// The number of currently visible buttons (used to optimise showing/hiding) var g_unitPanelButtons = { "Selection": 0, "Queue": 0, "Formation": 0, "Garrison": 0, "Training": 0, "Research": 0, "Alert": 0, "Barter": 0, "Construction": 0, "Command": 0, "Stance": 0, "Gate": 0, "Pack": 0, "Upgrade": 0 }; /** * Set the position of a panel object according to the index, * from left to right, from top to bottom. * Will wrap around to subsequent rows if the index * is larger than rowLength. */ function setPanelObjectPosition(object, index, rowLength, vMargin = 1, hMargin = 1) { var size = object.size; // horizontal position var oWidth = size.right - size.left; var hIndex = index % rowLength; size.left = hIndex * (oWidth + vMargin); size.right = size.left + oWidth; // vertical position var oHeight = size.bottom - size.top; var vIndex = Math.floor(index / rowLength); size.top = vIndex * (oHeight + hMargin); size.bottom = size.top + oHeight; object.size = size; } /** * Helper function for updateUnitCommands; sets up "unit panels" * (i.e. panels with rows of icons) for the currently selected unit. * * @param guiName Short identifier string of this panel. See g_SelectionPanels. * @param unitEntStates Entity states of the selected units * @param playerState Player state */ function setupUnitPanel(guiName, unitEntStates, playerState) { if (!g_SelectionPanels[guiName]) { error("unknown guiName used '" + guiName + "'"); return; } let items = g_SelectionPanels[guiName].getItems(unitEntStates); if (!items || !items.length) return; let numberOfItems = Math.min(items.length, g_SelectionPanels[guiName].getMaxNumberOfItems()); let rowLength = g_SelectionPanels[guiName].rowLength || 8; if (g_SelectionPanels[guiName].resizePanel) g_SelectionPanels[guiName].resizePanel(numberOfItems, rowLength); for (let i = 0; i < numberOfItems; ++i) { let data = { "i": i, "item": items[i], "playerState": playerState, "player": unitEntStates[0].player, "unitEntStates": unitEntStates, "rowLength": rowLength, "numberOfItems": numberOfItems, // depending on the XML, some of the GUI objects may be undefined "button": Engine.GetGUIObjectByName("unit" + guiName + "Button[" + i + "]"), "icon": Engine.GetGUIObjectByName("unit" + guiName + "Icon[" + i + "]"), "guiSelection": Engine.GetGUIObjectByName("unit" + guiName + "Selection[" + i + "]"), "countDisplay": Engine.GetGUIObjectByName("unit" + guiName + "Count[" + i + "]") }; if (data.button) { data.button.hidden = false; data.button.enabled = true; data.button.tooltip = ""; data.button.caption = ""; } if (g_SelectionPanels[guiName].setupButton && !g_SelectionPanels[guiName].setupButton(data)) continue; // TODO: we should require all entities to have icons, so this case never occurs if (data.icon && !data.icon.sprite) data.icon.sprite = "BackgroundBlack"; } // Hide any buttons we're no longer using for (let i = numberOfItems; i < g_unitPanelButtons[guiName]; ++i) if (g_SelectionPanels[guiName].hideItem) g_SelectionPanels[guiName].hideItem(i, rowLength); else Engine.GetGUIObjectByName("unit" + guiName + "Button[" + i + "]").hidden = true; g_unitPanelButtons[guiName] = numberOfItems; g_SelectionPanels[guiName].used = true; } /** * Updates the selection panels where buttons are supposed to * depend on the context. * Runs in the main session loop via updateSelectionDetails(). * Delegates to setupUnitPanel to set up individual subpanels, * appropriately activated depending on the selected unit's state. * * @param entStates Entity states of the selected units * @param supplementalDetailsPanel Reference to the * "supplementalSelectionDetails" GUI Object * @param commandsPanel Reference to the "commandsPanel" GUI Object */ function updateUnitCommands(entStates, supplementalDetailsPanel, commandsPanel) { for (let panel in g_SelectionPanels) g_SelectionPanels[panel].used = false; // Get player state to check some constraints // e.g. presence of a hero or build limits. let playerStates = GetSimState().players; let playerState = playerStates[Engine.GetPlayerID()]; setupUnitPanel("Selection", entStates, playerStates[entStates[0].player]); // Command panel always shown for it can contain commands // for which the entity does not need to be owned. setupUnitPanel("Command", entStates, playerState); if (g_IsObserver || entStates.every(entState => controlsPlayer(entState.player) && (!entState.identity || entState.identity.controllable)) || playerState.controlsAll) { for (let guiName of g_PanelsOrder) { if (g_SelectionPanels[guiName].conflictsWith && g_SelectionPanels[guiName].conflictsWith.some(p => g_SelectionPanels[p].used)) continue; setupUnitPanel(guiName, entStates, playerStates[entStates[0].player]); } supplementalDetailsPanel.hidden = false; commandsPanel.hidden = false; } else if (playerState.isMutualAlly[entStates[0].player]) { // TODO if there's a second panel needed for a different player // we should consider adding the players list to g_SelectionPanels setupUnitPanel("Garrison", entStates, playerState); supplementalDetailsPanel.hidden = !g_SelectionPanels.Garrison.used; commandsPanel.hidden = true; } else { supplementalDetailsPanel.hidden = true; commandsPanel.hidden = true; } // Hides / unhides Unit Panels (panels should be grouped by type, not by order, but we will leave that for another time) for (let panelName in g_SelectionPanels) Engine.GetGUIObjectByName("unit" + panelName + "Panel").hidden = !g_SelectionPanels[panelName].used; } // Force hide commands panels function hideUnitCommands() { for (var panelName in g_SelectionPanels) Engine.GetGUIObjectByName("unit" + panelName + "Panel").hidden = true; } // Get all of the available entities which can be trained by the selected entities function getAllTrainableEntities(selection) { let trainableEnts = []; // Get all buildable and trainable entities for (let ent of selection) { let state = GetEntityState(ent); if (state?.trainer?.entities?.length) { if (!state.production) warn("Trainer without Production Queue found: " + ent + "."); trainableEnts = trainableEnts.concat(state.trainer.entities); } } // Remove duplicates removeDupes(trainableEnts); return trainableEnts; } function getAllTrainableEntitiesFromSelection() { if (!g_allTrainableEntities) g_allTrainableEntities = getAllTrainableEntities(g_Selection.toList()); return g_allTrainableEntities; } // Get all of the available entities which can be built by the selected entities function getAllBuildableEntities(selection) { return Engine.GuiInterfaceCall("GetAllBuildableEntities", { "entities": selection }); } function getAllBuildableEntitiesFromSelection() { if (!g_allBuildableEntities) g_allBuildableEntities = getAllBuildableEntities(g_Selection.toList()); return g_allBuildableEntities; } function getNumberOfRightPanelButtons() { var sum = 0; for (let prop of ["Construction", "Training", "Pack", "Gate", "Upgrade"]) if (g_SelectionPanels[prop].used) sum += g_unitPanelButtons[prop]; return sum; }