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302 commits

Author SHA1 Message Date
Atrik
91a37e32f6 Sort units spatially for freehand selection
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2026-07-30 17:19:39 +02:00
Atrik
dc6da217fd Enable using SelectionBox for targeting
Introduce a new  input, a command handler and adapt
UnitAI to handle arrays of targets in a single order
2026-07-30 17:19:39 +02:00
mehmed-faheim-arslan
39b1311fac Allow players to set rally points on allied buildings
Instead of storing a single flat list of positions and data per
building, RallyPoint now stores them keyed by player ID. This lets
mutual allies independently set and display rally points on each
other's structures.

The GUI now allows selecting allied buildings with a rally point
and only shows the viewing player's own rally point data.
GuiInterface gets an OnUpdate handler to keep displayed positions
in sync when rally point targets move.

GetRallyPointCommands now takes raw position and data arrays instead
of a component reference. The network command field is also renamed
from "entities" to "structures".

Fixes #3115
2026-06-10 00:09:48 +02:00
guerringuerrin
3922a7ee0a 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
2026-05-27 10:29:08 -03:00
Vantha
64de934dd3 Revamp the cinema GUI code
This patch introduces a new class for managing the cinema overlay (two
black bars) and cutscene mode. This makes it more extensible for the
future, e.g. allowing to display text on the bars.
Since <include> elements can only be placed inside an <object>, this
patch needs to restructure session.xml a bit and also adds some
explanation comments while at it.
2026-03-03 11:25:52 +01:00
guerringuerrin
1b814afd6c Integration of AutoCiv hotkeys for placing buildings, cycling through buildings, and selecting all units of certain class.
Simplify building selection hotkeys to use template basename instead of full path
Allow Shift hotkey to add buildings in cyclic selection hotkeys and also units in unit class selection hotkeys
Add support for remove unit class from selection
2026-02-04 08:09:45 -03:00
Dunedan
93ce94655d
Use @stylistic/brace-style for eslint
Up to now `eslint-plugin-brace-rules` was used to enforce a common brace
style for JavaScript code. This plugin was however updated the last time
over 9 years ago and will be incompatible with ESLint v10, as that
[removes `context.getSourceCode()`][1], the plugin relies on.

To keep the eslint config working with ESLint v10, this replaces
`eslint-plugin-brace-rules` with the [`@stylistic/brace-style`][2] rule
from `@stylistic/eslint-plugin`, a package we already use.

While `@stylistic/brace-style` doesn't offer an option to format braces
in exactly the same way as before, the "allman" style seems to be the
one closest to the existing code.

[1]: https://eslint.org/blog/2025/11/eslint-v10.0.0-alpha.0-released/#removed-deprecated-rule-context-members
[2]: https://eslint.style/rules/brace-style
2026-01-12 21:33:52 +01:00
phosit
582541ea80 Enable eslint rule 'no-useless-assignment'
Enable rule 'no-useless-assignment' [1] and fix violations.

[1] https://eslint.org/docs/latest/rules/no-useless-assignment
2025-08-01 11:26:40 +02:00
Vantha
fd847c2a23
Refactor GUI object resizing JS code passages
It is possible to modify sizes by setting the properties directly.
(Without having to create a copy of it)
This allows to shorten those passages quite a bit without any functional change.
2025-06-17 12:57:37 -05:00
Ralph Sennhauser
57e72b01ae
Enable eslint rule 'no-case-declarations'
Enable recommended rule 'no-case-declarations' [1] and manually fix violations.

[1] https://eslint.org/docs/latest/rules/no-case-declarations

Ref: #8068
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-06-17 11:44:28 +02:00
Ralph Sennhauser
f3ac9e9669
Fix eslint rule 'default-case'
Manual fixes needed for:
eslint --no-config-lookup --rule '"default-case": 1'

Ref: #7812
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-05-28 19:24:50 +02:00
Ralph Sennhauser
7eeb8a6f9f
Fix eslint rule 'prefer-const' in gui/session/input+
eslint --no-config-lookup --fix --rule '"prefer-const": 1' \
    binaries/data/mods/public/gui/session/input.js \
    binaries/data/mods/public/gui/session/session.js

Ref: #7812
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-05-10 16:43:01 +02:00
Ralph Sennhauser
b6df170303
Fix eslint indent rule
eslint --no-config-lookup --fix --rule 'indent:  ["warn", "tab", { "outerIIFEBody": 0, }]'

Ref: #7812
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-05-03 09:39:58 +02:00
Vantha
960bd5eace Unique network transmission handling of flares
This patch addresses issues concerning a1796ed71f:

Allow for a more elegant implementation of observer flares.
And still display flares even if the sender is lagging behind:
Split off flares from simulation commands.
Remove the new, problematic 'observer commands' entirely.
Provide an engine function 'SendNetworkFlare' to the JS interface.
-> which sets off the (pretty ordinary) transmission process.
Add a new type of net messages exclusively for flares
-> contains the flare's position and its sender's GUID.
2024-12-16 18:03:25 +01:00
Vantha
75205699d0 Disable flaring during replays
Correct unintended behaviour introduced in a1796ed71f.
2024-12-16 18:03:25 +01:00
Vantha
a1796ed71f Enable observers to see and send flares
This patch gives observers the possibility to see and send flares.
Players keep their color after resigning and "true" observers flare in white.
Observers render all flares; the ones sent by any player or observer.
Player continue to only see their allies' flares.
The flare notification option is converted into a dropdown.
-> adding the possibility to only receive them as observer.
2024-11-14 11:58:15 +01:00
Vantha
64b1efddf4 Add chat notifications for flares
- Players now receive flare chat notifications mentioning the sender's name.
- Clicking the notification moves the camera to the flare's location.
- The feature can be toggled in the game options and is enabled by default.

Fixes #6212
2024-10-19 10:07:30 +02:00
Freagarach
fc04e849ca Use position for positions in unit_commands.js.
Replacing `target` by `position` where applicable.
It gave errors when following a player who flared.

Reported by: @Langbart
Differential revision: https://code.wildfiregames.com/D4824
Comment by: @Silier
Fixes #6303

This was SVN commit r27315.
2022-12-29 11:55:13 +00:00
Stan
a2df854547 Fix extra parenthesis in d0b2168879.
This was SVN commit r26845.
2022-05-01 15:27:33 +00:00
Angen
d0b2168879 Add Mouse drag to options
Allow to modify pixel distance when mouse input is detected as drag e.g.
for selection box.

Differential revision: D4624
Refs: #6506
Comments by: @vladislavbelow @Freagarach
Tested by: @psypherium
This was SVN commit r26843.
2022-05-01 10:50:23 +00:00
Angen
7765393908 Shift group hotkeys to map 1 - 10 instead 0 - 9
Number groups from 1 - 10 replacing group 0 with group 10 for default
hotkey 0.

Differential revision: D4615
Reviewed by: @Langbart
Fixes: #6509

This was SVN commit r26837.
2022-04-28 17:03:58 +00:00
Freagarach
0005976b2b Fix selecting multiple entities and training.
Fixes a visual bug where selecting a trainer and a non-trainer counted
as two.

Introduced in 0c4f59d0a7
Reported by Purgator_ on the forums:
https://wildfiregames.com/forum/topic/67583-[[SVN:26182]]-ui-logic-bug.
Differential revision: https://code.wildfiregames.com/D4432
Tested by: @Langbart
Fixes: #6415

This was SVN commit r26220.
2022-01-15 13:42:15 +00:00
Freagarach
dfd9560748 Put the formation-selection feature behind a config.
Since it needs a better UX. (Introduced in a70a20fd42.)
Users can choose to still use it.

Differential revision: https://code.wildfiregames.com/D4360
Comment by: @wowgetoffyourcellphone
This was SVN commit r26076.
2021-12-15 08:07:59 +00:00
Freagarach
f1f744702b Rename "ElevationBonus" and "Delay" to "Origin" and "EffectDelay", respectively.
`ElevationBonus` is vague, as discussions proved. Therefore it is
renamed to `Origin`, which, describes better what the value stands for.
`Delay` is also quite vague, so renamed to `EffectDelay`.

Differential revision: https://code.wildfiregames.com/D2016
Comments by: @bb, @nani, @Nescio, @Silier, @Stan, @wraitii
This was SVN commit r26074.
2021-12-15 07:42:06 +00:00
Freagarach
0c4f59d0a7 Split tasks from ProductionQueue.
The task of the production queue should first and foremost be that; a
queue for production items.
Hence, the specifics of training/researching are delegated to specific
components.

As a side effect, this improves the test coverage and fixes:
- Resource not refunding when hitting the entity limit. Introduced in
b8758c8941.
- Autoqueue changing when unable to spawn. Introduced in 956b3f96db.

Modders can change their templates using
https://code.wildfiregames.com/P256.

Differential revision: https://code.wildfiregames.com/D4333
Fixes: #6363
Comments by: @Silier
Refs. #6364

This was SVN commit r26000.
2021-11-16 07:08:39 +00:00
Freagarach
75aa2091b7 Allow to push items to the front of the ProductionQueue.
Refs. #6104
Differential revision: https://code.wildfiregames.com/D4241
Comments by: @bb, @Langbart, @Stan
This was SVN commit r25958.
2021-10-10 19:07:42 +00:00
Freagarach
a70a20fd42 Select formations as a whole by default.
One can override this behaviour by using a hotkey when (de)selecting
entities.
The aim of this system is to reduce micromanagement a bit.

Differential revision: https://code.wildfiregames.com/D2175
Comments by: @Angen, @azayrahmad, @Langbart, @marder, @Stan,
@submariner, @wowgetoffyourcellphone, @wraitii
Refs. #4545

This was SVN commit r25939.
2021-09-24 06:11:10 +00:00
Freagarach
bd24a30567 Move camera to holder when moving to grouped units.
Instead of doing nothing.

Differential revision: https://code.wildfiregames.com/D4242
Reviewed by: @bb
Fixes: #5863
Comment by: @Langbart
This was SVN commit r25893.
2021-09-04 05:25:42 +00:00
Freagarach
4b1270f841 Implement "Call to the Arms"-button.
This allows a player to task entities to drop off their resources and
subsequently attack-move to a specified location with one button.

Patch by: @JCWasmx86
Icon by: @Stan
Differential revision: https://code.wildfiregames.com/D4149
Fixes: #1364
Comments by: @Langbart
Based on a patch by: @Freagarach (https://code.wildfiregames.com/D1868)
This was SVN commit r25868.
2021-08-28 05:52:37 +00:00
Imarok
dd779872c4 Small tweak of map flare characteristics
Refs #3491

Differential Revision: https://code.wildfiregames.com/D4099
This was SVN commit r25783.
2021-06-12 22:35:30 +00:00
Imarok
8e63a0322c Map flares
Add flaring on the map and resize the minimap buttons.
Target marker and button by Stan.
Reviewed/Commented by wraitii, elexis, vladislavbelov
Refs: #3491
Refs: #57

Differential Revision: https://code.wildfiregames.com/D1751
This was SVN commit r25691.
2021-06-05 17:37:18 +00:00
Freagarach
4195205904 Use a set for the selection internals.
Avoids recreating an object and frequent casting.
Allows some optimisations.
Simplifies some calls.

Differential revision: https://code.wildfiregames.com/D3934
Comment by: @Stan
This was SVN commit r25460.
2021-05-18 15:56:47 +00:00
Freagarach
fb3e9ad96e Play a sound when there are no idle entities.
If there are no idle units and the idle-unit hotkey is pressed there is
now a sound played.
Beneficial when there are already units selected since selection doesn't
change.

Sound courtesy of @Samualis.

Refs. #5360
Based on a patch by: @cpc
Differential revision: https://code.wildfiregames.com/D1692
Comments by: @asterix, @smiley, @Stan, @vladislavbelov
This was SVN commit r25287.
2021-04-18 08:10:00 +00:00
Freagarach
e17cd7754e Split hotkeys of turrets.
Following 21e866fcf0.
Also support leaving a turret by using a hotkey.
Currently the hotkeys are by default bound to the same ones as
garrisoning.

Differential revision: D3773
Icons by: @wowgetoffyourcellphone and @Stan.
This was SVN commit r25240.
2021-04-12 12:31:29 +00:00
wraitii
4b46c09222 Do not trigger "HotkeyPress" events when releasing a key.
Follows d0a42f2f00.
Because only the most specific hotkeys can be active at any time,
releasing a key may require re-activating less specific hotkeys.
There were two issues with this behaviour:
- It was buggy, as it only checked one active key, when any still active
key can trigger hotkeys.
- "HotkeyPress" and "HotkeyDown" events where sent, as if the hotkey was
pressed, which was unexpected for most code/users (it is unusual to have
a "Press" event on key release).

This fixes these issues by "silently" re-triggering the hotkeys in such
a case. It also makes it easier for JS code to use "hotkeyPress" instead
of "hotkeyDown" for non-continuous behaviour.

Accepted By: nani
Fixes #6123
Refs #6064 (fixes the problem, but not the code weirdness)

Differential Revision: https://code.wildfiregames.com/D3766
This was SVN commit r25169.
2021-03-31 15:50:25 +00:00
Freagarach
b48cd5244f Fix PushOrderFront with construction.
POF introduced in afd1eaee0d.
Placing foundations takes another route, for which was warned in the
original ticket but not done nonetheless.
This fixes that route.

Differential revision: D3642
Comments by: @wraitii
Fixes #6090

This was SVN commit r25024.
2021-03-07 05:55:57 +00:00
Freagarach
afd1eaee0d Allow players to push orders to the front of the queue.
Differential revision: D3605
This was SVN commit r25020.
2021-03-06 06:12:07 +00:00
wraitii
8c429b9a68 Fix unit-only Attack move.
attackmoveUnit is more specific than attackMove, so since d0a42f2f00
won't fire at the same time. However the GUI code expected that,
breaking it.

Instead, properly check for either attackmove or attackmoveUnit.

Also fix an issue with d0a42f2f00 where hotkeys would be release if
switching to a more specific combination of the same hotkey.

Reported by: snelius
Fixes #5944

Differential Revision: https://code.wildfiregames.com/D3436
This was SVN commit r24752.
2021-01-21 15:58:33 +00:00
Freagarach
9b78b4476e Some cleaning in input.js.
Make linter useful again.

- var -> let
- Linter issues (except default cases for switches).
- Delete unused comments.
- Removed some trailing commas in objects.

Differential revision: D3298
This was SVN commit r24537.
2021-01-11 09:10:38 +00:00
wraitii
59d0885d68 Allow picking a default formation for walk (and walk-like) orders.
This allows choosing a "default formation", which is activated
automatically for units given walk orders (and attack-walk etc.).
Conversely, units in formation that are given a gather/build/... order
are taken out of formation and given the order individually.
The default formation can be selected by right-clicking on any formation
icon.

This leverages formations for walking, where they are quite efficient
(in fact, perhaps too efficient), while circumventing issues with
various orders.

Choosing the "null formation" as the default formation de-activates the
behaviour entirely, and plays out exactly like SVN.

This makes it possible to queue a formation-order then a
noformation-order (i.e. walk then repair), though the behaviour isn't
very flexible.

For modders, it should be relatively easy to change the setup for each
order, and/or to force deactivating/activating formations in general.

Tested by: Freagarach, Angen
Refs #3479, #1791.
Makes #3478 mostly invalid.

Differential Revision: https://code.wildfiregames.com/D2764
This was SVN commit r24480.
2020-12-31 10:04:58 +00:00
vladislavbelov
84c8ec6cf3 Orients toward default angle for snapping to edges when possible
Fixes #5807

Tested By: Freagarach, wowgetoffyourcellphone, wraitii
Differential Revision: https://code.wildfiregames.com/D3238
This was SVN commit r24473.
2020-12-30 21:04:37 +00:00
Freagarach
a79a47effe Allow to limit unit count per match.
This allows to limit the number of times a specific template can be
constructed/trained/created during a match.

Part of:
https://wildfiregames.com/forum/index.php?/topic/27214-borg-expansion-pack-mod-implementation-in-0ad-alpha-24-release/
Refs.
https://wildfiregames.com/forum/topic/24682-champions-and-civilisations-balance-mod-for-a23/

Differential revision: D2411
Reviewed by: @wraitii
Comments by: @Angen, @Stan
This was SVN commit r24468.
2020-12-29 11:00:54 +00:00
Freagarach
e90609fa28 Some cleaning in unit_actions.js.
Let the `hotkeyActionCheck` and `preselectedActionCheck` use the regular
`actionCheck` to reduce duplication.
Save the first able entity used to orderOne.
Removed some functions which were used merely once.
Combined non-target actions with the regular ones.

Differential revision: D3222
Reviewed by: @bb
Comments by: @wraitii
This was SVN commit r24444.
2020-12-24 07:45:42 +00:00
Stan
3392330ee9 Play a sound on invalid building placement.
Comments by: @bb, @Freagarach
Sound by @Samulis

This was SVN commit r24159.
2020-11-11 17:38:59 +00:00
Angen
0bfaedb78d Do not allow upgrading when entity is producing and vice versa.
Before this patch, when entity was upgrading and producing and finished
upgrading before production, production was canceled. That meant player
assumed unit/tech will be ready in certain time but it will not. Also
fixing interference between upgrade and production animations.

Differential Revision: D2652
Reviewed by: bb
Comments by: Stan, Freagarach
Fixes: #5749
Refs: #2706

This was SVN commit r24088.
2020-10-04 10:20:20 +00:00
wraitii
4bed678194 Handle 'orderone' hotkey for constructing buildings and walls
This was missing in 62f07098ea.

Based on a patch by: luiko
Also reported by: serveurix
Tested by: Freagarach
Fixes #5750

Differential Revision: https://code.wildfiregames.com/D2172
This was SVN commit r23830.
2020-07-14 08:04:48 +00:00
Imarok
20ea4b1329 Enable preSelectedi actions on the minimap
Quickly tested by: Stan
Differential Revision: https://code.wildfiregames.com/D2728
This was SVN commit r23653.
2020-05-10 14:22:39 +00:00
Imarok
8e916489d6 Allow "orderone"-hotkey for preselected actions.
Patch By: Freagarach
Refs #5750
Differential Revision: https://code.wildfiregames.com/D2729
This was SVN commit r23651.
2020-05-10 11:11:37 +00:00
Imarok
9306d84905 Show correct action cursor over minimap
Refs: #1847
Differential Revision: https://code.wildfiregames.com/D2718
This was SVN commit r23619.
2020-05-03 10:32:33 +00:00
Imarok
3d306f4760 Minimap → MiniMap and consistent return
Previous version reviewed by: Nescio
Differential Revision: https://code.wildfiregames.com/D2719
This was SVN commit r23616.
2020-05-02 21:04:19 +00:00