; ; /* ============================================================ INPUT — touch camera, selection, orders (mobile-first) ============================================================ */ const ptrs=new Map(); let boxMode=false, boxStart=null, boxAdd=false, pinchD=0, pinchZ=1, tapT=0, pinchA=0, pinchYaw=0; /* True from the moment a gesture has two fingers down until every finger has lifted. Pointer events are delivered one at a time, so when the second finger of a pinch is released ptrs.size is back to 0 and that release is indistinguishable from a deliberate one-finger tap. Two bugs came out of that: a two-finger tap issued a ground move order at the second finger's position, and a pinch begun during box-select committed a selection rectangle stretching to wherever the zoom happened to end. */ let multiTouch=false; let pinchMY=0, pinchPitch=0.92; let openBld=-1; // building whose menu is open let shake=0; /* -------------------------------------------------------------------------- UI ACTION SAFETY Benign navigation remains one tap. Disruptive gameplay actions wait for a completed, non-drag gesture; irreversible actions retain their existing confirmation and updater rollback gains one here. Capture phase is required: the legacy owners live in main.js and listen on both pointerdown and pointerup. -------------------------------------------------------------------------- */ const MF_UI_DESTRUCTIVE_IDS=new Set(['bp_sell','profReset','profDel','quitBtn','updRoll','saveFilePut']); const MF_UI_DISRUPTIVE_IDS=new Set([ 'setupStart','weeklyGo','goContinueBtn','deployBtn','placeOk','upBtn','bp_up','bp_fire', 'rallyBtn','queueBtn','patrolBtn','holdBtn','formBtn','moveBtn','stopBtn','modeBtn', 'abOver','abHeal','abRage','abLance','abEmp','abJump','abClass','abBarrage' ]); const MF_UI_EXISTING_CONFIRM=new Set(['bp_sell','profReset','profDel','quitBtn','saveFilePut']); const MF_UI_CONFIRM_COPY={updRoll:'Revert to the packaged build? The installed update will be removed and the game will restart.'}; let mfUiReplay=false,mfUiLastTarget=null,mfUiLastAt=-1e9,mfUiPanelDismissedAt=-1e9; const mfUiGestures=new Map(),mfUiBlockedPointers=new Set(),mfUiDownTargets=new Map(); const mfUiSafetyAudit={downs:0,guarded:0,bounceBlocks:0,panelBlocks:0,releases:0,replays:0}; function mfUiControlTarget(node){return node&&node.closest?node.closest('button,[role="button"],input,select,textarea,.bcard'):null;} /* Only bypass the global release guard when the card proves that its own caller already commits on release. Standard production/build cards expose previewKind; extension cards opt in after binding mfBindTap. A bare bcard is deliberately unsafe — Field Study cards are legacy pointerdown callers. */ function mfUiLocallyReleaseGuarded(el){ return !!(el&&el.matches('.bcard')&&( el.dataset.mfReleaseSafe==='1'||el.dataset.previewKind==='unit'||el.dataset.previewKind==='building')); } function mfUiRisk(el){ if(!el)return 'benign'; if(MF_UI_DESTRUCTIVE_IDS.has(el.id))return 'destructive'; if(MF_UI_DISRUPTIVE_IDS.has(el.id)||el.matches('.abtn,.hotSlot,.hotUtility'))return 'disruptive'; if(el.matches('.bcard')&&(el.closest('#prodGrid')||el.closest('#buildGrid')))return 'disruptive'; return 'benign'; } function mfUiMarkPanelDismiss(){mfUiPanelDismissedAt=performance.now();} function mfUiReplayGesture(el,ev){ if(!el||!el.isConnected)return; mfUiReplay=true; try{ /* mfBindTap rejects explicitly non-primary contacts. Synthetic PointerEvents default isPrimary to false, so guarded controls bound via mfBindTap became inert when this replay omitted the real contact state. */ const init={bubbles:true,cancelable:true,isPrimary:ev.isPrimary!==false,pointerId:ev.pointerId||1,pointerType:ev.pointerType||'touch',clientX:ev.clientX||0,clientY:ev.clientY||0,button:0,buttons:1}; const PE=typeof PointerEvent==='function'?PointerEvent:Event; el.dispatchEvent(PE===Event?new Event('pointerdown',{bubbles:true,cancelable:true}):new PE('pointerdown',init)); init.buttons=0; el.dispatchEvent(PE===Event?new Event('pointerup',{bubbles:true,cancelable:true}):new PE('pointerup',init)); }finally{mfUiReplay=false;} mfUiLastTarget=el;mfUiLastAt=performance.now(); mfUiSafetyAudit.replays++; } function mfUiControlInventory(root){ root=root||document; const out={benign:[],disruptive:[],destructive:[]}; root.querySelectorAll('button,[role="button"],input,select,textarea,.bcard').forEach(el=>{ const risk=mfUiRisk(el),r=el.getBoundingClientRect(),localRelease=mfUiLocallyReleaseGuarded(el); el.dataset.mfRisk=risk; out[risk].push({id:el.id||'',className:String(el.className||''),label:(el.getAttribute('aria-label')||el.textContent||el.getAttribute('placeholder')||el.tagName).replace(/\s+/g,' ').trim().slice(0,100),visible:getComputedStyle(el).display!=='none'&&r.width>0&&r.height>0,protection:risk==='destructive'?(MF_UI_EXISTING_CONFIRM.has(el.id)?'existing-confirmation':'confirmation'):(risk==='disruptive'?(localRelease?'local-release-after-drag-threshold':'global-release-after-drag-threshold'):'one-tap')}); }); return out; } if(typeof window!=='undefined'){ window.mfUiControlInventory=mfUiControlInventory; window.mfUiSafetyProbe=()=>({replay:mfUiReplay,lastTarget:mfUiLastTarget&&mfUiLastTarget.id||'',sinceLast:performance.now()-mfUiLastAt,sincePanelDismiss:performance.now()-mfUiPanelDismissedAt,pending:mfUiGestures.size,blocked:mfUiBlockedPointers.size,audit:{...mfUiSafetyAudit}}); } /* Window capture is intentional. Several legacy panels own document-capture listeners and may stop propagation; a global cross-control/tap-through guard must observe the contact before any one panel can consume it. */ const mfUiEventRoot=typeof window!=='undefined'?window:document; mfUiEventRoot.addEventListener('pointerdown',ev=>{ if(mfUiReplay)return; mfUiSafetyAudit.downs++; const el=mfUiControlTarget(ev.target),now=performance.now(),pid=ev.pointerId||1; mfUiDownTargets.set(pid,el); if(!el)return; const risk=mfUiRisk(el); /* Destructive two-step actions still need two COMPLETED taps. A second pointerdown inside the hardware-bounce window is never confirmation, even on the same control; the normal 2.6-3s confirmation window remains intact. */ /* Never spend a benign menu/navigation tap on the debounce window left by another control. That made a fast FEED-close → BUILD tap appear dead even though neither action could damage state. Risky actions still require a clean contact, and destructive confirmation can never be hardware bounce. */ /* A benign navigation tap is allowed to reveal a risky control and be followed immediately by a deliberate press. In particular, ABILITIES then a hot-slot is one fluent thumb action; treating the tab's completed tap as hardware bounce silently discarded the power and let the next map tap become MOVE. Preserve bounce rejection only when the previous control was itself disruptive/destructive. */ if(mfUiLastTarget&&now-mfUiLastAt<180&&risk!=='benign'&&mfUiRisk(mfUiLastTarget)!=='benign'){ mfUiBlockedPointers.add(pid);mfUiSafetyAudit.bounceBlocks++;ev.preventDefault();ev.stopImmediatePropagation();return; } /* Production/build cards own a release/drag contract in hud.js (build cards through mfBindTap, production cards through their batch-aware handler). */ const locallyGuarded=mfUiLocallyReleaseGuarded(el)&&(el.closest('#prodGrid')||el.closest('#buildGrid')); if(risk==='benign'||locallyGuarded||(risk==='destructive'&&MF_UI_EXISTING_CONFIRM.has(el.id))){ mfUiLastTarget=el;mfUiLastAt=now;return; } if(risk==='disruptive'&&now-mfUiPanelDismissedAt<220){ mfUiBlockedPointers.add(pid);mfUiSafetyAudit.panelBlocks++;ev.preventDefault();ev.stopImmediatePropagation(); if(typeof toast==='function')toast('Panel closed — tap the action again to confirm'); return; } mfUiGestures.set(pid,{el,x:ev.clientX,y:ev.clientY,t:now,moved:false,risk}); mfUiSafetyAudit.guarded++; ev.preventDefault();ev.stopImmediatePropagation(); },true); mfUiEventRoot.addEventListener('pointermove',ev=>{ const g=mfUiGestures.get(ev.pointerId||1);if(!g)return; if(Math.hypot(ev.clientX-g.x,ev.clientY-g.y)>10)g.moved=true; },true); mfUiEventRoot.addEventListener('pointerup',ev=>{ if(mfUiReplay)return; mfUiSafetyAudit.releases++; const pid=ev.pointerId||1,down=mfUiDownTargets.get(pid),up=mfUiControlTarget(ev.target); mfUiDownTargets.delete(pid); if(mfUiBlockedPointers.has(pid)){mfUiBlockedPointers.delete(pid);mfUiGestures.delete(pid);ev.preventDefault();ev.stopImmediatePropagation();return;} /* A panel disappearing under the finger must not turn that release into an ability activation on the newly exposed command bar. */ if(up&&up!==down&&mfUiRisk(up)==='disruptive'){ mfUiGestures.delete(pid);ev.preventDefault();ev.stopImmediatePropagation();return; } const g=mfUiGestures.get(pid);if(!g)return; mfUiGestures.delete(pid);ev.preventDefault();ev.stopImmediatePropagation(); if(g.moved||performance.now()-g.t>900||!g.el.isConnected)return; const copy=MF_UI_CONFIRM_COPY[g.el.id]; if(g.risk==='destructive'&©){ const go=()=>mfUiReplayGesture(g.el,ev); if(typeof accConfirm==='function')accConfirm(copy,go); else if(window.confirm(copy))go(); return; } mfUiReplayGesture(g.el,ev); },true); mfUiEventRoot.addEventListener('pointercancel',ev=>{ const pid=ev.pointerId||1;mfUiGestures.delete(pid);mfUiBlockedPointers.delete(pid);mfUiDownTargets.delete(pid); },true); /* CAMERA AUTHORITY. Anything that moves the camera automatically has to yield to the player the moment they touch it. Without that, panning away to scout a landing site or to look at a fight fought the auto-follow every frame and the view was dragged straight back — which reads as the camera, the ship or the units snapping back. `camUser()` is called from every manual camera input and suspends automatic movement for a few seconds afterwards. */ let camUserT=0; function camUser(){ camUserT=4.0; } function zoomSpanMax(){ return typeof spanMaxNow==='function'?spanMaxNow():SPAN_MAX; } function zoomSpanMin(){ return typeof spanMinNow==='function'?spanMinNow():200; } function camAutoAllowed(){ return camUserT<=0; } function camAuthTick(dt){ if(camUserT>0) camUserT-=dt; } /* Tapping the ground while the dropship is still airborne orders it there and keeps the camera with it, so flying the ship never means losing sight of it — but only while the player is not driving the camera themselves. */ function carrierFollow(){ if(!camAutoAllowed()) return; if(carrier.active&&carrier.phase<2){ cam.x+=(carrier.x-cam.x)*0.22; cam.y+=(carrier.y-cam.y)*0.22; // glide, never teleport clampCam(); camUpdateMatrices(); } } function selCount(){ let n=0; for(let i=0;i{ const A=TYPES[utype[a]],B=TYPES[utype[b]]; const ar=(A.air?900:0)+(A.naval?500:0)+(utype[a]===19?700:0)+(A.rng||0)-A.size*3; const br=(B.air?900:0)+(B.naval?500:0)+(utype[b]===19?700:0)+(B.rng||0)-B.size*3; return ar-br||a-b; }); return out; } /* FORMATION TIGHTENING. Spacing is decided per order; if the platoon forms up with the enemy already inside `FORM_TIGHT_R`, the spread shrinks so the whole line reaches the fight at once instead of trickling in single-file. It is a cluster, not a stack: unitSeparation in sim.js still enforces physical separation, so the tighter goals just make the wall denser on contact. */ const FORM_TIGHT_R=170, FORM_TIGHT_MUL=0.72; function formationSpacing(sel){ let sp=31,cx2=0,cy2=0; for(const i of sel){ const T=TYPES[utype[i]]; /* The baked 3D card is rendered at 2.05x logical `size`. Collision radii alone therefore produce legal but visibly interpenetrating formations. This clearance tracks the opaque silhouette while retaining a bounded footprint for mixed or Titan platoons. */ sp=Math.max(sp,Math.max(T.r*2+7,T.size*1.8+8)); cx2+=ux[i];cy2+=uy[i]; } if(sel.length){ cx2/=sel.length; cy2/=sel.length; } let near=false; const localTeam=typeof mfLocalTeam==='function'?mfLocalTeam():0; forUnitsIn(cx2,cy2,FORM_TIGHT_R,j=>{ if(!near&&ualive[j]&&uteam[j]!==localTeam) near=true; }); if(near) sp*=FORM_TIGHT_MUL; return clamp(sp,near?24:31,92); } function formationOffsets(n,form,spacing){ const out=[]; const sp=spacing||31; if(form==='line'){ const perRow=Math.max(2,Math.min(18,Math.ceil(n/2))); for(let k=0;k1){ sampled=[]; for(let k=0;k{ let x=clamp(wx-o[1]*ct-o[0]*st,15,MAP-15),y=clamp(wy-o[1]*st+o[0]*ct,15,MAP-15); if(typeof battlefieldClampPoint==='function'){const p=battlefieldClampPoint(x,y,15);x=p[0];y=p[1];} return {x,y}; }); } function setFormation(n,quiet){ selFormation=((n%FORMS.length)+FORMS.length)%FORMS.length; const F=FORMS[selFormation], b=document.getElementById('formBtn'); if(b){b.querySelector('.em').textContent=F.em;b.querySelector('span:nth-child(2)').textContent=F.nm;} if(!quiet) toast(F.em+' '+F.nm+' armed — drag the hologram and release to place '+selCount()+' units'); } /* ARMING ANY MAP-TAP MODE DISARMS THE RALLY FLAG. onTap tests `armRally>=0` before selection, before the queue planner and before patrol, so an armed rally silently EATS the next map tap no matter what the player armed after it. Sequence that reproduces it: open a Factory, tap SET RALLY, change your mind and tap PATROL (or QUEUE, or FORM) — the planner toasts "tap waypoints", the first tap plants a rally flag there instead and the planner is still sitting at zero waypoints. Nothing else cancels a rally arm: closeMenus() does not, and resetInputState() — whose own comment promises "input starts from a genuinely idle state" — did not list it either. Last instruction wins. */ function disarmRally(){ armRally=-1; } function armFormationOrder(){ if(!selCount()){toast('Select units first');return;} disarmRally(); setFormation(selFormation+1,false);armFormation=true; const b=document.getElementById('formBtn');if(b)b.classList.add('on'); sfx('ui'); } /* ATTACK-MOVE vs MOVE. Every order used to be attack-move: `ustate=2`, acquire anything on the way. The simulation has always supported a plain reposition state (`ustate===1`, which suppresses acquisition and drops back to idle on arrival) — it was simply never written by anything. Without it there is no retreat, no repositioning under fire and no walking past a fight, which is the highest frequency tactical decision in the genre. `moveMode` is the player's toggle; double-tap/click on empty ground forces a one-shot retreat without flipping it. `orderMove` honours both. */ let moveMode=0; // 0 = attack-move, 1 = move only function toggleMoveMode(){ moveMode=moveMode?0:1; const b=document.getElementById('moveBtn'); if(b){ b.classList.toggle('on',!!moveMode); const l=b.querySelector('.lbl'); if(l) l.textContent=moveMode?'MOVE':'A-MOVE'; } toast(moveMode?'➤ MOVE — units reposition without stopping to fight' :'⚔ ATTACK-MOVE — units engage what they meet'); sfx('ui'); } function orderMove(wx,wy,patrol,retreat){ const sel=formationMembers(); if(!sel.length) return false; if(typeof battlefieldClampPoint==='function'){const p=battlefieldClampPoint(wx,wy,24);wx=p[0];wy=p[1];} const form=FORMS[selFormation].id; const targets=formationTargets(sel,wx,wy,form); const cohort=patrol?-1:allocMoveCohort(sel,targets,selFormation); /* Retreat/move-only is ustate 1: sim skips acquisition and will not chase a leftover lock. Attack-move stays ustate 2. Double-tap ground passes `retreat` so the A-MOVE toggle is not required to break contact. */ const moveOnly=!patrol&&(retreat||moveMode),routeFields={};let routeField=-1; for(let k=0;k=0)routeField=ufield[i]; uPatrolRoute[i]=-1;uPatrolStep[i]=0; /* A direct order replaces the plan, it does not append to it. Appending is the queue planner's job and it has its own commit. */ queueClear(i);uGuard[i]=-1; uMoveCohort[i]=cohort; if(patrol){ upx1[i]=ux[i]; upy1[i]=uy[i]; upx2[i]=clamp(tx,15,MAP-15); upy2[i]=clamp(ty,15,MAP-15); } utx[i]=clamp(tx,15,MAP-15); uty[i]=clamp(ty,15,MAP-15); if(T.air&&typeof mfAirIssueMission==='function'){ /* Air attack-move/patrol is CAP over the ordered area; MOVE is a direct relocation. Both enter the fixed-step air authority immediately so the generic state cannot be overwritten by its previous orbit. */ mfAirIssueMission(i,(patrol||!moveOnly)?'cap':'none',{x:utx[i],y:uty[i]}); } } addParticle(3,wx,wy,0,0,.5,26, patrol?120:65, patrol?255:200, patrol?170:255); if(!patrol){ /* The route the field will actually walk, drawn at the moment of the order (src/ui/orderfx.js) - amber for attack-move, cyan for move. */ if(typeof moveFxOrder==='function') moveFxOrder(sel,wx,wy,routeField,moveOnly?1:0); /* And the formation footprint. This reuses the confirm hologram that formation drags always had, so a plain tap now shows where each unit will STAND, not just where the tap landed. `noLine` suppresses the straight centroid->destination beam - the traced route above replaces it, and drawing both would show two contradictory paths whenever the field bends around water. */ orderConfirm={x:wx,y:wy,members:sel.slice(),form:selFormation, until:performance.now()+950,noLine:1}; } markStopDisp(false); if(retreat) toast('➤ RETREAT — dropping combat'); uiCommandAck(patrol?'patrol':(retreat?'retreat':'move'),sel.length,wx,wy); updateSelInfo(); return true; } function patrolButtonState(){ const b=document.getElementById('patrolBtn');if(!b)return; b.classList.toggle('on',!!armPatrol); const l=b.querySelector('span:nth-child(2)'); if(l)l.textContent=armPatrol&&patrolDraft&&patrolDraft.pts.length>1?'START':'PATROL'; } function mfNetworkPlanBlocked(label){ const C=window.MFMatchCommandConsumer; if(!C||!C.requiresLockstep())return false; toast(label+' UNAVAILABLE IN NETWORK MATCH — multi-step orders are not synchronized yet'); sfx('reject');return true; } function beginPatrolDraft(){ const sel=formationMembers(); if(!sel.length){toast('Select units first');return false;} let x=0,y=0;for(const i of sel){x+=ux[i];y+=uy[i];} patrolDraft={members:sel.map(i=>[i,ugen[i]]),pts:[{x:x/sel.length,y:y/sel.length}],form:selFormation}; disarmRally(); armPatrol=true;armFormation=false;orderPreview=null;orderConfirm=null;patrolButtonState(); toast('PATROL PLAN — tap up to 5 waypoints, then tap START');sfx('ui');return true; } function addPatrolWaypoint(wx,wy){ if(!patrolDraft)return; let px=clamp(wx,20,MAP-20),py=clamp(wy,20,MAP-20); if(typeof battlefieldClampPoint==='function'){const q=battlefieldClampPoint(px,py,24);px=q[0];py=q[1];} const p={x:px,y:py}; const last=patrolDraft.pts[patrolDraft.pts.length-1]; if(Math.hypot(p.x-last.x,p.y-last.y)<35){toast('Place the next waypoint farther along the route');return;} if(patrolDraft.pts.length>=6){toast('Route has 5 waypoints — tap START');return;} patrolDraft.pts.push(p);patrolButtonState(); addParticle(3,p.x,p.y,0,0,.55,28,120,255,190); toast('Waypoint '+(patrolDraft.pts.length-1)+' placed — add another or tap START');sfx('confirm'); } function cancelPatrolDraft(quiet){ armPatrol=false;patrolDraft=null;patrolButtonState(); if(!quiet){toast('Patrol plan cancelled');sfx('reject');} } function patrolTargetRows(sel,pts,formId){ const form=FORMS[formId].id,targets=[]; for(let j=0;jualive[e[0]]&&ugen[e[0]]===e[1]&&(typeof mfLocalOwnsUnit==='function'?mfLocalOwnsUnit(e[0]):uteam[e[0]]===0)&&uPatrolRoute[e[0]]===ri); if(!live.length){patrolRoutes[ri]=null;return false;} if(force||live.length!==R.members.length){ const sel=live.map(e=>e[0]);R.members=live;R.targets=patrolTargetRows(sel,R.pts,R.form); const step=R.step==null?1:R.step,routeFields={}; for(let k=0;k38?.16:lead>150?.50:lead>78?.74:1; } R.legT=(R.legT||0)+dt; const need=live<=6?live:Math.ceil(live*.84); R.waitT=arrived>=need?(R.waitT||0)+dt:0; if(arrived===live||R.waitT>=1.1||(R.legT>22&&arrived>=Math.ceil(live*.6))){ R.step=(step+1)%R.targets.length;R.legT=0;R.waitT=0; const next=R.targets[R.step],routeFields={}; for(const e of R.members){ const i=e[0];if(!ualive[i]||ugen[i]!==e[1]||uPatrolRoute[i]!==ri)continue; const raw=next[uPatrolSlot[i]];if(!raw)continue; const P=domainOrderPoint(i,raw,R.pts[R.step],routeFields); uPatrolStep[i]=R.step;utx[i]=P.x;uty[i]=P.y;ufield[i]=P.field; } R.pulse=performance.now()+1100; } } } function commitPatrolDraft(){ if(mfNetworkPlanBlocked('PATROL')){cancelPatrolDraft(true);return false;} if(!patrolDraft||patrolDraft.pts.length<2){cancelPatrolDraft(false);return false;} const sel=[],refs=[]; for(const e of patrolDraft.members){ if(ualive[e[0]]&&ugen[e[0]]===e[1]&&(typeof mfLocalOwnsUnit==='function'?mfLocalOwnsUnit(e[0]):uteam[e[0]]===0)){sel.push(e[0]);refs.push(e);} } if(!sel.length){cancelPatrolDraft(false);return false;} const pts=patrolDraft.pts.slice(),targets=patrolTargetRows(sel,pts,patrolDraft.form); const ri=patrolRoutes.length; patrolRoutes.push({pts,targets,form:patrolDraft.form,members:refs,step:1,legT:0,waitT:0,gcT:.45,created:performance.now()}); const routeFields={}; for(let k=0;k1)commitPatrolDraft();else cancelPatrolDraft(false); } /* ---------- control groups (save with long-press, recall with tap) ---------- */ /* Groups store the slot AND its generation. Storing the bare index meant that when a member died and its slot was refilled, the group silently adopted the stranger that replaced it. */ const ctrlGroups=[[],[],[],[]],groupForms=[0,0,0,0]; let activePlatoon=-1; const groupLive=g=>g.filter(e=>ualive[e[0]]&&ugen[e[0]]===e[1]&&(typeof mfLocalOwnsUnit==='function'?mfLocalOwnsUnit(e[0]):uteam[e[0]]===0)); function saveGroup(n){ const g=[]; for(let i=0;i=0){ ex=ux[target]; ey=uy[target]; } else { const B=blds[-2-target]; ex=B.x; ey=B.y; } for(let i=0;i=0?ugen[target]:-1; /* Explicit attack is chase, not attack-move. A leftover march flag would keep walking the old ground click while the order said "that unit". */ utx[i]=ex;uty[i]=ey;uhold[i]=0;umarch[i]=0;uPatrolRoute[i]=-1;uMoveCohort[i]=-1; queueClear(i);uGuard[i]=-1;any=true; if(TYPES[utype[i]].air&&typeof mfAirIssueMission==='function') mfAirIssueMission(i,(target>=0&&TYPES[utype[target]].air)?'intercept':'strike', {x:ex,y:ey,target,generation:target>=0?ugen[target]:-1}); } if(any){ markStopDisp(false); addParticle(3,ex,ey,0,0,.5,30, 255,90,70); uiCommandAck('attack',selCount(),ex,ey); updateSelInfo(); } return any; } /* ============================================================================ GUARD (escort) + QUEUED WAYPOINTS — both touch-first. ---------------------------------------------------------------------------- Neither order gets a desktop-only affordance. Shift-click exists here only as an accelerator on top of the touch path, never as the way in. WHY THE ORDERS DECK ONLY GAINS ONE BUTTON. #tacRow is five controls wide and #primaryRow already proves six is the ceiling inside the phone dock's minimap-bay padding at 412px (6*46 + 5*3 = 291px of 292px available). A seventh control would push PATROL under the minimap. So the queue planner — which genuinely needs a persistent, stateful control, because it is a mode with a commit — takes the one remaining slot, and GUARD rides the long press, the only touch gesture that can name a FRIENDLY target without also re-selecting it. WHY THE BUTTON IS BUILT HERE AND NOT IN index.html / ui.css. The in-match HUD markup and stylesheet have another owner mid-pass. Creating the control at load and appending it to #tacRow is the same trick main.js's ensureCamControl already uses for OTA shells that predate a button: it inherits the row's deck visibility, safe-area padding and .cbtn styling for free, and the HUD owner can move or restyle it later without touching orders code. ============================================================================ */ function guardLabel(h){ if(h>=0) return TYPES[utype[h]].name; const B=blds[-2-h]; return (B&&BT[B.type]&&BT[B.type].name)||'structure'; } function orderGuard(h,quiet){ if(!guardEntityLive(h,h>=0?ugen[h]:-1)) return false; const P=guardEntityPos(h);let n=0; for(let i=0;i=0?ugen[h]:-1; utgt[i]=-1; utgtg[i]=-1; uhold[i]=0; umarch[i]=0; uPatrolRoute[i]=-1; uMoveCohort[i]=-1; ufield[i]=-1; if(TYPES[utype[i]].air&&typeof mfAirIssueMission==='function') mfAirIssueMission(i,'escort',{x:P[0],y:P[1],escort:h,escortGeneration:h>=0?ugen[h]:-1}); n++; } if(!n) return false; addParticle(3,P[0],P[1],0,0,.6,Math.max(34,P[2]*2.4), 120,255,190); if(!quiet) toast('⛨ GUARD — '+n+' unit'+(n===1?'':'s')+' escorting '+guardLabel(h)); markStopDisp(false); uiCommandAck('guard',n,P[0],P[1]); updateSelInfo(); return true; } let armQueue=false, queueDraft=null, guardFxT=0; function queueButtonState(){ const b=ensureQueueBtn(); if(!b) return; const n=queueDraft?queueDraft.steps.length:0; b.classList.toggle('on',!!armQueue); const l=b.querySelector('.lbl'); if(l) l.textContent=armQueue?(n?'GO '+n:'TAP…'):'QUEUE'; } function ensureQueueBtn(){ let b=document.getElementById('queueBtn'); if(b) return b; const row=document.getElementById('tacRow'); if(!row) return null; b=document.createElement('button'); b.type='button'; b.id='queueBtn'; b.className='cbtn'; b.setAttribute('aria-label','Chain waypoints for the selected units'); b.innerHTML='⇢QUEUE'; /* Before CLEAR so cancelling the selection stays the last thing in the row. */ row.insertBefore(b,document.getElementById('clearBtn')||null); mfBindNativePress(b,ev=>{ ev.preventDefault(); toggleQueuePlanner(); }); return b; } function beginQueueDraft(){ const sel=formationMembers(); if(!sel.length){ toast('Select units first'); sfx('reject'); return false; } if(armPatrol) cancelPatrolDraft(true); disarmRally(); armFormation=false; orderPreview=null; orderConfirm=null; const fb=document.getElementById('formBtn'); if(fb) fb.classList.remove('on'); queueDraft={members:sel.map(i=>[i,ugen[i]]),steps:[],form:selFormation,fx:null,fxT:0}; armQueue=true; queueButtonState(); toast('⇢ ORDER QUEUE — tap ground, an enemy, or one of your own, or drag a path, up to ' +QUEUE_MAX+' orders, then tap GO'); sfx('ui'); return true; } function cancelQueueDraft(quiet){ if(queueDraft) queueFxDrop(queueDraft); armQueue=false; queueDraft=null; queueButtonState(); if(!quiet){ toast('Order queue cancelled'); sfx('reject'); } } /* A queued chain has to stay on the ground BETWEEN taps, and both route renderers only know how to draw `patrolDraft`. Rather than reach into files the HUD and graphics owners hold, the chain is published as an order-FX polyline — src/ui/orderfx.js already draws those as marching chevrons — with a lifetime the planner keeps refreshing. Straight legs are honest here: the player placed the nodes, and each leg's real flow route is only solved when that node becomes the live order. */ function queueFxPush(sx,sy,steps,until){ if(typeof moveFxList==='undefined'||!steps.length) return null; const pts=[{x:sx,y:sy}]; for(const s of steps) pts.push({x:s.x,y:s.y}); let len=0; const arc=[0]; for(let k=1;kMOVE_FX_MAX) moveFxList.shift(); return fx; } function queueFxDrop(D){ if(!D||!D.fx||typeof moveFxList==='undefined') return; const k=moveFxList.indexOf(D.fx); if(k>=0) moveFxList.splice(k,1); D.fx=null; } function queueAddStep(wx,wy,pk,quiet){ const D=queueDraft; if(!D) return; const last=D.steps[D.steps.length-1]; if(last&&last.t===2){ if(!quiet){ toast('GUARD ends the chain — tap GO'); sfx('reject'); } return; } if(D.steps.length>=QUEUE_MAX){ if(!quiet){ toast('Queue is full — tap GO to execute'); sfx('reject'); } return; } let px=clamp(wx,20,MAP-20),py=clamp(wy,20,MAP-20); if(typeof battlefieldClampPoint==='function'){ const q=battlefieldClampPoint(px,py,24); px=q[0]; py=q[1]; } let step,what; const inDraft=h=>{ for(const e of D.members) if(e[0]===h) return true; return false; }; const b=pickBld(wx,wy); if(pk&&pk.enemy>=0){ step={t:1,x:ux[pk.enemy],y:uy[pk.enemy],h:pk.enemy,g:ugen[pk.enemy],mv:0}; what='ATTACK '+TYPES[utype[pk.enemy]].name; } else if(pk&&pk.own>=0&&!inDraft(pk.own)){ step={t:2,x:ux[pk.own],y:uy[pk.own],h:pk.own,g:ugen[pk.own],mv:0}; what='GUARD '+TYPES[utype[pk.own]].name; } else if(b>=0&&blds[b].team!==(typeof mfLocalTeam==='function'?mfLocalTeam():0)){ const B=blds[b]; step={t:1,x:B.x,y:B.y,h:-2-b,g:-1,mv:0}; what='ATTACK '+guardLabel(-2-b); } else if(b>=0&&!quiet){ /* Drag-path samples skip friendly structures: a stroke across your own yard must not turn into a GUARD of the HQ. A deliberate TAP still can. */ const B=blds[b]; step={t:2,x:B.x,y:B.y,h:-2-b,g:-1,mv:0}; what='GUARD '+guardLabel(-2-b); } else { step={t:0,x:px,y:py,h:-1,g:-1,mv:moveMode?1:0}; what=moveMode?'MOVE':'ATTACK-MOVE'; } D.steps.push(step); queueFxDrop(D); D.fxT=0; // polyline changed: rebuild next tick addParticle(3,step.x,step.y,0,0,.55,30, 150,220,255); queueButtonState(); if(quiet) return; toast('⇢ '+D.steps.length+'. '+what+(step.t===2?' — final step':'')+' · add more or tap GO'); sfx('confirm'); } function commitQueueDraft(){ if(mfNetworkPlanBlocked('ORDER QUEUE')){cancelQueueDraft(true);return false;} const D=queueDraft; if(!D||!D.steps.length){ cancelQueueDraft(false); return false; } const sel=[]; for(const e of D.members) if(ualive[e[0]]&&ugen[e[0]]===e[1]&&(typeof mfLocalOwnsUnit==='function'?mfLocalOwnsUnit(e[0]):uteam[e[0]]===0)) sel.push(e[0]); if(!sel.length){ cancelQueueDraft(false); return false; } let cx=0,cy=0; for(const i of sel){ cx+=ux[i]; cy+=uy[i]; } cx/=sel.length; cy/=sel.length; /* One formation row per ground node, headed along the leg — the same solve patrol legs use — so a queued route arrives in formation at every waypoint instead of piling the whole force onto the pixel that was tapped. */ const form=FORMS[D.form].id, rows=[]; let px=cx,py=cy; for(const s of D.steps){ rows.push(s.t===0?formationTargets(sel,s.x,s.y,form,Math.atan2(s.y-py,s.x-px)):null); px=s.x; py=s.y; } for(let k=0;krows[q] ?{t:0,x:rows[q][k].x,y:rows[q][k].y,h:-1,g:-1,mv:s.mv} :{t:s.t,x:s.x,y:s.y,h:s.h,g:s.g,mv:s.mv}); uhold[i]=0; uPatrolRoute[i]=-1; uMoveCohort[i]=-1; utgt[i]=-1; utgtg[i]=-1; /* Start node one immediately. queueTick would otherwise wait for the unit to "arrive" at whatever its previous order was still pointing at. */ queueNext(i); } const n=sel.length, nodes=D.steps.length, fx0=D.steps[0]; queueFxDrop(D); queueFxPush(cx,cy,D.steps,performance.now()+MOVE_FX_LIFE*1.8); armQueue=false; queueDraft=null; queueButtonState(); toast('⇢ '+n+' unit'+(n===1?'':'s')+' executing a '+nodes+'-step order queue'); uiCommandAck('patrol',n,fx0.x,fx0.y); // "Route uploaded" return true; } function toggleQueuePlanner(){ if(mfNetworkPlanBlocked('ORDER QUEUE')){if(armQueue)cancelQueueDraft(true);return;} if(!armQueue){ beginQueueDraft(); return; } if(queueDraft&&queueDraft.steps.length) commitQueueDraft(); else cancelQueueDraft(false); } /* Draft upkeep and the guard read-out. Rides tickPatrolRoutes (below) because sim.js already calls that once per simulation tick and neither of these deserves a second timer. */ function tickOrderPlanning(dt){ if(armQueue&&queueDraft){ const D=queueDraft; let cx=0,cy=0,n=0; for(const e of D.members) if(ualive[e[0]]&&ugen[e[0]]===e[1]){ cx+=ux[e[0]]; cy+=uy[e[0]]; n++; } /* Every drafted unit is gone — including the resetWorld case, where the whole army dies at once. Cancelling here is why the planner needs no hook in main.js's reset. */ if(!n) cancelQueueDraft(true); else { D.fxT-=dt; if(D.fxT<=0){ D.fxT=.5; if(D.fx&&moveFxList.indexOf(D.fx)<0) D.fx=null; // newer orders shifted it out if(!D.fx) D.fx=queueFxPush(cx/n,cy/n,D.steps,performance.now()+6e5); else D.fx.until=performance.now()+6e5; for(const s of D.steps) addParticle(3,s.x,s.y,0,0,.5,26, 150,220,255); } } } guardFxT-=dt; if(guardFxT>0) return; guardFxT=1.4; /* One soft ring per guarded thing, so an escort order stays legible on the ground after its confirmation particle has gone. Deliberately slow and capped: this is a read-out, not a per-unit effect. */ const seen=[]; for(let i=0;i=0||!guardEntityLive(h,uGuardG[i])) continue; seen.push(h); const P=guardEntityPos(h); addParticle(3,P[0],P[1],0,0,.75,Math.max(30,P[2]*2.2), 110,235,190); } } function mfLocalStackMember(lead){ if(lead<0) return -1; const members=typeof mfIconStackMembers==='function'?mfIconStackMembers(lead):[lead]; for(const i of members) if(typeof mfLocalOwnsUnit==='function'?mfLocalOwnsUnit(i):uteam[i]===0) return i; return -1; } function pickUnit(wx,wy){ const localTeam=typeof mfLocalTeam==='function'?mfLocalTeam():0; const pickR=Math.max(16,orthoSpan*0.012, (typeof mfIconStackOn==='function'&&mfIconStackOn()&&typeof mfIconStackCell==='function') ?mfIconStackCell()*0.55:0); let best=-1,bd=pickR*pickR, bestEnemy=-1,bde=pickR*pickR; forUnitsIn(wx,wy,pickR,j=>{ const d=dist2(wx,wy,ux[j],uy[j]); if(typeof mfLocalOwnsUnit==='function'?mfLocalOwnsUnit(j):uteam[j]===0){ if(d=0) best=ownSt; const enSt=mfIconStackPick(wx,wy,localTeam===1?0:1); if(enSt>=0&&bestEnemy<0&&fogEntityVisible(uteam[enSt],ux[enSt],uy[enSt])) bestEnemy=enSt; } return {own:best, enemy:bestEnemy}; } /* Pointer selection is a screen-space question. The world-radius picker above remains the right API for scripts/orders that already have a world point, but at command zoom its expanding radius could select a unit whose drawn hull did not overlap the finger at all. Keep forUnitsIn as the broad phase, then require the pointer to touch a projected, facing-aware hull (or the tactical icon that replaced it). The only forgiveness is a bounded CSS-px allowance: precise mouse, slightly wider pen, full fingertip for touch. */ function mfPointerPickAllowance(pointerType){ return pointerType==='mouse'?6:pointerType==='pen'?8:10; } let mfPointerMaxSpanValue=48,mfPointerMaxSpanTypes=-1; const mfPickerPerf={calls:0,lastMs:0,maxMs:0,totalMs:0,buildingCandidates:0}; function mfPointerMaxSpan(){ if(mfPointerMaxSpanTypes===TYPES.length)return mfPointerMaxSpanValue; let span=48; for(let k=0;k1e-8?clamp(((px-ax)*dx+(py-ay)*dy)/dd,0,1):0; const x=ax+dx*t,y=ay+dy*t; return dist2(px,py,x,y); } function mfPointerHull(points){ if(points.length<=2) return points.slice(); const p=points.slice().sort((a,b)=>a[0]-b[0]||a[1]-b[1]); const lo=[],hi=[]; const cross=(a,b,c)=>(b[0]-a[0])*(c[1]-a[1])-(b[1]-a[1])*(c[0]-a[0]); for(const q of p){ while(lo.length>1&&cross(lo[lo.length-2],lo[lo.length-1],q)<=0)lo.pop(); lo.push(q); } for(let k=p.length-1;k>=0;k--){ const q=p[k]; while(hi.length>1&&cross(hi[hi.length-2],hi[hi.length-1],q)<=0)hi.pop(); hi.push(q); } lo.pop();hi.pop();return lo.concat(hi); } function mfPointerHullHit(sx,sy,hull,allow){ if(!hull.length) return false; let inside=false; for(let i=0,j=hull.length-1;isy)!==(b[1]>sy))&&sx<(b[0]-a[0])*(sy-a[1])/((b[1]-a[1])||1e-9)+a[0]) inside=!inside; if(mfPointerSegDist2(sx,sy,a[0],a[1],b[0],b[1])<=allow*allow) return true; } return inside; } function mfPointerUnitGround(T,i){ if(typeof unitGroundY==='function') return unitGroundY(T,ux[i],uy[i],i); if(T.air) return terrainH(ux[i],uy[i])+(typeof unitAirAlt==='function'?unitAirAlt(i):58); if(T.naval) return (typeof waterSurfaceY==='function'?waterSurfaceY(ux[i],uy[i]):0)+.95; return terrainH(ux[i],uy[i]); } function mfPointerUnitMetric(i,sx,sy,allow){ const T=TYPES[utype[i]]; if(!T) return Infinity; const vs=Math.max(4,T.size*(T.vscale||1)),ang=(uang[i]||0)-Math.PI*.5; const ca=Math.cos(ang),sa=Math.sin(ang),rx=-sa,ry=ca; const hf=vs*(T.naval?1.72:T.air?1.42:T.legs ? .92:1.28); const hw=vs*(T.naval ? .62:T.air ? .78:T.legs ? .66:.82); const ht=vs*(T.air ? .92:T.naval ? .72:T.legs?1.62:1.12); const h0=mfPointerUnitGround(T,i),pts=[]; for(const z of [0,ht]) for(const f of [-hf,hf]) for(const w of [-hw,hw]) pts.push(w2s(ux[i]+ca*f+rx*w,uy[i]+sa*f+ry*w,h0+z)); const hull=mfPointerHull(pts),bodyHit=mfPointerHullHit(sx,sy,hull,allow); const mid=w2s(ux[i],uy[i],h0+ht*.5),wp=Math.max(.01,orthoSpan/Math.max(1,VH)); let metric=bodyHit?dist2(sx,sy,mid[0],mid[1])/Math.max(16,(vs/wp)*(vs/wp)):Infinity; /* A tactical icon is presentation, not decoration: once it fades over or replaces a mesh, its visible plate is the selectable silhouette. */ const iconQ=Math.max( typeof mfIconQ==='function'&&typeof mfUnitSpan==='function'?mfIconQ(mfUnitSpan(T)):0, typeof mfCmdIconQ==='function'?mfCmdIconQ(T):0); if(iconQ>0){ const c=w2s(ux[i],uy[i],h0+2),d=typeof mfIconDpx==='function'?mfIconDpx(T):clamp(18+vs*.36,22,40)*wp; const r=d/wp*.5+allow,dm=dist2(sx,sy,c[0],c[1]); if(dm<=r*r) metric=Math.min(metric,dm/Math.max(16,r*r)); } return metric; } function mfPointerStackMetric(lead,sx,sy,allow){ if(lead<0||!ualive[lead]||!fogEntityVisible(uteam[lead],ux[lead],uy[lead])) return Infinity; const T=TYPES[utype[lead]],C=typeof mfIconStackCentroid==='function'?mfIconStackCentroid(lead):[ux[lead],uy[lead],1]; const x=C[0],y=C[1],n=C[2]||1,wp=Math.max(.01,orthoSpan/Math.max(1,VH)); const h=T.naval?1.5:mfPointerUnitGround(T,lead)+2,c=w2s(x,y,h); const d=(typeof mfIconDpx==='function'?mfIconDpx(T):clamp(18+T.size*.36,22,40)*wp) *(1+Math.min(.35,Math.log(n)*.12)); const r=d/wp*.5+allow,dm=dist2(sx,sy,c[0],c[1]); return dm<=r*r?dm/Math.max(16,r*r):Infinity; } function pickUnitPointer(wx,wy,sx,sy,pointerType){ const allow=mfPointerPickAllowance(pointerType),wp=Math.max(.01,orthoSpan/Math.max(1,VH)); /* Broad only: the result cannot be accepted until its projected hull hits. */ const broad=mfPointerMaxSpan()+allow*wp+48; let own=-1,enemy=-1,om=Infinity,em=Infinity,ownStack=false; const localTeam=typeof mfLocalTeam==='function'?mfLocalTeam():0,stackTeams=[localTeam]; /* viaStack records HOW the winning own-pick was made. A finite metric from the unit loop means the pointer landed inside that unit's projected hull or its icon plate -- it is on the thing. A metric from the stack loop is a strategic plate standing in for several units, which is a much looser claim on the pixel. Structure arbitration below needs to tell them apart: a plate must not outrank the building under it, and a direct hit must not be thrown away by one. */ const take=(j,m,viaStack)=>{ if(!isFinite(m)) return; if(typeof mfLocalOwnsUnit==='function'?mfLocalOwnsUnit(j):uteam[j]===0){ if(m{ if(stackTeams.indexOf(uteam[j])<0)stackTeams.push(uteam[j]); if(!(typeof mfLocalOwnsUnit==='function'?mfLocalOwnsUnit(j):uteam[j]===0)&&!fogEntityVisible(uteam[j],ux[j],uy[j])) return; if(typeof mfIconStackSkip==='function'&&mfIconStackSkip(j)) return; take(j,mfPointerUnitMetric(j,sx,sy,allow)); }); if(typeof mfIconStackPick==='function'){ for(const team of stackTeams){ const lead=mfIconStackPick(wx,wy,team); if(lead>=0)take(team===localTeam?mfLocalStackMember(lead):lead, mfPointerStackMetric(lead,sx,sy,allow),true); } } return {own:own,enemy:enemy,ownStack:ownStack,ownDirect:own>=0&&!ownStack}; } /* One pointer read owns unit + structure arbitration. Friendly structures keep their established precedence over parked friendly units; a visible enemy unit remains attackable over a structure when a force is selected. */ function pickPointerEntities(wx,wy,sx,sy,pointerType){ const t0=typeof performance!=='undefined'&&performance.now?performance.now():0; const pk=pickUnitPointer(wx,wy,sx,sy,pointerType),b=pickBld(wx,wy,sx,sy); /* A friendly structure outranks a strategic STACK PLATE drawn over it -- that is what made a factory unreachable when constructors were parked on it. It must NOT outrank a unit the player actually hit: tapping the Commander standing on your own pad opened the pad instead, which is the opposite of obvious intent. Keep a direct hull/icon hit; drop a plate. */ if(b>=0&&blds[b]&&(typeof mfLocalOwnsBuilding==='function'?mfLocalOwnsBuilding(blds[b]):blds[b].team===0)&&!pk.ownDirect) pk.own=-1; pk.bld=b; if(t0){const ms=performance.now()-t0;mfPickerPerf.calls++;mfPickerPerf.lastMs=ms; mfPickerPerf.totalMs+=ms;mfPickerPerf.maxMs=Math.max(mfPickerPerf.maxMs,ms);} return pk; } /* Structure placement is rectangle/rotation aware, but selection used the legacy circular `B.r` radius. A Factory corner or the upper, projected half of a tall structure could therefore ray-pick as empty ground; if workers were parked there, their strategic stack consumed the tap and produced a notice instead of opening production. Keep the forgiving touch pad, but test the real reserved footprint first. */ function bldPickFoot(B){ if(!B||typeof bldFoot!=='function') return null; try{ const f=bldFoot(B); return f&&isFinite(f[0])&&isFinite(f[1])?[Math.max(1,f[0]),Math.max(1,f[1])]:null; }catch(_){ return null; } } function bldWorldPick(B,wx,wy,pad){ const f=bldPickFoot(B); if(f){ const a=B.rot||0,dx=wx-B.x,dy=wy-B.y,c=Math.cos(a),s=Math.sin(a); const lx=dx*c+dy*s,ly=-dx*s+dy*c; return Math.abs(lx)<=f[0]*.5+pad&&Math.abs(ly)<=f[1]*.5+pad; } const r=(B.r||12)+pad; return dist2(wx,wy,B.x,B.y)<=r*r; } function screenQuadHit(sx,sy,q){ let sign=0; for(let i=0;i<4;i++){ const a=q[i],b=q[(i+1)&3],cross=(sx-a[0])*(b[1]-a[1])-(sy-a[1])*(b[0]-a[0]); if(Math.abs(cross)<.5) continue; if(sign&&cross*sign<0) return false; sign=cross; } return !!sign; } /* `s2w()` deliberately hits terrain, not a model mesh. For a tall structure this means a tap on the roof maps to ground behind its footprint. Test the projected rectangular prism only as a fallback after an exact ground-foot hit; that makes the visible model tappable without letting it steal a closer ground target. */ function bldScreenPick(B,sx,sy){ const f=bldPickFoot(B); if(!f||typeof w2s!=='function'||!isFinite(sx)||!isFinite(sy)) return false; const a=B.rot||0,c=Math.cos(a),s=Math.sin(a),hx=f[0]*.5,hy=f[1]*.5; const T=typeof BT!=='undefined'&&BT[B.type],lift=Math.max(8,Math.min(130,((T&&T.size)||B.r*2||24)*1.35)); const base=[],top=[]; for(const p of [[-hx,-hy],[hx,-hy],[hx,hy],[-hx,hy]]){ const x=B.x+p[0]*c-p[1]*s,y=B.y+p[0]*s+p[1]*c; const h=typeof terrainH==='function'?terrainH(x,y):0; base.push(w2s(x,y,h)); top.push(w2s(x,y,h+lift)); } if(screenQuadHit(sx,sy,base)||screenQuadHit(sx,sy,top)) return true; for(let i=0;i<4;i++) if(screenQuadHit(sx,sy,[base[i],base[(i+1)&3],top[(i+1)&3],top[i]])) return true; return false; } let mfBldPickMarks=new Uint32Array(0),mfBldPickSerial=0; function mfForBldsNear(x,y,rad,fn){ if(typeof bGrid==='undefined'||typeof BCS!=='number'||typeof BGW!=='number'||!bGrid){ for(let b=0;b>>0; if(!mfBldPickSerial){mfBldPickMarks.fill(0);mfBldPickSerial=1;} const x0=clamp((x-rad)/BCS|0,0,BGW-1),x1=clamp((x+rad)/BCS|0,0,BGW-1), y0=clamp((y-rad)/BCS|0,0,BGW-1),y1=clamp((y+rad)/BCS|0,0,BGW-1); for(let gy=y0;gy<=y1;gy++)for(let gx=x0;gx<=x1;gx++){ const cell=bGrid[gy*BGW+gx];if(!cell)continue; for(const b of cell)if(b>=0&&b{ const B=blds[b]; if(!B||!B.alive||!fogEntityVisible(B.team,B.x,B.y)) return; const d=dist2(wx,wy,B.x,B.y); if(bldWorldPick(B,wx,wy,pad)){ if(d=0?world:screen; } let armRally=-1, armPatrol=false, lastSelT=0, lastSelType=-1, lastTapShift=false; let lastGroundT=0, lastGroundX=0, lastGroundY=0; /* 500ms / 80px is the C&C3 / SupCom2 double-tap window, in SCREEN pixels so a command-camera pan between contacts does not break it. lastGroundT>0 rejects the page-load false positive (tnow-0<500 during the first half second of a reload). */ const GROUND_DBL_MS=500, GROUND_DBL_PX=80; function groundDoubleTap(sx,sy){ return lastGroundT>0 && performance.now()-lastGroundT=0?target:undefined,target>=0?ugen[target]:undefined); return; } if(aiming===6){ fireCommanderActive(wx,wy); return; } if(aiming===7){ fireCommanderWeapon(0,wx,wy); return; } if(aiming===8){ fireCommanderWeapon(1,wx,wy); return; } if(aiming===4){ fireCommanderJump(wx,wy); return; } if(aiming===0){ fireBlast(wx,wy); return; } if(aiming===3){ fireLance(wx,wy); return; } /* WHY: Skycrane UNLOAD and Massflesh BIRTH are map-aim modes. Dispatch them here (not only via airlift.js's onTap wrap) so a later input rewrite cannot leave those orders as toasts with no confirm. */ if(aiming===9&&typeof mfAirliftConfirmAim==='function'){ mfAirliftConfirmAim(wx,wy); return; } if(aiming===10&&typeof mfMassConfirmAim==='function'){ mfMassConfirmAim(wx,wy); return; } if(aiming===2){ // NOVA strike targeting aiming=-1; const b3=novaSrc; novaSrc=-1; const C=window.MFMatchCommandConsumer; if(C&&C.requiresLockstep()){ toast('NETWORK NOVA STRIKE UNAVAILABLE — this order is not synchronized yet'); return; } if(!novaFire(b3,wx,wy)) toast('NOVA is not ready'); return; } // rally flag placement (armed from a factory menu; armRally = building index) if(armRally>=0){ const bi2=armRally; armRally=-1; const B=blds[bi2]; if(B&&B.alive&&(typeof mfLocalOwnsBuilding==='function'?mfLocalOwnsBuilding(B):B.team===0)&&Array.isArray(B.queue)){ const C=window.MFMatchCommandConsumer; if(C&&C.requiresLockstep()){ if(C.submitRally(bi2,wx,wy)){ addParticle(3,wx,wy,0,0,.5,30,120,255,170); toast('⚑ Rally point queued for the shared match tick');sfx('ui'); }else toast(C.lastFailure()||'Rally order could not be sent'); return; } let rx=clamp(wx,20,MAP-20),ry=clamp(wy,20,MAP-20); if(typeof battlefieldClampPoint==='function'){const p=battlefieldClampPoint(rx,ry,24);rx=p[0];ry=p[1];} B.rally={x:rx,y:ry}; addParticle(3,wx,wy,0,0,.5,30, 120,255,170); toast('⚑ Rally point set — new units will gather there'); sfx('ui'); } return; } // pre-deployment: taps steer the carrier to your chosen landing ground if(carrier.active&&carrier.phase===1){ let cx=clamp(wx,60,MAP-60),cy=clamp(wy,60,MAP-60); if(typeof battlefieldClampPoint==='function'){const p=battlefieldClampPoint(cx,cy,80);cx=p[0];cy=p[1];} carrier.tx=cx; carrier.ty=cy; addParticle(3,carrier.tx,carrier.ty,0,0,.5,32, 120,220,255); uiCommandAck('deploy',1,carrier.tx,carrier.ty); return; } if(carrier.active) return; // still falling — ignore taps /* Only real pointer gestures take the silhouette path. A legacy/programmatic onTap call with no pointer type retains the historical world picker. */ const pp=pointerType?pickPointerEntities(wx,wy,sx,sy,pointerType):null; const pk=pp||pickUnit(wx,wy); const b=pp?pp.bld:pickBld(wx,wy,sx,sy); const haveSel=selCount()>0; /* Queue planning owns every map tap while it is armed — including taps on units and structures, which is what makes "chain an attack then an escort" reachable with one thumb. It is checked before selection so a tap on a friendly appends a GUARD step instead of throwing the draft's roster away. */ if(armQueue && queueDraft){ queueAddStep(wx,wy,pk); return; } /* DESKTOP ACCELERATOR, NOT THE WAY IN. Shift-click arms the same planner and appends to it, and releasing Shift commits (see the keyup below). It is a shortcut onto the touch machinery — there is deliberately no order here that a phone cannot reach. */ if(lastTapShift && haveSel && !armPatrol && !placing && beginQueueDraft()){ queueDraft.viaShift=true; queueAddStep(wx,wy,pk); return; } // patrol order (armed from the tactics bar) if(armPatrol && haveSel){ addPatrolWaypoint(wx,wy); return; } if(armPatrol)cancelPatrolDraft(true); // A visible enemy still owns the tap, even when standing over one of our // structure footprints. This preserves the direct attack gesture while the // building-first rule below only resolves friendly stack/building overlap. if(pk.enemy>=0 && haveSel){ lastGroundT=0; orderAttack(pk.enemy); return; } /* A structure footprint is a more precise target than the strategic unit stack plate drawn above it. Resolving the plate first made constructors parked at a factory select as a STACK, close every sheet and emit notices; the production building directly under the finger was unreachable. Armed queue/patrol modes still own the tap above, while an ordinary direct hit on one of our structures now opens its real menu. */ /* ...but a unit the player actually HIT still outranks the footprint under it. pk.ownDirect means the pointer landed inside that unit's projected hull or its icon plate, not on a strategic plate standing in for it, so tapping the Commander parked on your own pad selects the Commander. The picker already drops a mere plate here (pickPointerEntities), and without this the plate rule was enforced twice: once by dropping the pick, and again by this branch returning before the unit branch could run. */ if(b>=0&&(typeof mfLocalOwnsBuilding==='function'?mfLocalOwnsBuilding(blds[b]):blds[b].team===0)&&!(pk.own>=0&&pk.ownDirect)){ lastGroundT=0; clearSel();openBldMenu(b);return; } /* WHY: pickUnit's radius at command camera is often larger than the empty ground between selected hulls. A double-tap meant as retreat hit an own unit, reset lastGroundT, and became select-all. If the first tap was a ground order, the second contact at the same screen point is retreat — even when a friendly silhouette is inside the pick disc. Enemy / building taps still win so this cannot steal attack or a factory menu. */ if(haveSel && groundDoubleTap(sx,sy) && pk.enemy<0 && b<0){ stampGroundTap(sx,sy,true); orderMove(wx,wy,false,true); return; } // own unit tapped → select (double-tap = select all of that type on screen) if(pk.own>=0){ lastGroundT=0; const tnow=performance.now(); if(tnow-lastSelT<430 && utype[pk.own]===lastSelType){ const b2=camBounds(); let n2=0; clearSel(); for(let i=0;i=b2.x0&&ux[i]<=b2.x1&&uy[i]>=b2.y0&&uy[i]<=b2.y1){ usel[i]=1; n2++; } toast('⚔ '+n2+'× '+TYPES[lastSelType].name+' selected — camera locked on'); lastSelT=0; camFollow=pk.own; camFollowT=2.4; // glide in and track it distTarget=clamp(Math.max(orthoSpan*0.5,zoomSpanMin()),zoomSpanMin(),zoomSpanMax()); // close on the unit, into tactical mesh updateSelInfo(); uiCommandAck('select',n2,ux[pk.own],uy[pk.own]); closeMenus(); return; } lastSelT=tnow; lastSelType=utype[pk.own]; if(typeof mfIconStackSkip==='function'&&mfIconStackSkip(pk.own) &&typeof mfIconStackSelect==='function'&&mfIconStackSelect(pk.own)){ uiCommandAck('select',selCount(),ux[pk.own],uy[pk.own]); closeMenus(); return; } clearSel(); usel[pk.own]=1; updateSelInfo(); uiCommandAck('select',1,ux[pk.own],uy[pk.own]); closeMenus(); return; } // building tapped if(b>=0){ lastGroundT=0; const B=blds[b]; if(typeof mfLocalOwnsBuilding==='function'?mfLocalOwnsBuilding(B):B.team===0){ clearSel(); openBldMenu(b); return; } else if(haveSel){ orderAttack(-2-b); return; } } // ground → move/attack-move; double-tap empty ground = retreat (C&C3 / SupCom2) if(haveSel){ const retreat=groundDoubleTap(sx,sy); stampGroundTap(sx,sy,retreat); orderMove(wx,wy,false,retreat); return; } closeMenus(); } let dragGhost=false, holdTimer=0; /* One threshold for tap vs intel-card hold. A press that lasted 400–520 ms used to do nothing: onTap required <400 while the card armed at 520, so a careful aim in a crowd produced no order and no card. Shorter than this is a tap; reaching it is the hold. Keep 520 so expert long-press feel is unchanged — only the dead zone closes. */ const HOLD_MS=520; /* Thumb contact jitter. 9px `moved` is below a real finger; 220ms is a tap. */ const TAP_JITTER_MS=220, TAP_JITTER_PX=28; cv.addEventListener('pointerdown',e=>{ try{ cv.setPointerCapture(e.pointerId); }catch(_){} const rec={x:e.clientX,y:e.clientY,sx:e.clientX,sy:e.clientY,moved:false,held:false, shift:!!e.shiftKey,pointerType:e.pointerType||'touch',t:performance.now(), eventT:isFinite(e.timeStamp)?e.timeStamp:performance.now()}; ptrs.set(e.pointerId,rec); if(aiming===5&&ptrs.size===1){ const [bwx,bwy]=s2w(e.clientX,e.clientY);setArtBarragePreview(bwx,bwy); clearTimeout(holdTimer);return; } /* Double-tap retreat is decided on pointerdown, not pointerup. WHY the previous path never fired on packed 8901: 1. Formation preview stole the second contact and called orderMove without `retreat`, and never wrote lastGroundT. 2. pickUnit at command camera treated "empty" ground next to the army as a unit tap and reset lastGroundT (select-all, not retreat). 3. A 9px jitter marked the first contact `moved`, so onTap never ran and lastGroundT was never written — the second tap was a single attack-move. The 260ms radio gate is audio-only (audio.js already exempts retreat) and was not the order failure. War Table leftovers are display:none during a match and do not receive canvas pointers. Queue / patrol keep the tap: those modes own the map. */ if(ptrs.size===1 && !placing && !boxMode && running && selCount() && !armQueue && !armPatrol && aiming<0 && groundDoubleTap(e.clientX,e.clientY)){ const [wx,wy]=s2w(e.clientX,e.clientY); const pp=pickPointerEntities(wx,wy,e.clientX,e.clientY,e.pointerType||'touch'); if(pp.enemy<0 && pp.bld<0){ rec.held=true; rec.retreat=1; armFormation=false; orderPreview=null; const fb=document.getElementById('formBtn'); if(fb) fb.classList.remove('on'); stampGroundTap(e.clientX,e.clientY,true); orderMove(wx,wy,false,true); clearTimeout(holdTimer); return; } } if(ptrs.size===1&&armFormation&&!placing&&!boxMode&&running&&selCount()){ const [wx,wy]=s2w(e.clientX,e.clientY); const pp=typeof battlefieldClampPoint==='function'?battlefieldClampPoint(wx,wy,24):[clamp(wx,15,MAP-15),clamp(wy,15,MAP-15)]; orderConfirm=null; orderPreview={pid:e.pointerId,x:pp[0],y:pp[1], members:formationMembers(),form:selFormation}; clearTimeout(holdTimer);return; } // long-press on a unit/building → intel card clearTimeout(holdTimer); if(ptrs.size===1 && !placing && !boxMode && running){ const [hwx,hwy]=s2w(e.clientX,e.clientY); holdTimer=setTimeout(()=>{ const p=ptrs.get(e.pointerId); if(!p||p.moved||p.held||ptrs.size!==1) return; const pp2=pickPointerEntities(hwx,hwy,e.clientX,e.clientY,e.pointerType||'touch'); const pk2=pp2; const ui2=pk2.own>=0?pk2.own:pk2.enemy; const bi2=ui2<0?pp2.bld:-1; /* GUARD rides the long press (see the orders block above for why it gets no dock button). It only fires on a FRIENDLY that is not already part of the selection, so the intel card keeps every other long press: nothing selected, an enemy, neutral ground, or a unit you already hold. "Press something of mine while holding a force" has no other meaning. */ const ownBld=bi2>=0&&blds[bi2]&&(typeof mfLocalOwnsBuilding==='function'?mfLocalOwnsBuilding(blds[bi2]):blds[bi2].team===0); const ownUnit=pk2.own>=0&&!usel[pk2.own]; if(selCount()&&(ownUnit||ownBld)&&!armQueue&&!armPatrol&&!placing){ p.held=true; if(orderGuard(ownUnit?pk2.own:-2-bi2)){ if(typeof buzz==='function') buzz(12); return; } } if(ui2>=0||bi2>=0){ p.held=true; showUnitCard(ui2,bi2); sfx('ui'); } },HOLD_MS); } if(placing&&ptrs.size===1){ // drag near the ghost moves it; anywhere else pans the camera const [gx2,gy2]=w2s(placing.x,placing.y); dragGhost=Math.hypot(e.clientX-gx2,e.clientY-gy2)<90; } if(ptrs.size>=2) multiTouch=true; if(ptrs.size===2){ const a=[...ptrs.values()]; pinchD=Math.hypot(a[0].x-a[1].x,a[0].y-a[1].y); pinchZ=orthoSpan; pinchMY=(a[0].y+a[1].y)/2; pinchPitch=pitchTarget; pinchA=Math.atan2(a[1].y-a[0].y,a[1].x-a[0].x); pinchYaw=yawTarget; /* A second finger turns this into a camera gesture. Abandon any box in progress and hide it, or the release below would select everything between the box origin and wherever the pinch ended. */ if(boxStart){ boxStart=null; boxAdd=false; const bx=document.getElementById('selbox'); if(bx) bx.style.display='none'; if(boxMode){ boxMode=false; const bb=document.getElementById('boxBtn'); if(bb) bb.classList.remove('on'); } } } /* Box select used to require arming #boxBtn first, so on desktop the universal RTS gesture — shift+drag — did nothing and a bare drag panned. Touch keeps the button (a bare one-finger drag MUST stay camera pan on a phone; there is no spare gesture), but a mouse gets shift+drag directly. Shift also makes the box ADDITIVE instead of replacing the selection, which is what shift means everywhere else in the genre. */ if(ptrs.size===1 && !placing && (boxMode || (e.pointerType==='mouse' && e.shiftKey))){ boxStart=[e.clientX,e.clientY]; boxAdd=!!e.shiftKey; } }); cv.addEventListener('pointermove',e=>{ const p=ptrs.get(e.pointerId); if(!p) return; if(p.retreat) return; const dx=e.clientX-p.x, dy=e.clientY-p.y; p.x=e.clientX; p.y=e.clientY; if(Math.hypot(e.clientX-p.sx,e.clientY-p.sy)>9) p.moved=true; if(aiming===5&&ptrs.size===1){ const [bwx,bwy]=s2w(e.clientX,e.clientY);setArtBarragePreview(bwx,bwy);return; } if(orderPreview&&orderPreview.pid===e.pointerId){ const [wx,wy]=s2w(e.clientX,e.clientY); const pp=typeof battlefieldClampPoint==='function'?battlefieldClampPoint(wx,wy,24):[clamp(wx,15,MAP-15),clamp(wy,15,MAP-15)]; orderPreview.x=pp[0];orderPreview.y=pp[1];return; } if(armQueue&&queueDraft&&ptrs.size===1&&!placing&&!boxStart){ /* Drag-path while QUEUE is armed. Camera pan is the default one-finger stroke; stealing it here is the point — a queued route that still panned the map could not be drawn with a thumb. Sub-28px motion is still a tap (onTap needs !moved), so a careful waypoint does not become a pan. Samples are ground waypoints only. */ if(Math.hypot(e.clientX-p.sx,e.clientY-p.sy)>28) p.qDrag=true; if(!p.qDrag){ p.moved=false; return; } p.moved=true; const [wx,wy]=s2w(e.clientX,e.clientY); const last=queueDraft.steps[queueDraft.steps.length-1]; if(!last||dist2(wx,wy,last.x,last.y)>=110*110) queueAddStep(wx,wy,null,true); return; } if(ptrs.size===1){ if(placing&&dragGhost){ /* Drag the ghost by ray-picking the ground under the finger, so it tracks the pointer exactly regardless of camera angle or tilt. */ const [gwx,gwy]=s2w(e.clientX,e.clientY); placing.rx=clamp(gwx,40,MAP-40); placing.ry=clamp(gwy,40,MAP-40); snapPlace(); } else if(placing){ const [pw0,ph0]=s2w(e.clientX-dx,e.clientY-dy), [pw1,ph1]=s2w(e.clientX,e.clientY); cam.x-=pw1-pw0; cam.y-=ph1-ph0; clampCam(); camUpdateMatrices(); } else if(boxStart){ const bx=document.getElementById('selbox'); const x0=Math.min(boxStart[0],e.clientX), y0=Math.min(boxStart[1],e.clientY); bx.style.display='block'; bx.style.left=x0+'px'; bx.style.top=y0+'px'; bx.style.width=Math.abs(e.clientX-boxStart[0])+'px'; bx.style.height=Math.abs(e.clientY-boxStart[1])+'px'; } else { /* Ground-anchored pan: the world point under your finger stays under your finger. With a perspective camera a fixed pixels-per-unit pan drifts badly when the ground is far away or steeply tilted. */ const [pw0,ph0]=s2w(e.clientX-dx,e.clientY-dy), [pw1,ph1]=s2w(e.clientX,e.clientY); cam.x-=pw1-pw0; cam.y-=ph1-ph0; camFollow=-1; camUser(); clampCam(); camUpdateMatrices(); } } else if(ptrs.size===2){ const a=[...ptrs.values()]; const d=Math.hypot(a[0].x-a[1].x,a[0].y-a[1].y); if(pinchD>0){ const mx=(a[0].x+a[1].x)/2, my=(a[0].y+a[1].y)/2; const [wx0,wy0]=s2w(mx,my); // pinch = dolly the eye in and out along its own view ray camFollow=-1; camUser(); orthoSpan=clamp(pinchZ*pinchD/Math.max(1,d),zoomSpanMin(),zoomSpanMax()); distTarget=orthoSpan; // twist the same two fingers to orbit — 0.12 rad so a zoom pinch does not spin const ang=Math.atan2(a[1].y-a[0].y,a[1].x-a[0].x); let da=ang-pinchA; while(da>Math.PI)da-=TAU; while(da<-Math.PI)da+=TAU; if(Math.abs(da)>0.12){ yawTarget=pinchYaw-da; camYaw=yawTarget; } // slide both fingers up/down together to raise or drop the eye const dyc=my-pinchMY; if(Math.abs(dyc)>14){ pitchTarget=clamp(pinchPitch+dyc*0.0022,PITCH_MIN,PITCH_MAX); camPitch=pitchTarget; } clampCam(); camUpdateMatrices(); const [wx1,wy1]=s2w(mx,my); cam.x+=wx0-wx1; cam.y+=wy0-wy1; clampCam(); camUpdateMatrices(); } } }); function endPtr(e){ clearTimeout(holdTimer); const p=ptrs.get(e.pointerId); ptrs.delete(e.pointerId); /* Read before the early returns below, clear as soon as the last finger is off the glass. wasMulti gates the tap commit further down. */ const wasMulti=multiTouch; if(ptrs.size===0) multiTouch=false; if(!p) return; if(aiming===5&&ptrs.size===0){ /* Zooming to line up the shot ended it. The release that finishes a pinch reached onTap and fired the barrage wherever the second finger happened to be. Swallow it and leave the aim ARMED rather than cancelling, so framing the target costs the player nothing. */ if(wasMulti) return; if(e.type==='pointercancel')cancelArtilleryBarrageAim(true);else onTap(p.x,p.y,p.pointerType); return; } if(orderPreview&&orderPreview.pid===e.pointerId){ /* THE PINCH CASE THE FORMATION PREVIEW NEVER GOT. multiTouch already stops the last finger of a pinch from becoming a phantom ground tap (endPtr's tap gate) and from firing an armed artillery barrage (the aiming===5 branch above). This branch had neither test, and it runs BEFORE both — so with FORM armed the very first contact of ANY two-finger gesture builds an orderPreview, and releasing that finger committed a full formation move order to wherever it happened to be. Net effect: while FORM is lit the player cannot pinch to frame the destination without ordering the platoon to a spot they never chose. Swallow the release and leave FORM armed — the same contract the barrage aim uses, so re-framing costs nothing. */ if(multiTouch||wasMulti){ orderPreview=null; return; } const P=orderPreview;orderPreview=null;armFormation=false; const fb=document.getElementById('formBtn');if(fb)fb.classList.remove('on'); if(e.type!=='pointercancel'){ orderMove(P.x,P.y,false); /* Stamp the release as a ground tap so a quick second tap still retreats. Formation preview never went through onTap, which is how an armed FORM button swallowed double-tap retreat. */ stampGroundTap(p.x,p.y,false); /* Keep the exact count-based placement visible briefly after release. On touch screens the finger otherwise covered the only preview frame, making a valid formation order appear to have no visual response. noLine is NOT optional here. orderMove already published a confirm carrying it, precisely so the straight centroid->destination beam does not fight the traced route orderfx just drew; replacing that object without the flag put BOTH on the ground, which is the doubled order line players see on every formation drag. */ orderConfirm={x:P.x,y:P.y,members:P.members.slice(),form:P.form, until:performance.now()+950,noLine:1}; } return; } if(boxStart && ptrs.size===0){ // finish box select const bx=document.getElementById('selbox'); bx.style.display='none'; const boxStartX=boxStart[0], boxStartY=boxStart[1]; boxStart=null; /* One-shot only for the button — its toast promises a single drag, and a sticky box mode would strand a phone player with no way to pan. A shift-drag never armed the button, so it must not clear it either. */ if(boxMode){ boxMode=false; const bb=document.getElementById('boxBtn'); if(bb) bb.classList.remove('on'); } /* pointercancel is teardown, never a command. WebView can cancel a contact for an app interruption or lost capture; treating that coordinate as the corner of a completed box selected units the player never released on. */ if(e.type==='pointercancel'){ boxAdd=false; return; } const sx0=Math.min(boxStartX,p.x), sx1=Math.max(boxStartX,p.x); const sy0=Math.min(boxStartY,p.y), sy1=Math.max(boxStartY,p.y); if(sx1-sx0>10||sy1-sy0>10){ const additive=boxAdd; boxAdd=false; if(!additive) clearSel(); let n=0; /* Query the unit grid with a conservative world circle, then keep the exact screen rectangle as the final authority. Full-screen drags may still visit the army; ordinary boxes no longer scan 2,500 slots. */ const wc=[s2w(sx0,sy0),s2w(sx1,sy0),s2w(sx1,sy1),s2w(sx0,sy1)]; let minx=Infinity,maxx=-Infinity,miny=Infinity,maxy=-Infinity; for(const q of wc){minx=Math.min(minx,q[0]);maxx=Math.max(maxx,q[0]);miny=Math.min(miny,q[1]);maxy=Math.max(maxy,q[1]);} const qx=(minx+maxx)*.5,qy=(miny+maxy)*.5,qr=Math.hypot(maxx-minx,maxy-miny)*.5+mfPointerMaxSpan(); forUnitsIn(qx,qy,qr,i=>{ if(!ualive[i]||!(typeof mfLocalOwnsUnit==='function'?mfLocalOwnsUnit(i):uteam[i]===0)) return; const sp=w2s(ux[i],uy[i],terrainH(ux[i],uy[i])+TYPES[utype[i]].size*0.5); if(sp[0]>=sx0&&sp[0]<=sx1&&sp[1]>=sy0&&sp[1]<=sy1){ if(!usel[i]) n++; usel[i]=1; } }); if(n) uiCommandAck('select',n); updateSelInfo(); return; } } /* WHY: 9px `moved` is below thumb jitter. The first contact of a double-tap was classified as a pan, lastGroundT was never written, and the second tap could only ever be a single attack-move. A short press that drifted less than a fingertip is still a tap. Real pans are longer strokes. `performance.now()-p.t{ if(!running||placing||boxMode||!selCount()||armQueue||armPatrol||aiming>=0) return; e.preventDefault(); if(!groundDoubleTap(e.clientX,e.clientY)) return; const [wx,wy]=s2w(e.clientX,e.clientY); const pp=pickPointerEntities(wx,wy,e.clientX,e.clientY,'mouse'); if(pp.enemy>=0||pp.bld>=0) return; stampGroundTap(e.clientX,e.clientY,true); orderMove(wx,wy,false,true); }); cv.addEventListener('wheel',e=>{ e.preventDefault(); const [wx0,wy0]=s2w(e.clientX,e.clientY); camFollow=-1; camUser(); orthoSpan=clamp(orthoSpan*(e.deltaY<0?0.87:1.15),zoomSpanMin(),zoomSpanMax()); distTarget=orthoSpan; clampCam(); camUpdateMatrices(); const [wx1,wy1]=s2w(e.clientX,e.clientY); cam.x+=wx0-wx1; cam.y+=wy0-wy1; clampCam(); camUpdateMatrices(); },{passive:false}); /* Browser page-zoom (Ctrl+wheel, pinch on HUD, Ctrl+/-) scales the DOM instead of the ortho camera. The canvas handler above only covers #gl; overlays used to let pinch through. Kill page-zoom; game zoom stays on #gl. */ addEventListener('wheel',e=>{ if(e.ctrlKey||e.metaKey) e.preventDefault(); },{passive:false,capture:true}); addEventListener('gesturestart',e=>e.preventDefault(),{passive:false}); addEventListener('gesturechange',e=>e.preventDefault(),{passive:false}); addEventListener('keydown',e=>{ if(!(e.ctrlKey||e.metaKey)) return; const k=e.key, c=e.code; if(k==='+'||k==='-'||k==='='||k==='0'||c==='NumpadAdd'||c==='NumpadSubtract') e.preventDefault(); },true); /* A match can end while a finger is still captured by the battlefield canvas. Android then keeps that pointer sequence alive across the menu transition; the next apparent tap completes the old gesture instead of activating a menu button. Every route back to the front end calls this before rebuilding the attract scene, so input starts from a genuinely idle state. */ function resetInputState(){ boxAdd=false; clearTimeout(holdTimer); for(const id of ptrs.keys()){ try{ if(cv.hasPointerCapture(id)) cv.releasePointerCapture(id); }catch(e){} } ptrs.clear(); boxMode=false; boxStart=null; pinchD=0; dragGhost=false; multiTouch=false; armFormation=false; orderPreview=null; orderConfirm=null; if(typeof aiming!=='undefined'&&aiming>=0){ if(aiming===5&&typeof cancelArtilleryBarrageAim==='function')cancelArtilleryBarrageAim(true); else aiming=-1; } if(armPatrol) cancelPatrolDraft(true); if(armQueue) cancelQueueDraft(true); /* An armed rally survived every route back to the front end. It is cleared by resetWorld at the START of the next match, so the leak only shows on paths that re-enter a live match without a world reset — but this function is the one that claims a genuinely idle input state, so it owns the bit. */ disarmRally(); lastGroundT=0; const sb=document.getElementById('selbox'); if(sb) sb.style.display='none'; const bb=document.getElementById('boxBtn'); if(bb) bb.classList.remove('on'); const fb=document.getElementById('formBtn'); if(fb) fb.classList.remove('on'); } addEventListener('keydown',e=>{ if(e.key!=='Tab'||!running||typeof recallGroup!=='function') return; const t=e.target, tag=t&&t.tagName; if(tag==='INPUT'||tag==='TEXTAREA'||(t&&t.isContentEditable)) return; e.preventDefault(); let start=activePlatoon<0?0:activePlatoon+1; for(let k=0;k<4;k++){ const n=(start+k)%4; if(groupLive(ctrlGroups[n]).length){ recallGroup(n,!!e.shiftKey); return; } } }); /* Releasing Shift executes a chain that Shift started, which is the behaviour a desktop RTS player already has in their hands. A chain armed from the QUEUE button is untouched: it waits for GO, because a touch player has no Shift to release. */ addEventListener('keyup',e=>{ if(e.key!=='Shift'||!armQueue||!queueDraft||!queueDraft.viaShift) return; if(queueDraft.steps.length) commitQueueDraft(); else cancelQueueDraft(true); }); /* Build the control now rather than on first use: the orders row is hidden until something is selected, and a button that only appears after its first press cannot be discovered. */ ensureQueueBtn(); queueButtonState(); // ---------- minimap ---------- const mmc=document.getElementById('minimap'); mmc.setAttribute('role','application');mmc.tabIndex=0; mmc.setAttribute('aria-label','Tactical minimap. Use arrow keys to pan the camera and Home to center the map'); mmc.setAttribute('aria-keyshortcuts','ArrowUp ArrowDown ArrowLeft ArrowRight Home'); function mmNav(e){ const r=mmc.getBoundingClientRect(); cam.x=(e.clientX-r.left)/r.width*MAP; cam.y=(e.clientY-r.top)/r.height*MAP; camFollow=-1; camUser(); clampCam(); camUpdateMatrices(); } mmc.addEventListener('pointerdown',e=>{ e.stopPropagation(); mmNav(e); mmc.setPointerCapture(e.pointerId); }); mmc.addEventListener('pointermove',e=>{ if(e.buttons) mmNav(e); }); mmc.addEventListener('keydown',e=>{ const arrows=['ArrowLeft','ArrowRight','ArrowUp','ArrowDown']; if(!arrows.includes(e.key)&&e.key!=='Home')return; e.preventDefault();e.stopPropagation(); if(e.key==='Home'){cam.x=MAP*.5;cam.y=MAP*.5;} else { const step=Math.max(18,(typeof orthoSpan==='number'?orthoSpan:80)*.28)*(e.shiftKey?3:1); if(e.key==='ArrowLeft')cam.x-=step;if(e.key==='ArrowRight')cam.x+=step; if(e.key==='ArrowUp')cam.y-=step;if(e.key==='ArrowDown')cam.y+=step; } camFollow=-1;camUser();clampCam();camUpdateMatrices(); });