0ad/binaries/data/mods/public/gui/session/input.js

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const SDL_BUTTON_LEFT = 1;
const SDL_BUTTON_MIDDLE = 2;
const SDL_BUTTON_RIGHT = 3;
const SDLK_LEFTBRACKET = 91;
const SDLK_RIGHTBRACKET = 93;
const SDLK_RSHIFT = 303;
const SDLK_LSHIFT = 304;
const SDLK_RCTRL = 305;
const SDLK_LCTRL = 306;
const SDLK_RALT = 307;
const SDLK_LALT = 308;
// TODO: these constants should be defined somewhere else instead, in
// case any other code wants to use them too
const ACTION_NONE = 0;
const ACTION_GARRISON = 1;
const ACTION_REPAIR = 2;
var preSelectedAction = ACTION_NONE;
const INPUT_NORMAL = 0;
const INPUT_SELECTING = 1;
const INPUT_BANDBOXING = 2;
const INPUT_BUILDING_PLACEMENT = 3;
const INPUT_BUILDING_CLICK = 4;
const INPUT_BUILDING_DRAG = 5;
const INPUT_BATCHTRAINING = 6;
const INPUT_PRESELECTEDACTION = 7;
const INPUT_BUILDING_WALL_CLICK = 8;
const INPUT_BUILDING_WALL_PATHING = 9;
const INPUT_MASSTRIBUTING = 10;
var inputState = INPUT_NORMAL;
var placementSupport = new PlacementSupport();
var mouseX = 0;
var mouseY = 0;
var mouseIsOverObject = false;
// Number of pixels the mouse can move before the action is considered a drag
var maxDragDelta = 4;
// Time in milliseconds in which a double click is recognized
const doubleClickTime = 500;
var doubleClickTimer = 0;
var doubleClicked = false;
// Store the previously clicked entity - ensure a double/triple click happens on the same entity
var prevClickedEntity = 0;
// Same double-click behaviour for hotkey presses
const doublePressTime = 500;
var doublePressTimer = 0;
var prevHotkey = 0;
function updateCursorAndTooltip()
{
var cursorSet = false;
var tooltipSet = false;
var informationTooltip = getGUIObjectByName("informationTooltip");
if (!mouseIsOverObject)
{
var action = determineAction(mouseX, mouseY);
if (inputState == INPUT_NORMAL || inputState == INPUT_PRESELECTEDACTION)
{
if (action)
{
if (action.cursor)
{
Engine.SetCursor(action.cursor);
cursorSet = true;
}
if (action.tooltip)
{
tooltipSet = true;
informationTooltip.caption = action.tooltip;
informationTooltip.hidden = false;
}
}
}
}
if (!cursorSet)
Engine.SetCursor("arrow-default");
if (!tooltipSet)
informationTooltip.hidden = true;
var placementTooltip = getGUIObjectByName("placementTooltip");
if (placementSupport.tooltipMessage)
{
if (placementSupport.tooltipError)
placementTooltip.sprite = "BackgroundErrorTooltip";
else
placementTooltip.sprite = "BackgroundInformationTooltip";
placementTooltip.caption = placementSupport.tooltipMessage;
placementTooltip.hidden = false;
}
else
{
placementTooltip.caption = "";
placementTooltip.hidden = true;
}
}
function updateBuildingPlacementPreview()
{
// The preview should be recomputed every turn, so that it responds to obstructions/fog/etc moving underneath it, or
// in the case of the wall previews, in response to new tower foundations getting constructed for it to snap to.
// See onSimulationUpdate in session.js.
if (placementSupport.mode === "building")
{
if (placementSupport.template && placementSupport.position)
{
var result = Engine.GuiInterfaceCall("SetBuildingPlacementPreview", {
"template": placementSupport.template,
"x": placementSupport.position.x,
"z": placementSupport.position.z,
"angle": placementSupport.angle,
"actorSeed": placementSupport.actorSeed
});
// Show placement info tooltip if invalid position
placementSupport.tooltipError = !result.success;
placementSupport.tooltipMessage = result.success ? "" : result.message;
return result.success;
}
}
else if (placementSupport.mode === "wall")
{
if (placementSupport.wallSet && placementSupport.position)
{
// Fetch an updated list of snapping candidate entities
placementSupport.wallSnapEntities = Engine.PickSimilarFriendlyEntities(
placementSupport.wallSet.templates.tower,
placementSupport.wallSnapEntitiesIncludeOffscreen,
true, // require exact template match
true // include foundations
);
return Engine.GuiInterfaceCall("SetWallPlacementPreview", {
"wallSet": placementSupport.wallSet,
"start": placementSupport.position,
"end": placementSupport.wallEndPosition,
"snapEntities": placementSupport.wallSnapEntities, // snapping entities (towers) for starting a wall segment
});
}
}
return false;
}
function findGatherType(gatherer, supply)
{
if (!gatherer || !supply)
return undefined;
if (gatherer[supply.type.generic+"."+supply.type.specific])
return supply.type.specific;
if (gatherer[supply.type.generic])
return supply.type.generic;
return undefined;
}
function getActionInfo(action, target)
{
var selection = g_Selection.toList();
// If the selection doesn't exist, no action
var entState = GetEntityState(selection[0]);
if (!entState)
return {"possible": false};
// If the selection isn't friendly units, no action
var playerID = Engine.GetPlayerID();
var allOwnedByPlayer = selection.every(function(ent) {
var entState = GetEntityState(ent);
return entState && entState.player == playerID;
});
if (!g_DevSettings.controlAll && !allOwnedByPlayer)
return {"possible": false};
// Work out whether the selection can have rally points
var haveRallyPoints = selection.every(function(ent) {
var entState = GetEntityState(ent);
return entState && entState.rallyPoint;
});
if (!target)
{
if (action == "set-rallypoint" && haveRallyPoints)
return {"possible": true};
else if (action == "move" || action == "attack-move")
return {"possible": true};
else
return {"possible": false};
}
if (haveRallyPoints && selection.indexOf(target) != -1 && action == "unset-rallypoint")
return {"possible": true};
// Look at the first targeted entity
// (TODO: maybe we eventually want to look at more, and be more context-sensitive?
// e.g. prefer to attack an enemy unit, even if some friendly units are closer to the mouse)
var targetState = GetEntityState(target);
// Check if the target entity is a resource, dropsite, foundation, or enemy unit.
// Check if any entities in the selection can gather the requested resource,
// can return to the dropsite, can build the foundation, or can attack the enemy
var simState = Engine.GuiInterfaceCall("GetSimulationState");
// Look to see what type of command units going to the rally point should use
if (haveRallyPoints && action == "set-rallypoint")
{
// haveRallyPoints ensures all selected entities can have rally points.
// We assume that all entities are owned by the same player.
var entState = GetEntityState(selection[0]);
var playerState = simState.players[entState.player];
var playerOwned = (targetState.player == entState.player);
var allyOwned = playerState.isAlly[targetState.player];
var enemyOwned = playerState.isEnemy[targetState.player];
var gaiaOwned = (targetState.player == 0);
var cursor = "";
var tooltip;
// default to walking there
var data = {command: "walk"};
if (targetState.garrisonHolder && playerOwned)
{
data.command = "garrison";
data.target = target;
cursor = "action-garrison";
}
else if (targetState.resourceSupply)
{
var resourceType = targetState.resourceSupply.type;
if (resourceType.generic == "treasure")
{
cursor = "action-gather-" + resourceType.generic;
}
else
{
cursor = "action-gather-" + resourceType.specific;
}
data.command = "gather";
data.resourceType = resourceType;
data.resourceTemplate = targetState.template;
}
else if (targetState.foundation && entState.buildEntities)
{
data.command = "build";
data.target = target;
cursor = "action-build";
}
else if (targetState.needsRepair && allyOwned)
{
data.command = "repair";
data.target = target;
cursor = "action-repair";
}
else if (hasClass(entState, "Market") && hasClass(targetState, "Market") && entState.id != targetState.id &&
(!hasClass(entState, "NavalMarket") || hasClass(targetState, "NavalMarket")))
{
// Find a trader (if any) that this building can produce.
var trader;
if (entState.production && entState.production.entities.length)
for (var i = 0; i < entState.production.entities.length; ++i)
if ((trader = GetTemplateData(entState.production.entities[i]).trader))
break;
var traderData = { "firstMarket": entState.id, "secondMarket": targetState.id, "template": trader };
var gain = Engine.GuiInterfaceCall("GetTradingRouteGain", traderData);
if (gain !== null)
{
data.command = "trade";
data.target = traderData.secondMarket;
data.source = traderData.firstMarket;
cursor = "action-setup-trade-route";
tooltip = "Click to establish a default route for new traders. Gain: " + gain + " metal.";
}
}
// Don't allow the rally point to be set on any of the currently selected entities
for (var i = 0; i < selection.length; i++)
if (target === selection[i])
return {"possible": false};
return {"possible": true, "data": data, "position": targetState.position, "cursor": cursor, "tooltip": tooltip};
}
for each (var entityID in selection)
{
var entState = GetEntityState(entityID);
if (!entState)
continue;
var playerState = simState.players[entState.player];
var playerOwned = (targetState.player == entState.player);
var allyOwned = playerState.isAlly[targetState.player];
var neutralOwned = playerState.isNeutral[targetState.player];
var enemyOwned = playerState.isEnemy[targetState.player];
var gaiaOwned = (targetState.player == 0);
// Find the resource type we're carrying, if any
var carriedType = undefined;
if (entState.resourceCarrying && entState.resourceCarrying.length)
carriedType = entState.resourceCarrying[0].type;
switch (action)
{
case "garrison":
if (hasClass(entState, "Unit") && targetState.garrisonHolder && playerOwned)
{
var allowedClasses = targetState.garrisonHolder.allowedClasses;
for each (var unitClass in entState.identity.classes)
{
if (allowedClasses.indexOf(unitClass) != -1)
{
return {"possible": true};
}
}
}
break;
case "setup-trade-route":
// If ground or sea trade possible
if (!targetState.foundation && ((entState.trader && hasClass(entState, "Organic") && (playerOwned || allyOwned) && hasClass(targetState, "Market")) ||
(entState.trader && hasClass(entState, "Ship") && (playerOwned || allyOwned) && hasClass(targetState, "NavalMarket"))))
{
var tradingData = {"trader": entState.id, "target": target};
var tradingDetails = Engine.GuiInterfaceCall("GetTradingDetails", tradingData);
var tooltip;
if (tradingDetails === null)
return {"possible": false};
switch (tradingDetails.type)
{
case "is first":
tooltip = "Origin trade market.";
if (tradingDetails.hasBothMarkets)
tooltip += " Gain: " + tradingDetails.gain + " " + tradingDetails.goods + ". Right-click to create a new trade route."
else
tooltip += " Right-click on another market to set it as a destination trade market."
break;
case "is second":
tooltip = "Destination trade market. Gain: " + tradingDetails.gain + " " + tradingDetails.goods + "." + " Right-click to create a new trade route.";
break;
case "set first":
tooltip = "Set as origin trade market";
break;
case "set second":
tooltip = "Set as destination trade market. Gain: " + tradingDetails.gain + " " + tradingDetails.goods + ".";
break;
}
return {"possible": true, "tooltip": tooltip};
}
break;
case "heal":
// The check if the target is unhealable is done by targetState.needsHeal
if (entState.Healer && hasClass(targetState, "Unit") && targetState.needsHeal && (playerOwned || allyOwned))
{
// Healers can't heal themselves.
if (entState.id == targetState.id)
return {"possible": false};
var unhealableClasses = entState.Healer.unhealableClasses;
for each (var unitClass in targetState.identity.classes)
{
if (unhealableClasses.indexOf(unitClass) != -1)
{
return {"possible": false};
}
}
var healableClasses = entState.Healer.healableClasses;
for each (var unitClass in targetState.identity.classes)
{
if (healableClasses.indexOf(unitClass) != -1)
{
return {"possible": true};
}
}
}
break;
case "gather":
if (targetState.resourceSupply)
{
var resource = findGatherType(entState.resourceGatherRates, targetState.resourceSupply);
if (resource)
return {"possible": true, "cursor": "action-gather-" + resource};
}
break;
case "returnresource":
if (targetState.resourceDropsite && playerOwned && carriedType && targetState.resourceDropsite.types.indexOf(carriedType) != -1)
return {"possible": true, "cursor": "action-return-" + carriedType};
break;
case "build":
if (targetState.foundation && entState.buildEntities && playerOwned)
return {"possible": true};
break;
case "repair":
if (entState.buildEntities && targetState.needsRepair && allyOwned)
return {"possible": true};
break;
case "attack":
if (entState.attack && targetState.hitpoints && (enemyOwned || neutralOwned))
return {"possible": Engine.GuiInterfaceCall("CanAttack", {"entity": entState.id, "target": target})};
break;
}
}
if (action == "move" || action == "attack-move")
return {"possible": true};
else
return {"possible": false};
}
/**
* Determine the context-sensitive action that should be performed when the mouse is at (x,y)
*/
function determineAction(x, y, fromMinimap)
{
var selection = g_Selection.toList();
// No action if there's no selection
if (!selection.length)
{
preSelectedAction = ACTION_NONE;
return undefined;
}
// If the selection doesn't exist, no action
var entState = GetEntityState(selection[0]);
if (!entState)
return undefined;
// If the selection isn't friendly units, no action
var playerID = Engine.GetPlayerID();
var allOwnedByPlayer = selection.every(function(ent) {
var entState = GetEntityState(ent);
return entState && entState.player == playerID;
});
if (!g_DevSettings.controlAll && !allOwnedByPlayer)
return undefined;
// Work out whether the selection can have rally points
var haveRallyPoints = selection.every(function(ent) {
var entState = GetEntityState(ent);
return entState && entState.rallyPoint;
});
var targets = [];
var target = undefined;
var type = "none";
var cursor = "";
var targetState = undefined;
if (!fromMinimap)
targets = Engine.PickEntitiesAtPoint(x, y);
if (targets.length)
{
target = targets[0];
}
if (preSelectedAction != ACTION_NONE)
{
switch (preSelectedAction)
{
case ACTION_GARRISON:
if (getActionInfo("garrison", target).possible)
return {"type": "garrison", "cursor": "action-garrison", "target": target};
else
return {"type": "none", "cursor": "action-garrison-disabled", "target": undefined};
break;
case ACTION_REPAIR:
if (getActionInfo("repair", target).possible)
return {"type": "repair", "cursor": "action-repair", "target": target};
else
return {"type": "none", "cursor": "action-repair-disabled", "target": undefined};
break;
}
}
else if (Engine.HotkeyIsPressed("session.attack") && getActionInfo("attack", target).possible)
{
return {"type": "attack", "cursor": "action-attack", "target": target};
}
else if (Engine.HotkeyIsPressed("session.garrison") && getActionInfo("garrison", target).possible)
{
return {"type": "garrison", "cursor": "action-garrison", "target": target};
}
else if (Engine.HotkeyIsPressed("session.attackmove") && getActionInfo("attack-move", target).possible)
{
return {"type": "attack-move", "cursor": "action-attack"};
}
else
{
var actionInfo = undefined;
if ((actionInfo = getActionInfo("setup-trade-route", target)).possible)
return {"type": "setup-trade-route", "cursor": "action-setup-trade-route", "tooltip": actionInfo.tooltip, "target": target};
else if ((actionInfo = getActionInfo("gather", target)).possible)
return {"type": "gather", "cursor": actionInfo.cursor, "target": target};
else if ((actionInfo = getActionInfo("returnresource", target)).possible)
return {"type": "returnresource", "cursor": actionInfo.cursor, "target": target};
else if (getActionInfo("build", target).possible)
return {"type": "build", "cursor": "action-build", "target": target};
else if (getActionInfo("repair", target).possible)
return {"type": "build", "cursor": "action-repair", "target": target};
else if ((actionInfo = getActionInfo("set-rallypoint", target)).possible)
return {"type": "set-rallypoint", "cursor": actionInfo.cursor, "data": actionInfo.data, "tooltip": actionInfo.tooltip, "position": actionInfo.position};
else if (getActionInfo("heal", target).possible)
return {"type": "heal", "cursor": "action-heal", "target": target};
else if (getActionInfo("attack", target).possible)
return {"type": "attack", "cursor": "action-attack", "target": target};
else if (getActionInfo("unset-rallypoint", target).possible)
return {"type": "unset-rallypoint"};
else if (getActionInfo("move", target).possible)
return {"type": "move"};
}
return {"type": type, "cursor": cursor, "target": target};
}
var dragStart; // used for remembering mouse coordinates at start of drag operations
function tryPlaceBuilding(queued)
{
if (placementSupport.mode !== "building")
{
error("[tryPlaceBuilding] Called while in '"+placementSupport.mode+"' placement mode instead of 'building'");
return false;
}
var selection = g_Selection.toList();
// Use the preview to check it's a valid build location
if (!updateBuildingPlacementPreview())
{
// invalid location - don't build it
// TODO: play a sound?
return false;
}
// Start the construction
Engine.PostNetworkCommand({
"type": "construct",
"template": placementSupport.template,
"x": placementSupport.position.x,
"z": placementSupport.position.z,
"angle": placementSupport.angle,
"actorSeed": placementSupport.actorSeed,
"entities": selection,
"autorepair": true,
"autocontinue": true,
"queued": queued
});
Engine.GuiInterfaceCall("PlaySound", { "name": "order_repair", "entity": selection[0] });
if (!queued)
placementSupport.Reset();
else
placementSupport.RandomizeActorSeed();
return true;
}
function tryPlaceWall(queued)
{
if (placementSupport.mode !== "wall")
{
error("[tryPlaceWall] Called while in '" + placementSupport.mode + "' placement mode; expected 'wall' mode");
return false;
}
var wallPlacementInfo = updateBuildingPlacementPreview(); // entities making up the wall (wall segments, towers, ...)
if (!(wallPlacementInfo === false || typeof(wallPlacementInfo) === "object"))
{
error("[tryPlaceWall] Unexpected return value from updateBuildingPlacementPreview: '" + uneval(placementInfo) + "'; expected either 'false' or 'object'");
return false;
}
if (!wallPlacementInfo)
return false;
var selection = g_Selection.toList();
var cmd = {
"type": "construct-wall",
"autorepair": true,
"autocontinue": true,
"queued": queued,
"entities": selection,
"wallSet": placementSupport.wallSet,
"pieces": wallPlacementInfo.pieces,
"startSnappedEntity": wallPlacementInfo.startSnappedEnt,
"endSnappedEntity": wallPlacementInfo.endSnappedEnt,
};
// make sure that there's at least one non-tower entity getting built, to prevent silly edge cases where the start and end
// point are too close together for the algorithm to place a wall segment inbetween, and only the towers are being previewed
// (this is somewhat non-ideal and hardcode-ish)
var hasWallSegment = false;
for (var k in cmd.pieces)
{
if (cmd.pieces[k].template != cmd.wallSet.templates.tower) // TODO: hardcode-ish :(
{
hasWallSegment = true;
break;
}
}
if (hasWallSegment)
{
Engine.PostNetworkCommand(cmd);
Engine.GuiInterfaceCall("PlaySound", {"name": "order_repair", "entity": selection[0] });
}
return true;
}
// Limits bandboxed selections to certain types of entities based on priority
function getPreferredEntities(ents)
{
var entStateList = [];
var preferredEnts = [];
// Check if there are units in the selection and get a list of entity states
for each (var ent in ents)
{
var entState = GetEntityState(ent);
if (!entState)
continue;
if (hasClass(entState, "Unit"))
preferredEnts.push(ent);
entStateList.push(entState);
}
// If there are no units, check if there are defensive entities in the selection
if (!preferredEnts.length)
for (var i = 0; i < ents.length; i++)
if (hasClass(entStateList[i], "Defensive"))
preferredEnts.push(ents[i]);
return preferredEnts;
}
// Removes any support units from the passed list of entities
function getMilitaryEntities(ents)
{
var militaryEnts = [];
for each (var ent in ents)
{
var entState = GetEntityState(ent);
if (!hasClass(entState, "Support"))
militaryEnts.push(ent);
}
return militaryEnts;
}
function handleInputBeforeGui(ev, hoveredObject)
{
// Capture mouse position so we can use it for displaying cursors,
// and key states
switch (ev.type)
{
case "mousebuttonup":
case "mousebuttondown":
case "mousemotion":
mouseX = ev.x;
mouseY = ev.y;
break;
}
// Remember whether the mouse is over a GUI object or not
mouseIsOverObject = (hoveredObject != null);
// Close the menu when interacting with the game world
if (!mouseIsOverObject && (ev.type =="mousebuttonup" || ev.type == "mousebuttondown")
&& (ev.button == SDL_BUTTON_LEFT || ev.button == SDL_BUTTON_RIGHT))
closeMenu();
// State-machine processing:
//
// (This is for states which should override the normal GUI processing - events will
// be processed here before being passed on, and propagation will stop if this function
// returns true)
//
// TODO: it'd probably be nice to have a better state-machine system, with guaranteed
// entry/exit functions, since this is a bit broken now
switch (inputState)
{
case INPUT_BANDBOXING:
switch (ev.type)
{
case "mousemotion":
var x0 = dragStart[0];
var y0 = dragStart[1];
var x1 = ev.x;
var y1 = ev.y;
if (x0 > x1) { var t = x0; x0 = x1; x1 = t; }
if (y0 > y1) { var t = y0; y0 = y1; y1 = t; }
var bandbox = getGUIObjectByName("bandbox");
bandbox.size = [x0, y0, x1, y1].join(" ");
bandbox.hidden = false;
// TODO: Should we handle "control all units" here as well?
var ents = Engine.PickFriendlyEntitiesInRect(x0, y0, x1, y1, Engine.GetPlayerID());
g_Selection.setHighlightList(ents);
return false;
case "mousebuttonup":
if (ev.button == SDL_BUTTON_LEFT)
{
var x0 = dragStart[0];
var y0 = dragStart[1];
var x1 = ev.x;
var y1 = ev.y;
if (x0 > x1) { var t = x0; x0 = x1; x1 = t; }
if (y0 > y1) { var t = y0; y0 = y1; y1 = t; }
var bandbox = getGUIObjectByName("bandbox");
bandbox.hidden = true;
// Get list of entities limited to preferred entities
// TODO: Should we handle "control all units" here as well?
var ents = Engine.PickFriendlyEntitiesInRect(x0, y0, x1, y1, Engine.GetPlayerID());
var preferredEntities = getPreferredEntities(ents)
if (preferredEntities.length)
{
ents = preferredEntities;
if (Engine.HotkeyIsPressed("selection.milonly"))
{
var militaryEntities = getMilitaryEntities(ents);
if (militaryEntities.length)
ents = militaryEntities;
}
}
// Remove the bandbox hover highlighting
g_Selection.setHighlightList([]);
// Update the list of selected units
if (Engine.HotkeyIsPressed("selection.add"))
{
g_Selection.addList(ents);
}
else if (Engine.HotkeyIsPressed("selection.remove"))
{
g_Selection.removeList(ents);
}
else
{
g_Selection.reset();
g_Selection.addList(ents);
}
inputState = INPUT_NORMAL;
return true;
}
else if (ev.button == SDL_BUTTON_RIGHT)
{
// Cancel selection
var bandbox = getGUIObjectByName("bandbox");
bandbox.hidden = true;
g_Selection.setHighlightList([]);
inputState = INPUT_NORMAL;
return true;
}
break;
}
break;
case INPUT_BUILDING_CLICK:
switch (ev.type)
{
case "mousemotion":
// If the mouse moved far enough from the original click location,
// then switch to drag-orientation mode
var dragDeltaX = ev.x - dragStart[0];
var dragDeltaY = ev.y - dragStart[1];
var maxDragDelta = 16;
if (Math.abs(dragDeltaX) >= maxDragDelta || Math.abs(dragDeltaY) >= maxDragDelta)
{
inputState = INPUT_BUILDING_DRAG;
return false;
}
break;
case "mousebuttonup":
if (ev.button == SDL_BUTTON_LEFT)
{
// If shift is down, let the player continue placing another of the same building
var queued = Engine.HotkeyIsPressed("session.queue");
if (tryPlaceBuilding(queued))
{
if (queued)
inputState = INPUT_BUILDING_PLACEMENT;
else
inputState = INPUT_NORMAL;
}
else
{
inputState = INPUT_BUILDING_PLACEMENT;
}
return true;
}
break;
case "mousebuttondown":
if (ev.button == SDL_BUTTON_RIGHT)
{
// Cancel building
placementSupport.Reset();
inputState = INPUT_NORMAL;
return true;
}
break;
}
break;
case INPUT_BUILDING_WALL_CLICK:
// User is mid-click in choosing a starting point for building a wall. The build process can still be cancelled at this point
// by right-clicking; releasing the left mouse button will 'register' the starting point and commence endpoint choosing mode.
switch (ev.type)
{
case "mousebuttonup":
if (ev.button === SDL_BUTTON_LEFT)
{
inputState = INPUT_BUILDING_WALL_PATHING;
return true;
}
break;
case "mousebuttondown":
if (ev.button == SDL_BUTTON_RIGHT)
{
// Cancel building
placementSupport.Reset();
updateBuildingPlacementPreview();
inputState = INPUT_NORMAL;
return true;
}
break;
}
break;
case INPUT_BUILDING_WALL_PATHING:
// User has chosen a starting point for constructing the wall, and is now looking to set the endpoint.
// Right-clicking cancels wall building mode, left-clicking sets the endpoint and builds the wall and returns to
// normal input mode. Optionally, shift + left-clicking does not return to normal input, and instead allows the
// user to continue building walls.
switch (ev.type)
{
case "mousemotion":
placementSupport.wallEndPosition = Engine.GetTerrainAtScreenPoint(ev.x, ev.y);
// Update the building placement preview, and by extension, the list of snapping candidate entities for both (!)
// the ending point and the starting point to snap to.
//
// TODO: Note that here, we need to fetch all similar entities, including any offscreen ones, to support the case
// where the snap entity for the starting point has moved offscreen, or has been deleted/destroyed, or was a
// foundation and has been replaced with a completed entity since the user first chose it. Fetching all towers on
// the entire map instead of only the current screen might get expensive fast since walls all have a ton of towers
// in them. Might be useful to query only for entities within a certain range around the starting point and ending
// points.
placementSupport.wallSnapEntitiesIncludeOffscreen = true;
var result = updateBuildingPlacementPreview(); // includes an update of the snap entity candidates
if (result && result.cost)
{
placementSupport.tooltipMessage = getEntityCostTooltip(result);
var neededResources = Engine.GuiInterfaceCall("GetNeededResources", result.cost);
if (neededResources)
placementSupport.tooltipMessage += getNeededResourcesTooltip(neededResources);
}
break;
case "mousebuttondown":
if (ev.button == SDL_BUTTON_LEFT)
{
var queued = Engine.HotkeyIsPressed("session.queue");
if (tryPlaceWall(queued))
{
if (queued)
{
// continue building, just set a new starting position where we left off
placementSupport.position = placementSupport.wallEndPosition;
placementSupport.wallEndPosition = undefined;
inputState = INPUT_BUILDING_WALL_CLICK;
}
else
{
placementSupport.Reset();
inputState = INPUT_NORMAL;
}
}
else
{
placementSupport.tooltipMessage = "Cannot build wall here!";
}
updateBuildingPlacementPreview();
return true;
}
else if (ev.button == SDL_BUTTON_RIGHT)
{
// reset to normal input mode
placementSupport.Reset();
updateBuildingPlacementPreview();
inputState = INPUT_NORMAL;
return true;
}
break;
}
break;
case INPUT_BUILDING_DRAG:
switch (ev.type)
{
case "mousemotion":
var dragDeltaX = ev.x - dragStart[0];
var dragDeltaY = ev.y - dragStart[1];
var maxDragDelta = 16;
if (Math.abs(dragDeltaX) >= maxDragDelta || Math.abs(dragDeltaY) >= maxDragDelta)
{
// Rotate in the direction of the mouse
var target = Engine.GetTerrainAtScreenPoint(ev.x, ev.y);
placementSupport.angle = Math.atan2(target.x - placementSupport.position.x, target.z - placementSupport.position.z);
}
else
{
// If the mouse is near the center, snap back to the default orientation
placementSupport.SetDefaultAngle();
}
var snapData = Engine.GuiInterfaceCall("GetFoundationSnapData", {
"template": placementSupport.template,
"x": placementSupport.position.x,
"z": placementSupport.position.z
});
if (snapData)
{
placementSupport.angle = snapData.angle;
placementSupport.position.x = snapData.x;
placementSupport.position.z = snapData.z;
}
updateBuildingPlacementPreview();
break;
case "mousebuttonup":
if (ev.button == SDL_BUTTON_LEFT)
{
// If shift is down, let the player continue placing another of the same building
var queued = Engine.HotkeyIsPressed("session.queue");
if (tryPlaceBuilding(queued))
{
if (queued)
inputState = INPUT_BUILDING_PLACEMENT;
else
inputState = INPUT_NORMAL;
}
else
{
inputState = INPUT_BUILDING_PLACEMENT;
}
return true;
}
break;
case "mousebuttondown":
if (ev.button == SDL_BUTTON_RIGHT)
{
// Cancel building
placementSupport.Reset();
inputState = INPUT_NORMAL;
return true;
}
break;
}
break;
case INPUT_MASSTRIBUTING:
if (ev.type == "hotkeyup" && ev.hotkey == "session.masstribute")
{
flushTributing();
inputState = INPUT_NORMAL;
}
break;
case INPUT_BATCHTRAINING:
if (ev.type == "hotkeyup" && ev.hotkey == "session.batchtrain")
{
flushTrainingBatch();
inputState = INPUT_NORMAL;
}
break;
}
return false;
}
function handleInputAfterGui(ev)
{
// Handle the time-warp testing features, restricted to single-player
if (!g_IsNetworked && getGUIObjectByName("devTimeWarp").checked)
{
if (ev.type == "hotkeydown" && ev.hotkey == "timewarp.fastforward")
Engine.SetSimRate(20.0);
else if (ev.type == "hotkeyup" && ev.hotkey == "timewarp.fastforward")
Engine.SetSimRate(1.0);
else if (ev.type == "hotkeyup" && ev.hotkey == "timewarp.rewind")
Engine.RewindTimeWarp();
}
if (ev.hotkey == "session.showstatusbars")
{
g_ShowAllStatusBars = (ev.type == "hotkeydown");
recalculateStatusBarDisplay();
}
// State-machine processing:
switch (inputState)
{
case INPUT_NORMAL:
switch (ev.type)
{
case "mousemotion":
// Highlight the first hovered entity (if any)
var ents = Engine.PickEntitiesAtPoint(ev.x, ev.y);
if (ents.length)
g_Selection.setHighlightList([ents[0]]);
else
g_Selection.setHighlightList([]);
return false;
case "mousebuttondown":
if (ev.button == SDL_BUTTON_LEFT)
{
dragStart = [ ev.x, ev.y ];
inputState = INPUT_SELECTING;
return true;
}
else if (ev.button == SDL_BUTTON_RIGHT)
{
var action = determineAction(ev.x, ev.y);
if (!action)
break;
return doAction(action, ev);
}
break;
case "hotkeydown":
if (ev.hotkey.indexOf("selection.group.") == 0)
{
var now = new Date();
if ((now.getTime() - doublePressTimer < doublePressTime) && (ev.hotkey == prevHotkey))
{
if (ev.hotkey.indexOf("selection.group.select.") == 0)
{
var sptr = ev.hotkey.split(".");
performGroup("snap", sptr[3]);
}
}
else
{
var sptr = ev.hotkey.split(".");
performGroup(sptr[2], sptr[3]);
doublePressTimer = now.getTime();
prevHotkey = ev.hotkey;
}
}
break;
}
break;
case INPUT_PRESELECTEDACTION:
switch (ev.type)
{
case "mousebuttondown":
if (ev.button == SDL_BUTTON_LEFT && preSelectedAction != ACTION_NONE)
{
var action = determineAction(ev.x, ev.y);
if (!action)
break;
preSelectedAction = ACTION_NONE;
inputState = INPUT_NORMAL;
return doAction(action, ev);
}
else if (ev.button == SDL_BUTTON_RIGHT && preSelectedAction != ACTION_NONE)
{
preSelectedAction = ACTION_NONE;
inputState = INPUT_NORMAL;
break;
}
// else
default:
// Slight hack: If selection is empty, reset the input state
if (g_Selection.toList().length == 0)
{
preSelectedAction = ACTION_NONE;
inputState = INPUT_NORMAL;
break;
}
}
break;
case INPUT_SELECTING:
switch (ev.type)
{
case "mousemotion":
// If the mouse moved further than a limit, switch to bandbox mode
var dragDeltaX = ev.x - dragStart[0];
var dragDeltaY = ev.y - dragStart[1];
if (Math.abs(dragDeltaX) >= maxDragDelta || Math.abs(dragDeltaY) >= maxDragDelta)
{
inputState = INPUT_BANDBOXING;
return false;
}
var ents = Engine.PickEntitiesAtPoint(ev.x, ev.y);
g_Selection.setHighlightList(ents);
return false;
case "mousebuttonup":
if (ev.button == SDL_BUTTON_LEFT)
{
var ents = Engine.PickEntitiesAtPoint(ev.x, ev.y);
if (!ents.length)
{
if (!Engine.HotkeyIsPressed("selection.add") && !Engine.HotkeyIsPressed("selection.remove"))
{
g_Selection.reset();
resetIdleUnit();
}
inputState = INPUT_NORMAL;
return true;
}
var selectedEntity = ents[0];
var now = new Date();
// If camera following and we select different unit, stop
if (Engine.GetFollowedEntity() != selectedEntity)
{
Engine.CameraFollow(0);
}
if ((now.getTime() - doubleClickTimer < doubleClickTime) && (selectedEntity == prevClickedEntity))
{
// Double click or triple click has occurred
var showOffscreen = Engine.HotkeyIsPressed("selection.offscreen");
var matchRank = true;
var templateToMatch;
// Check for double click or triple click
if (!doubleClicked)
{
// If double click hasn't already occurred, this is a double click.
// Select similar units regardless of rank
templateToMatch = Engine.GuiInterfaceCall("GetEntityState", selectedEntity).identity.selectionGroupName;
if (templateToMatch)
{
matchRank = false;
}
else
{ // No selection group name defined, so fall back to exact match
templateToMatch = Engine.GuiInterfaceCall("GetEntityState", selectedEntity).template;
}
doubleClicked = true;
// Reset the timer so the user has an extra period 'doubleClickTimer' to do a triple-click
doubleClickTimer = now.getTime();
}
else
{
// Double click has already occurred, so this is a triple click.
// Select units matching exact template name (same rank)
templateToMatch = Engine.GuiInterfaceCall("GetEntityState", selectedEntity).template;
}
// TODO: Should we handle "control all units" here as well?
ents = Engine.PickSimilarFriendlyEntities(templateToMatch, showOffscreen, matchRank, false);
}
else
{
// It's single click right now but it may become double or triple click
doubleClicked = false;
doubleClickTimer = now.getTime();
prevClickedEntity = selectedEntity;
// We only want to include the first picked unit in the selection
ents = [ents[0]];
}
// Update the list of selected units
if (Engine.HotkeyIsPressed("selection.add"))
{
g_Selection.addList(ents);
}
else if (Engine.HotkeyIsPressed("selection.remove"))
{
g_Selection.removeList(ents);
}
else
{
g_Selection.reset();
g_Selection.addList(ents);
}
inputState = INPUT_NORMAL;
return true;
}
break;
}
break;
case INPUT_BUILDING_PLACEMENT:
switch (ev.type)
{
case "mousemotion":
placementSupport.position = Engine.GetTerrainAtScreenPoint(ev.x, ev.y);
if (placementSupport.mode === "wall")
{
// Including only the on-screen towers in the next snap candidate list is sufficient here, since the user is
// still selecting a starting point (which must necessarily be on-screen). (The update of the snap entities
// itself happens in the call to updateBuildingPlacementPreview below).
placementSupport.wallSnapEntitiesIncludeOffscreen = false;
}
else
{
var snapData = Engine.GuiInterfaceCall("GetFoundationSnapData", {
"template": placementSupport.template,
"x": placementSupport.position.x,
"z": placementSupport.position.z,
});
if (snapData)
{
placementSupport.angle = snapData.angle;
placementSupport.position.x = snapData.x;
placementSupport.position.z = snapData.z;
}
}
updateBuildingPlacementPreview(); // includes an update of the snap entity candidates
return false; // continue processing mouse motion
case "mousebuttondown":
if (ev.button == SDL_BUTTON_LEFT)
{
if (placementSupport.mode === "wall")
{
var validPlacement = updateBuildingPlacementPreview();
if (validPlacement !== false)
{
inputState = INPUT_BUILDING_WALL_CLICK;
}
}
else
{
placementSupport.position = Engine.GetTerrainAtScreenPoint(ev.x, ev.y);
dragStart = [ ev.x, ev.y ];
inputState = INPUT_BUILDING_CLICK;
}
return true;
}
else if (ev.button == SDL_BUTTON_RIGHT)
{
// Cancel building
placementSupport.Reset();
inputState = INPUT_NORMAL;
return true;
}
break;
case "hotkeydown":
var rotation_step = Math.PI / 12; // 24 clicks make a full rotation
switch (ev.hotkey)
{
case "session.rotate.cw":
placementSupport.angle += rotation_step;
updateBuildingPlacementPreview();
break;
case "session.rotate.ccw":
placementSupport.angle -= rotation_step;
updateBuildingPlacementPreview();
break;
}
break;
}
break;
}
return false;
}
function doAction(action, ev)
{
var selection = g_Selection.toList();
// If shift is down, add the order to the unit's order queue instead
// of running it immediately
var queued = Engine.HotkeyIsPressed("session.queue");
switch (action.type)
{
case "move":
var target = Engine.GetTerrainAtScreenPoint(ev.x, ev.y);
Engine.PostNetworkCommand({"type": "walk", "entities": selection, "x": target.x, "z": target.z, "queued": queued});
Engine.GuiInterfaceCall("PlaySound", { "name": "order_walk", "entity": selection[0] });
return true;
case "attack-move":
var target = Engine.GetTerrainAtScreenPoint(ev.x, ev.y);
Engine.PostNetworkCommand({"type": "attack-walk", "entities": selection, "x": target.x, "z": target.z, "queued": queued});
Engine.GuiInterfaceCall("PlaySound", { "name": "order_walk", "entity": selection[0] });
return true;
case "attack":
Engine.PostNetworkCommand({"type": "attack", "entities": selection, "target": action.target, "queued": queued});
Engine.GuiInterfaceCall("PlaySound", { "name": "order_attack", "entity": selection[0] });
return true;
case "heal":
Engine.PostNetworkCommand({"type": "heal", "entities": selection, "target": action.target, "queued": queued});
Engine.GuiInterfaceCall("PlaySound", { "name": "order_heal", "entity": selection[0] });
return true;
case "build": // (same command as repair)
case "repair":
Engine.PostNetworkCommand({"type": "repair", "entities": selection, "target": action.target, "autocontinue": true, "queued": queued});
Engine.GuiInterfaceCall("PlaySound", { "name": "order_repair", "entity": selection[0] });
return true;
case "gather":
Engine.PostNetworkCommand({"type": "gather", "entities": selection, "target": action.target, "queued": queued});
Engine.GuiInterfaceCall("PlaySound", { "name": "order_gather", "entity": selection[0] });
return true;
case "returnresource":
Engine.PostNetworkCommand({"type": "returnresource", "entities": selection, "target": action.target, "queued": queued});
Engine.GuiInterfaceCall("PlaySound", { "name": "order_gather", "entity": selection[0] });
return true;
case "setup-trade-route":
Engine.PostNetworkCommand({"type": "setup-trade-route", "entities": selection, "target": action.target});
Engine.GuiInterfaceCall("PlaySound", { "name": "order_trade", "entity": selection[0] });
return true;
case "garrison":
Engine.PostNetworkCommand({"type": "garrison", "entities": selection, "target": action.target, "queued": queued});
Engine.GuiInterfaceCall("PlaySound", { "name": "order_garrison", "entity": selection[0] });
return true;
case "set-rallypoint":
var pos = undefined;
// if there is a position set in the action then use this so that when setting a
// rally point on an entity it is centered on that entity
if (action.position)
{
pos = action.position;
}
else
{
pos = Engine.GetTerrainAtScreenPoint(ev.x, ev.y);
}
Engine.PostNetworkCommand({"type": "set-rallypoint", "entities": selection, "x": pos.x, "z": pos.z, "data": action.data, "queued": queued});
// Display rally point at the new coordinates, to avoid display lag
Engine.GuiInterfaceCall("DisplayRallyPoint", {
"entities": selection,
"x": pos.x,
"z": pos.z,
"queued": queued
});
return true;
case "unset-rallypoint":
var target = Engine.GetTerrainAtScreenPoint(ev.x, ev.y);
Engine.PostNetworkCommand({"type": "unset-rallypoint", "entities": selection});
// Remove displayed rally point
Engine.GuiInterfaceCall("DisplayRallyPoint", {
"entities": []
});
return true;
case "none":
return true;
default:
error("Invalid action.type "+action.type);
return false;
}
}
function handleMinimapEvent(target)
{
// Partly duplicated from handleInputAfterGui(), but with the input being
// world coordinates instead of screen coordinates.
if (inputState == INPUT_NORMAL)
{
var fromMinimap = true;
var action = determineAction(undefined, undefined, fromMinimap);
if (!action)
return false;
var selection = g_Selection.toList();
var queued = Engine.HotkeyIsPressed("session.queue");
switch (action.type)
{
case "move":
Engine.PostNetworkCommand({"type": "walk", "entities": selection, "x": target.x, "z": target.z, "queued": queued});
Engine.GuiInterfaceCall("PlaySound", { "name": "order_walk", "entity": selection[0] });
return true;
case "attack-move":
Engine.PostNetworkCommand({"type": "attack-walk", "entities": selection, "x": target.x, "z": target.z, "queued": queued});
Engine.GuiInterfaceCall("PlaySound", { "name": "order_walk", "entity": selection[0] });
return true;
case "set-rallypoint":
Engine.PostNetworkCommand({"type": "set-rallypoint", "entities": selection, "x": target.x, "z": target.z});
// Display rally point at the new coordinates, to avoid display lag
Engine.GuiInterfaceCall("DisplayRallyPoint", {
"entities": selection,
"x": target.x,
"z": target.z
});
return true;
default:
error("Invalid action.type "+action.type);
}
}
return false;
}
// Called by GUI when user clicks construction button
// @param buildTemplate Template name of the entity the user wants to build
function startBuildingPlacement(buildTemplate)
{
// TODO: we should clear any highlight selection rings here. If the mouse was over an entity before going onto the GUI
// to start building a structure, then the highlight selection rings are kept during the construction of the building.
// Gives the impression that somehow the hovered-over entity has something to do with the building you're constructing.
placementSupport.Reset();
// find out if we're building a wall, and change the entity appropriately if so
var templateData = GetTemplateData(buildTemplate);
if (templateData.wallSet)
{
placementSupport.mode = "wall";
placementSupport.wallSet = templateData.wallSet;
inputState = INPUT_BUILDING_PLACEMENT;
}
else
{
placementSupport.mode = "building";
placementSupport.template = buildTemplate;
inputState = INPUT_BUILDING_PLACEMENT;
}
}
// Called by GUI when user changes preferred trading goods
function selectTradingPreferredGoods(data)
{
Engine.PostNetworkCommand({"type": "select-trading-goods", "entities": data.entities, "preferredGoods": data.preferredGoods});
}
// Called by GUI when user clicks exchange resources button
function exchangeResources(command)
{
Engine.PostNetworkCommand({"type": "barter", "sell": command.sell, "buy": command.buy, "amount": command.amount});
}
// Batch training:
// When the user shift-clicks, we set these variables and switch to INPUT_BATCHTRAINING
// When the user releases shift, or clicks on a different training button, we create the batched units
var batchTrainingEntities;
var batchTrainingType;
var batchTrainingCount;
var batchTrainingEntityAllowedCount;
const batchIncrementSize = 5;
function flushTrainingBatch()
{
var appropriateBuildings = getBuildingsWhichCanTrainEntity(batchTrainingEntities, batchTrainingType);
// If training limits don't allow us to train batchTrainingCount in each appropriate building
if (batchTrainingEntityAllowedCount !== undefined &&
batchTrainingEntityAllowedCount < batchTrainingCount * appropriateBuildings.length)
{
// Train as many full batches as we can
var buildingsCountToTrainFullBatch = Math.floor(batchTrainingEntityAllowedCount / batchTrainingCount);
var buildingsToTrainFullBatch = appropriateBuildings.slice(0, buildingsCountToTrainFullBatch);
Engine.PostNetworkCommand({"type": "train", "entities": buildingsToTrainFullBatch,
"template": batchTrainingType, "count": batchTrainingCount});
// Train remainer in one more building
var remainderToTrain = batchTrainingEntityAllowedCount % batchTrainingCount;
Engine.PostNetworkCommand({"type": "train",
"entities": [ appropriateBuildings[buildingsCountToTrainFullBatch] ],
"template": batchTrainingType, "count": remainderToTrain});
}
else
{
Engine.PostNetworkCommand({"type": "train", "entities": appropriateBuildings,
"template": batchTrainingType, "count": batchTrainingCount});
}
}
function getBuildingsWhichCanTrainEntity(entitiesToCheck, trainEntType)
{
return entitiesToCheck.filter(function(entity) {
var state = GetEntityState(entity);
var canTrain = state && state.production && state.production.entities.length &&
state.production.entities.indexOf(trainEntType) != -1;
return canTrain;
});
}
function getEntityLimitAndCount(playerState, entType)
{
var template = GetTemplateData(entType);
var trainingCategory = null;
if (template.trainingRestrictions)
trainingCategory = template.trainingRestrictions.category;
var trainEntLimit = undefined;
var trainEntCount = undefined;
var canBeTrainedCount = undefined;
if (trainingCategory && playerState.entityLimits[trainingCategory])
{
trainEntLimit = playerState.entityLimits[trainingCategory];
trainEntCount = playerState.entityCounts[trainingCategory];
canBeTrainedCount = Math.max(trainEntLimit - trainEntCount, 0);
}
return [trainEntLimit, trainEntCount, canBeTrainedCount];
}
// Add the unit shown at position to the training queue for all entities in the selection
function addTrainingByPosition(position)
{
var simState = Engine.GuiInterfaceCall("GetSimulationState");
var playerState = simState.players[Engine.GetPlayerID()];
var selection = g_Selection.toList();
if (!selection.length)
return;
var trainableEnts = getAllTrainableEntities(selection);
// Check if the position is valid
if (!trainableEnts.length || trainableEnts.length <= position)
return;
var entToTrain = trainableEnts[position];
addTrainingToQueue(selection, entToTrain, playerState);
return;
}
// Called by GUI when user clicks training button
function addTrainingToQueue(selection, trainEntType, playerState)
{
// Create list of buildings which can train trainEntType
var appropriateBuildings = getBuildingsWhichCanTrainEntity(selection, trainEntType);
// Check trainEntType entity limit and count
var [trainEntLimit, trainEntCount, canBeTrainedCount] = getEntityLimitAndCount(playerState, trainEntType)
// Batch training possible if we can train at least 2 units
var batchTrainingPossible = canBeTrainedCount == undefined || canBeTrainedCount > 1;
if (Engine.HotkeyIsPressed("session.batchtrain") && batchTrainingPossible)
{
if (inputState == INPUT_BATCHTRAINING)
{
// Check if we are training in the same building(s) as the last batch
var sameEnts = false;
if (batchTrainingEntities.length == selection.length)
{
// NOTE: We just check if the arrays are the same and if the order is the same
// If the order changed, we have a new selection and we should create a new batch.
for (var i = 0; i < batchTrainingEntities.length; ++i)
{
if (!(sameEnts = batchTrainingEntities[i] == selection[i]))
break;
}
}
// If we're already creating a batch of this unit (in the same building(s)), then just extend it
// (if training limits allow)
if (sameEnts && batchTrainingType == trainEntType)
{
if (canBeTrainedCount == undefined ||
canBeTrainedCount > batchTrainingCount * appropriateBuildings.length)
batchTrainingCount += batchIncrementSize;
batchTrainingEntityAllowedCount = canBeTrainedCount;
return;
}
// Otherwise start a new one
else
{
flushTrainingBatch();
// fall through to create the new batch
}
}
inputState = INPUT_BATCHTRAINING;
batchTrainingEntities = selection;
batchTrainingType = trainEntType;
batchTrainingEntityAllowedCount = canBeTrainedCount;
batchTrainingCount = batchIncrementSize;
}
else
{
// Non-batched - just create a single entity in each building
// (but no more than entity limit allows)
var buildingsForTraining = appropriateBuildings;
if (trainEntLimit)
buildingsForTraining = buildingsForTraining.slice(0, canBeTrainedCount);
Engine.PostNetworkCommand({"type": "train", "template": trainEntType,
"count": 1, "entities": buildingsForTraining});
}
}
// Called by GUI when user clicks research button
function addResearchToQueue(entity, researchType)
{
Engine.PostNetworkCommand({"type": "research", "entity": entity, "template": researchType});
}
// Returns the number of units that will be present in a batch if the user clicks
// the training button with shift down
function getTrainingBatchStatus(playerState, entity, trainEntType, selection)
{
var appropriateBuildings = [entity];
if (selection && selection.indexOf(entity) != -1)
appropriateBuildings = getBuildingsWhichCanTrainEntity(selection, trainEntType);
var nextBatchTrainingCount = 0;
if (inputState == INPUT_BATCHTRAINING && batchTrainingEntities.indexOf(entity) != -1 &&
batchTrainingType == trainEntType)
{
nextBatchTrainingCount = batchTrainingCount;
var canBeTrainedCount = batchTrainingEntityAllowedCount;
}
else
{
var [trainEntLimit, trainEntCount, canBeTrainedCount] =
getEntityLimitAndCount(playerState, trainEntType);
var batchSize = Math.min(canBeTrainedCount, batchIncrementSize);
}
// We need to calculate count after the next increment if it's possible
if (canBeTrainedCount == undefined ||
canBeTrainedCount > nextBatchTrainingCount * appropriateBuildings.length)
nextBatchTrainingCount += batchIncrementSize;
// If training limits don't allow us to train batchTrainingCount in each appropriate building
// train as many full batches as we can and remainer in one more building.
var buildingsCountToTrainFullBatch = appropriateBuildings.length;
var remainderToTrain = 0;
if (canBeTrainedCount !== undefined &&
canBeTrainedCount < nextBatchTrainingCount * appropriateBuildings.length)
{
buildingsCountToTrainFullBatch = Math.floor(canBeTrainedCount / nextBatchTrainingCount);
remainderToTrain = canBeTrainedCount % nextBatchTrainingCount;
}
return [buildingsCountToTrainFullBatch, nextBatchTrainingCount, remainderToTrain];
}
// Called by GUI when user clicks production queue item
function removeFromProductionQueue(entity, id)
{
Engine.PostNetworkCommand({"type": "stop-production", "entity": entity, "id": id});
}
// Called by unit selection buttons
function changePrimarySelectionGroup(templateName, deselectGroup)
{
if (Engine.HotkeyIsPressed("session.deselectgroup") || deselectGroup)
g_Selection.makePrimarySelection(templateName, true);
else
g_Selection.makePrimarySelection(templateName, false);
}
// Performs the specified command (delete, town bell, repair, etc.)
function performCommand(entity, commandName)
{
if (entity)
{
var entState = GetEntityState(entity);
var template = GetTemplateData(entState.template);
var unitName = getEntityName(template);
var playerID = Engine.GetPlayerID();
if (entState.player == playerID || g_DevSettings.controlAll)
{
switch (commandName)
{
case "delete":
var selection = g_Selection.toList();
if (selection.length > 0)
if (!entState.resourceSupply || !entState.resourceSupply.killBeforeGather)
openDeleteDialog(selection);
break;
case "stop":
var selection = g_Selection.toList();
if (selection.length > 0)
stopUnits(selection);
break;
case "garrison":
inputState = INPUT_PRESELECTEDACTION;
preSelectedAction = ACTION_GARRISON;
break;
case "repair":
inputState = INPUT_PRESELECTEDACTION;
preSelectedAction = ACTION_REPAIR;
break;
case "unload-all":
unloadAll();
break;
case "focus-rally":
// if the selected building has a rally point set, move the camera to it; otherwise, move to the building itself
// (since that's where units will spawn without a rally point)
var focusTarget = null;
if (entState.rallyPoint && entState.rallyPoint.position)
{
focusTarget = entState.rallyPoint.position;
}
else
{
if (entState.position)
focusTarget = entState.position;
}
if (focusTarget !== null)
Engine.CameraMoveTo(focusTarget.x, focusTarget.z);
break;
default:
break;
}
}
}
}
// Performs the specified formation
function performFormation(entity, formationName)
{
if (entity)
{
var selection = g_Selection.toList();
Engine.PostNetworkCommand({
"type": "formation",
"entities": selection,
"name": formationName
});
}
}
// Performs the specified group
function performGroup(action, groupId)
{
switch (action)
{
case "snap":
case "select":
case "add":
var toSelect = [];
g_Groups.update();
for (var ent in g_Groups.groups[groupId].ents)
toSelect.push(+ent);
if (action != "add")
g_Selection.reset();
g_Selection.addList(toSelect);
if (action == "snap" && toSelect.length)
Engine.CameraFollow(toSelect[0]);
break;
case "save":
var selection = g_Selection.toList();
g_Groups.groups[groupId].reset();
g_Groups.addEntities(groupId, selection);
updateGroups();
break;
}
}
// Performs the specified stance
function performStance(entity, stanceName)
{
if (entity)
{
var selection = g_Selection.toList();
Engine.PostNetworkCommand({
"type": "stance",
"entities": selection,
"name": stanceName
});
}
}
// Lock / Unlock the gate
function lockGate(lock)
{
var selection = g_Selection.toList();
Engine.PostNetworkCommand({
"type": "lock-gate",
"entities": selection,
"lock": lock,
});
}
// Pack / unpack unit(s)
function packUnit(pack)
{
var selection = g_Selection.toList();
Engine.PostNetworkCommand({
"type": "pack",
"entities": selection,
"pack": pack,
"queued": false
});
}
// Cancel un/packing unit(s)
function cancelPackUnit(pack)
{
var selection = g_Selection.toList();
Engine.PostNetworkCommand({
"type": "cancel-pack",
"entities": selection,
"pack": pack,
"queued": false
});
}
// Transform a wall to a gate
function transformWallToGate(template)
{
var selection = g_Selection.toList();
Engine.PostNetworkCommand({
"type": "wall-to-gate",
"entities": selection.filter( function(e) { return getWallGateTemplate(e) == template } ),
"template": template,
});
}
// Gets the gate form (if any) of a given long wall piece
function getWallGateTemplate(entity)
{
// TODO: find the gate template name in a better way
var entState = GetEntityState(entity);
var index;
if (entState && !entState.foundation && hasClass(entState, "LongWall") && (index = entState.template.indexOf("long")) >= 0)
return entState.template.substr(0, index) + "gate";
return undefined;
}
// Set the camera to follow the given unit
function setCameraFollow(entity)
{
// Follow the given entity if it's a unit
if (entity)
{
var entState = GetEntityState(entity);
if (entState && hasClass(entState, "Unit"))
{
Engine.CameraFollow(entity);
return;
}
}
// Otherwise stop following
Engine.CameraFollow(0);
}
var lastIdleUnit = 0;
var currIdleClass = 0;
var lastIdleType = undefined;
function resetIdleUnit()
{
lastIdleUnit = 0;
currIdleClass = 0;
lastIdleType = undefined;
}
function findIdleUnit(classes)
{
var append = Engine.HotkeyIsPressed("selection.add");
var selectall = Engine.HotkeyIsPressed("selection.offscreen");
// Reset the last idle unit, etc., if the selection type has changed.
var type = classes.join();
if (selectall || type != lastIdleType)
resetIdleUnit();
lastIdleType = type;
// If selectall is true, there is no limit and it's necessary to iterate
// over all of the classes, resetting only when the first match is found.
var matched = false;
for (var i = 0; i < classes.length; ++i)
{
var data = { idleClass: classes[currIdleClass], prevUnit: lastIdleUnit, limit: 1 };
if (append)
data.excludeUnits = g_Selection.toList();
if (selectall)
data = { idleClass: classes[currIdleClass] };
// Check if we have new valid entity
var idleUnits = Engine.GuiInterfaceCall("FindIdleUnits", data);
if (idleUnits.length && idleUnits[0] != lastIdleUnit)
{
lastIdleUnit = idleUnits[0];
if (!append && (!selectall || selectall && !matched))
g_Selection.reset()
if (selectall)
g_Selection.addList(idleUnits);
else
{
g_Selection.addList([lastIdleUnit]);
var position = GetEntityState(lastIdleUnit).position;
Engine.CameraMoveTo(position.x, position.z);
return;
}
matched = true;
}
lastIdleUnit = 0;
currIdleClass = (currIdleClass + 1) % classes.length;
}
// TODO: display a message or play a sound to indicate no more idle units, or something
// Reset for next cycle
resetIdleUnit();
}
function stopUnits(entities)
{
Engine.PostNetworkCommand({ "type": "stop", "entities": entities, "queued": false });
}
function unload(garrisonHolder, entities)
{
if (Engine.HotkeyIsPressed("session.unloadtype"))
Engine.PostNetworkCommand({"type": "unload", "entities": entities, "garrisonHolder": garrisonHolder});
else
Engine.PostNetworkCommand({"type": "unload", "entities": [entities[0]], "garrisonHolder": garrisonHolder});
}
function unloadTemplate(template)
{
// Filter out all entities that aren't garrisonable.
var garrisonHolders = g_Selection.toList().filter(function(e) {
var state = GetEntityState(e);
if (state && state.garrisonHolder)
return true;
return false;
});
Engine.PostNetworkCommand({
"type": "unload-template",
"all": Engine.HotkeyIsPressed("session.unloadtype"),
"template": template,
"garrisonHolders": garrisonHolders
});
}
function unloadAll()
{
// Filter out all entities that aren't garrisonable.
var garrisonHolders = g_Selection.toList().filter(function(e) {
var state = GetEntityState(e);
if (state && state.garrisonHolder)
return true;
return false;
});
Engine.PostNetworkCommand({"type": "unload-all", "garrisonHolders": garrisonHolders});
}