0ad/binaries/data/mods/public/gui/session/session.js
phosit a95579a046
Fix UI when connecting to a server fails
When the connection fails, it wasn't possible to close the progress
window.
Now `PollNetworkClient` also resolves the previous promise.
2026-05-17 17:20:37 +02:00

882 lines
25 KiB
JavaScript

const g_IsReplay = Engine.IsVisualReplay();
const g_CivData = loadCivData(false, true);
const g_MapSizes = prepareForDropdown(g_Settings && g_Settings.MapSizes);
const g_MapTypes = prepareForDropdown(g_Settings && g_Settings.MapTypes);
const g_PopulationCapacities = prepareForDropdown(g_Settings && g_Settings.PopulationCapacities);
const g_StartingResources = prepareForDropdown(g_Settings && g_Settings.StartingResources);
const g_VictoryConditions = g_Settings && g_Settings.VictoryConditions;
var g_Ambient;
var g_AutoFormation;
var g_Chat;
var g_Cheats;
var g_CinemaOverlay;
var g_DeveloperOverlay;
var g_DiplomacyColors;
var g_DiplomacyDialog;
var g_GameSpeedControl;
var g_MatchSettingsDialog;
var g_Menu;
var g_MiniMapPanel;
var g_NetworkStatusOverlay;
var g_NetworkDelayOverlay;
var g_OutOfSyncNetwork;
var g_OutOfSyncReplay;
var g_PanelEntityManager;
var g_PauseControl;
var g_PauseOverlay;
var g_PlayerViewControl;
var g_QuitConfirmationDefeat;
var g_QuitConfirmationReplay;
var g_RangeOverlayManager;
var g_ResearchProgress;
var g_TimeNotificationOverlay;
var g_TopPanel;
var g_TradeDialog;
/**
* Map, player and match settings set in game setup.
*/
const g_InitAttributes = deepfreeze(Engine.GuiInterfaceCall("GetInitAttributes"));
/**
* True if this is a multiplayer game.
*/
const g_IsNetworked = Engine.HasNetClient();
/**
* Is this user in control of game settings (i.e. is a network server, or offline player).
*/
var g_IsController = !g_IsNetworked || Engine.IsNetController();
/**
* Whether we have finished the synchronization and
* can start showing simulation related message boxes.
*/
var g_IsNetworkedActive = false;
/**
* True if the connection to the server has been lost.
*/
var g_Disconnected = false;
/**
* True if the current user has observer capabilities.
*/
var g_IsObserver = false;
/**
* True if the current user has rejoined (or joined the game after it started).
*/
var g_HasRejoined = false;
/**
* The playerID selected in the change perspective tool.
*/
var g_ViewedPlayer = Engine.GetPlayerID();
/**
* True if the camera should focus on attacks and player commands
* and select the affected units.
*/
var g_FollowPlayer = false;
/**
* Cache the basic player data (name, civ, color).
*/
var g_Players = [];
/**
* Last time when onTick was called().
* Used for animating the main menu.
*/
var g_LastTickTime = Date.now();
/**
* Recalculate which units have their status bars shown with this frequency in milliseconds.
*/
var g_StatusBarUpdate = 200;
/**
* For restoring selection, order and filters when returning to the replay menu
*/
var g_ReplaySelectionData;
/**
* Remembers which clients are assigned to which player slots.
* The keys are GUIDs or "local" in single-player.
*/
var g_PlayerAssignments;
/**
* Whether the entire UI should be hidden (useful for promotional screenshots).
* Can be toggled with a hotkey.
*/
var g_ShowGUI = true;
/**
* Whether status bars should be shown for all of the player's units.
*/
var g_ShowAllStatusBars = false;
/**
* Cache of simulation state and template data (apart from TechnologyData, updated on every simulation update).
*/
var g_SimState;
var g_EntityStates = {};
var g_TemplateData = {};
var g_TechnologyData = {};
var g_ResourceData = new Resources();
/**
* These handlers are called each time a new turn was simulated.
* Use this as sparely as possible.
*/
var g_SimulationUpdateHandlers = new Set();
/**
* These handlers are called after the player states have been initialized.
*/
var g_PlayersInitHandlers = new Set();
/**
* These handlers are called when a player has been defeated or won the game.
*/
var g_PlayerFinishedHandlers = new Set();
/**
* These events are fired whenever the player added or removed entities from the selection.
*/
var g_EntitySelectionChangeHandlers = new Set();
/**
* These events are fired when the user has performed a hotkey assignment change.
* Currently only fired on init, but to be fired from any hotkey editor dialog.
*/
var g_HotkeyChangeHandlers = new Set();
/**
* List of additional entities to highlight.
*/
var g_ShowGuarding = false;
var g_ShowGuarded = false;
var g_AdditionalHighlight = [];
/**
* Order in which the panel entities are shown.
*/
var g_PanelEntityOrder = ["Hero", "Relic"];
/**
* Unit classes to be checked for the idle-worker-hotkey.
*/
var g_WorkerTypes = ["Civilian", "Trader", "FishingBoat", "Citizen"];
/**
* Unit classes to be checked for the military-only-selection modifier and for the idle-warrior-hotkey.
*/
var g_MilitaryTypes = ["Melee", "Ranged"];
function GetSimState()
{
if (!g_SimState)
g_SimState = deepfreeze(Engine.GuiInterfaceCall("GetSimulationState"));
return g_SimState;
}
function GetMultipleEntityStates(ents)
{
if (!ents.length)
return null;
const entityStates = Engine.GuiInterfaceCall("GetMultipleEntityStates", ents);
for (const item of entityStates)
g_EntityStates[item.entId] = item.state && deepfreeze(item.state);
return entityStates;
}
/**
* Get the current state of a given entity. The data is pulled from the simulation.
* The state is null, if the ID is undefined, invalid or no entity with the ID exists (anymore).
*/
function GetEntityState(entId)
{
if (!entId || entId == INVALID_ENTITY)
return null;
if (!g_EntityStates[entId])
{
const entityState = Engine.GuiInterfaceCall("GetEntityState", entId);
g_EntityStates[entId] = entityState && deepfreeze(entityState);
}
return g_EntityStates[entId];
}
/**
* Returns template data calling GetTemplateData defined in GuiInterface.js
* and deepfreezing returned object.
* @param {string} templateName - Data of this template will be returned.
* @param {number|undefined} player - Modifications of this player will be applied to the template.
* If undefined, id of player calling this method will be used.
*/
function GetTemplateData(templateName, player)
{
if (!(templateName in g_TemplateData))
{
const template = Engine.GuiInterfaceCall("GetTemplateData", { "templateName": templateName, "player": player });
translateObjectKeys(template, ["specific", "generic", "tooltip"]);
g_TemplateData[templateName] = deepfreeze(template);
}
return g_TemplateData[templateName];
}
function GetTechnologyData(technologyName, civ)
{
if (!g_TechnologyData[civ])
g_TechnologyData[civ] = {};
if (!(technologyName in g_TechnologyData[civ]))
{
const tech = TechnologyTemplates.Get(technologyName);
if (!tech)
return undefined;
const template = GetTechnologyDataHelper(tech, civ, g_ResourceData);
translateObjectKeys(template, ["specific", "generic", "description", "tooltip", "requirementsTooltip"]);
g_TechnologyData[civ][technologyName] = deepfreeze(template);
}
return g_TechnologyData[civ][technologyName];
}
async function init(initData, hotloadData)
{
if (!g_Settings)
{
Engine.EndGame();
return { [Engine.openRequest]: { "page": "page_pregame.xml" } };
}
// Fallback used by atlas
g_PlayerAssignments = initData ? initData.playerAssignments : { "local": { "player": 1 } };
// Fallback used by atlas and autostart games
if (g_PlayerAssignments.local && !g_PlayerAssignments.local.name)
g_PlayerAssignments.local.name = singleplayerName();
if (initData)
{
g_ReplaySelectionData = initData.replaySelectionData;
g_HasRejoined = initData.isRejoining;
if (initData.savedGUIData)
restoreSavedGameData(initData.savedGUIData);
}
if (g_InitAttributes.campaignData)
g_CampaignSession = new CampaignSession(g_InitAttributes.campaignData);
const mapCache = new MapCache();
g_Cheats = new Cheats();
g_DiplomacyColors = new DiplomacyColors();
g_PlayerViewControl = new PlayerViewControl();
g_PlayerViewControl.registerViewedPlayerChangeHandler(g_DiplomacyColors.updateDisplayedPlayerColors.bind(g_DiplomacyColors));
g_DiplomacyColors.registerDiplomacyColorsChangeHandler(g_PlayerViewControl.rebuild.bind(g_PlayerViewControl));
g_DiplomacyColors.registerDiplomacyColorsChangeHandler(updateGUIObjects);
g_PauseControl = new PauseControl();
g_PlayerViewControl.registerPreViewedPlayerChangeHandler(removeStatusBarDisplay);
g_Ambient = new Ambient();
g_AutoFormation = new AutoFormation();
g_Chat = new Chat(g_PlayerViewControl, g_Cheats);
g_CinemaOverlay = new CinemaOverlay();
g_DeveloperOverlay = new DeveloperOverlay(g_PlayerViewControl, g_Selection);
g_DiplomacyDialog = new DiplomacyDialog(g_PlayerViewControl, g_DiplomacyColors);
g_GameSpeedControl = new GameSpeedControl(g_PlayerViewControl);
g_MatchSettingsDialog = new MatchSettingsDialog(g_PlayerViewControl, mapCache);
g_MiniMapPanel = new MiniMapPanel(g_PlayerViewControl, g_DiplomacyColors, g_WorkerTypes);
g_NetworkDelayOverlay = new NetworkDelayOverlay();
g_OutOfSyncNetwork = new OutOfSyncNetwork();
g_OutOfSyncReplay = new OutOfSyncReplay();
g_PanelEntityManager = new PanelEntityManager(g_PlayerViewControl, g_Selection, g_PanelEntityOrder);
g_PauseOverlay = new PauseOverlay(g_PauseControl);
g_RangeOverlayManager = new RangeOverlayManager(g_Selection);
g_ResearchProgress = new ResearchProgress(g_PlayerViewControl, g_Selection);
g_TradeDialog = new TradeDialog(g_PlayerViewControl);
g_TopPanel = new TopPanel(g_PlayerViewControl, g_DiplomacyDialog, g_TradeDialog, g_MatchSettingsDialog, g_GameSpeedControl);
g_TimeNotificationOverlay = new TimeNotificationOverlay(g_PlayerViewControl);
initUnitsAndBuildingsHotkeys();
initBatchTrain();
initDisplayedNames();
initSelectionPanels();
LoadModificationTemplates();
updatePlayerData();
initializeMusic(); // before changing the perspective
Engine.SetBoundingBoxDebugOverlay(false);
Engine.SetGlobalHotkey("catafalque", "Press", async() =>
{
closeOpenDialogs();
g_PauseControl.implicitPause();
await Engine.OpenChildPage("page_catafalque.xml");
resumeGame();
});
Engine.SetGlobalHotkey("tips", "Press", async() =>
{
closeOpenDialogs();
g_PauseControl.implicitPause();
await Engine.OpenChildPage("page_tips.xml");
resumeGame();
});
const promise = Promise.race([new Promise((_, reject) =>
{
if (g_IsNetworked)
handleNetMessages().catch(reject);
}), new Promise(closePageCallback =>
{
g_PlayerViewControl.registerViewedPlayerChangeHandler(resetTemplates.bind(undefined,
closePageCallback));
g_Menu = new Menu(g_PauseControl, g_PlayerViewControl, g_Chat, closePageCallback);
g_NetworkStatusOverlay = new NetworkStatusOverlay(closePageCallback);
g_QuitConfirmationDefeat = new QuitConfirmationDefeat(closePageCallback);
g_QuitConfirmationReplay = new QuitConfirmationReplay(closePageCallback);
// TODO: use event instead
onSimulationUpdate(closePageCallback);
Engine.GetGUIObjectByName("session").onSimulationUpdate =
onSimulationUpdate.bind(undefined, closePageCallback);
})]);
for (const handler of g_PlayersInitHandlers)
handler();
for (const handler of g_HotkeyChangeHandlers)
handler();
if (hotloadData)
{
g_Selection.selected = hotloadData.selection;
g_PlayerAssignments = hotloadData.playerAssignments;
g_Players = hotloadData.player;
}
setTimeout(displayGamestateNotifications, 1000);
return promise;
}
function registerPlayersInitHandler(handler)
{
g_PlayersInitHandlers.add(handler);
}
function registerPlayersFinishedHandler(handler)
{
g_PlayerFinishedHandlers.add(handler);
}
function registerSimulationUpdateHandler(handler)
{
g_SimulationUpdateHandlers.add(handler);
}
function unregisterSimulationUpdateHandler(handler)
{
g_SimulationUpdateHandlers.delete(handler);
}
function registerEntitySelectionChangeHandler(handler)
{
g_EntitySelectionChangeHandlers.add(handler);
}
function unregisterEntitySelectionChangeHandler(handler)
{
g_EntitySelectionChangeHandlers.delete(handler);
}
function registerHotkeyChangeHandler(handler)
{
g_HotkeyChangeHandlers.add(handler);
}
function updatePlayerData()
{
const simState = GetSimState();
if (!simState)
return;
const playerData = [];
for (let i = 0; i < simState.players.length; ++i)
{
const playerState = simState.players[i];
playerData.push({
"name": playerState.name,
"civ": playerState.civ,
"color": {
"r": playerState.color.r * 255,
"g": playerState.color.g * 255,
"b": playerState.color.b * 255,
"a": playerState.color.a * 255
},
"team": playerState.team,
"teamLocked": playerState.teamLocked,
"state": playerState.state,
"isAlly": playerState.isAlly,
"isMutualAlly": playerState.isMutualAlly,
"isNeutral": playerState.isNeutral,
"isEnemy": playerState.isEnemy,
"guid": undefined, // network guid for players controlled by hosts
"offline": g_Players[i] && !!g_Players[i].offline
});
}
for (const guid in g_PlayerAssignments)
{
const playerID = g_PlayerAssignments[guid].player;
if (!playerData[playerID])
continue;
playerData[playerID].guid = guid;
playerData[playerID].name = g_PlayerAssignments[guid].name;
}
g_Players = playerData;
}
/**
* @param {number} ent - The entity to get its ID for.
* @return {number} - The entity ID of the entity or of its garrisonHolder.
*/
function getEntityOrHolder(ent)
{
const entState = GetEntityState(ent);
if (entState && !entState.position && entState.garrisonable && entState.garrisonable.holder != INVALID_ENTITY)
return getEntityOrHolder(entState.garrisonable.holder);
return ent;
}
function initializeMusic()
{
initMusic();
if (g_ViewedPlayer != -1 && g_CivData[g_Players[g_ViewedPlayer].civ].Music)
global.music.storeTracks(g_CivData[g_Players[g_ViewedPlayer].civ].Music);
global.music.setState(global.music.states.PEACE);
}
function resetTemplates(closePageCallback)
{
// Update GUI and clear player-dependent cache
g_TemplateData = {};
Engine.GuiInterfaceCall("ResetTemplateModified");
// TODO: do this more selectively
onSimulationUpdate(closePageCallback);
}
/**
* Returns true if the player with that ID is in observermode.
*/
function isPlayerObserver(playerID)
{
const playerStates = GetSimState().players;
return !playerStates[playerID] || playerStates[playerID].state != "active";
}
/**
* Returns true if the current user can issue commands for that player.
*/
function controlsPlayer(playerID)
{
const playerStates = GetSimState().players;
return !!playerStates[Engine.GetPlayerID()] &&
playerStates[Engine.GetPlayerID()].controlsAll ||
Engine.GetPlayerID() == playerID &&
!!playerStates[playerID] &&
playerStates[playerID].state != "defeated";
}
/**
* Called when one or more players have won or were defeated.
*
* @param {array} - IDs of the players who have won or were defeated.
* @param {Object} - a plural string stating the victory reason.
* @param {boolean} - whether these players have won or lost.
*/
function playersFinished(players, victoryString, won)
{
addChatMessage({
"type": "playerstate",
"message": victoryString,
"players": players
});
updatePlayerData();
// TODO: The other calls in this function should move too
for (const handler of g_PlayerFinishedHandlers)
handler(players, won);
if (players.indexOf(Engine.GetPlayerID()) == -1 || Engine.IsAtlasRunning())
return;
global.music.setState(
won ?
global.music.states.VICTORY :
global.music.states.DEFEAT
);
}
function resumeGame()
{
g_PauseControl.implicitResume();
}
function closeOpenDialogs()
{
g_Menu.close();
g_Chat.closePage();
g_DiplomacyDialog.close();
g_MatchSettingsDialog.close();
g_TradeDialog.close();
}
function endGame(showSummary)
{
// Before ending the game
const replayDirectory = Engine.GetCurrentReplayDirectory();
const simData = Engine.GuiInterfaceCall("GetReplayMetadata");
const playerID = Engine.GetPlayerID();
Engine.EndGame();
// After the replay file was closed in EndGame
// Done here to keep EndGame small
if (!g_IsReplay)
Engine.AddReplayToCache(replayDirectory);
if (g_IsController && Engine.HasXmppClient())
Engine.SendUnregisterGame();
const summaryData = {
"sim": simData,
"gui": {
"dialog": false,
"assignedPlayer": playerID,
"disconnected": g_Disconnected,
"isReplay": g_IsReplay,
"replayDirectory": !g_HasRejoined && replayDirectory,
"replaySelectionData": g_ReplaySelectionData
}
};
if (g_InitAttributes.campaignData)
{
const menu = g_CampaignSession.getMenu();
if (g_InitAttributes.campaignData.skipSummary)
{
return { "page": menu };
}
summaryData.campaignData = { "filename": g_InitAttributes.campaignData.run };
summaryData.nextPage = menu;
}
if (showSummary)
return { "page": "page_summary.xml", "argument": summaryData };
if (g_InitAttributes.campaignData)
return { "page": summaryData.nextPage, "argument": summaryData.campaignData };
if (Engine.HasXmppClient())
return { "page": "page_lobby.xml", "argument": { "dialog": false } };
if (g_IsReplay)
return { "page": "page_replaymenu.xml" };
return { "page": "page_pregame.xml" };
}
// Return some data that we'll use when hotloading this file after changes
function getHotloadData()
{
return {
"selection": g_Selection.selected,
"playerAssignments": g_PlayerAssignments,
"player": g_Players,
};
}
function getSavedGameData()
{
return {
"groups": g_Groups.groups
};
}
function restoreSavedGameData(data)
{
// Restore camera if any
if (data.camera)
Engine.SetCameraData(data.camera.PosX, data.camera.PosY, data.camera.PosZ,
data.camera.RotX, data.camera.RotY, data.camera.Zoom);
// Clear selection when loading a game
g_Selection.reset();
// Restore control groups
for (const groupNumber in data.groups)
{
g_Groups.groups[groupNumber].groups = data.groups[groupNumber].groups;
g_Groups.groups[groupNumber].ents = data.groups[groupNumber].ents;
}
updateGroups();
}
/**
* Called every frame.
*/
function onTick()
{
if (!g_Settings)
return;
const now = Date.now();
const tickLength = now - g_LastTickTime;
g_LastTickTime = now;
updateCursorAndTooltip();
updateTimers();
if (g_CinemaOverlay.isInCutsceneMode())
return;
if (g_Selection.dirty)
{
g_Selection.dirty = false;
// When selection changed, get the entityStates of new entities
GetMultipleEntityStates(g_Selection.filter(entId => !g_EntityStates[entId]));
for (const handler of g_EntitySelectionChangeHandlers)
handler();
updateGUIObjects();
// Display rally points for selected structures.
if (Engine.GetPlayerID() != -1)
Engine.GuiInterfaceCall("DisplayRallyPoint", { "entities": g_Selection.toList() });
}
else if (g_ShowAllStatusBars && now % g_StatusBarUpdate <= tickLength)
recalculateStatusBarDisplay();
Engine.GuiInterfaceCall("ClearRenamedEntities");
}
function onSimulationUpdate(closePageCallback)
{
// Templates change depending on technologies and auras, so they have to be reloaded after such a change.
// g_TechnologyData data never changes, so it shouldn't be deleted.
g_EntityStates = {};
if (Engine.GuiInterfaceCall("IsTemplateModified"))
{
g_TemplateData = {};
Engine.GuiInterfaceCall("ResetTemplateModified");
}
g_SimState = undefined;
// Some changes may require re-rendering the selection.
if (Engine.GuiInterfaceCall("IsSelectionDirty"))
{
g_Selection.onChange();
Engine.GuiInterfaceCall("ResetSelectionDirty");
}
if (!GetSimState())
return;
GetMultipleEntityStates(g_Selection.toList());
for (const handler of g_SimulationUpdateHandlers)
handler();
// TODO: Move to handlers
handleNotifications(closePageCallback);
updateGUIObjects();
}
function toggleGUI()
{
g_ShowGUI = !g_ShowGUI;
Engine.GetGUIObjectByName("primaryOverlays").hidden = !g_ShowGUI;
Engine.GetGUIObjectByName("supplementaryOverlays").hidden = !g_ShowGUI;
}
// TODO: Use event subscription onSimulationUpdate, onEntitySelectionChange, onPlayerViewChange, ... instead
function updateGUIObjects()
{
g_Selection.update();
if (g_ShowAllStatusBars)
recalculateStatusBarDisplay();
if (g_ShowGuarding || g_ShowGuarded)
updateAdditionalHighlight();
updateGroups();
updateSelectionDetails();
updateBuildingPlacementPreview();
if (!g_IsObserver)
{
// Update music state on basis of battle state.
const battleState = Engine.GuiInterfaceCall("GetBattleState", g_ViewedPlayer);
if (battleState)
global.music.setState(global.music.states[battleState]);
}
}
function updateGroups()
{
g_Groups.update();
// Determine the sum of the costs of a given template
const getCostSum = (ent) =>
{
const cost = GetTemplateData(GetEntityState(ent).template).cost;
return cost ? Object.keys(cost).map(key => cost[key]).reduce((sum, cur) => sum + cur) : 0;
};
for (const i in Engine.GetGUIObjectByName("unitGroupPanel").children)
{
Engine.GetGUIObjectByName("unitGroupLabel[" + i + "]").caption = +i + 1;
const button = Engine.GetGUIObjectByName("unitGroupButton[" + i + "]");
button.hidden = g_Groups.groups[i].getTotalCount() == 0;
button.onPress = (function(groupId) { return function() { performGroup((Engine.HotkeyIsPressed("selection.add") ? "add" : "select"), groupId); }; })(i);
button.onDoublePress = (function(groupId) { return function() { performGroup("snap", groupId); }; })(i);
button.onPressRight = (function(groupId) { return function() { performGroup("breakUp", groupId); }; })(i);
// Choose the icon of the most common template (or the most costly if it's not unique)
if (g_Groups.groups[i].getTotalCount() > 0)
{
const icon = GetTemplateData(GetEntityState(g_Groups.groups[i].getEntsGrouped().reduce((pre, cur) =>
{
if (pre.ents.length == cur.ents.length)
return getCostSum(pre.ents[0]) > getCostSum(cur.ents[0]) ? pre : cur;
return pre.ents.length > cur.ents.length ? pre : cur;
}).ents[0]).template).icon;
Engine.GetGUIObjectByName("unitGroupIcon[" + i + "]").sprite =
icon ? ("stretched:session/portraits/" + icon) : "groupsIcon";
}
setPanelObjectPosition(button, i, 1);
}
}
/**
* Toggles the display of status bars for all of the player's entities.
*
* @param {boolean} remove - Whether to hide all previously shown status bars.
*/
function recalculateStatusBarDisplay(remove = false)
{
let entities;
if (g_ShowAllStatusBars && !remove)
entities = g_ViewedPlayer == -1 ?
Engine.PickNonGaiaEntitiesOnScreen() :
Engine.PickPlayerEntitiesOnScreen(g_ViewedPlayer);
else
{
const selected = g_Selection.toList();
for (const ent of g_Selection.highlighted)
selected.push(ent);
// Remove selected entities from the 'all entities' array,
// to avoid disabling their status bars.
entities = Engine.GuiInterfaceCall(
g_ViewedPlayer == -1 ? "GetNonGaiaEntities" : "GetPlayerEntities", {
"viewedPlayer": g_ViewedPlayer
}).filter(idx => selected.indexOf(idx) == -1);
}
Engine.GuiInterfaceCall("SetStatusBars", {
"entities": entities,
"enabled": g_ShowAllStatusBars && !remove,
"showRank": Engine.ConfigDB_GetValue("user", "gui.session.rankabovestatusbar") == "true",
"showExperience": Engine.ConfigDB_GetValue("user", "gui.session.experiencestatusbar") == "true"
});
}
function removeStatusBarDisplay()
{
if (g_ShowAllStatusBars)
recalculateStatusBarDisplay(true);
}
/**
* Updates the primary/secondary names in the simulation and GUI.
*/
function updateDisplayedNames()
{
g_SpecificNamesPrimary = Engine.ConfigDB_GetValue("user", "gui.session.howtoshownames") == 0 || Engine.ConfigDB_GetValue("user", "gui.session.howtoshownames") == 2;
g_ShowSecondaryNames = Engine.ConfigDB_GetValue("user", "gui.session.howtoshownames") == 0 || Engine.ConfigDB_GetValue("user", "gui.session.howtoshownames") == 1;
}
/**
* Inverts the given configuration boolean and returns the current state.
* For example "silhouettes".
*/
function toggleConfigBool(configName)
{
const enabled = Engine.ConfigDB_GetValue("user", configName) != "true";
Engine.ConfigDB_CreateAndSaveValue("user", configName, String(enabled));
return enabled;
}
// Update the additional list of entities to be highlighted.
function updateAdditionalHighlight()
{
const entsAdd = []; // list of entities units to be highlighted
const entsRemove = [];
const highlighted = g_Selection.toList();
for (const ent of g_Selection.highlighted)
highlighted.push(ent);
if (g_ShowGuarding)
// flag the guarding entities to add in this additional highlight
for (const sel of g_Selection.toList())
{
const state = GetEntityState(sel);
if (!state.guard || !state.guard.entities.length)
continue;
for (const ent of state.guard.entities)
if (highlighted.indexOf(ent) == -1 && entsAdd.indexOf(ent) == -1)
entsAdd.push(ent);
}
if (g_ShowGuarded)
// flag the guarded entities to add in this additional highlight
for (const sel of g_Selection.toList())
{
const state = GetEntityState(sel);
if (!state.unitAI || !state.unitAI.isGuarding)
continue;
const ent = state.unitAI.isGuarding;
if (highlighted.indexOf(ent) == -1 && entsAdd.indexOf(ent) == -1)
entsAdd.push(ent);
}
// flag the entities to remove (from the previously added) from this additional highlight
for (const ent of g_AdditionalHighlight)
if (highlighted.indexOf(ent) == -1 && entsAdd.indexOf(ent) == -1 && entsRemove.indexOf(ent) == -1)
entsRemove.push(ent);
_setHighlight(entsAdd, g_HighlightedAlpha, true);
_setHighlight(entsRemove, 0, false);
g_AdditionalHighlight = entsAdd;
}