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Tint territory borders based on player relationships. (#2439)
## Description: Add visual indicators to territory borders that reflect diplomatic relationships between players, making it easier to identify relations at a glance. ### Problem Statement Currently, players must check diplomatic status through other UI elements. There's no immediate visual feedback on the map showing which borders represent embargo or friendly relationships. ### Benefits 1. **Improved Gameplay Clarity**: Quickly identify diplomatic relationships without opening menus 2. **Strategic Awareness**: Visual feedback helps make tactical decisions about border defense ### Proposed Solution Tint territory borders based on neighbor relationships: embargo red, friendly green ### Implementation Details - Border variants are based on this._borderColor (theme/style handling unchanged) computed in the constructor and stored in userSettings UnitView - Apply tinting to checkerboard for defended borders - borderColor() checks all neighbors to determine the worst relationship status - Embargos take priority. <img width="1193" height="601" alt="image" src="https://github.com/user-attachments/assets/cb516402-4f4b-473c-a31b-02397fee9203" /> <img width="959" height="682" alt="image" src="https://github.com/user-attachments/assets/de01a4b9-0fd4-44b2-895d-96705b6cf30b" /> ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced
This commit is contained in:
+123
-9
@@ -41,6 +41,10 @@ import { UserSettings } from "./UserSettings";
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const userSettings: UserSettings = new UserSettings();
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const FRIENDLY_TINT_TARGET = { r: 0, g: 255, b: 0, a: 1 };
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const EMBARGO_TINT_TARGET = { r: 255, g: 0, b: 0, a: 1 };
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const BORDER_TINT_RATIO = 0.35;
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export class UnitView {
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public _wasUpdated = true;
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public lastPos: TileRef[] = [];
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@@ -186,7 +190,14 @@ export class PlayerView {
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private _borderColor: Colord;
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// Update here to include structure light and dark colors
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private _structureColors: { light: Colord; dark: Colord };
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private _defendedBorderColors: { light: Colord; dark: Colord };
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// Pre-computed border color variants
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private _borderColorNeutral: Colord;
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private _borderColorFriendly: Colord;
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private _borderColorEmbargo: Colord;
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private _borderColorDefendedNeutral: { light: Colord; dark: Colord };
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private _borderColorDefendedFriendly: { light: Colord; dark: Colord };
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private _borderColorDefendedEmbargo: { light: Colord; dark: Colord };
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constructor(
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private game: GameView,
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@@ -249,10 +260,57 @@ export class PlayerView {
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maybeFocusedBorderColor.toHex(),
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);
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this._defendedBorderColors = this.game
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.config()
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.theme()
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.defendedBorderColors(this._borderColor);
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// Pre-compute all border color variants once
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const theme = this.game.config().theme();
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const baseRgb = this._borderColor.toRgb();
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// Neutral is just the base color
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this._borderColorNeutral = this._borderColor;
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// Compute friendly tint
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this._borderColorFriendly = colord({
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r: Math.round(
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baseRgb.r * (1 - BORDER_TINT_RATIO) +
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FRIENDLY_TINT_TARGET.r * BORDER_TINT_RATIO,
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),
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g: Math.round(
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baseRgb.g * (1 - BORDER_TINT_RATIO) +
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FRIENDLY_TINT_TARGET.g * BORDER_TINT_RATIO,
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),
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b: Math.round(
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baseRgb.b * (1 - BORDER_TINT_RATIO) +
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FRIENDLY_TINT_TARGET.b * BORDER_TINT_RATIO,
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),
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a: baseRgb.a,
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});
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// Compute embargo tint
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this._borderColorEmbargo = colord({
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r: Math.round(
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baseRgb.r * (1 - BORDER_TINT_RATIO) +
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EMBARGO_TINT_TARGET.r * BORDER_TINT_RATIO,
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),
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g: Math.round(
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baseRgb.g * (1 - BORDER_TINT_RATIO) +
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EMBARGO_TINT_TARGET.g * BORDER_TINT_RATIO,
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),
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b: Math.round(
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baseRgb.b * (1 - BORDER_TINT_RATIO) +
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EMBARGO_TINT_TARGET.b * BORDER_TINT_RATIO,
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),
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a: baseRgb.a,
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});
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// Pre-compute defended variants
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this._borderColorDefendedNeutral = theme.defendedBorderColors(
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this._borderColorNeutral,
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);
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this._borderColorDefendedFriendly = theme.defendedBorderColors(
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this._borderColorFriendly,
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);
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this._borderColorDefendedEmbargo = theme.defendedBorderColors(
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this._borderColorEmbargo,
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);
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this.decoder =
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pattern === undefined
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@@ -275,18 +333,74 @@ export class PlayerView {
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return this._structureColors;
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}
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/**
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* Border color for a tile:
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* - Tints by neighbor relations (embargo → red, friendly → green, else neutral).
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* - If defended, applies theme checkerboard to the tinted color.
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*/
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borderColor(tile?: TileRef, isDefended: boolean = false): Colord {
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if (tile === undefined || !isDefended) {
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if (tile === undefined) {
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return this._borderColor;
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}
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const { hasEmbargo, hasFriendly } = this.borderRelationFlags(tile);
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let baseColor: Colord;
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let defendedColors: { light: Colord; dark: Colord };
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if (hasEmbargo) {
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baseColor = this._borderColorEmbargo;
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defendedColors = this._borderColorDefendedEmbargo;
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} else if (hasFriendly) {
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baseColor = this._borderColorFriendly;
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defendedColors = this._borderColorDefendedFriendly;
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} else {
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baseColor = this._borderColorNeutral;
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defendedColors = this._borderColorDefendedNeutral;
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}
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if (!isDefended) {
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return baseColor;
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}
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const x = this.game.x(tile);
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const y = this.game.y(tile);
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const lightTile =
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(x % 2 === 0 && y % 2 === 0) || (y % 2 === 1 && x % 2 === 1);
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return lightTile
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? this._defendedBorderColors.light
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: this._defendedBorderColors.dark;
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return lightTile ? defendedColors.light : defendedColors.dark;
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}
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/**
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* Border relation flags for a tile, used by both CPU and WebGL renderers.
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*/
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borderRelationFlags(tile: TileRef): {
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hasEmbargo: boolean;
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hasFriendly: boolean;
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} {
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const mySmallID = this.smallID();
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let hasEmbargo = false;
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let hasFriendly = false;
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for (const n of this.game.neighbors(tile)) {
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if (!this.game.hasOwner(n)) {
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continue;
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}
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const otherOwner = this.game.owner(n);
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if (!otherOwner.isPlayer() || otherOwner.smallID() === mySmallID) {
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continue;
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}
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if (this.hasEmbargo(otherOwner)) {
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hasEmbargo = true;
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break;
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}
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if (this.isFriendly(otherOwner) || otherOwner.isFriendly(this)) {
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hasFriendly = true;
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}
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}
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return { hasEmbargo, hasFriendly };
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}
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async actions(tile?: TileRef): Promise<PlayerActions> {
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