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0ad/binaries/data/mods/public/gui/session/input.js
T
Freagarach b48cd5244f Fix PushOrderFront with construction.
POF introduced in afd1eaee0d.
Placing foundations takes another route, for which was warned in the
original ticket but not done nonetheless.
This fixes that route.

Differential revision: D3642
Comments by: @wraitii
Fixes #6090

This was SVN commit r25024.
2021-03-07 05:55:57 +00:00

1658 lines
48 KiB
JavaScript

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;
const ACTION_GUARD = 3;
const ACTION_PATROL = 4;
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_UNIT_POSITION_START = 10;
const INPUT_UNIT_POSITION = 11;
var inputState = INPUT_NORMAL;
const INVALID_ENTITY = 0;
var mouseX = 0;
var mouseY = 0;
var mouseIsOverObject = false;
/**
* Containing the ingame position which span the line.
*/
var g_FreehandSelection_InputLine = [];
/**
* Minimum squared distance when a mouse move is called a drag.
*/
const g_FreehandSelection_ResolutionInputLineSquared = 1;
/**
* Minimum length a dragged line should have to use the freehand selection.
*/
const g_FreehandSelection_MinLengthOfLine = 8;
/**
* To start the freehandSelection function you need a minimum number of units.
* Minimum must be 2, for better performance you could set it higher.
*/
const g_FreehandSelection_MinNumberOfUnits = 2;
/**
* Number of pixels the mouse can move before the action is considered a drag.
*/
const g_MaxDragDelta = 4;
/**
* Used for remembering mouse coordinates at start of drag operations.
*/
var g_DragStart;
/**
* Store the clicked entity on mousedown or mouseup for single/double/triple clicks to select entities.
* If any mousedown or mouseup of a sequence of clicks lands on a unit,
* that unit will be selected, which makes it easier to click on moving units.
*/
var clickedEntity = INVALID_ENTITY;
// Same double-click behaviour for hotkey presses.
const doublePressTime = 500;
var doublePressTimer = 0;
var prevHotkey = 0;
function updateCursorAndTooltip()
{
let cursorSet = false;
let tooltipSet = false;
let informationTooltip = Engine.GetGUIObjectByName("informationTooltip");
if (!mouseIsOverObject && (inputState == INPUT_NORMAL || inputState == INPUT_PRESELECTEDACTION) || g_MiniMapPanel.isMouseOverMiniMap())
{
let action = determineAction(mouseX, mouseY, g_MiniMapPanel.isMouseOverMiniMap());
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.ResetCursor();
if (!tooltipSet)
informationTooltip.hidden = true;
let placementTooltip = Engine.GetGUIObjectByName("placementTooltip");
if (placementSupport.tooltipMessage)
placementTooltip.sprite = placementSupport.tooltipError ? "BackgroundErrorTooltip" : "BackgroundInformationTooltip";
placementTooltip.caption = placementSupport.tooltipMessage || "";
placementTooltip.hidden = !placementSupport.tooltipMessage;
}
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)
{
let result = Engine.GuiInterfaceCall("SetBuildingPlacementPreview", {
"template": placementSupport.template,
"x": placementSupport.position.x,
"z": placementSupport.position.z,
"angle": placementSupport.angle,
"actorSeed": placementSupport.actorSeed
});
placementSupport.tooltipError = !result.success;
placementSupport.tooltipMessage = "";
if (!result.success)
{
if (result.message && result.parameters)
{
let message = result.message;
if (result.translateMessage)
if (result.pluralMessage)
message = translatePlural(result.message, result.pluralMessage, result.pluralCount);
else
message = translate(message);
let parameters = result.parameters;
if (result.translateParameters)
translateObjectKeys(parameters, result.translateParameters);
placementSupport.tooltipMessage = sprintf(message, parameters);
}
return false;
}
if (placementSupport.attack && placementSupport.attack.Ranged)
{
let cmd = {
"x": placementSupport.position.x,
"z": placementSupport.position.z,
"range": placementSupport.attack.Ranged.maxRange,
"elevationBonus": placementSupport.attack.Ranged.elevationBonus
};
let averageRange = Math.round(Engine.GuiInterfaceCall("GetAverageRangeForBuildings", cmd) - cmd.range);
let range = Math.round(cmd.range);
placementSupport.tooltipMessage = sprintf(translatePlural("Basic range: %(range)s meter", "Basic range: %(range)s meters", range), { "range": range }) + "\n" +
sprintf(translatePlural("Average bonus range: %(range)s meter", "Average bonus range: %(range)s meters", averageRange), { "range": averageRange });
}
return true;
}
}
else if (placementSupport.mode === "wall" &&
placementSupport.wallSet && placementSupport.position)
{
placementSupport.wallSnapEntities = Engine.PickSimilarPlayerEntities(
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;
}
/**
* Determine the context-sensitive action that should be performed when the mouse is at (x,y)
*/
function determineAction(x, y, fromMiniMap)
{
let selection = g_Selection.toList();
if (!selection.length)
{
preSelectedAction = ACTION_NONE;
return undefined;
}
let entState = GetEntityState(selection[0]);
if (!entState)
return undefined;
if (!selection.every(ownsEntity) &&
!(g_SimState.players[g_ViewedPlayer] &&
g_SimState.players[g_ViewedPlayer].controlsAll))
return undefined;
let target;
if (!fromMiniMap)
{
let ent = Engine.PickEntityAtPoint(x, y);
if (ent != INVALID_ENTITY)
target = ent;
}
// Decide between the following ordered actions,
// if two actions are possible, the first one is taken
// thus the most specific should appear first.
if (preSelectedAction != ACTION_NONE)
{
for (let action of g_UnitActionsSortedKeys)
if (g_UnitActions[action].preSelectedActionCheck)
{
let r = g_UnitActions[action].preSelectedActionCheck(target, selection);
if (r)
return r;
}
return { "type": "none", "cursor": "", "target": target };
}
for (let action of g_UnitActionsSortedKeys)
if (g_UnitActions[action].hotkeyActionCheck)
{
let r = g_UnitActions[action].hotkeyActionCheck(target, selection);
if (r)
return r;
}
for (let action of g_UnitActionsSortedKeys)
if (g_UnitActions[action].actionCheck)
{
let r = g_UnitActions[action].actionCheck(target, selection);
if (r)
return r;
}
return { "type": "none", "cursor": "", "target": target };
}
function ownsEntity(ent)
{
let entState = GetEntityState(ent);
return entState && entState.player == g_ViewedPlayer;
}
function isAttackMovePressed()
{
return Engine.HotkeyIsPressed("session.attackmove") ||
Engine.HotkeyIsPressed("session.attackmoveUnit");
}
function isSnapToEdgesEnabled()
{
let config = Engine.ConfigDB_GetValue("user", "gui.session.snaptoedges");
let hotkeyPressed = Engine.HotkeyIsPressed("session.snaptoedges");
return hotkeyPressed == (config == "disabled");
}
function tryPlaceBuilding(queued, pushFront)
{
if (placementSupport.mode !== "building")
{
error("tryPlaceBuilding expected 'building', got '" + placementSupport.mode + "'");
return false;
}
if (!updateBuildingPlacementPreview())
{
Engine.GuiInterfaceCall("PlaySound", {
"name": "invalid_building_placement",
"entity": g_Selection.toList()[0]
});
return false;
}
let selection = Engine.HotkeyIsPressed("session.orderone") &&
popOneFromSelection({ "type": "construct", "target": placementSupport }) || g_Selection.toList();
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,
"pushFront": pushFront,
"formation": g_AutoFormation.getNull()
});
Engine.GuiInterfaceCall("PlaySound", { "name": "order_build", "entity": selection[0] });
if (!queued || !g_Selection.toList().length)
placementSupport.Reset();
else
placementSupport.RandomizeActorSeed();
return true;
}
function tryPlaceWall(queued)
{
if (placementSupport.mode !== "wall")
{
error("tryPlaceWall expected 'wall', got '" + placementSupport.mode + "'");
return false;
}
let wallPlacementInfo = updateBuildingPlacementPreview(); // entities making up the wall (wall segments, towers, ...)
if (!(wallPlacementInfo === false || typeof wallPlacementInfo === "object"))
{
error("Invalid updateBuildingPlacementPreview return value: " + uneval(wallPlacementInfo));
return false;
}
if (!wallPlacementInfo)
return false;
let selection = Engine.HotkeyIsPressed("session.orderone") &&
popOneFromSelection({ "type": "construct", "target": placementSupport }) || g_Selection.toList();
let cmd = {
"type": "construct-wall",
"autorepair": true,
"autocontinue": true,
"queued": queued,
"entities": selection,
"wallSet": placementSupport.wallSet,
"pieces": wallPlacementInfo.pieces,
"startSnappedEntity": wallPlacementInfo.startSnappedEnt,
"endSnappedEntity": wallPlacementInfo.endSnappedEnt,
"formation": g_AutoFormation.getNull()
};
// 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).
let hasWallSegment = false;
for (let piece of cmd.pieces)
{
if (piece.template != cmd.wallSet.templates.tower) // TODO: hardcode-ish :(
{
hasWallSegment = true;
break;
}
}
if (hasWallSegment)
{
Engine.PostNetworkCommand(cmd);
Engine.GuiInterfaceCall("PlaySound", { "name": "order_build", "entity": selection[0] });
}
return true;
}
/**
* Updates the bandbox object with new positions and visibility.
* @returns {array} The coordinates of the vertices of the bandbox.
*/
function updateBandbox(bandbox, ev, hidden)
{
let scale = +Engine.ConfigDB_GetValue("user", "gui.scale");
let vMin = Vector2D.min(g_DragStart, ev);
let vMax = Vector2D.max(g_DragStart, ev);
bandbox.size = new GUISize(vMin.x / scale, vMin.y / scale, vMax.x / scale, vMax.y / scale);
bandbox.hidden = hidden;
return [vMin.x, vMin.y, vMax.x, vMax.y];
}
// Define some useful unit filters for getPreferredEntities.
var unitFilters = {
"isUnit": entity => {
let entState = GetEntityState(entity);
return entState && hasClass(entState, "Unit");
},
"isDefensive": entity => {
let entState = GetEntityState(entity);
return entState && hasClass(entState, "Defensive");
},
"isMilitary": entity => {
let entState = GetEntityState(entity);
return entState &&
g_MilitaryTypes.some(c => hasClass(entState, c));
},
"isNonMilitary": entity => {
let entState = GetEntityState(entity);
return entState &&
hasClass(entState, "Unit") &&
!g_MilitaryTypes.some(c => hasClass(entState, c));
},
"isIdle": entity => {
let entState = GetEntityState(entity);
return entState &&
hasClass(entState, "Unit") &&
entState.unitAI &&
entState.unitAI.isIdle &&
!hasClass(entState, "Domestic");
},
"isWounded": entity => {
let entState = GetEntityState(entity);
return entState &&
hasClass(entState, "Unit") &&
entState.maxHitpoints &&
100 * entState.hitpoints <= entState.maxHitpoints * Engine.ConfigDB_GetValue("user", "gui.session.woundedunithotkeythreshold");
},
"isAnything": entity => {
return true;
}
};
// Choose, inside a list of entities, which ones will be selected.
// We may use several entity filters, until one returns at least one element.
function getPreferredEntities(ents)
{
let filters = [unitFilters.isUnit, unitFilters.isDefensive, unitFilters.isAnything];
if (Engine.HotkeyIsPressed("selection.militaryonly"))
filters = [unitFilters.isMilitary];
if (Engine.HotkeyIsPressed("selection.nonmilitaryonly"))
filters = [unitFilters.isNonMilitary];
if (Engine.HotkeyIsPressed("selection.idleonly"))
filters = [unitFilters.isIdle];
if (Engine.HotkeyIsPressed("selection.woundedonly"))
filters = [unitFilters.isWounded];
let preferredEnts = [];
for (let i = 0; i < filters.length; ++i)
{
preferredEnts = ents.filter(filters[i]);
if (preferredEnts.length)
break;
}
return preferredEnts;
}
function handleInputBeforeGui(ev, hoveredObject)
{
if (GetSimState().cinemaPlaying)
return false;
// Capture cursor 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;
}
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))
g_Menu.close();
// 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:
let bandbox = Engine.GetGUIObjectByName("bandbox");
switch (ev.type)
{
case "mousemotion":
{
let rect = updateBandbox(bandbox, ev, false);
let ents = Engine.PickPlayerEntitiesInRect(rect[0], rect[1], rect[2], rect[3], g_ViewedPlayer);
let preferredEntities = getPreferredEntities(ents);
g_Selection.setHighlightList(preferredEntities);
return false;
}
case "mousebuttonup":
if (ev.button == SDL_BUTTON_LEFT)
{
let rect = updateBandbox(bandbox, ev, true);
let ents = getPreferredEntities(Engine.PickPlayerEntitiesInRect(rect[0], rect[1], rect[2], rect[3], g_ViewedPlayer));
g_Selection.setHighlightList([]);
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;
}
if (ev.button == SDL_BUTTON_RIGHT)
{
// Cancel selection.
bandbox.hidden = true;
g_Selection.setHighlightList([]);
inputState = INPUT_NORMAL;
return true;
}
break;
}
break;
case INPUT_UNIT_POSITION:
switch (ev.type)
{
case "mousemotion":
return positionUnitsFreehandSelectionMouseMove(ev);
case "mousebuttonup":
return positionUnitsFreehandSelectionMouseUp(ev);
}
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.
let maxDragDelta = 16;
if (g_DragStart.distanceTo(ev) >= maxDragDelta)
{
inputState = INPUT_BUILDING_DRAG;
return false;
}
break;
case "mousebuttonup":
if (ev.button == SDL_BUTTON_LEFT)
{
// If queued, let the player continue placing another of the same building.
let queued = Engine.HotkeyIsPressed("session.queue");
if (tryPlaceBuilding(queued, Engine.HotkeyIsPressed("session.pushorderfront")))
{
if (queued && g_Selection.toList().length)
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 structure 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;
let result = updateBuildingPlacementPreview(); // includes an update of the snap entity candidates
if (result && result.cost)
{
let neededResources = Engine.GuiInterfaceCall("GetNeededResources", { "cost": result.cost });
placementSupport.tooltipMessage = [
getEntityCostTooltip(result),
getNeededResourcesTooltip(neededResources)
].filter(tip => tip).join("\n");
}
break;
case "mousebuttondown":
if (ev.button == SDL_BUTTON_LEFT)
{
let 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 = translate("Cannot build wall here!");
updateBuildingPlacementPreview();
return true;
}
if (ev.button == SDL_BUTTON_RIGHT)
{
placementSupport.Reset();
updateBuildingPlacementPreview();
inputState = INPUT_NORMAL;
return true;
}
break;
}
break;
case INPUT_BUILDING_DRAG:
switch (ev.type)
{
case "mousemotion":
let maxDragDelta = 16;
if (g_DragStart.distanceTo(ev) >= maxDragDelta)
// Rotate in the direction of the cursor.
placementSupport.angle = placementSupport.position.horizAngleTo(Engine.GetTerrainAtScreenPoint(ev.x, ev.y));
else
// If the cursor is near the center, snap back to the default orientation.
placementSupport.SetDefaultAngle();
let snapData = Engine.GuiInterfaceCall("GetFoundationSnapData", {
"template": placementSupport.template,
"x": placementSupport.position.x,
"z": placementSupport.position.z,
"angle": placementSupport.angle,
"snapToEdges": isSnapToEdgesEnabled() && Engine.GetEdgesOfStaticObstructionsOnScreenNearTo(
placementSupport.position.x, 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 queued, let the player continue placing another of the same structure.
let queued = Engine.HotkeyIsPressed("session.queue");
if (tryPlaceBuilding(queued, Engine.HotkeyIsPressed("session.pushorderfront")))
{
if (queued && g_Selection.toList().length)
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:
if (ev.type == "hotkeyup" && ev.hotkey == "session.batchtrain")
{
flushTrainingBatch();
inputState = INPUT_NORMAL;
}
break;
}
return false;
}
function handleInputAfterGui(ev)
{
if (GetSimState().cinemaPlaying)
return false;
if (ev.hotkey === undefined)
ev.hotkey = null;
if (ev.hotkey == "session.highlightguarding")
{
g_ShowGuarding = (ev.type == "hotkeydown");
updateAdditionalHighlight();
}
else if (ev.hotkey == "session.highlightguarded")
{
g_ShowGuarded = (ev.type == "hotkeydown");
updateAdditionalHighlight();
}
if (inputState != INPUT_NORMAL && inputState != INPUT_SELECTING)
clickedEntity = INVALID_ENTITY;
// State-machine processing:
switch (inputState)
{
case INPUT_NORMAL:
switch (ev.type)
{
case "mousemotion":
let ent = Engine.PickEntityAtPoint(ev.x, ev.y);
if (ent != INVALID_ENTITY)
g_Selection.setHighlightList([ent]);
else
g_Selection.setHighlightList([]);
return false;
case "mousebuttondown":
if (ev.button == SDL_BUTTON_LEFT)
{
g_DragStart = new Vector2D(ev.x, ev.y);
inputState = INPUT_SELECTING;
// If a single click occured, reset the clickedEntity.
// Also set it if we're double/triple clicking and missed the unit earlier.
if (ev.clicks == 1 || clickedEntity == INVALID_ENTITY)
clickedEntity = Engine.PickEntityAtPoint(ev.x, ev.y);
return true;
}
else if (ev.button == SDL_BUTTON_RIGHT)
{
if (!controlsPlayer(g_ViewedPlayer))
break;
g_DragStart = new Vector2D(ev.x, ev.y);
inputState = INPUT_UNIT_POSITION_START;
}
break;
case "hotkeydown":
if (ev.hotkey.indexOf("selection.group.") == 0)
{
let now = Date.now();
if (now - doublePressTimer < doublePressTime && ev.hotkey == prevHotkey)
{
if (ev.hotkey.indexOf("selection.group.select.") == 0)
{
let sptr = ev.hotkey.split(".");
performGroup("snap", sptr[3]);
}
}
else
{
let sptr = ev.hotkey.split(".");
performGroup(sptr[2], sptr[3]);
doublePressTimer = now;
prevHotkey = ev.hotkey;
}
}
break;
}
break;
case INPUT_PRESELECTEDACTION:
switch (ev.type)
{
case "mousemotion":
let ent = Engine.PickEntityAtPoint(ev.x, ev.y);
if (ent != INVALID_ENTITY)
g_Selection.setHighlightList([ent]);
else
g_Selection.setHighlightList([]);
return false;
case "mousebuttondown":
if (ev.button == SDL_BUTTON_LEFT && preSelectedAction != ACTION_NONE)
{
let action = determineAction(ev.x, ev.y);
if (!action)
break;
if (!Engine.HotkeyIsPressed("session.queue") && !Engine.HotkeyIsPressed("session.orderone"))
{
preSelectedAction = ACTION_NONE;
inputState = INPUT_NORMAL;
}
return doAction(action, ev);
}
if (ev.button == SDL_BUTTON_RIGHT && preSelectedAction != ACTION_NONE)
{
preSelectedAction = ACTION_NONE;
inputState = INPUT_NORMAL;
break;
}
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 (g_DragStart.distanceTo(ev) >= g_MaxDragDelta)
{
inputState = INPUT_BANDBOXING;
return false;
}
let ent = Engine.PickEntityAtPoint(ev.x, ev.y);
if (ent != INVALID_ENTITY)
g_Selection.setHighlightList([ent]);
else
g_Selection.setHighlightList([]);
return false;
case "mousebuttonup":
if (ev.button == SDL_BUTTON_LEFT)
{
if (clickedEntity == INVALID_ENTITY)
clickedEntity = Engine.PickEntityAtPoint(ev.x, ev.y);
// Abort if we didn't click on an entity or if the entity was removed before the mousebuttonup event.
if (clickedEntity == INVALID_ENTITY || !GetEntityState(clickedEntity))
{
clickedEntity = INVALID_ENTITY;
if (!Engine.HotkeyIsPressed("selection.add") && !Engine.HotkeyIsPressed("selection.remove"))
{
g_Selection.reset();
resetIdleUnit();
}
inputState = INPUT_NORMAL;
return true;
}
if (Engine.GetFollowedEntity() != clickedEntity)
Engine.CameraFollow(0);
let ents = [];
if (ev.clicks == 1)
ents = [clickedEntity];
else
{
let showOffscreen = Engine.HotkeyIsPressed("selection.offscreen");
let matchRank = true;
let templateToMatch;
if (ev.clicks == 2)
{
templateToMatch = GetEntityState(clickedEntity).identity.selectionGroupName;
if (templateToMatch)
matchRank = false;
else
// No selection group name defined, so fall back to exact match.
templateToMatch = GetEntityState(clickedEntity).template;
}
else
// Triple click
// Select units matching exact template name (same rank).
templateToMatch = GetEntityState(clickedEntity).template;
// TODO: Should we handle "control all units" here as well?
ents = Engine.PickSimilarPlayerEntities(templateToMatch, showOffscreen, matchRank, false);
}
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_UNIT_POSITION_START:
switch (ev.type)
{
case "mousemotion":
if (g_DragStart.distanceToSquared(ev) >= Math.square(g_MaxDragDelta))
{
inputState = INPUT_UNIT_POSITION;
return false;
}
break;
case "mousebuttonup":
inputState = INPUT_NORMAL;
if (ev.button == SDL_BUTTON_RIGHT)
{
let action = determineAction(ev.x, ev.y);
if (action)
return doAction(action, ev);
}
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
{
if (placementSupport.template && Engine.GuiInterfaceCall("GetNeededResources", { "cost": GetTemplateData(placementSupport.template).cost }))
{
placementSupport.Reset();
inputState = INPUT_NORMAL;
return true;
}
if (isSnapToEdgesEnabled())
{
// We need to reset the angle before the snapping to edges,
// because we want to get the angle near to the default one.
placementSupport.SetDefaultAngle();
}
let snapData = Engine.GuiInterfaceCall("GetFoundationSnapData", {
"template": placementSupport.template,
"x": placementSupport.position.x,
"z": placementSupport.position.z,
"angle": placementSupport.angle,
"snapToEdges": isSnapToEdgesEnabled() && Engine.GetEdgesOfStaticObstructionsOnScreenNearTo(
placementSupport.position.x, 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")
{
let validPlacement = updateBuildingPlacementPreview();
if (validPlacement !== false)
inputState = INPUT_BUILDING_WALL_CLICK;
}
else
{
placementSupport.position = Engine.GetTerrainAtScreenPoint(ev.x, ev.y);
if (isSnapToEdgesEnabled())
{
let snapData = Engine.GuiInterfaceCall("GetFoundationSnapData", {
"template": placementSupport.template,
"x": placementSupport.position.x,
"z": placementSupport.position.z,
"angle": placementSupport.angle,
"snapToEdges": Engine.GetEdgesOfStaticObstructionsOnScreenNearTo(
placementSupport.position.x, placementSupport.position.z)
});
if (snapData)
{
placementSupport.angle = snapData.angle;
placementSupport.position.x = snapData.x;
placementSupport.position.z = snapData.z;
}
}
g_DragStart = new Vector2D(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":
let 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)
{
if (!controlsPlayer(g_ViewedPlayer))
return false;
return handleUnitAction(Engine.GetTerrainAtScreenPoint(ev.x, ev.y), action);
}
function popOneFromSelection(action)
{
// Pick the first unit that can do this order.
let unit = action.firstAbleEntity || g_Selection.find(entity =>
["preSelectedActionCheck", "hotkeyActionCheck", "actionCheck"].some(method =>
g_UnitActions[action.type][method] &&
g_UnitActions[action.type][method](action.target || undefined, [entity])
));
if (unit)
{
g_Selection.removeList([unit]);
return [unit];
}
return null;
}
function positionUnitsFreehandSelectionMouseMove(ev)
{
// Converting the input line into a List of points.
// For better performance the points must have a minimum distance to each other.
let target = Vector2D.from3D(Engine.GetTerrainAtScreenPoint(ev.x, ev.y));
if (!g_FreehandSelection_InputLine.length ||
target.distanceToSquared(g_FreehandSelection_InputLine[g_FreehandSelection_InputLine.length - 1]) >=
g_FreehandSelection_ResolutionInputLineSquared)
g_FreehandSelection_InputLine.push(target);
return false;
}
function positionUnitsFreehandSelectionMouseUp(ev)
{
inputState = INPUT_NORMAL;
let inputLine = g_FreehandSelection_InputLine;
g_FreehandSelection_InputLine = [];
if (ev.button != SDL_BUTTON_RIGHT)
return true;
let lengthOfLine = 0;
for (let i = 1; i < inputLine.length; ++i)
lengthOfLine += inputLine[i].distanceTo(inputLine[i - 1]);
let selection = g_Selection.toList().filter(ent => !!GetEntityState(ent).unitAI).sort((a, b) => a - b);
// Checking the line for a minimum length to save performance.
if (lengthOfLine < g_FreehandSelection_MinLengthOfLine || selection.length < g_FreehandSelection_MinNumberOfUnits)
{
let action = determineAction(ev.x, ev.y);
return !!action && doAction(action, ev);
}
// Even distribution of the units on the line.
let p0 = inputLine[0];
let entityDistribution = [p0];
let distanceBetweenEnts = lengthOfLine / (selection.length - 1);
let freeDist = -distanceBetweenEnts;
for (let i = 1; i < inputLine.length; ++i)
{
let p1 = inputLine[i];
freeDist += inputLine[i - 1].distanceTo(p1);
while (freeDist >= 0)
{
p0 = Vector2D.sub(p0, p1).normalize().mult(freeDist).add(p1);
entityDistribution.push(p0);
freeDist -= distanceBetweenEnts;
}
}
// Rounding errors can lead to missing or too many points.
entityDistribution = entityDistribution.slice(0, selection.length);
entityDistribution = entityDistribution.concat(new Array(selection.length - entityDistribution.length).fill(inputLine[inputLine.length - 1]));
if (Vector2D.from3D(GetEntityState(selection[0]).position).distanceTo(entityDistribution[0]) +
Vector2D.from3D(GetEntityState(selection[selection.length - 1]).position).distanceTo(entityDistribution[selection.length - 1]) >
Vector2D.from3D(GetEntityState(selection[0]).position).distanceTo(entityDistribution[selection.length - 1]) +
Vector2D.from3D(GetEntityState(selection[selection.length - 1]).position).distanceTo(entityDistribution[0]))
entityDistribution.reverse();
Engine.PostNetworkCommand({
"type": isAttackMovePressed() ? "attack-walk-custom" : "walk-custom",
"entities": selection,
"targetPositions": entityDistribution.map(pos => pos.toFixed(2)),
"targetClasses": Engine.HotkeyIsPressed("session.attackmoveUnit") ? { "attack": ["Unit"] } : { "attack": ["Unit", "Structure"] },
"queued": Engine.HotkeyIsPressed("session.queue"),
"pushFront": Engine.HotkeyIsPressed("session.pushorderfront"),
"formation": NULL_FORMATION,
});
// Add target markers with a minimum distance of 5 to each other.
let entitiesBetweenMarker = Math.ceil(5 / distanceBetweenEnts);
for (let i = 0; i < entityDistribution.length; i += entitiesBetweenMarker)
DrawTargetMarker({ "x": entityDistribution[i].x, "z": entityDistribution[i].y });
Engine.GuiInterfaceCall("PlaySound", {
"name": "order_walk",
"entity": selection[0]
});
return true;
}
function handleUnitAction(target, action)
{
if (!g_UnitActions[action.type] || !g_UnitActions[action.type].execute)
{
error("Invalid action.type " + action.type);
return false;
}
let selection = Engine.HotkeyIsPressed("session.orderone") &&
popOneFromSelection(action) || g_Selection.toList();
// If the session.queue hotkey is down, add the order to the unit's order queue instead
// of running it immediately. If the pushorderfront hotkey is down, execute the order
// immidiately and continue the rest of the queue afterwards.
return g_UnitActions[action.type].execute(
target,
action,
selection,
Engine.HotkeyIsPressed("session.queue"),
Engine.HotkeyIsPressed("session.pushorderfront"));
}
function getEntityLimitAndCount(playerState, entType)
{
let ret = {
"entLimit": undefined,
"entCount": undefined,
"entLimitChangers": undefined,
"canBeAddedCount": undefined,
"matchLimit": undefined,
"matchCount": undefined,
"type": undefined
};
if (!playerState.entityLimits)
return ret;
let template = GetTemplateData(entType);
let entCategory;
let matchLimit;
if (template.trainingRestrictions)
{
entCategory = template.trainingRestrictions.category;
matchLimit = template.trainingRestrictions.matchLimit;
ret.type = "training";
}
else if (template.buildRestrictions)
{
entCategory = template.buildRestrictions.category;
matchLimit = template.buildRestrictions.matchLimit;
ret.type = "build";
}
if (entCategory && playerState.entityLimits[entCategory] !== undefined)
{
ret.entLimit = playerState.entityLimits[entCategory] || 0;
ret.entCount = playerState.entityCounts[entCategory] || 0;
ret.entLimitChangers = playerState.entityLimitChangers[entCategory];
ret.canBeAddedCount = Math.max(ret.entLimit - ret.entCount, 0);
}
if (matchLimit)
{
ret.matchLimit = matchLimit;
ret.matchCount = playerState.matchEntityCounts[entType] || 0;
ret.canBeAddedCount = Math.min(Math.max(ret.entLimit - ret.entCount, 0), Math.max(ret.matchLimit - ret.matchCount, 0));
}
return ret;
}
/**
* Called by GUI when user clicks construction button.
* @param {string} buildTemplate - Template name of the entity the user wants to build.
*/
function startBuildingPlacement(buildTemplate, playerState)
{
if (getEntityLimitAndCount(playerState, buildTemplate).canBeAddedCount == 0)
return;
// TODO: we should clear any highlight selection rings here. If the cursor 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 structure.
// Gives the impression that somehow the hovered-over entity has something to do with the structure you're building.
placementSupport.Reset();
let 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;
}
if (templateData.attack &&
templateData.attack.Ranged &&
templateData.attack.Ranged.maxRange)
placementSupport.attack = templateData.attack;
}
// 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 g_BatchTrainingEntities;
var g_BatchTrainingType;
var g_NumberOfBatches;
var g_BatchTrainingEntityAllowedCount;
var g_BatchSize = getDefaultBatchTrainingSize();
function OnTrainMouseWheel(dir)
{
if (!Engine.HotkeyIsPressed("session.batchtrain"))
return;
g_BatchSize += dir / Engine.ConfigDB_GetValue("user", "gui.session.scrollbatchratio");
if (g_BatchSize < 1 || !Number.isFinite(g_BatchSize))
g_BatchSize = 1;
updateSelectionDetails();
}
function getBuildingsWhichCanTrainEntity(entitiesToCheck, trainEntType)
{
return entitiesToCheck.filter(entity => {
let state = GetEntityState(entity);
return state && state.production && state.production.entities.length &&
state.production.entities.indexOf(trainEntType) != -1 && (!state.upgrade || !state.upgrade.isUpgrading);
});
}
function initBatchTrain()
{
registerConfigChangeHandler(changes => {
if (changes.has("gui.session.batchtrainingsize"))
updateDefaultBatchSize();
});
}
function getDefaultBatchTrainingSize()
{
let num = +Engine.ConfigDB_GetValue("user", "gui.session.batchtrainingsize");
return Number.isInteger(num) && num > 0 ? num : 5;
}
function getBatchTrainingSize()
{
return Math.max(Math.round(g_BatchSize), 1);
}
function updateDefaultBatchSize()
{
g_BatchSize = getDefaultBatchTrainingSize();
}
/**
* Add the unit shown at position to the training queue for all entities in the selection.
* @param {number} position - The position of the template to train.
*/
function addTrainingByPosition(position)
{
let playerState = GetSimState().players[Engine.GetPlayerID()];
let selection = g_Selection.toList();
if (!playerState || !selection.length)
return;
let trainableEnts = getAllTrainableEntitiesFromSelection();
let entToTrain = trainableEnts[position];
if (!entToTrain)
return;
addTrainingToQueue(selection, entToTrain, playerState);
}
// Called by GUI when user clicks training button
function addTrainingToQueue(selection, trainEntType, playerState)
{
let appropriateBuildings = getBuildingsWhichCanTrainEntity(selection, trainEntType);
let canBeAddedCount = getEntityLimitAndCount(playerState, trainEntType).canBeAddedCount;
let decrement = Engine.HotkeyIsPressed("selection.remove");
let template;
if (!decrement)
template = GetTemplateData(trainEntType);
// Batch training only possible if we can train at least 2 units.
if (Engine.HotkeyIsPressed("session.batchtrain") && (canBeAddedCount == undefined || canBeAddedCount > 1))
{
if (inputState == INPUT_BATCHTRAINING)
{
// Check if we are training in the same structure(s) as the last batch.
// 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.
// If we're already creating a batch of this unit (in the same structure(s)), then just extend it
// (if training limits allow).
if (g_BatchTrainingEntities.length == selection.length &&
g_BatchTrainingEntities.every((ent, i) => ent == selection[i]) &&
g_BatchTrainingType == trainEntType)
{
if (decrement)
{
--g_NumberOfBatches;
if (g_NumberOfBatches <= 0)
inputState = INPUT_NORMAL;
}
else if (canBeAddedCount == undefined ||
canBeAddedCount > g_NumberOfBatches * getBatchTrainingSize() * appropriateBuildings.length)
{
if (Engine.GuiInterfaceCall("GetNeededResources", {
"cost": multiplyEntityCosts(template, (g_NumberOfBatches + 1) * getBatchTrainingSize())
}))
return;
++g_NumberOfBatches;
}
g_BatchTrainingEntityAllowedCount = canBeAddedCount;
return;
}
else if (!decrement)
flushTrainingBatch();
}
if (decrement || Engine.GuiInterfaceCall("GetNeededResources", {
"cost": multiplyEntityCosts(template, getBatchTrainingSize())
}))
return;
inputState = INPUT_BATCHTRAINING;
g_BatchTrainingEntities = selection;
g_BatchTrainingType = trainEntType;
g_BatchTrainingEntityAllowedCount = canBeAddedCount;
g_NumberOfBatches = 1;
}
else
{
let buildingsForTraining = appropriateBuildings;
if (canBeAddedCount !== undefined)
buildingsForTraining = buildingsForTraining.slice(0, canBeAddedCount);
Engine.PostNetworkCommand({
"type": "train",
"template": trainEntType,
"count": 1,
"entities": buildingsForTraining
});
}
}
/**
* Returns the number of units that will be present in a batch if the user clicks
* the training button depending on the batch training modifier hotkey.
*/
function getTrainingStatus(selection, trainEntType, playerState)
{
let appropriateBuildings = getBuildingsWhichCanTrainEntity(selection, trainEntType);
let nextBatchTrainingCount = 0;
let canBeAddedCount;
if (inputState == INPUT_BATCHTRAINING && g_BatchTrainingType == trainEntType)
{
nextBatchTrainingCount = g_NumberOfBatches * getBatchTrainingSize();
canBeAddedCount = g_BatchTrainingEntityAllowedCount;
}
else
canBeAddedCount = getEntityLimitAndCount(playerState, trainEntType).canBeAddedCount;
// We need to calculate count after the next increment if possible.
if ((canBeAddedCount == undefined || canBeAddedCount > nextBatchTrainingCount * appropriateBuildings.length) &&
Engine.HotkeyIsPressed("session.batchtrain"))
nextBatchTrainingCount += getBatchTrainingSize();
nextBatchTrainingCount = Math.max(nextBatchTrainingCount, 1);
// If training limits don't allow us to train batchedSize in each appropriate structure,
// train as many full batches as we can and the remainder in one more structure.
let buildingsCountToTrainFullBatch = appropriateBuildings.length;
let remainderToTrain = 0;
if (canBeAddedCount !== undefined &&
canBeAddedCount < nextBatchTrainingCount * appropriateBuildings.length)
{
buildingsCountToTrainFullBatch = Math.floor(canBeAddedCount / nextBatchTrainingCount);
remainderToTrain = canBeAddedCount % nextBatchTrainingCount;
}
return [buildingsCountToTrainFullBatch, nextBatchTrainingCount, remainderToTrain];
}
function flushTrainingBatch()
{
let batchedSize = g_NumberOfBatches * getBatchTrainingSize();
let appropriateBuildings = getBuildingsWhichCanTrainEntity(g_BatchTrainingEntities, g_BatchTrainingType);
// If training limits don't allow us to train batchedSize in each appropriate structure.
if (g_BatchTrainingEntityAllowedCount !== undefined &&
g_BatchTrainingEntityAllowedCount < batchedSize * appropriateBuildings.length)
{
// Train as many full batches as we can.
let buildingsCountToTrainFullBatch = Math.floor(g_BatchTrainingEntityAllowedCount / batchedSize);
Engine.PostNetworkCommand({
"type": "train",
"entities": appropriateBuildings.slice(0, buildingsCountToTrainFullBatch),
"template": g_BatchTrainingType,
"count": batchedSize
});
// Train remainer in one more structure.
let remainer = g_BatchTrainingEntityAllowedCount % batchedSize;
if (remainer)
Engine.PostNetworkCommand({
"type": "train",
"entities": [appropriateBuildings[buildingsCountToTrainFullBatch]],
"template": g_BatchTrainingType,
"count": remainer
});
}
else
Engine.PostNetworkCommand({
"type": "train",
"entities": appropriateBuildings,
"template": g_BatchTrainingType,
"count": batchedSize
});
}
function performGroup(action, groupId)
{
switch (action)
{
case "snap":
case "select":
case "add":
let toSelect = [];
g_Groups.update();
for (let 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)
{
let entState = GetEntityState(toSelect[0]);
let position = entState.position;
if (position && entState.visibility != "hidden")
Engine.CameraMoveTo(position.x, position.z);
}
break;
case "save":
case "breakUp":
g_Groups.groups[groupId].reset();
if (action == "save")
g_Groups.addEntities(groupId, g_Selection.toList());
updateGroups();
break;
}
}
var lastIdleUnit = 0;
var currIdleClassIndex = 0;
var lastIdleClasses = [];
function resetIdleUnit()
{
lastIdleUnit = 0;
currIdleClassIndex = 0;
lastIdleClasses = [];
}
function findIdleUnit(classes)
{
let append = Engine.HotkeyIsPressed("selection.add");
let selectall = Engine.HotkeyIsPressed("selection.offscreen");
// Reset the last idle unit, etc., if the selection type has changed.
if (selectall || classes.length != lastIdleClasses.length || !classes.every((v, i) => v === lastIdleClasses[i]))
resetIdleUnit();
lastIdleClasses = classes;
let data = {
"viewedPlayer": g_ViewedPlayer,
"excludeUnits": append ? g_Selection.toList() : [],
// If the current idle class index is not 0, put the class at that index first.
"idleClasses": classes.slice(currIdleClassIndex, classes.length).concat(classes.slice(0, currIdleClassIndex))
};
if (!selectall)
{
data.limit = 1;
data.prevUnit = lastIdleUnit;
}
let idleUnits = Engine.GuiInterfaceCall("FindIdleUnits", data);
if (!idleUnits.length)
{
// TODO: display a message or play a sound to indicate no more idle units, or something
// Reset for next cycle
resetIdleUnit();
return;
}
if (!append)
g_Selection.reset();
g_Selection.addList(idleUnits);
if (selectall)
return;
lastIdleUnit = idleUnits[0];
let entityState = GetEntityState(lastIdleUnit);
if (entityState.position)
Engine.CameraMoveTo(entityState.position.x, entityState.position.z);
// Move the idle class index to the first class an idle unit was found for.
let indexChange = data.idleClasses.findIndex(elem => MatchesClassList(entityState.identity.classes, elem));
currIdleClassIndex = (currIdleClassIndex + indexChange) % classes.length;
}
function clearSelection()
{
if (inputState==INPUT_BUILDING_PLACEMENT || inputState==INPUT_BUILDING_WALL_PATHING)
{
inputState = INPUT_NORMAL;
placementSupport.Reset();
}
else
g_Selection.reset();
preSelectedAction = ACTION_NONE;
}