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@@ -1,12 +1,18 @@
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// Panel types
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const SELECTION = "Selection";
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const QUEUE = "Queue";
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const TRAINING = "Training";
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const CONSTRUCTION = "Construction";
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// Constants used by the Queue or Garrison panel
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const UNIT_PANEL_BASE = -56; // The offset above the main panel (will often be negative)
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const UNIT_PANEL_HEIGHT = 47; // The height needed for a row of buttons
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// The number of currently visible buttons (used to optimise showing/hiding)
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var g_unitPanelButtons = { "Construction": 0, "Training": 0, "Queue": 0, "Selection": 0 };
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var g_unitPanelButtons = {"Selection": 0, "Queue": 0, "Training": 0, "Construction": 0};
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// Unit panels are panels with row(s) of buttons
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var g_unitPanels = ["Stance", "Formation", "Construction", "Research", "Training", "Queue", "Selection"];
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var g_unitPanels = ["Selection", "Queue", "Training", "Construction", "Research", "Stance", "Formation"];
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// Lay out button rows
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function layoutButtonRow(rowNumber, guiName, buttonSideLength, buttonSpacer, startIndex, endIndex)
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@@ -29,43 +35,35 @@ function layoutButtonRow(rowNumber, guiName, buttonSideLength, buttonSpacer, sta
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}
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// Sets up "unit panels" - the panels with rows of icons (Helper function for updateUnitDisplay)
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function setupUnitPanel(guiName, usedPanels, playerState, unitEntState, items, callback)
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function setupUnitPanel(guiName, usedPanels, unitEntState, items, callback)
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{
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usedPanels[guiName] = 1;
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var i = 0;
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var selection = g_Selection.toList();
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for each (var item in items)
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// Set length of loop
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var numberOfItems = items.length;
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if (numberOfItems > 24)
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numberOfItems = (((numberOfItems > 32) && (guiName == "Selection"))? 32 : 24);
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var i;
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for (i = 0; i < numberOfItems; i++)
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{
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// End loop early if there too many buttons
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if ((guiName != "Selection") && (i > 23))
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break;
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else if (i > 31)
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break;
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var item = items[i];
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// Get templates
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var entType;
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if (guiName == "Queue")
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entType = item.template;
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else
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entType = item;
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var entType = ((guiName == "Queue")? item.template : item);
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var template = Engine.GuiInterfaceCall("GetTemplateData", entType);
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if (!template)
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continue; // ignore attempts to use invalid templates (an error should have been reported already)
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// Name
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var name;
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if (guiName == "Selection")
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name = "[font=\"serif-bold-16\"]" + (template.name.specific || template.name.generic || "???") + "[/font]";
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else
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name = getFullName(template);
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// Tooltip
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var tooltip = name;
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var tooltip = "";
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if (guiName == "Selection")
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switch (guiName)
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{
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case SELECTION:
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tooltip = getEntityName(template);
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var entState = Engine.GuiInterfaceCall("GetEntityState", selection[i]);
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if (!entState)
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return;
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@@ -84,34 +82,34 @@ function setupUnitPanel(guiName, usedPanels, playerState, unitEntState, items, c
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unitHealthBar.size = healthSize;
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tooltip += " [font=\"serif-9\"](" + entState.hitpoints + "/" + entState.maxHitpoints + ")[/font]";
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}
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}
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else if (guiName == "Queue")
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{
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break;
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case QUEUE:
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tooltip = getEntityNameWithGeneric(template);
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var progress = Math.round(item.progress*100) + "%";
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tooltip += " - " + progress;
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getGUIObjectByName("unit"+guiName+"Count["+i+"]").caption = (item.count > 1 ? item.count : "");
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getGUIObjectByName("unit"+guiName+"Progress["+i+"]").caption = (item.progress ? progress : "");
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}
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else if (guiName == "Construction" || guiName == "Training")
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{
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if (template.cost)
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break;
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case TRAINING:
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tooltip = getEntityNameWithGeneric(template) + "\n" + getEntityCost(template);
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var [batchSize, batchIncrement] = getTrainingQueueBatchStatus(unitEntState.id, entType);
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if (batchSize)
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{
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var costs = [];
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if (template.cost.food) costs.push("[font=\"serif-bold-13\"]Food:[/font] " + template.cost.food);
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if (template.cost.wood) costs.push("[font=\"serif-bold-13\"]Wood:[/font] " + template.cost.wood);
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if (template.cost.metal) costs.push("[font=\"serif-bold-13\"]Metal:[/font] " + template.cost.metal);
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if (template.cost.stone) costs.push("[font=\"serif-bold-13\"]Stone:[/font] " + template.cost.stone);
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if (costs.length)
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tooltip += "\n" + costs.join(", ");
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tooltip += "\n[font=\"serif-13\"]Training [font=\"serif-bold-13\"]" + batchSize + "[font=\"serif-13\"] units; " +
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"Shift-click to train [font=\"serif-bold-13\"]"+ (batchSize+batchIncrement) + "[font=\"serif-13\"] units[/font]";
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}
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if (guiName == "Training")
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{
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var [batchSize, batchIncrement] = getTrainingQueueBatchStatus(unitEntState.id, entType);
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tooltip += "\n[font=\"serif-13\"]";
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if (batchSize) tooltip += "Training [font=\"serif-bold-13\"]" + batchSize + "[font=\"serif-13\"] units; ";
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tooltip += "Shift-click to train [font=\"serif-bold-13\"]"+ (batchSize+batchIncrement) + "[font=\"serif-13\"] units[/font]";
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}
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break;
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case CONSTRUCTION:
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tooltip = getEntityNameWithGeneric(template) + "\n" + getEntityCost(template);
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break;
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default:
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break;
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}
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// Button
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@@ -131,8 +129,6 @@ function setupUnitPanel(guiName, usedPanels, playerState, unitEntState, items, c
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icon.cell_id = 0;
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else
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icon.cell_id = template.icon_cell;
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++i;
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}
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// Position the visible buttons (TODO: if there's lots, maybe they should be squeezed together to fit)
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@@ -163,7 +159,7 @@ function setupUnitPanel(guiName, usedPanels, playerState, unitEntState, items, c
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}
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// Updates right Unit Commands Panel - runs in the main session loop via updateSelectionDetails()
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function updateUnitCommands(playerState, entState, commandsPanel, selection)
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function updateUnitCommands(entState, commandsPanel, selection)
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{
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// Panels that are active
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var usedPanels = {};
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@@ -184,18 +180,18 @@ function updateUnitCommands(playerState, entState, commandsPanel, selection)
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}
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if (entState.buildEntities && entState.buildEntities.length)
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setupUnitPanel("Construction", usedPanels, playerState, entState, entState.buildEntities, startBuildingPlacement);
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setupUnitPanel("Construction", usedPanels, entState, entState.buildEntities, startBuildingPlacement);
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if (entState.training && entState.training.entities.length)
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setupUnitPanel("Training", usedPanels, playerState, entState, entState.training.entities,
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setupUnitPanel("Training", usedPanels, entState, entState.training.entities,
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function (trainEntType) { addToTrainingQueue(entState.id, trainEntType); } );
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if (entState.training && entState.training.queue.length)
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setupUnitPanel("Queue", usedPanels, playerState, entState, entState.training.queue,
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setupUnitPanel("Queue", usedPanels, entState, entState.training.queue,
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function (item) { removeFromTrainingQueue(entState.id, item.id); } );
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if (selection.length > 1)
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setupUnitPanel("Selection", usedPanels, playerState, entState, g_Selection.getTemplateNames(),
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setupUnitPanel("Selection", usedPanels, entState, g_Selection.getTemplateNames(),
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function (entType) { changePrimarySelectionGroup(entType); } );
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commandsPanel.hidden = false;
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