiB
JavaScript
437 lines
10 KiB
JavaScript
const MAX_SELECTION_SIZE = 200; // Limits selection size
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function _setHighlight(ents, alpha)
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{
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if (ents.length)
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Engine.GuiInterfaceCall("SetSelectionHighlight", { "entities":ents, "alpha":alpha });
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}
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function _setStatusBars(ents, enabled)
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{
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if (ents.length)
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Engine.GuiInterfaceCall("SetStatusBars", { "entities":ents, "enabled":enabled });
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}
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function _setMotionOverlay(ents, enabled)
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{
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if (ents.length)
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Engine.GuiInterfaceCall("SetMotionDebugOverlay", { "entities":ents, "enabled":enabled });
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}
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function _playSound(ent)
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{
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Engine.GuiInterfaceCall("PlaySound", { "name":"select", "entity":ent });
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}
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//-------------------------------- -------------------------------- --------------------------------
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// EntityGroups class for managing grouped entities
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//-------------------------------- -------------------------------- --------------------------------
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function EntityGroups()
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{
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this.groups = {};
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this.ents = {};
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}
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EntityGroups.prototype.reset = function()
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{
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this.groups = {};
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this.ents = {};
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};
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EntityGroups.prototype.add = function(ents)
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{
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for each (var ent in ents)
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{
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if (!this.ents[ent])
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{
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var entState = GetEntityState(ent);
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var templateName = entState.template;
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var template = GetTemplateData(templateName);
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var key = template.selectionGroupName || templateName;
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if (this.groups[key])
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this.groups[key] += 1;
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else
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this.groups[key] = 1;
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this.ents[ent] = key;
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}
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}
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};
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EntityGroups.prototype.removeEnt = function(ent)
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{
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var templateName = this.ents[ent];
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// Remove the entity
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delete this.ents[ent];
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this.groups[templateName]--;
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// Remove the entire group
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if (this.groups[templateName] == 0)
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delete this.groups[templateName];
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};
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EntityGroups.prototype.getCount = function(templateName)
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{
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return this.groups[templateName];
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};
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EntityGroups.prototype.getTotalCount = function()
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{
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var totalCount = 0;
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for each (var group in this.groups)
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{
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totalCount += group;
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}
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return totalCount;
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};
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EntityGroups.prototype.getTemplateNames = function()
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{
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var templateNames = [];
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for (var templateName in this.groups)
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templateNames.push(templateName);
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//Preserve order even when shuffling units around
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//Can be optimized by moving the sorting elsewhere
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templateNames.sort();
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return templateNames;
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};
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EntityGroups.prototype.getEntsByName = function(templateName)
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{
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var entTemplateNames = [];
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for each (var entTemplateName in this.ents)
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entTemplateNames.push(entTemplateName);
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var i = 0;
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var ents = [];
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for (var ent in this.ents)
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{
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if (entTemplateNames[i] == templateName)
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ents.push(parseInt(ent));
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i++;
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}
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return ents;
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};
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// Gets all ents in every group except ones of the specified group
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EntityGroups.prototype.getEntsByNameInverse = function(templateName)
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{
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var entTemplateNames = [];
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for each (var entTemplateName in this.ents)
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entTemplateNames.push(entTemplateName);
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var i = 0;
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var ents = [];
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for (var ent in this.ents)
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{
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if (entTemplateNames[i] != templateName)
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ents.push(parseInt(ent));
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i++;
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}
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return ents;
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};
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//-------------------------------- -------------------------------- --------------------------------
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// EntitySelection class for managing the entity selection list and the primary selection
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//-------------------------------- -------------------------------- --------------------------------
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function EntitySelection()
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{
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// Private properties:
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//--------------------------------
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this.selected = {}; // { id:id, id:id, ... } for each selected entity ID 'id'
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// { id:id, ... } for mouseover-highlighted entity IDs in these, the key is a string and the value is an int;
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// we want to use the int form wherever possible since it's more efficient to send to the simulation code)
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this.highlighted = {};
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this.motionDebugOverlay = false;
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// Public properties:
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//--------------------------------
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this.dirty = false; // set whenever the selection has changed
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this.groups = new EntityGroups();
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}
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// Deselect everything but entities of the chosen type if the modifier is true otherwise deselect just the chosen entity
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EntitySelection.prototype.makePrimarySelection = function(templateName, modifierKey)
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{
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var selection = this.toList();
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var ent;
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// Find an ent of a unit of the same type
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for (var i = 0; i < selection.length; i++)
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{
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var entState = GetEntityState(selection[i]);
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if (!entState)
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continue;
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if (entState.template == templateName)
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ent = selection[i];
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}
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var template = GetTemplateData(templateName);
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var key = template.selectionGroupName || templateName;
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var ents = [];
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if (modifierKey)
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ents = this.groups.getEntsByNameInverse(key);
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else
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ents = this.groups.getEntsByName(key);
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this.reset();
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this.addList(ents);
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}
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// Get a list of the template names
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EntitySelection.prototype.getTemplateNames = function()
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{
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var templateNames = [];
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var ents = this.toList();
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for each (var ent in ents)
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{
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var entState = GetEntityState(ent);
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if (entState)
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templateNames.push(entState.template);
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}
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return templateNames;
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}
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// Update the selection to take care of changes (like units that have been killed)
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EntitySelection.prototype.update = function()
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{
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this.checkRenamedEntities();
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for each (var ent in this.selected)
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{
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var entState = GetEntityState(ent);
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// Remove deleted units
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if (!entState)
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{
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delete this.selected[ent];
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this.groups.removeEnt(ent);
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this.dirty = true;
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continue;
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}
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// Remove non-visible units (e.g. moved back into fog-of-war)
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if (entState.visibility == "hidden")
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{
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// Disable any highlighting of the disappeared unit
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_setHighlight([ent], 0);
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_setStatusBars([ent], false);
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_setMotionOverlay([ent], false);
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delete this.selected[ent];
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this.dirty = true;
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continue;
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}
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}
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};
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/**
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* Update selection if some selected entities were renamed
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* (in case of unit promotion or finishing building structure)
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*/
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EntitySelection.prototype.checkRenamedEntities = function()
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{
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var renamedEntities = Engine.GuiInterfaceCall("GetRenamedEntities");
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if (renamedEntities.length > 0)
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{
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var removeFromSelectionList = [];
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var addToSelectionList = [];
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for each (var renamedEntity in renamedEntities)
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{
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if (this.selected[renamedEntity.entity])
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{
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removeFromSelectionList.push(renamedEntity.entity);
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addToSelectionList.push(renamedEntity.newentity);
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}
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}
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this.removeList(removeFromSelectionList);
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this.addList(addToSelectionList);
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}
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}
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EntitySelection.prototype.addList = function(ents)
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{
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var selectionSize = this.toList().length;
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var i = 1;
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var added = [];
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var playerID = Engine.GetPlayerID();
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var allowEnemySelections = g_DevSettings.controlAll || (ents.length == 1 && selectionSize == 0);
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for each (var ent in ents)
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{
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// Only add entities we own to our selection
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var entState = GetEntityState(ent);
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if (!this.selected[ent] && (selectionSize + i) <= MAX_SELECTION_SIZE && (allowEnemySelections || (entState && entState.player == playerID)))
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{
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added.push(ent);
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this.selected[ent] = ent;
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i++;
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}
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}
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_setHighlight(added, 1);
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_setStatusBars(added, true);
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_setMotionOverlay(added, this.motionDebugOverlay);
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if (added.length)
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_playSound(added[0]);
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this.groups.add(this.toList()); // Create Selection Groups
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this.dirty = true;
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};
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EntitySelection.prototype.removeList = function(ents)
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{
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var removed = [];
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for each (var ent in ents)
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{
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if (this.selected[ent])
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{
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this.groups.removeEnt(ent);
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removed.push(ent);
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delete this.selected[ent];
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}
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}
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_setHighlight(removed, 0);
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_setStatusBars(removed, false);
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_setMotionOverlay(removed, false);
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this.dirty = true;
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};
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EntitySelection.prototype.reset = function()
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{
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_setHighlight(this.toList(), 0);
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_setStatusBars(this.toList(), false);
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_setMotionOverlay(this.toList(), false);
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this.selected = {};
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this.groups.reset();
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this.dirty = true;
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};
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EntitySelection.prototype.toList = function()
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{
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var ents = [];
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for each (var ent in this.selected)
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ents.push(ent);
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return ents;
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};
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EntitySelection.prototype.setHighlightList = function(ents)
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{
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var highlighted = {};
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for each (var ent in ents)
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highlighted[ent] = ent;
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var removed = [];
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var added = [];
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// Remove highlighting for the old units that are no longer highlighted
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// (excluding ones that are actively selected too)
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for each (var ent in this.highlighted)
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if (!highlighted[ent] && !this.selected[ent])
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removed.push(+ent);
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// Add new highlighting for units that aren't already highlighted
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for each (var ent in ents)
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if (!this.highlighted[ent] && !this.selected[ent])
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added.push(+ent);
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_setHighlight(removed, 0);
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_setStatusBars(removed, false);
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_setHighlight(added, 0.5);
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_setStatusBars(added, true);
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// Store the new highlight list
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this.highlighted = highlighted;
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};
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EntitySelection.prototype.SetMotionDebugOverlay = function(enabled)
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{
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this.motionDebugOverlay = enabled;
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_setMotionOverlay(this.toList(), enabled);
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};
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var g_Selection = new EntitySelection();
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//-------------------------------- -------------------------------- --------------------------------
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// EntityGroupsContainer class for managing grouped entities
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//-------------------------------- -------------------------------- --------------------------------
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function EntityGroupsContainer()
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{
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this.groups = {};
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for (var i = 0; i < 10; ++i)
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{
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this.groups[i] = new EntityGroups();
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}
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}
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EntityGroupsContainer.prototype.addEntities = function(groupName, ents)
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{
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for each (var ent in ents)
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{
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for each (var group in this.groups)
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{
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if (ent in group.ents)
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{
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group.removeEnt(ent);
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}
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}
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}
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this.groups[groupName].add(ents);
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}
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EntityGroupsContainer.prototype.update = function()
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{
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this.checkRenamedEntities();
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for each (var group in this.groups)
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{
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for (var ent in group.ents)
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{
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var entState = GetEntityState(+ent);
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// Remove deleted units
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if (!entState)
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{
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group.removeEnt(ent);
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}
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}
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}
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}
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/**
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* Update control group if some entities in the group were renamed
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* (in case of unit promotion or finishing building structure)
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*/
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EntityGroupsContainer.prototype.checkRenamedEntities = function()
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{
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var renamedEntities = Engine.GuiInterfaceCall("GetRenamedEntities");
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if (renamedEntities.length > 0)
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{
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for each (var group in this.groups)
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{
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var addToGroup = [];
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for each (var renamedEntity in renamedEntities)
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{
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if (renamedEntity.entity in group.ents)
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{
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group.removeEnt(renamedEntity.entity);
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addToGroup.push(renamedEntity.newentity);
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}
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}
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group.add(addToGroup);
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}
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}
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}
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var g_Groups = new EntityGroupsContainer();
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