0ad/binaries/data/mods/public/gui/session/selection.js

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// Limits selection size
var g_MaxSelectionSize = 300;
// Alpha value of hovered/mouseover/highlighted selection overlays
// (should probably be greater than always visible alpha value,
// see CCmpSelectable)
var g_HighlightedAlpha = 0.75;
function _setHighlight(ents, alpha, selected)
{
if (ents.length)
Engine.GuiInterfaceCall("SetSelectionHighlight", { "entities": ents, "alpha": alpha, "selected": selected });
}
function _setStatusBars(ents, enabled)
{
if (!ents.length)
return;
Engine.GuiInterfaceCall("SetStatusBars", {
"entities": ents,
"enabled": enabled,
"showRank": Engine.ConfigDB_GetValue("user", "gui.session.rankabovestatusbar") == "true",
"showExperience": Engine.ConfigDB_GetValue("user", "gui.session.experiencestatusbar") == "true"
});
}
function _setMotionOverlay(ents, enabled, motionDebugOverlay, force = false)
{
if (!force && !motionDebugOverlay)
return;
// Get entities plus their formation controllers (if any)
const resultSet = new Set();
for (const ent of ents)
{
resultSet.add(ent);
const entState = GetEntityState(ent);
if (entState?.unitAI?.formationController)
{
resultSet.add(entState.unitAI.formationController);
}
}
if (resultSet.size)
Engine.GuiInterfaceCall("SetMotionDebugOverlay", {
"entities": resultSet,
"enabled": enabled
});
}
function _playSound(ent)
{
Engine.GuiInterfaceCall("PlaySound", { "name": "select", "entity": ent });
}
/**
* EntityGroups class for managing grouped entities
*/
function EntityGroups()
{
this.groups = {};
this.ents = {};
}
EntityGroups.prototype.reset = function()
{
this.groups = {};
this.ents = {};
};
EntityGroups.prototype.add = function(ents)
{
for (const ent of ents)
{
if (this.ents[ent])
continue;
var entState = GetEntityState(ent);
// When this function is called during group rebuild, deleted
// entities will not yet have been removed, so entities might
// still be present in the group despite not existing.
if (!entState)
continue;
Optimise GetEntityState GetEntityState is a performance-critical function in the GUI when a large number of units are selected. The goal of this patch is to increase the efficiency of it without modifying the returned states visible to rest of the GUI in any way (it renames a few properties of entities states or moves them around, but the information they contain and the way to access it remain the complete same) As explained the comments, certain parts (the template data) of an entity state are "predictable" and can be reused between entities with the same template. What one has to account for, however, is that values of the template data can be modified. This happens on two different levels: Firstly, player-wide modifications, which apply to all entities owned by that player. This includes stuff like bonuses from researched techs, civs bonuses, team bonuses. And secondly, entity-local modifications, which apply to individual entities. This includes buffs or debuffs from status effects or auras (of other entities). So we can construct a whole entity state by first just computing the dynamic state (stuff like current hitpoints, which differs from entity to entity) and then adding the (potentially already cached) template data to it, which can be reused between entities with the same template and owning player. And then overwrite the values affected by entity-local modifications, which are usually just a few and even they can be cached and reused for entities with the same owning player, template, and entity-local modifications (identified by the "modifications ID"). This saves the effort of retrieving/computing a ton of data each turn and also saves the time it takes the engine to clone the data from the simulation to the GUI (as the return value of the GUI interface call), which previously took just as long as retrieving the entity states themselves. Since only the dynamic state is read from the components, a number of small getter methods have become unused; they are kept (for now at least) since they might be useful again in the future or for mods.
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var templateName = entState.templateName;
var key = GetTemplateData(templateName, entState.player).selectionGroupName || templateName;
// Group the ents by player and template
if (entState.player !== undefined)
key = "p" + entState.player + "&" + key;
if (this.groups[key])
this.groups[key] += 1;
else
this.groups[key] = 1;
this.ents[ent] = key;
}
};
EntityGroups.prototype.removeEnt = function(ent)
{
var key = this.ents[ent];
// Remove the entity
delete this.ents[ent];
--this.groups[key];
// Remove the entire group
if (this.groups[key] == 0)
delete this.groups[key];
};
EntityGroups.prototype.rebuildGroup = function(renamed)
{
var oldGroup = this.ents;
this.reset();
var toAdd = [];
for (var ent in oldGroup)
toAdd.push(renamed[ent] ? renamed[ent] : +ent);
this.add(toAdd);
};
EntityGroups.prototype.getCount = function(key)
{
return this.groups[key];
};
EntityGroups.prototype.getTotalCount = function()
{
let totalCount = 0;
for (const key in this.groups)
totalCount += this.groups[key];
return totalCount;
};
EntityGroups.prototype.getKeys = function()
{
// Preserve order even when shuffling units around
// Can be optimized by moving the sorting elsewhere
return Object.keys(this.groups).sort();
};
EntityGroups.prototype.getEntsByKey = function(key)
{
var ents = [];
for (var ent in this.ents)
if (this.ents[ent] == key)
ents.push(+ent);
return ents;
};
/**
* get a list of entities grouped by a key
*/
EntityGroups.prototype.getEntsGrouped = function()
{
return this.getKeys().map(key => ({
"ents": this.getEntsByKey(key),
"key": key
}));
};
/**
* Gets all ents in every group except ones of the specified group
*/
EntityGroups.prototype.getEntsByKeyInverse = function(key)
{
var ents = [];
for (var ent in this.ents)
if (this.ents[ent] != key)
ents.push(+ent);
return ents;
};
/**
* EntitySelection class for managing the entity selection list and the primary selection
*/
function EntitySelection()
{
// Private properties:
this.selected = new Set();
// For mouseover-highlighted entity IDs in these.
this.highlighted = new Set();
this.motionDebugOverlay = false;
// Public properties:
this.dirty = false; // set whenever the selection has changed
this.groups = new EntityGroups();
this.UpdateFormationSelectionBehaviour();
registerConfigChangeHandler(changes =>
{
if (changes.has("gui.session.selectformationasone"))
this.UpdateFormationSelectionBehaviour();
});
}
EntitySelection.prototype.UpdateFormationSelectionBehaviour = function()
{
this.SelectFormationAsOne = Engine.ConfigDB_GetValue("user", "gui.session.selectformationasone") == "true";
};
/**
* Deselect everything but entities of the chosen type.
*/
EntitySelection.prototype.makePrimarySelection = function(key)
{
const ents = this.groups.getEntsByKey(key);
this.reset();
this.addList(ents, false, false, false);
};
/**
* Deselect entities of the chosen type.
*/
EntitySelection.prototype.removeGroupFromSelection = function(key)
{
this.removeList(this.groups.getEntsByKey(key), false);
};
/**
* Get a list of the template names
*/
EntitySelection.prototype.getTemplateNames = function()
{
const templateNames = [];
for (const ent of this.selected)
{
const entState = GetEntityState(ent);
if (entState)
Optimise GetEntityState GetEntityState is a performance-critical function in the GUI when a large number of units are selected. The goal of this patch is to increase the efficiency of it without modifying the returned states visible to rest of the GUI in any way (it renames a few properties of entities states or moves them around, but the information they contain and the way to access it remain the complete same) As explained the comments, certain parts (the template data) of an entity state are "predictable" and can be reused between entities with the same template. What one has to account for, however, is that values of the template data can be modified. This happens on two different levels: Firstly, player-wide modifications, which apply to all entities owned by that player. This includes stuff like bonuses from researched techs, civs bonuses, team bonuses. And secondly, entity-local modifications, which apply to individual entities. This includes buffs or debuffs from status effects or auras (of other entities). So we can construct a whole entity state by first just computing the dynamic state (stuff like current hitpoints, which differs from entity to entity) and then adding the (potentially already cached) template data to it, which can be reused between entities with the same template and owning player. And then overwrite the values affected by entity-local modifications, which are usually just a few and even they can be cached and reused for entities with the same owning player, template, and entity-local modifications (identified by the "modifications ID"). This saves the effort of retrieving/computing a ton of data each turn and also saves the time it takes the engine to clone the data from the simulation to the GUI (as the return value of the GUI interface call), which previously took just as long as retrieving the entity states themselves. Since only the dynamic state is read from the components, a number of small getter methods have become unused; they are kept (for now at least) since they might be useful again in the future or for mods.
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templateNames.push(entState.templateName);
}
return templateNames;
};
/**
* Update the selection to take care of changes (like units that have been killed).
*/
EntitySelection.prototype.update = function()
{
this.checkRenamedEntities();
const controlsAll = g_SimState.players[g_ViewedPlayer] && g_SimState.players[g_ViewedPlayer].controlsAll;
const removeOwnerChanges = !g_IsObserver && !controlsAll && this.selected.size > 1;
let changed = false;
for (const ent of this.selected)
{
const entState = GetEntityState(ent);
if (!entState)
{
this.selected.delete(ent);
this.groups.removeEnt(ent);
changed = true;
continue;
}
// Remove non-visible units (e.g. moved back into fog-of-war)
// At the next update, mirages will be renamed to the real
// entity they replace, so just ignore them now
// Futhermore, when multiple selection, remove units which have changed ownership
if (entState.visibility == "hidden" && !entState.mirage ||
removeOwnerChanges && entState.player != g_ViewedPlayer)
{
// Disable any highlighting of the disappeared unit
_setHighlight([ent], 0, false);
_setStatusBars([ent], false);
_setMotionOverlay([ent], false, this.motionDebugOverlay);
this.selected.delete(ent);
this.groups.removeEnt(ent);
changed = true;
continue;
}
}
// Refresh the motion overlay
if (this.motionDebugOverlay)
_setMotionOverlay([...this.selected], true, this.motionDebugOverlay);
if (changed)
this.onChange();
};
/**
* Update selection if some selected entities were renamed
* (in case of unit promotion or finishing building structure)
*/
EntitySelection.prototype.checkRenamedEntities = function()
{
var renamedEntities = Engine.GuiInterfaceCall("GetRenamedEntities");
if (renamedEntities.length > 0)
{
var renamedLookup = {};
for (const renamedEntity of renamedEntities)
renamedLookup[renamedEntity.entity] = renamedEntity.newentity;
// Reconstruct the selection if at least one entity has been renamed.
for (const renamedEntity of renamedEntities)
if (this.selected.has(renamedEntity.entity))
{
this.rebuildSelection(renamedLookup);
return;
}
}
};
/**
* Add entities to selection. Play selection sound unless quiet is true
*/
EntitySelection.prototype.addList = function(ents, quiet, force = false, addFormationMembers = true)
{
force = force || g_SimState.players[g_ViewedPlayer]?.controlsAll;
// If someone else's player is the sole selected unit, don't allow adding to the selection.
const firstEntState = this.selected.size == 1 && GetEntityState(this.getFirstSelected());
if (firstEntState && firstEntState.player != g_ViewedPlayer && !force)
return;
const added = [];
for (const ent of addFormationMembers ? this.addFormationMembers(ents) : ents)
{
if (this.selected.size >= g_MaxSelectionSize)
break;
if (this.selected.has(ent))
continue;
const entState = GetEntityState(ent);
if (!entState)
continue;
const isUnowned = g_ViewedPlayer != -1 && entState.player != g_ViewedPlayer ||
g_ViewedPlayer == -1 && entState.player == 0;
if (isUnowned && (ents.length > 1 || this.selected.size) && !force)
continue;
added.push(ent);
this.selected.add(ent);
}
_setHighlight(added, 1, true);
_setStatusBars(added, true);
_setMotionOverlay(added, this.motionDebugOverlay, this.motionDebugOverlay);
if (added.length)
{
// Play the sound if the entity is controllable by us or Gaia-owned.
var owner = GetEntityState(added[0]).player;
if (!quiet && (controlsPlayer(owner) || g_IsObserver || owner == 0))
_playSound(added[0]);
}
this.groups.add(this.toList()); // Create Selection Groups
this.onChange();
};
/**
* @param {number[]} ents - The entities to remove.
* @param {boolean} addFormationMembers - If true we need to add formation members.
*/
EntitySelection.prototype.removeList = function(ents, addFormationMembers = true)
{
const removed = [];
for (const ent of addFormationMembers ? this.addFormationMembers(ents) : ents)
if (this.selected.has(ent))
{
this.groups.removeEnt(ent);
removed.push(ent);
this.selected.delete(ent);
}
_setHighlight(removed, 0, false);
_setStatusBars(removed, false);
_setMotionOverlay(removed, false, this.motionDebugOverlay);
this.onChange();
};
EntitySelection.prototype.reset = function()
{
_setHighlight(this.toList(), 0, false);
_setStatusBars(this.toList(), false);
_setMotionOverlay(this.toList(), false, this.motionDebugOverlay);
this.selected.clear();
this.groups.reset();
this.onChange();
};
EntitySelection.prototype.rebuildSelection = function(renamed)
{
const toAdd = [];
for (const ent of this.selected)
toAdd.push(renamed[ent] || ent);
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this.reset();
this.addList(toAdd, true); // don't play selection sounds
};
EntitySelection.prototype.getFirstSelected = function()
{
for (const ent of this.selected)
return ent;
return undefined;
};
/**
* TODO: This array should not be recreated every call
*/
EntitySelection.prototype.toList = function()
{
return Array.from(this.selected);
};
/**
* @return {number} - The number of entities selected.
*/
EntitySelection.prototype.size = function()
{
return this.selected.size;
};
EntitySelection.prototype.find = function(condition)
{
for (const ent of this.selected)
if (condition(ent))
return ent;
return null;
};
/**
* @param {function} condition - A function.
* @return {number[]} - The entities passing the condition.
*/
EntitySelection.prototype.filter = function(condition)
{
const result = [];
for (const ent of this.selected)
if (condition(ent))
result.push(ent);
return result;
};
EntitySelection.prototype.setHighlightList = function(entities)
{
const highlighted = new Set();
const ents = this.addFormationMembers(entities);
for (const ent of ents)
highlighted.add(ent);
const removed = [];
const added = [];
// Remove highlighting for the old units that are no longer highlighted
// (excluding ones that are actively selected too).
for (const ent of this.highlighted)
if (!highlighted.has(ent) && !this.selected.has(ent))
removed.push(ent);
// Add new highlighting for units that aren't already highlighted.
for (const ent of ents)
if (!this.highlighted.has(ent) && !this.selected.has(ent))
added.push(ent);
_setHighlight(removed, 0, false);
_setStatusBars(removed, false);
_setHighlight(added, g_HighlightedAlpha, true);
_setStatusBars(added, true);
this.highlighted = highlighted;
};
EntitySelection.prototype.SetMotionDebugOverlay = function(enabled)
{
this.motionDebugOverlay = enabled;
_setMotionOverlay(this.toList(), enabled, this.motionDebugOverlay, true);
};
EntitySelection.prototype.onChange = function()
{
this.dirty = true;
if (this.isSelection)
onSelectionChange();
};
EntitySelection.prototype.selectAndMoveTo = function(entityID)
{
const entState = GetEntityState(entityID);
if (!entState || !entState.position)
return;
this.reset();
this.addList([entityID]);
setCameraFollow(entityID);
};
/**
* Adds the formation members of a selected entities to the selection.
* @param {number[]} entities - The entity IDs of selected entities.
* @return {number[]} - Some more entity IDs if part of a formation was selected.
*/
EntitySelection.prototype.addFormationMembers = function(entities)
{
if (!entities.length || !this.SelectFormationAsOne || Engine.HotkeyIsPressed("selection.singleselection"))
return entities;
const result = new Set(entities);
for (const entity of entities)
{
const entState = GetEntityState(+entity);
if (entState?.unitAI?.formationController)
for (const member of GetEntityState(+entState.unitAI.formationController).formation.members)
result.add(member);
}
return result;
};
/**
* Cache some quantities which depends only on selection
*/
var g_Selection = new EntitySelection();
g_Selection.isSelection = true;
var g_canMoveIntoFormation = {};
var g_allBuildableEntities;
var g_allTrainableEntities;
// Reset cached quantities
function onSelectionChange()
{
g_canMoveIntoFormation = {};
g_allBuildableEntities = undefined;
g_allTrainableEntities = undefined;
}
/**
* EntityGroupsContainer class for managing grouped entities
*/
function EntityGroupsContainer()
{
this.groups = [];
for (var i = 0; i < 10; ++i)
this.groups[i] = new EntityGroups();
}
/**
* Add entities to a group.
* @param {string} groupName - The number of the group to add the entities to.
* @param {number[]} ents - The entities to add to the group.
*/
EntityGroupsContainer.prototype.addEntities = function(groupName, ents)
{
if (Engine.ConfigDB_GetValue("user", "gui.session.disjointcontrolgroups") == "true")
for (const ent of ents)
for (const group of this.groups)
if (ent in group.ents)
group.removeEnt(ent);
this.groups[groupName].add(ents);
};
EntityGroupsContainer.prototype.update = function()
{
this.checkRenamedEntities();
for (const group of this.groups)
for (var ent in group.ents)
{
var entState = GetEntityState(+ent);
// Remove deleted units
if (!entState)
group.removeEnt(ent);
}
};
/**
* Update control group if some entities in the group were renamed
* (in case of unit promotion or finishing building structure)
*/
EntityGroupsContainer.prototype.checkRenamedEntities = function()
{
var renamedEntities = Engine.GuiInterfaceCall("GetRenamedEntities");
if (renamedEntities.length > 0)
{
var renamedLookup = {};
for (const renamedEntity of renamedEntities)
renamedLookup[renamedEntity.entity] = renamedEntity.newentity;
for (const group of this.groups)
for (const renamedEntity of renamedEntities)
// Reconstruct the group if at least one entity has been renamed.
if (renamedEntity.entity in group.ents)
{
group.rebuildGroup(renamedLookup);
break;
}
}
};
var g_Groups = new EntityGroupsContainer();