forked from 0ad/0ad
1771 lines
51 KiB
JavaScript
1771 lines
51 KiB
JavaScript
const SDL_BUTTON_LEFT = 1;
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const SDL_BUTTON_MIDDLE = 2;
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const SDL_BUTTON_RIGHT = 3;
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const SDLK_LEFTBRACKET = 91;
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const SDLK_RIGHTBRACKET = 93;
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const SDLK_RSHIFT = 303;
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const SDLK_LSHIFT = 304;
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const SDLK_RCTRL = 305;
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const SDLK_LCTRL = 306;
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const SDLK_RALT = 307;
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const SDLK_LALT = 308;
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// TODO: these constants should be defined somewhere else instead, in
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// case any other code wants to use them too
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const ACTION_NONE = 0;
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const ACTION_GARRISON = 1;
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const ACTION_REPAIR = 2;
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var preSelectedAction = ACTION_NONE;
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const INPUT_NORMAL = 0;
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const INPUT_SELECTING = 1;
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const INPUT_BANDBOXING = 2;
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const INPUT_BUILDING_PLACEMENT = 3;
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const INPUT_BUILDING_CLICK = 4;
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const INPUT_BUILDING_DRAG = 5;
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const INPUT_BATCHTRAINING = 6;
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const INPUT_PRESELECTEDACTION = 7;
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const INPUT_BUILDING_WALL_CLICK = 8;
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const INPUT_BUILDING_WALL_PATHING = 9;
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var inputState = INPUT_NORMAL;
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var placementSupport = new PlacementSupport();
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var mouseX = 0;
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var mouseY = 0;
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var mouseIsOverObject = false;
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// Number of pixels the mouse can move before the action is considered a drag
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var maxDragDelta = 4;
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// Time in milliseconds in which a double click is recognized
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const doubleClickTime = 500;
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var doubleClickTimer = 0;
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var doubleClicked = false;
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// Store the previously clicked entity - ensure a double/triple click happens on the same entity
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var prevClickedEntity = 0;
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// Same double-click behaviour for hotkey presses
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const doublePressTime = 500;
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var doublePressTimer = 0;
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var prevHotkey = 0;
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function updateCursorAndTooltip()
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{
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var cursorSet = false;
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var tooltipSet = false;
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var informationTooltip = getGUIObjectByName("informationTooltip");
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if (!mouseIsOverObject)
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{
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var action = determineAction(mouseX, mouseY);
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if (inputState == INPUT_NORMAL || inputState == INPUT_PRESELECTEDACTION)
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{
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if (action)
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{
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if (action.cursor)
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{
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Engine.SetCursor(action.cursor);
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cursorSet = true;
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}
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if (action.tooltip)
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{
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tooltipSet = true;
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informationTooltip.caption = action.tooltip;
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informationTooltip.hidden = false;
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}
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}
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}
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}
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if (!cursorSet)
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Engine.SetCursor("arrow-default");
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if (!tooltipSet)
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informationTooltip.hidden = true;
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var wallDragTooltip = getGUIObjectByName("wallDragTooltip");
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if (placementSupport.wallDragTooltip)
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{
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wallDragTooltip.caption = placementSupport.wallDragTooltip;
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wallDragTooltip.hidden = false;
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}
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else
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{
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wallDragTooltip.caption = "";
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wallDragTooltip.hidden = true;
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}
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}
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function updateBuildingPlacementPreview()
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{
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// The preview should be recomputed every turn, so that it responds to obstructions/fog/etc moving underneath it, or
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// in the case of the wall previews, in response to new tower foundations getting constructed for it to snap to.
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// See onSimulationUpdate in session.js.
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if (placementSupport.mode === "building")
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{
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if (placementSupport.template && placementSupport.position)
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{
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return Engine.GuiInterfaceCall("SetBuildingPlacementPreview", {
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"template": placementSupport.template,
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"x": placementSupport.position.x,
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"z": placementSupport.position.z,
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"angle": placementSupport.angle,
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});
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}
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}
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else if (placementSupport.mode === "wall")
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{
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if (placementSupport.wallSet && placementSupport.position)
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{
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// Fetch an updated list of snapping candidate entities
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placementSupport.wallSnapEntities = Engine.PickSimilarFriendlyEntities(
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placementSupport.wallSet.templates.tower,
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placementSupport.wallSnapEntitiesIncludeOffscreen,
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true, // require exact template match
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true // include foundations
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);
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return Engine.GuiInterfaceCall("SetWallPlacementPreview", {
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"wallSet": placementSupport.wallSet,
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"start": placementSupport.position,
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"end": placementSupport.wallEndPosition,
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"snapEntities": placementSupport.wallSnapEntities, // snapping entities (towers) for starting a wall segment
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});
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}
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}
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return false;
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}
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function findGatherType(gatherer, supply)
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{
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if (!gatherer || !supply)
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return undefined;
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if (gatherer[supply.type.generic+"."+supply.type.specific])
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return supply.type.specific;
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if (gatherer[supply.type.generic])
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return supply.type.generic;
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return undefined;
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}
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function getActionInfo(action, target)
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{
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var selection = g_Selection.toList();
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// If the selection doesn't exist, no action
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var entState = GetEntityState(selection[0]);
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if (!entState)
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return {"possible": false};
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// If the selection isn't friendly units, no action
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var playerID = Engine.GetPlayerID();
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var allOwnedByPlayer = selection.every(function(ent) {
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var entState = GetEntityState(ent);
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return entState && entState.player == playerID;
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});
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if (!g_DevSettings.controlAll && !allOwnedByPlayer)
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return {"possible": false};
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// Work out whether the selection can have rally points
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var haveRallyPoints = selection.every(function(ent) {
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var entState = GetEntityState(ent);
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return entState && entState.rallyPoint;
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});
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if (!target)
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{
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if (action == "set-rallypoint" && haveRallyPoints)
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return {"possible": true};
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else if (action == "move")
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return {"possible": true};
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else
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return {"possible": false};
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}
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if (haveRallyPoints && selection.indexOf(target) != -1 && action == "unset-rallypoint")
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return {"possible": true};
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// Look at the first targeted entity
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// (TODO: maybe we eventually want to look at more, and be more context-sensitive?
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// e.g. prefer to attack an enemy unit, even if some friendly units are closer to the mouse)
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var targetState = GetEntityState(target);
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// Check if the target entity is a resource, dropsite, foundation, or enemy unit.
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// Check if any entities in the selection can gather the requested resource,
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// can return to the dropsite, can build the foundation, or can attack the enemy
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var simState = Engine.GuiInterfaceCall("GetSimulationState");
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// Look to see what type of command units going to the rally point should use
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if (haveRallyPoints && action == "set-rallypoint")
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{
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// haveRallyPoints ensures all selected entities can have rally points.
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// We assume that all entities are owned by the same player.
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var entState = GetEntityState(selection[0]);
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var playerState = simState.players[entState.player];
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var playerOwned = (targetState.player == entState.player);
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var allyOwned = playerState.isAlly[targetState.player];
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var enemyOwned = playerState.isEnemy[targetState.player];
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var gaiaOwned = (targetState.player == 0);
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var cursor = "";
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var tooltip;
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// default to walking there
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var data = {command: "walk"};
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if (targetState.garrisonHolder && playerOwned)
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{
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// Don't allow the rally point to be set on any of the currently selected units
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for (var i = 0; i < selection.length; i++)
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{
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if (target === selection[i])
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{
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return {"possible": false};
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}
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}
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data.command = "garrison";
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data.target = target;
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cursor = "action-garrison";
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}
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else if (targetState.resourceSupply)
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{
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var resourceType = targetState.resourceSupply.type;
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if (resourceType.generic == "treasure")
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{
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cursor = "action-gather-" + resourceType.generic;
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}
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else
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{
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cursor = "action-gather-" + resourceType.specific;
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}
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data.command = "gather";
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data.resourceType = resourceType;
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data.resourceTemplate = targetState.template;
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}
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else if (targetState.foundation && entState.buildEntities)
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{
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data.command = "build";
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data.target = target;
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cursor = "action-build";
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}
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else if (targetState.needsRepair && allyOwned)
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{
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data.command = "repair";
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data.target = target;
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cursor = "action-repair";
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}
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else if (hasClass(entState, "Market") && hasClass(targetState, "Market") && entState.id != targetState.id &&
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(!hasClass(entState, "NavalMarket") || hasClass(targetState, "NavalMarket")))
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{
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// Find a trader (if any) that this building can produce.
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var trader;
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if (entState.production && entState.production.entities.length)
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for (var i = 0; i < entState.production.entities.length; ++i)
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if ((trader = GetTemplateData(entState.production.entities[i]).trader))
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break;
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var traderData = { "firstMarket": entState.id, "secondMarket": targetState.id, "template": trader };
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var gain = Engine.GuiInterfaceCall("GetTradingRouteGain", traderData);
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if (gain !== null)
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{
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data.command = "trade";
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data.target = traderData.secondMarket;
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data.source = traderData.firstMarket;
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cursor = "action-setup-trade-route";
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tooltip = "Click to establish a default route for new traders. Gain: " + gain + " metal.";
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}
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}
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return {"possible": true, "data": data, "position": targetState.position, "cursor": cursor, "tooltip": tooltip};
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}
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for each (var entityID in selection)
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{
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var entState = GetEntityState(entityID);
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if (!entState)
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continue;
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var playerState = simState.players[entState.player];
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var playerOwned = (targetState.player == entState.player);
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var allyOwned = playerState.isAlly[targetState.player];
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var enemyOwned = playerState.isEnemy[targetState.player];
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var gaiaOwned = (targetState.player == 0);
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// Find the resource type we're carrying, if any
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var carriedType = undefined;
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if (entState.resourceCarrying && entState.resourceCarrying.length)
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carriedType = entState.resourceCarrying[0].type;
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switch (action)
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{
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case "garrison":
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if (hasClass(entState, "Unit") && targetState.garrisonHolder && playerOwned)
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{
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var allowedClasses = targetState.garrisonHolder.allowedClasses;
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for each (var unitClass in entState.identity.classes)
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{
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if (allowedClasses.indexOf(unitClass) != -1)
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{
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return {"possible": true};
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}
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}
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}
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break;
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case "setup-trade-route":
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// If ground or sea trade possible
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if (!targetState.foundation && ((entState.trader && hasClass(entState, "Organic") && (playerOwned || allyOwned) && hasClass(targetState, "Market")) ||
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(entState.trader && hasClass(entState, "Ship") && (playerOwned || allyOwned) && hasClass(targetState, "NavalMarket"))))
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{
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var tradingData = {"trader": entState.id, "target": target};
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var tradingDetails = Engine.GuiInterfaceCall("GetTradingDetails", tradingData);
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var tooltip;
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if (tradingDetails === null)
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return {"possible": false};
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switch (tradingDetails.type)
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{
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case "is first":
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tooltip = "First trade market.";
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if (tradingDetails.hasBothMarkets)
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tooltip += " Gain: " + tradingDetails.gain + " " + tradingDetails.goods + ". Click to establish another route."
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else
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tooltip += " Click on another market to establish a trade route."
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break;
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case "is second":
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tooltip = "Second trade market. Gain: " + tradingDetails.gain + " " + tradingDetails.goods + "." + " Click to establish another route.";
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break;
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case "set first":
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tooltip = "Set as first trade market";
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break;
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case "set second":
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tooltip = "Set as second trade market. Gain: " + tradingDetails.gain + " " + tradingDetails.goods + ".";
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break;
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}
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return {"possible": true, "tooltip": tooltip};
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}
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break;
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case "heal":
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// The check if the target is unhealable is done by targetState.needsHeal
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if (entState.Healer && hasClass(targetState, "Unit") && targetState.needsHeal && (playerOwned || allyOwned))
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{
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var unhealableClasses = entState.Healer.unhealableClasses;
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for each (var unitClass in targetState.identity.classes)
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{
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if (unhealableClasses.indexOf(unitClass) != -1)
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{
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return {"possible": false};
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}
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}
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var healableClasses = entState.Healer.healableClasses;
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for each (var unitClass in targetState.identity.classes)
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{
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if (healableClasses.indexOf(unitClass) != -1)
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{
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return {"possible": true};
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}
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}
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}
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break;
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case "gather":
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if (targetState.resourceSupply)
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{
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var resource = findGatherType(entState.resourceGatherRates, targetState.resourceSupply);
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if (resource)
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return {"possible": true, "cursor": "action-gather-" + resource};
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}
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break;
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case "returnresource":
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if (targetState.resourceDropsite && playerOwned && carriedType && targetState.resourceDropsite.types.indexOf(carriedType) != -1)
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return {"possible": true, "cursor": "action-return-" + carriedType};
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break;
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case "build":
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if (targetState.foundation && entState.buildEntities && playerOwned)
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return {"possible": true};
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break;
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case "repair":
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if (entState.buildEntities && targetState.needsRepair && allyOwned)
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return {"possible": true};
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break;
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case "attack":
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if (entState.attack && targetState.hitpoints && enemyOwned)
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return {"possible": Engine.GuiInterfaceCall("CanAttack", {"entity": entState.id, "target": target})};
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break;
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}
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}
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if (action == "move")
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return {"possible": true};
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else
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return {"possible": false};
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}
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/**
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* Determine the context-sensitive action that should be performed when the mouse is at (x,y)
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*/
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function determineAction(x, y, fromMinimap)
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{
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var selection = g_Selection.toList();
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// No action if there's no selection
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if (!selection.length)
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{
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preSelectedAction = ACTION_NONE;
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return undefined;
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}
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// If the selection doesn't exist, no action
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var entState = GetEntityState(selection[0]);
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if (!entState)
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return undefined;
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// If the selection isn't friendly units, no action
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var playerID = Engine.GetPlayerID();
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var allOwnedByPlayer = selection.every(function(ent) {
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var entState = GetEntityState(ent);
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return entState && entState.player == playerID;
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});
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|
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if (!g_DevSettings.controlAll && !allOwnedByPlayer)
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return undefined;
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|
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// Work out whether the selection can have rally points
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var haveRallyPoints = selection.every(function(ent) {
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var entState = GetEntityState(ent);
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return entState && entState.rallyPoint;
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});
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|
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var targets = [];
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var target = undefined;
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var type = "none";
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var cursor = "";
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var targetState = undefined;
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if (!fromMinimap)
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targets = Engine.PickEntitiesAtPoint(x, y);
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if (targets.length)
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{
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target = targets[0];
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}
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|
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if (preSelectedAction != ACTION_NONE)
|
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{
|
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switch (preSelectedAction)
|
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{
|
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case ACTION_GARRISON:
|
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if (getActionInfo("garrison", target).possible)
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return {"type": "garrison", "cursor": "action-garrison", "target": target};
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else
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return {"type": "none", "cursor": "action-garrison-disabled", "target": undefined};
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break;
|
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case ACTION_REPAIR:
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if (getActionInfo("repair", target).possible)
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return {"type": "repair", "cursor": "action-repair", "target": target};
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else
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return {"type": "none", "cursor": "action-repair-disabled", "target": undefined};
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break;
|
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}
|
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}
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else if (Engine.HotkeyIsPressed("session.garrison"))
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{
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if (getActionInfo("garrison", target).possible)
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return {"type": "garrison", "cursor": "action-garrison", "target": target};
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else
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return {"type": "none", "cursor": "action-garrison-disabled", "target": undefined};
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|
}
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|
else
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|
{
|
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var actionInfo = undefined;
|
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if ((actionInfo = getActionInfo("setup-trade-route", target)).possible)
|
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return {"type": "setup-trade-route", "cursor": "action-setup-trade-route", "tooltip": actionInfo.tooltip, "target": target};
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else if ((actionInfo = getActionInfo("gather", target)).possible)
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return {"type": "gather", "cursor": actionInfo.cursor, "target": target};
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else if ((actionInfo = getActionInfo("returnresource", target)).possible)
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return {"type": "returnresource", "cursor": actionInfo.cursor, "target": target};
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else if (getActionInfo("build", target).possible)
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return {"type": "build", "cursor": "action-build", "target": target};
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else if (getActionInfo("repair", target).possible)
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return {"type": "build", "cursor": "action-repair", "target": target};
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else if ((actionInfo = getActionInfo("set-rallypoint", target)).possible)
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return {"type": "set-rallypoint", "cursor": actionInfo.cursor, "data": actionInfo.data, "tooltip": actionInfo.tooltip, "position": actionInfo.position};
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else if (getActionInfo("heal", target).possible)
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return {"type": "heal", "cursor": "action-heal", "target": target};
|
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else if (getActionInfo("attack", target).possible)
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return {"type": "attack", "cursor": "action-attack", "target": target};
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else if (getActionInfo("unset-rallypoint", target).possible)
|
|
return {"type": "unset-rallypoint"};
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|
else if (getActionInfo("move", target).possible)
|
|
return {"type": "move"};
|
|
}
|
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return {"type": type, "cursor": cursor, "target": target};
|
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}
|
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|
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|
|
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,
|
|
"entities": selection,
|
|
"autorepair": true,
|
|
"autocontinue": true,
|
|
"queued": queued
|
|
});
|
|
Engine.GuiInterfaceCall("PlaySound", { "name": "order_repair", "entity": selection[0] });
|
|
|
|
if (!queued)
|
|
placementSupport.Reset();
|
|
|
|
return true;
|
|
}
|
|
|
|
function tryPlaceWall()
|
|
{
|
|
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": true,
|
|
"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.wallDragTooltip = "";
|
|
for (var resource in result.cost)
|
|
{
|
|
if (result.cost[resource] > 0)
|
|
placementSupport.wallDragTooltip += getCostComponentDisplayName(resource) + ": " + result.cost[resource] + "\n";
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case "mousebuttondown":
|
|
if (ev.button == SDL_BUTTON_LEFT)
|
|
{
|
|
if (tryPlaceWall())
|
|
{
|
|
if (Engine.HotkeyIsPressed("session.queue"))
|
|
{
|
|
// 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.wallDragTooltip = "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_BATCHTRAINING:
|
|
switch (ev.type)
|
|
{
|
|
case "hotkeyup":
|
|
if (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":
|
|
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 "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;
|
|
const batchIncrementSize = 5;
|
|
|
|
function flushTrainingBatch()
|
|
{
|
|
Engine.PostNetworkCommand({"type": "train", "entities": batchTrainingEntities, "template": batchTrainingType, "count": batchTrainingCount});
|
|
}
|
|
|
|
// Called by GUI when user clicks training button
|
|
function addTrainingToQueue(selection, trainEntType)
|
|
{
|
|
if (Engine.HotkeyIsPressed("session.batchtrain"))
|
|
{
|
|
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 (sameEnts && batchTrainingType == trainEntType)
|
|
{
|
|
batchTrainingCount += batchIncrementSize;
|
|
return;
|
|
}
|
|
// Otherwise start a new one
|
|
else
|
|
{
|
|
flushTrainingBatch();
|
|
// fall through to create the new batch
|
|
}
|
|
}
|
|
inputState = INPUT_BATCHTRAINING;
|
|
batchTrainingEntities = selection;
|
|
batchTrainingType = trainEntType;
|
|
batchTrainingCount = batchIncrementSize;
|
|
}
|
|
else
|
|
{
|
|
// Non-batched - just create a single entity
|
|
Engine.PostNetworkCommand({"type": "train", "template": trainEntType, "count": 1, "entities": selection});
|
|
}
|
|
}
|
|
|
|
// 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(entity, trainEntType)
|
|
{
|
|
if (inputState == INPUT_BATCHTRAINING && batchTrainingEntities.indexOf(entity) != -1 && batchTrainingType == trainEntType)
|
|
return [batchTrainingCount, batchIncrementSize];
|
|
else
|
|
return [0, batchIncrementSize];
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
if (Engine.HotkeyIsPressed("session.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)
|
|
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(entity);
|
|
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,
|
|
});
|
|
}
|
|
|
|
// 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;
|
|
|
|
function resetIdleUnit()
|
|
{
|
|
lastIdleUnit = 0;
|
|
currIdleClass = 0;
|
|
}
|
|
|
|
function findIdleUnit(classes)
|
|
{
|
|
// Cycle through idling classes before giving up
|
|
for (var i = 0; i <= classes.length; ++i)
|
|
{
|
|
var data = { prevUnit: lastIdleUnit, idleClass: classes[currIdleClass] };
|
|
var newIdleUnit = Engine.GuiInterfaceCall("FindIdleUnit", data);
|
|
|
|
// Check if we have new valid entity
|
|
if (newIdleUnit && newIdleUnit != lastIdleUnit)
|
|
{
|
|
lastIdleUnit = newIdleUnit;
|
|
g_Selection.reset()
|
|
g_Selection.addList([lastIdleUnit]);
|
|
Engine.CameraFollow(lastIdleUnit);
|
|
|
|
return;
|
|
}
|
|
|
|
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 unloadAll(garrisonHolder)
|
|
{
|
|
Engine.PostNetworkCommand({"type": "unload-all", "garrisonHolder": garrisonHolder});
|
|
}
|