Prioritize least busy buildings for hotkey training commands

getTotalQueueTime(queue) calculates total remaining
queue time of a production building.
getBuildingsSortedByQueueTime(entities), sorts building selection
by their queued training time and filter invalid entities
Removes the resource availability guard from the Training selection
panel onPress handler to align mouse interaction with hotkey behavior
This commit is contained in:
guerringuerrin 2026-03-18 19:05:12 -03:00
parent 1250ca1dac
commit 3922a7ee0a
2 changed files with 42 additions and 8 deletions

View file

@ -1596,6 +1596,34 @@ function updateDefaultBatchSize()
g_BatchSize = getDefaultBatchTrainingSize();
}
/**
* Calculates the total remaining production queue time of a building.
*/
function getTotalQueueTime(queue)
{
return queue.reduce((sum, item) => sum + (item.timeRemaining ?? item.timeTotal ?? 0), 0);
}
/**
* Returns the given production building selection sorted by their current
* queued training time, from lowest to highest.
* Invalid entities or entities without a valid production queue are filtered out.
*/
function getBuildingsSortedByQueueTime(entities)
{
return entities.map(entity =>
{
const state = GetEntityState(entity);
const queue = state?.production?.queue;
if (!Array.isArray(queue))
return null;
return {
"entity": entity,
"totalQueueTime": getTotalQueueTime(queue)
};
}).filter(data => data !== null).sort((a, b) => a.totalQueueTime - b.totalQueueTime).map(building => building.entity);
}
/**
* 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.
@ -1628,6 +1656,7 @@ function addTrainingToQueue(selection, trainEntType, playerState)
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))
{
@ -1678,14 +1707,14 @@ function addTrainingToQueue(selection, trainEntType, playerState)
}
else
{
let buildingsForTraining = appropriateBuildings;
let sortedBuildingsForTraining = getBuildingsSortedByQueueTime(appropriateBuildings);
if (canBeAddedCount !== undefined)
buildingsForTraining = buildingsForTraining.slice(0, canBeAddedCount);
sortedBuildingsForTraining = sortedBuildingsForTraining.slice(0, canBeAddedCount);
Engine.PostNetworkCommand({
"type": "train",
"template": trainEntType,
"count": 1,
"entities": buildingsForTraining,
"entities": sortedBuildingsForTraining,
"pushFront": Engine.HotkeyIsPressed("session.pushorderfront")
});
}
@ -1734,6 +1763,12 @@ function flushTrainingBatch()
{
const batchedSize = g_NumberOfBatches * getBatchTrainingSize();
const appropriateBuildings = getBuildingsWhichCanTrainEntity(g_BatchTrainingEntities, g_BatchTrainingType);
// Sort buildings by queued training time so that, if some training
// commands fail due to resource or entity limits, units are assigned
// to the least busy buildings first.
const sortedBuildings = getBuildingsSortedByQueueTime(appropriateBuildings);
// If training limits don't allow us to train batchedSize in each appropriate structure.
if (g_BatchTrainingEntityAllowedCount !== undefined &&
g_BatchTrainingEntityAllowedCount < batchedSize * appropriateBuildings.length)
@ -1742,7 +1777,7 @@ function flushTrainingBatch()
const buildingsCountToTrainFullBatch = Math.floor(g_BatchTrainingEntityAllowedCount / batchedSize);
Engine.PostNetworkCommand({
"type": "train",
"entities": appropriateBuildings.slice(0, buildingsCountToTrainFullBatch),
"entities": sortedBuildings.slice(0, buildingsCountToTrainFullBatch),
"template": g_BatchTrainingType,
"count": batchedSize,
"pushFront": Engine.HotkeyIsPressed("session.pushorderfront")
@ -1753,7 +1788,7 @@ function flushTrainingBatch()
if (remainer)
Engine.PostNetworkCommand({
"type": "train",
"entities": [appropriateBuildings[buildingsCountToTrainFullBatch]],
"entities": [sortedBuildings[buildingsCountToTrainFullBatch]],
"template": g_BatchTrainingType,
"count": remainer,
"pushFront": Engine.HotkeyIsPressed("session.pushorderfront")
@ -1762,7 +1797,7 @@ function flushTrainingBatch()
else
Engine.PostNetworkCommand({
"type": "train",
"entities": appropriateBuildings,
"entities": sortedBuildings,
"template": g_BatchTrainingType,
"count": batchedSize,
"pushFront": Engine.HotkeyIsPressed("session.pushorderfront")

View file

@ -1035,8 +1035,7 @@ g_SelectionPanels.Training = {
data.button.onPress = function()
{
if (!neededResources)
addTrainingToQueue(unitIds, data.item, data.playerState);
addTrainingToQueue(unitIds, data.item, data.playerState);
};
const showTemplateFunc = () => { showTemplateDetails(data.item, data.playerState.civ); };