forked from mirrors/0ad
84bde41394
Move remains of common/sprite1.xml to common/common_sprites.xml. Remove duplicates bkFillBlack and bkTranslucent. Rename bkWhiteBorderBlack to BackgroundWhiteBorderBlack. Move BackgroundSessionTooltip and BackgroundInformationTooltip to session/. Remove unused BackgroundErrorTooltip. This was SVN commit r18636.
232 lines
7.0 KiB
JavaScript
232 lines
7.0 KiB
JavaScript
// The number of currently visible buttons (used to optimise showing/hiding)
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var g_unitPanelButtons = {
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"Selection": 0,
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"Queue": 0,
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"Formation": 0,
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"Garrison": 0,
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"Training": 0,
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"Research": 0,
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"Alert": 0,
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"Barter": 0,
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"Construction": 0,
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"Command": 0,
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"AllyCommand": 0,
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"Stance": 0,
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"Gate":0,
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"Pack": 0,
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"Upgrade": 0
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};
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/**
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* Set the position of a panel object according to the index,
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* from left to right, from top to bottom.
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* Will wrap around to subsequent rows if the index
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* is larger than rowLength.
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*/
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function setPanelObjectPosition(object, index, rowLength, vMargin = 1, hMargin = 1)
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{
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var size = object.size;
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// horizontal position
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var oWidth = size.right - size.left;
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var hIndex = index % rowLength;
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size.left = hIndex * (oWidth + vMargin);
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size.right = size.left + oWidth;
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// vertical position
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var oHeight = size.bottom - size.top;
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var vIndex = Math.floor(index / rowLength);
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size.top = vIndex * (oHeight + hMargin);
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size.bottom = size.top + oHeight;
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object.size = size;
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}
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/**
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* Helper function for updateUnitCommands; sets up "unit panels"
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* (i.e. panels with rows of icons) for the currently selected unit.
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*
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* @param guiName Short identifier string of this panel. See g_SelectionPanels.
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* @param unitEntState Entity state of the selected unit with the lowest id.
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* @param payerState Player state
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*/
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function setupUnitPanel(guiName, unitEntState, playerState)
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{
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if (!g_SelectionPanels[guiName])
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{
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error("unknown guiName used '" + guiName + "'");
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return;
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}
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let selection = g_Selection.toList();
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let items = g_SelectionPanels[guiName].getItems(unitEntState, selection);
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if (!items || !items.length)
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return;
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let numberOfItems = Math.min(items.length, g_SelectionPanels[guiName].getMaxNumberOfItems());
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let rowLength = g_SelectionPanels[guiName].rowLength || 8;
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if (g_SelectionPanels[guiName].resizePanel)
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g_SelectionPanels[guiName].resizePanel(numberOfItems, rowLength);
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for (let i = 0; i < numberOfItems; ++i)
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{
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let data = {
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"i": i,
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"item": items[i],
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"selection": selection,
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"playerState": playerState,
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"unitEntState": unitEntState,
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"rowLength": rowLength,
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"numberOfItems": numberOfItems,
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// depending on the XML, some of the GUI objects may be undefined
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"button": Engine.GetGUIObjectByName("unit" + guiName + "Button[" + i + "]"),
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"icon": Engine.GetGUIObjectByName("unit" + guiName + "Icon[" + i + "]"),
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"guiSelection": Engine.GetGUIObjectByName("unit" + guiName + "Selection[" + i + "]"),
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"countDisplay": Engine.GetGUIObjectByName("unit" + guiName + "Count[" + i + "]")
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};
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if (data.button)
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{
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data.button.hidden = false;
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data.button.enabled = true;
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data.button.tooltip = "";
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data.button.caption = "";
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}
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if (g_SelectionPanels[guiName].setupButton &&
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!g_SelectionPanels[guiName].setupButton(data))
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continue;
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// TODO: we should require all entities to have icons, so this case never occurs
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if (data.icon && !data.icon.sprite)
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data.icon.sprite = "BackgroundBlack";
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}
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// Hide any buttons we're no longer using
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for (let i = numberOfItems; i < g_unitPanelButtons[guiName]; ++i)
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if (g_SelectionPanels[guiName].hideItem)
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g_SelectionPanels[guiName].hideItem(i, rowLength);
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else
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Engine.GetGUIObjectByName("unit"+guiName+"Button["+i+"]").hidden = true;
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g_unitPanelButtons[guiName] = numberOfItems;
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g_SelectionPanels[guiName].used = true;
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}
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/**
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* Updates the selection panels where buttons are supposed to
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* depend on the context.
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* Runs in the main session loop via updateSelectionDetails().
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* Delegates to setupUnitPanel to set up individual subpanels,
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* appropriately activated depending on the selected unit's state.
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*
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* @param entState Entity state of the selected unit with the lowest id.
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* @param supplementalDetailsPanel Reference to the
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* "supplementalSelectionDetails" GUI Object
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* @param commandsPanel Reference to the "commandsPanel" GUI Object
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* @param selection Array of currently selected entity IDs.
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*/
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function updateUnitCommands(entState, supplementalDetailsPanel, commandsPanel, selection)
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{
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for (let panel in g_SelectionPanels)
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g_SelectionPanels[panel].used = false;
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// If the selection is friendly units, add the command panels
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// Get player state to check some constraints
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// e.g. presence of a hero or build limits
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let playerStates = GetSimState().players;
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let playerState = playerStates[Engine.GetPlayerID()];
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if (controlsPlayer(entState.player) || g_IsObserver)
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{
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for (var guiName of g_PanelsOrder)
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{
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if (g_SelectionPanels[guiName].conflictsWith &&
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g_SelectionPanels[guiName].conflictsWith.some(p => g_SelectionPanels[p].used))
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continue;
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setupUnitPanel(guiName, entState, playerStates[entState.player]);
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}
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supplementalDetailsPanel.hidden = false;
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commandsPanel.hidden = false;
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}
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else if (playerState.isMutualAlly[entState.player]) // owned by allied player
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{
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// TODO if there's a second panel needed for a different player
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// we should consider adding the players list to g_SelectionPanels
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setupUnitPanel("Garrison", entState, playerState);
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setupUnitPanel("AllyCommand", entState, playerState);
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supplementalDetailsPanel.hidden = !g_SelectionPanels.Garrison.used;
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commandsPanel.hidden = true;
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}
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else // owned by another player
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{
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supplementalDetailsPanel.hidden = true;
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commandsPanel.hidden = true;
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}
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// Hides / unhides Unit Panels (panels should be grouped by type, not by order, but we will leave that for another time)
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for (var panelName in g_SelectionPanels)
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Engine.GetGUIObjectByName("unit" + panelName + "Panel").hidden = !g_SelectionPanels[panelName].used;
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}
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// Force hide commands panels
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function hideUnitCommands()
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{
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for (var panelName in g_SelectionPanels)
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Engine.GetGUIObjectByName("unit" + panelName + "Panel").hidden = true;
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}
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// Get all of the available entities which can be trained by the selected entities
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function getAllTrainableEntities(selection)
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{
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var trainableEnts = [];
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var state;
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// Get all buildable and trainable entities
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for (let ent of selection)
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{
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if ((state = GetEntityState(ent)) && state.production && state.production.entities.length)
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trainableEnts = trainableEnts.concat(state.production.entities);
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}
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// Remove duplicates
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removeDupes(trainableEnts);
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return trainableEnts;
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}
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function getAllTrainableEntitiesFromSelection()
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{
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if (!g_allTrainableEntities)
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g_allTrainableEntities = getAllTrainableEntities(g_Selection.toList());
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return g_allTrainableEntities;
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}
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// Get all of the available entities which can be built by the selected entities
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function getAllBuildableEntities(selection)
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{
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return Engine.GuiInterfaceCall("GetAllBuildableEntities", { "entities": selection });
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}
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function getAllBuildableEntitiesFromSelection()
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{
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if (!g_allBuildableEntities)
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g_allBuildableEntities = getAllBuildableEntities(g_Selection.toList());
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return g_allBuildableEntities;
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}
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function getNumberOfRightPanelButtons()
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{
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var sum = 0;
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for (let prop of ["Construction", "Training", "Pack", "Gate", "Upgrade"])
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if (g_SelectionPanels[prop].used)
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sum += g_unitPanelButtons[prop];
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return sum;
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}
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