Feature/colorblind mode (#4150)

**Add approved & assigned issue number here:**

Resolves #2549

## Description:

Adds colorblind mode. Similar to dark mode, it exists as a toggle in
settings. When enabled, it swaps the game's theme (which is refactored
to extend from a theme base class) to use more colorblind-friendly
colors and brightness variations. Borders are darkened, and terrarin is
separated by lightness. Friendly/Foe colors and switched to blue/orange
instead of red/green.

The theme refactor supports adding new themes without having to
reimplement the color distribution system. New themes can extend the
BaseTheme and supply the data, such as palettes, team-color variations,
and terrain.

New setting:
<img width="880" height="273" alt="Screenshot 2026-06-04 at 11 30 27 AM"
src="https://github.com/user-attachments/assets/d5d573d5-cc64-4ac1-95c2-00627faf17cc"
/>

New color palette:
<img width="1119" height="757" alt="Screenshot 2026-06-04 at 11 30
59 AM"
src="https://github.com/user-attachments/assets/2bb15bc9-992b-41ae-ab0e-b01fe0c3c6bb"
/>

## 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

## Please put your Discord username so you can be contacted if a bug or
regression is found:

jetaviz
This commit is contained in:
noahschmal
2026-06-11 10:53:03 -07:00
committed by GitHub
parent 7137347b7d
commit 21776e81af
16 changed files with 723 additions and 304 deletions
+3
View File
@@ -810,6 +810,8 @@
"keybinds_hint": "Click a key to rebind it. You can assign a single key or Shift + key combination.",
"dark_mode_label": "Dark Mode",
"dark_mode_desc": "Toggle the sites appearance between light and dark themes",
"colorblind_label": "Colorblind Mode",
"colorblind_desc": "Use colorblind-friendly territory and border colors",
"emojis_label": "Emojis",
"emojis_desc": "Toggle whether emojis are shown in game",
"alert_frame_label": "Alert Frame",
@@ -946,6 +948,7 @@
"colored": "Colored",
"black": "Black",
"section_structure_icons": "Structure Icons",
"section_accessibility": "Accessibility",
"classic_icons_label": "Classic icons",
"classic_icons_desc": "Lighter outline with near-black interior",
"section_map": "Map",
+11 -1
View File
@@ -497,10 +497,20 @@ async function createClientGame(
applyGraphicsOverrides(live, userSettings.graphicsOverrides());
applyDarkModeOverride(live, userSettings.darkMode());
};
// Re-apply render settings, then re-theme and recolor players, on a
// graphics-override change (covers a theme switch such as colorblind mode).
const onGraphicsChanged = (): void => {
regenerateRenderSettings();
// A graphics override can switch the active theme (e.g. colorblind mode),
// so re-theme existing players and re-upload the palette to recolor their
// territory fills/borders live.
gameView.refreshPlayerColors();
webglBuilder.refreshPalette(gameView);
};
regenerateRenderSettings();
globalThis.addEventListener(
`${USER_SETTINGS_CHANGED_EVENT}:${GRAPHICS_KEY}`,
regenerateRenderSettings,
onGraphicsChanged,
{ signal: graphicsListenerAbort.signal },
);
globalThis.addEventListener(
+28
View File
@@ -206,6 +206,25 @@ export class UserSettingModal extends BaseModal {
console.log("🌙 Dark Mode:", this.userSettings.darkMode() ? "ON" : "OFF");
}
/** Whether colorblind mode is currently enabled in the graphics overrides. */
private colorblindMode(): boolean {
return (
this.userSettings.graphicsOverrides().accessibility?.colorblind ?? false
);
}
/** Flip the colorblind-mode graphics override and persist it. */
private toggleColorblindMode() {
const overrides = this.userSettings.graphicsOverrides();
this.userSettings.setGraphicsOverrides({
...overrides,
accessibility: {
...overrides.accessibility,
colorblind: !this.colorblindMode(),
},
});
}
private toggleEmojis() {
this.userSettings.toggleEmojis();
@@ -742,6 +761,15 @@ export class UserSettingModal extends BaseModal {
@change=${this.toggleDarkMode}
></setting-toggle>
<!-- 🎨 Colorblind Mode -->
<setting-toggle
label="${translateText("user_setting.colorblind_label")}"
description="${translateText("user_setting.colorblind_desc")}"
id="colorblind-toggle"
.checked=${this.colorblindMode()}
@change=${this.toggleColorblindMode}
></setting-toggle>
<!-- 😊 Emojis -->
<setting-toggle
label="${translateText("user_setting.emojis_label")}"
+13
View File
@@ -59,6 +59,19 @@ export class WebGLFrameBuilder {
this.skinsInitialized = false;
}
/**
* Re-write every player's palette entry from their current (possibly re-themed)
* colors and re-upload just the palette texture. Used after a mid-game theme
* change (e.g. toggling colorblind mode) so existing territories re-color
* without re-syncing players, skins, or spawns.
*/
refreshPalette(gameView: GameView): void {
for (const p of gameView.players()) {
this.writePaletteEntry(p.smallID(), p.territoryColor(), p.borderColor());
}
this.view.updatePalette(this.palette);
}
update(gameView: GameView): void {
this.syncPlayers(gameView);
this.syncPlayerSpawns(gameView);
@@ -299,6 +299,18 @@ export class GraphicsSettingsModal extends LitElement implements Controller {
this.requestUpdate();
}
/** Merge a patch into the accessibility graphics overrides and persist it. */
private patchAccessibility(
patch: Partial<GraphicsOverrides["accessibility"]>,
) {
const current = this.userSettings.graphicsOverrides();
this.userSettings.setGraphicsOverrides({
...current,
accessibility: { ...current.accessibility, ...patch },
});
this.requestUpdate();
}
private currentSpecialEffects(): boolean {
return (
this.userSettings.graphicsOverrides().passEnabled?.fx ??
@@ -310,6 +322,18 @@ export class GraphicsSettingsModal extends LitElement implements Controller {
this.patchPassEnabled({ fx: !this.currentSpecialEffects() });
}
/** Whether colorblind mode is currently enabled. */
private currentColorblind(): boolean {
return (
this.userSettings.graphicsOverrides().accessibility?.colorblind ?? false
);
}
/** Toggle colorblind-friendly colors. */
private onToggleColorblind() {
this.patchAccessibility({ colorblind: !this.currentColorblind() });
}
private onNameScaleChange(event: Event) {
const value = parseFloat((event.target as HTMLInputElement).value);
this.patchName({ nameScaleFactor: value });
@@ -356,6 +380,7 @@ export class GraphicsSettingsModal extends LitElement implements Controller {
const territoryAlpha = this.currentTerritoryAlpha();
const railDrawDistance = RAIL_ZOOM_MAX - this.currentRailMinZoom();
const railThickness = this.currentRailThickness();
const colorblind = this.currentColorblind();
return html`
<div
@@ -717,6 +742,31 @@ export class GraphicsSettingsModal extends LitElement implements Controller {
</div>
</button>
<div
class="px-3 py-1 text-xs font-semibold text-slate-400 uppercase tracking-wider mt-2"
>
${translateText("graphics_setting.section_accessibility")}
</div>
<button
class="flex gap-3 items-center w-full text-left p-3 hover:bg-slate-700 rounded-sm text-white transition-colors"
@click=${this.onToggleColorblind}
>
<div class="flex-1">
<div class="font-medium">
${translateText("user_setting.colorblind_label")}
</div>
<div class="text-sm text-slate-400">
${translateText("user_setting.colorblind_desc")}
</div>
</div>
<div class="text-sm text-slate-400">
${colorblind
? translateText("user_setting.on")
: translateText("user_setting.off")}
</div>
</button>
<div class="border-t border-slate-600 pt-3 mt-4">
<button
class="flex gap-3 items-center w-full text-left p-3 hover:bg-slate-700 rounded-sm text-white transition-colors"
@@ -35,6 +35,11 @@ export const GraphicsOverridesSchema = z
fx: z.boolean(),
})
.partial(),
accessibility: z
.object({
colorblind: z.boolean(),
})
.partial(),
})
.partial();
+33
View File
@@ -3,6 +3,11 @@ import type { RenderSettings } from "./RenderSettings";
const DARK_AMBIENT = 0.35;
/**
* Apply the user's graphics overrides onto a RenderSettings in place: name
* scaling, classic/dark structure and name styling, and the colorblind-safe
* affiliation/tint palette.
*/
export function applyGraphicsOverrides(
settings: RenderSettings,
overrides: GraphicsOverrides,
@@ -67,8 +72,36 @@ export function applyGraphicsOverrides(
settings.name.outlineG = channel;
settings.name.outlineB = channel;
}
if (overrides.accessibility?.colorblind === true) {
// Swap the red/green friend-foe encoding (the most common confusion axis)
// for a colorblind-safe blue/orange pairing (Okabe-Ito).
// Alt-view affiliation borders: self/ally in the blue family, enemy orange.
settings.affiliation.selfR = 0;
settings.affiliation.selfG = 0.447;
settings.affiliation.selfB = 0.698;
settings.affiliation.allyR = 0.337;
settings.affiliation.allyG = 0.706;
settings.affiliation.allyB = 0.914;
settings.affiliation.enemyR = 0.835;
settings.affiliation.enemyG = 0.369;
settings.affiliation.enemyB = 0;
// Normal-view relationship border tints: friendly blue, enemy orange,
// applied strongly so the cue doesn't rely on subtle hue.
settings.mapOverlay.friendlyTintR = 0;
settings.mapOverlay.friendlyTintG = 0.447;
settings.mapOverlay.friendlyTintB = 0.698;
settings.mapOverlay.embargoTintR = 0.835;
settings.mapOverlay.embargoTintG = 0.369;
settings.mapOverlay.embargoTintB = 0;
// Strong ratio so the friend/foe tint dominates the darkened territory
// border — neutral keeps its (darkened) fill hue, ally reads blue, enemy
// reads orange.
settings.mapOverlay.friendlyTintRatio = 0.85;
settings.mapOverlay.embargoTintRatio = 0.85;
}
}
/** Apply dark-mode lighting (ambient + enabled) onto settings when active. */
export function applyDarkModeOverride(
settings: RenderSettings,
isDark: boolean,
+228
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@@ -0,0 +1,228 @@
import { Colord, colord, LabaColor } from "colord";
import { PlayerType, Team } from "../../core/game/Game";
import { GameMap, TileRef } from "../../core/game/GameMap";
import { PlayerView } from "../../core/game/GameView";
import { PseudoRandom } from "../../core/PseudoRandom";
import { simpleHash } from "../../core/Util";
import { ColorAllocator } from "./ColorAllocator";
import { Theme } from "./Theme";
/**
* Shared theme machinery. Owns the per-pool color allocators and the
* territory/team color dispatch (the greedy allocation), plus the color math
* every theme shares. Concrete themes supply only the color *data* by
* implementing the abstract hooks (palettes, team-color variations, terrain).
* A theme may also override the dispatch methods for fully custom allocation.
*/
export abstract class BaseTheme implements Theme {
private rand = new PseudoRandom(123);
protected humanColorAllocator: ColorAllocator;
protected botColorAllocator: ColorAllocator;
protected nationColorAllocator: ColorAllocator;
private teamPlayerColors = new Map<string, Colord>();
// Shared "default theme" colors. Override the fields in a subclass to differ.
protected background = colord("rgb(60,60,60)");
protected falloutColors = [
colord("rgb(120,255,71)"),
colord("rgb(130,255,85)"),
colord("rgb(110,245,65)"),
colord("rgb(125,255,75)"),
colord("rgb(115,250,68)"),
];
protected _spawnHighlightColor = colord("rgb(255,213,79)");
protected _spawnHighlightSelfColor = colord("rgb(255,255,255)");
protected _spawnHighlightTeamColor = colord("rgb(0,255,0)");
protected _spawnHighlightEnemyColor = colord("rgb(255,0,0)");
constructor() {
this.humanColorAllocator = new ColorAllocator(
this.humanPalette(),
this.fallbackPalette(),
);
this.botColorAllocator = new ColorAllocator(
this.botPalette(),
this.botPalette(),
);
this.nationColorAllocator = new ColorAllocator(
this.nationPalette(),
this.nationPalette(),
);
}
// --- Color data: concrete themes provide these ---
/** Color pool for human players. */
protected abstract humanPalette(): Colord[];
/** Color pool for bot players. */
protected abstract botPalette(): Colord[];
/** Color pool for nation (FFA AI) players. */
protected abstract nationPalette(): Colord[];
/** Extra colors used once the human pool is exhausted. */
protected abstract fallbackPalette(): Colord[];
/** Per-team color variations; index 0 is the team's base color. */
protected abstract teamColorVariations(team: Team): Colord[];
/** Color for a terrain tile, based on its type and elevation magnitude. */
abstract terrainColor(gm: GameMap, tile: TileRef): Colord;
// --- Allocation dispatch (overridable) ---
/** Base color for a team (the first entry of its variations). */
teamColor(team: Team): Colord {
const rgb = this.teamColorVariations(team)[0].toRgb();
return colord({
r: Math.round(rgb.r),
g: Math.round(rgb.g),
b: Math.round(rgb.b),
});
}
/**
* Color for a player's territory: a per-player variation when the player is
* on a team, otherwise a distinct color allocated from the matching pool
* (human / bot / nation).
*/
territoryColor(player: PlayerView): Colord {
const team = player.team();
if (team !== null) {
return this.teamColorForPlayer(team, player.id());
}
if (player.type() === PlayerType.Human) {
return this.humanColorAllocator.assignColor(player.id());
}
if (player.type() === PlayerType.Bot) {
return this.botColorAllocator.assignColor(player.id());
}
return this.nationColorAllocator.assignColor(player.id());
}
/** Stable per-player variation within a team's color set. */
teamColorForPlayer(team: Team, playerId: string): Colord {
const cached = this.teamPlayerColors.get(playerId);
if (cached !== undefined) {
return cached;
}
const colors = this.teamColorVariations(team);
const color = colors[simpleHash(playerId) % colors.length];
this.teamPlayerColors.set(playerId, color);
return color;
}
// --- Shared color math ---
/**
* Derive the light/dark color pair used to render a structure icon over a
* territory, nudging luminance until the two reach a minimum contrast so the
* icon stays legible on any fill.
*/
structureColors(territoryColor: Colord): { light: Colord; dark: Colord } {
// Convert territory color to LAB color space. Territory color is rendered in game with alpha = 150/255, use that here.
const lightLAB = territoryColor.alpha(150 / 255).toLab();
// Get "border color" from territory color & convert to LAB color space
const darkLAB = this.borderColor(territoryColor).toLab();
// Calculate the contrast of the two provided colors
let contrast = this.contrast(lightLAB, darkLAB);
// Don't want excessive contrast, so incrementally increase contrast within a loop.
// Define target values, looping limits, and loop counter
const loopLimit = 10; // Switch from darkening border to lightening fill if loopLimit is reached
const maxIterations = 50; // maximum number of loops allowed, throw error above this limit
const contrastTarget = 0.5;
let loopCount = 0;
// Adjust luminance by 5 in each iteration. This is a balance between speed and not overdoing contrast changes.
const luminanceChange = 5;
while (contrast < contrastTarget) {
if (loopCount > maxIterations) {
// Prevent runaway loops
console.warn(`Infinite loop detected during structure color calculation.
Light color: ${colord(lightLAB).toRgbString()},
Dark color: ${colord(darkLAB).toRgbString()},
Contrast: ${contrast}`);
break;
} else if (loopCount > loopLimit) {
// Increase the light color once the loop limit is reached (probably
// because the dark color is already as dark as it can get).
lightLAB.l = this.clamp(lightLAB.l + luminanceChange);
} else {
// Decrease the dark color first to keep the light color as close
// to the territory color as possible.
darkLAB.l = this.clamp(darkLAB.l - luminanceChange);
}
// re-calculate contrast and increment loop counter
contrast = this.contrast(lightLAB, darkLAB);
loopCount++;
}
return { light: colord(lightLAB), dark: colord(darkLAB) };
}
/** Perceptual (CIE76 delta-E) distance between two LAB colors. */
private contrast(first: LabaColor, second: LabaColor): number {
return colord(first).delta(colord(second));
}
/** Clamp a number into the inclusive [low, high] range (default 0100). */
private clamp(num: number, low: number = 0, high: number = 100): number {
return Math.min(Math.max(low, num), high);
}
/**
* Border color for a territory. Don't call directly use PlayerView.
* Themes override this to change how borders relate to the fill.
*/
borderColor(territoryColor: Colord): Colord {
return territoryColor.darken(0.125);
}
/** Light/dark border pair used to render a defended (fortified) border. */
defendedBorderColors(territoryColor: Colord): {
light: Colord;
dark: Colord;
} {
return {
light: territoryColor.darken(0.2),
dark: territoryColor.darken(0.4),
};
}
/** Border color used to highlight the currently focused player. */
focusedBorderColor(): Colord {
return colord("rgb(230,230,230)");
}
/** Player name text color (darker for humans, gray for AI). */
textColor(player: PlayerView): string {
return player.type() === PlayerType.Human ? "#000000" : "#4D4D4D";
}
/** Map background color. */
backgroundColor(): Colord {
return this.background;
}
/** A random color from the fallout palette (for the nuke fallout effect). */
falloutColor(): Colord {
return this.rand.randElement(this.falloutColors);
}
/** Font stack used for in-map text. */
font(): string {
return "Overpass, sans-serif";
}
/** Highlight color for a spawnable tile during the spawn phase. */
spawnHighlightColor(): Colord {
return this._spawnHighlightColor;
}
/** Spawn highlight color for the local player's own tiles. */
spawnHighlightSelfColor(): Colord {
return this._spawnHighlightSelfColor;
}
/** Spawn highlight color for teammates' tiles. */
spawnHighlightTeamColor(): Colord {
return this._spawnHighlightTeamColor;
}
/** Spawn highlight color for enemies' tiles. */
spawnHighlightEnemyColor(): Colord {
return this._spawnHighlightEnemyColor;
}
}
+27 -69
View File
@@ -1,61 +1,35 @@
import { colord, Colord, extend } from "colord";
import { Colord, extend } from "colord";
import labPlugin from "colord/plugins/lab";
import lchPlugin from "colord/plugins/lch";
import Color from "colorjs.io";
import { ColoredTeams, Team } from "../../core/game/Game";
import { PseudoRandom } from "../../core/PseudoRandom";
import { simpleHash } from "../../core/Util";
import {
blueTeamColors,
botTeamColors,
greenTeamColors,
orangeTeamColors,
purpleTeamColors,
redTeamColors,
tealTeamColors,
yellowTeamColors,
} from "./Colors";
extend([lchPlugin]);
extend([labPlugin]);
/**
* Assigns a stable, visually distinct color to each id from a pool, falling
* back to a larger list once the pool is exhausted. Theme-agnostic: it knows
* nothing about teams or palettes a theme supplies the pool and owns any
* team-color logic.
*/
export class ColorAllocator {
private availableColors: Colord[];
private fallbackColors: Colord[];
private assigned = new Map<string, Colord>();
private teamPlayerColors = new Map<string, Colord>();
constructor(colors: Colord[], fallback: Colord[]) {
this.availableColors = [...colors];
this.fallbackColors = [...colors, ...fallback];
}
private getTeamColorVariations(team: Team): Colord[] {
switch (team) {
case ColoredTeams.Blue:
return blueTeamColors;
case ColoredTeams.Red:
return redTeamColors;
case ColoredTeams.Teal:
return tealTeamColors;
case ColoredTeams.Purple:
return purpleTeamColors;
case ColoredTeams.Yellow:
return yellowTeamColors;
case ColoredTeams.Orange:
return orangeTeamColors;
case ColoredTeams.Green:
return greenTeamColors;
case ColoredTeams.Bot:
return botTeamColors;
case ColoredTeams.Humans:
return blueTeamColors;
case ColoredTeams.Nations:
return redTeamColors;
default:
return [this.assignColor(team)];
}
}
/**
* Return the color assigned to `id`, allocating one on first request. New
* colors are chosen to be as visually distinct as possible from those already
* handed out (falling back to random selection once the pool is large or
* exhausted, for performance). Assignments are stable for the allocator's
* lifetime.
*/
assignColor(id: string): Colord {
if (this.assigned.has(id)) {
return this.assigned.get(id)!;
@@ -76,46 +50,27 @@ export class ColorAllocator {
selectedIndex = rand.nextInt(0, this.availableColors.length);
} else {
const assignedColors = Array.from(this.assigned.values());
selectedIndex =
selectDistinctColorIndex(this.availableColors, assignedColors) ?? 0;
selectedIndex = selectDistinctColorIndex(
this.availableColors,
assignedColors,
);
}
const color = this.availableColors.splice(selectedIndex, 1)[0];
this.assigned.set(id, color);
return color;
}
assignTeamColor(team: Team): Colord {
const teamColors = this.getTeamColorVariations(team);
const rgb = teamColors[0].toRgb();
rgb.r = Math.round(rgb.r);
rgb.g = Math.round(rgb.g);
rgb.b = Math.round(rgb.b);
return colord(rgb);
}
assignTeamPlayerColor(team: Team, playerId: string): Colord {
if (this.teamPlayerColors.has(playerId)) {
return this.teamPlayerColors.get(playerId)!;
}
const teamColors = this.getTeamColorVariations(team);
const hashValue = simpleHash(playerId);
const colorIndex = hashValue % teamColors.length;
const color = teamColors[colorIndex];
this.teamPlayerColors.set(playerId, color);
return color;
}
}
// Select a distinct color index from the available colors that
// is most different from the assigned colors
/**
* Index of the available color that is most perceptually different from the
* already-assigned colors (the one whose nearest assigned neighbor is farthest
* away, by delta-E 2000). Throws if no colors have been assigned yet.
*/
export function selectDistinctColorIndex(
availableColors: Colord[],
assignedColors: Colord[],
): number | null {
): number {
if (assignedColors.length === 0) {
throw new Error("No assigned colors");
}
@@ -136,16 +91,19 @@ export function selectDistinctColorIndex(
return maxIndex;
}
/** Smallest delta-E 2000 distance from `lab1` to any of the assigned colors. */
function minDeltaE(lab1: Color, assignedLabColors: Color[]) {
return assignedLabColors.reduce((min, assigned) => {
return Math.min(min, deltaE2000(lab1, assigned));
}, Infinity);
}
/** Perceptual distance between two colors using the CIEDE2000 formula. */
function deltaE2000(c1: Color, c2: Color): number {
return c1.deltaE(c2, "2000");
}
/** Convert a colord color to a colorjs.io LAB color for delta-E math. */
function toColor(colord: Colord): Color {
const lab = colord.toLab();
return new Color("lab", [lab.l, lab.a, lab.b]);
+113
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@@ -0,0 +1,113 @@
import { Colord, colord } from "colord";
import { ColoredTeams, Team, TerrainType } from "../../core/game/Game";
import { GameMap, TileRef } from "../../core/game/GameMap";
import {
botTeamColors,
cbBlueTeamColors,
cbGreenTeamColors,
cbOrangeTeamColors,
cbPurpleTeamColors,
cbRedTeamColors,
cbTealTeamColors,
cbYellowTeamColors,
colorblindColors,
} from "./Colors";
import { PastelTheme } from "./PastelTheme";
/**
* Colorblind theme keeps the light terrain but swaps player and team palettes
* for a high-contrast, lightness-varied, colorblind-safe set. Shares all the
* allocation logic from BaseTheme via PastelTheme.
*/
export class ColorblindTheme extends PastelTheme {
/** All player pools share the single CVD-safe, lightness-varied palette. */
protected humanPalette(): Colord[] {
return colorblindColors;
}
protected botPalette(): Colord[] {
return colorblindColors;
}
protected nationPalette(): Colord[] {
return colorblindColors;
}
/** Colorblind-safe per-team variations (blue/orange-anchored Okabe-Ito). */
protected teamColorVariations(team: Team): Colord[] {
switch (team) {
case ColoredTeams.Blue:
return cbBlueTeamColors;
case ColoredTeams.Red:
return cbRedTeamColors;
case ColoredTeams.Teal:
return cbTealTeamColors;
case ColoredTeams.Purple:
return cbPurpleTeamColors;
case ColoredTeams.Yellow:
return cbYellowTeamColors;
case ColoredTeams.Orange:
return cbOrangeTeamColors;
case ColoredTeams.Green:
return cbGreenTeamColors;
case ColoredTeams.Bot:
return botTeamColors;
case ColoredTeams.Humans:
return cbBlueTeamColors;
case ColoredTeams.Nations:
return cbRedTeamColors;
default:
return [this.humanColorAllocator.assignColor(team)];
}
}
/**
* Fill-derived border, darkened *relative* to each fill's own lightness
* rather than by a fixed amount. An absolute darken (e.g. .darken(0.3))
* pushes already-dark fills to near-black while barely touching light ones,
* so borders read inconsistently across nations. Scaling lightness keeps
* every border the same proportion darker than its territory distinct, but
* still hued and never collapsing to black. Friend/foe tints are mixed on top
* in the border shader.
*/
borderColor(territoryColor: Colord): Colord {
const hsl = territoryColor.toHsl();
return colord({ ...hsl, l: hsl.l * 0.6 });
}
/**
* CVD-tuned terrain: separate elevation bands by *lightness* (the cue all
* colorblindness types keep) rather than the greenbrowngray hue ramp, which
* blurs plainshills under red-green CVD. Dark plains mid hills bright
* mountains. Water/shore are inherited (blue is already CVD-safe).
*/
terrainColor(gm: GameMap, tile: TileRef): Colord {
const mag = gm.magnitude(tile);
if (gm.isShore(tile)) {
return this.shore;
}
const type = gm.terrainType(tile);
switch (type) {
case TerrainType.Ocean: {
const w = this.water.rgba;
if (gm.isShoreline(tile) && gm.isWater(tile)) {
return this.shorelineWater;
}
return colord({
r: Math.max(w.r - 10 + (11 - Math.min(mag, 10)), 0),
g: Math.max(w.g - 10 + (11 - Math.min(mag, 10)), 0),
b: Math.max(w.b - 10 + (11 - Math.min(mag, 10)), 0),
});
}
case TerrainType.Plains: // dark green, low lightness
return colord({ r: 90, g: 140 - mag, b: 70 });
case TerrainType.Highland: // mid ochre, clearly lighter than plains
return colord({ r: 165 + 2 * mag, g: 145 + 2 * mag, b: 105 + mag });
case TerrainType.Mountain: // near-white, brightest band
return colord({ r: 225 + mag / 2, g: 225 + mag / 2, b: 228 + mag / 2 });
default: {
// Exhaustiveness guard: a new TerrainType is a compile error here.
const _exhaustive: never = type;
return _exhaustive;
}
}
}
}
+35
View File
@@ -23,6 +23,41 @@ export const orangeTeamColors: Colord[] = generateTeamColors(orange);
export const greenTeamColors: Colord[] = generateTeamColors(green);
export const botTeamColors: Colord[] = [botColor];
// High-contrast, lightness-varied palette for colorblind mode. Hue is spread by
// the golden angle and lightness walks across a wide range so colors differ in
// brightness (the cue all colorblindness types retain), not just hue. The
// allocator's greedy max-ΔE pick then keeps neighbors as distinct as possible.
export const colorblindColors: Colord[] = Array.from({ length: 32 }, (_, i) => {
const h = (i * 137.508) % 360;
const l = 35 + ((i * 7) % 50); // 35..84, spread across entries
const c = 78;
return colord({ l, c, h });
});
// Colorblind-safe team base colors (Okabe-Ito), expanded into per-player
// variations the same way the pastel teams are.
export const cbBlueTeamColors: Colord[] = generateTeamColors(
colord("rgb(0,114,178)"),
);
export const cbRedTeamColors: Colord[] = generateTeamColors(
colord("rgb(213,94,0)"), // vermillion
);
export const cbTealTeamColors: Colord[] = generateTeamColors(
colord("rgb(0,158,115)"), // bluish green
);
export const cbPurpleTeamColors: Colord[] = generateTeamColors(
colord("rgb(204,121,167)"), // reddish purple
);
export const cbYellowTeamColors: Colord[] = generateTeamColors(
colord("rgb(240,228,66)"),
);
export const cbOrangeTeamColors: Colord[] = generateTeamColors(
colord("rgb(230,159,0)"),
);
export const cbGreenTeamColors: Colord[] = generateTeamColors(
colord("rgb(86,180,233)"), // sky blue (green is hard for CVD)
);
function generateTeamColors(baseColor: Colord): Colord[] {
const lch = baseColor.toLch();
const colorCount = 64;
+80 -160
View File
@@ -1,148 +1,91 @@
import { Colord, colord, LabaColor } from "colord";
import { PseudoRandom } from "../../core/PseudoRandom";
import { PlayerType, Team, TerrainType } from "../../core/game/Game";
import { Colord, colord } from "colord";
import { ColoredTeams, Team, TerrainType } from "../../core/game/Game";
import { GameMap, TileRef } from "../../core/game/GameMap";
import { PlayerView } from "../../core/game/GameView";
import { ColorAllocator } from "./ColorAllocator";
import { botColors, fallbackColors, humanColors, nationColors } from "./Colors";
import { Theme } from "./Theme";
import { BaseTheme } from "./BaseTheme";
import {
blueTeamColors,
botColors,
botTeamColors,
fallbackColors,
greenTeamColors,
humanColors,
nationColors,
orangeTeamColors,
purpleTeamColors,
redTeamColors,
tealTeamColors,
yellowTeamColors,
} from "./Colors";
export class PastelTheme implements Theme {
private rand = new PseudoRandom(123);
private humanColorAllocator = new ColorAllocator(humanColors, fallbackColors);
private botColorAllocator = new ColorAllocator(botColors, botColors);
private teamColorAllocator = new ColorAllocator(humanColors, fallbackColors);
private nationColorAllocator = new ColorAllocator(nationColors, nationColors);
/**
* Default light theme soft pastel player palettes and a naturalistic
* (green tan white) terrain ramp. Other themes extend it to reuse the
* shared terrain/water colors while swapping palettes.
*/
export class PastelTheme extends BaseTheme {
protected shore = colord("rgb(204,203,158)");
protected water = colord("rgb(70,132,180)");
protected shorelineWater = colord("rgb(100,143,255)");
private background = colord("rgb(60,60,60)");
private shore = colord("rgb(204,203,158)");
private falloutColors = [
colord("rgb(120,255,71)"), // Original color
colord("rgb(130,255,85)"), // Slightly lighter
colord("rgb(110,245,65)"), // Slightly darker
colord("rgb(125,255,75)"), // Warmer tint
colord("rgb(115,250,68)"), // Cooler tint
];
private water = colord("rgb(70,132,180)");
private shorelineWater = colord("rgb(100,143,255)");
/** Default spawn highlight colors for other players in FFA, yellow */
private _spawnHighlightColor = colord("rgb(255,213,79)");
/** Added non-default spawn highlight colors for self, full white */
private _spawnHighlightSelfColor = colord("rgb(255,255,255)");
/** Added non-default spawn highlight colors for teammates, green */
private _spawnHighlightTeamColor = colord("rgb(0,255,0)");
/** Added non-default spawn highlight colors for enemies, red */
private _spawnHighlightEnemyColor = colord("rgb(255,0,0)");
teamColor(team: Team): Colord {
return this.teamColorAllocator.assignTeamColor(team);
protected humanPalette(): Colord[] {
return humanColors;
}
protected botPalette(): Colord[] {
return botColors;
}
protected nationPalette(): Colord[] {
return nationColors;
}
protected fallbackPalette(): Colord[] {
return fallbackColors;
}
territoryColor(player: PlayerView): Colord {
const team = player.team();
if (team !== null) {
return this.teamColorAllocator.assignTeamPlayerColor(team, player.id());
protected teamColorVariations(team: Team): Colord[] {
switch (team) {
case ColoredTeams.Blue:
return blueTeamColors;
case ColoredTeams.Red:
return redTeamColors;
case ColoredTeams.Teal:
return tealTeamColors;
case ColoredTeams.Purple:
return purpleTeamColors;
case ColoredTeams.Yellow:
return yellowTeamColors;
case ColoredTeams.Orange:
return orangeTeamColors;
case ColoredTeams.Green:
return greenTeamColors;
case ColoredTeams.Bot:
return botTeamColors;
case ColoredTeams.Humans:
return blueTeamColors;
case ColoredTeams.Nations:
return redTeamColors;
default:
return [this.humanColorAllocator.assignColor(team)];
}
if (player.type() === PlayerType.Human) {
return this.humanColorAllocator.assignColor(player.id());
}
if (player.type() === PlayerType.Bot) {
return this.botColorAllocator.assignColor(player.id());
}
return this.nationColorAllocator.assignColor(player.id());
}
structureColors(territoryColor: Colord): { light: Colord; dark: Colord } {
// Convert territory color to LAB color space. Territory color is rendered in game with alpha = 150/255, use that here.
const lightLAB = territoryColor.alpha(150 / 255).toLab();
// Get "border color" from territory color & convert to LAB color space
const darkLAB = this.borderColor(territoryColor).toLab();
// Calculate the contrast of the two provided colors
let contrast = this.contrast(lightLAB, darkLAB);
// Don't want excessive contrast, so incrementally increase contrast within a loop.
// Define target values, looping limits, and loop counter
const loopLimit = 10; // Switch from darkening border to lightening fill if loopLimit is reached
const maxIterations = 50; // maximum number of loops allowed, throw error above this limit
const contrastTarget = 0.5;
let loopCount = 0;
// Adjust luminance by 5 in each iteration. This is a balance between speed and not overdoing contrast changes.
const luminanceChange = 5;
while (contrast < contrastTarget) {
if (loopCount > maxIterations) {
// Prevent runaway loops
console.warn(`Infinite loop detected during structure color calculation.
Light color: ${colord(lightLAB).toRgbString()},
Dark color: ${colord(darkLAB).toRgbString()},
Contrast: ${contrast}`);
break;
// Increase the light color if the "loop limit" has been reach
// (probably due to the dark color already being as dark as it can be)
} else if (loopCount > loopLimit) {
lightLAB.l = this.clamp(lightLAB.l + luminanceChange);
// Decrease the dark color first to keep the light color as close
// to the territory color as possible
} else {
darkLAB.l = this.clamp(darkLAB.l - luminanceChange);
}
// re-calculate contrast and increment loop counter
contrast = this.contrast(lightLAB, darkLAB);
loopCount++;
}
return { light: colord(lightLAB), dark: colord(darkLAB) };
}
private contrast(first: LabaColor, second: LabaColor): number {
return colord(first).delta(colord(second));
}
private clamp(num: number, low: number = 0, high: number = 100): number {
return Math.min(Math.max(low, num), high);
}
// Don't call directly, use PlayerView
borderColor(territoryColor: Colord): Colord {
return territoryColor.darken(0.125);
}
defendedBorderColors(territoryColor: Colord): {
light: Colord;
dark: Colord;
} {
return {
light: territoryColor.darken(0.2),
dark: territoryColor.darken(0.4),
};
}
focusedBorderColor(): Colord {
return colord("rgb(230,230,230)");
}
textColor(player: PlayerView): string {
return player.type() === PlayerType.Human ? "#000000" : "#4D4D4D";
}
// | Terrain Type | Magnitude | Base Color Logic | Visual Description |
// | :---------------- | :-------- | :---------------------------------------------- | :------------------------------------------------------------------- |
// | **Shore (Land)** | N/A | Fixed: `rgb(204, 203, 158)` | Sandy beige. Overrides other land types if adjacent to water. |
// | **Plains** | 0 - 9 | `rgb(190, 220, 138)` - `rgb(190, 202, 138)` | Light green. Gets slightly darker/less green as magnitude increases. |
// | **Highland** | 10 - 19 | `rgb(220, 203, 158)` - `rgb(238, 221, 176)` | Tan/Beige. Gets lighter as magnitude increases. |
// | **Mountain** | 20 - 30 | `rgb(240, 240, 240)` - `rgb(245, 245, 245)` | Grayscale (White/Grey). Represents snow caps or rocky peaks. |
// | **Water (Shore)** | 0 | Fixed: `rgb(100, 143, 255)` | Light blue near land. |
// | **Water (Deep)** | 1 - 10+ | `rgb(70, 132, 180)` - `rgb(61, 123, 171)` | Darker blue, adjusted slightly by distance to land. |
/**
* Naturalistic terrain ramp by type and elevation magnitude:
*
* | Terrain Type | Magnitude | Base Color Logic | Visual Description |
* | :---------------- | :-------- | :---------------------------------------------- | :------------------------------------------------------------------- |
* | **Shore (Land)** | N/A | Fixed: `rgb(204, 203, 158)` | Sandy beige. Overrides other land types if adjacent to water. |
* | **Plains** | 0 - 9 | `rgb(190, 220, 138)` - `rgb(190, 202, 138)` | Light green. Gets slightly darker/less green as magnitude increases. |
* | **Highland** | 10 - 19 | `rgb(220, 203, 158)` - `rgb(238, 221, 176)` | Tan/Beige. Gets lighter as magnitude increases. |
* | **Mountain** | 20 - 30 | `rgb(240, 240, 240)` - `rgb(245, 245, 245)` | Grayscale (White/Grey). Represents snow caps or rocky peaks. |
* | **Water (Shore)** | 0 | Fixed: `rgb(100, 143, 255)` | Light blue near land. |
* | **Water (Deep)** | 1 - 10+ | `rgb(70, 132, 180)` - `rgb(61, 123, 171)` | Darker blue, adjusted slightly by distance to land. |
*/
terrainColor(gm: GameMap, tile: TileRef): Colord {
const mag = gm.magnitude(tile);
if (gm.isShore(tile)) {
return this.shore;
}
switch (gm.terrainType(tile)) {
const type = gm.terrainType(tile);
switch (type) {
case TerrainType.Ocean: {
const w = this.water.rgba;
if (gm.isShoreline(tile) && gm.isWater(tile)) {
@@ -172,34 +115,11 @@ export class PastelTheme implements Theme {
g: 230 + mag / 2,
b: 230 + mag / 2,
});
default: {
// Exhaustiveness guard: a new TerrainType is a compile error here.
const _exhaustive: never = type;
return _exhaustive;
}
}
}
backgroundColor(): Colord {
return this.background;
}
falloutColor(): Colord {
return this.rand.randElement(this.falloutColors);
}
font(): string {
return "Overpass, sans-serif";
}
spawnHighlightColor(): Colord {
return this._spawnHighlightColor;
}
/** Return spawn highlight color for self */
spawnHighlightSelfColor(): Colord {
return this._spawnHighlightSelfColor;
}
/** Return spawn highlight color for teammates */
spawnHighlightTeamColor(): Colord {
return this._spawnHighlightTeamColor;
}
/** Return spawn highlight color for enemies */
spawnHighlightEnemyColor(): Colord {
return this._spawnHighlightEnemyColor;
}
}
+7 -1
View File
@@ -1,4 +1,5 @@
import { UserSettings } from "../../core/game/UserSettings";
import { ColorblindTheme } from "./ColorblindTheme";
import { PastelTheme } from "./PastelTheme";
import { PastelThemeDark } from "./PastelThemeDark";
import { Theme } from "./Theme";
@@ -12,9 +13,13 @@ class ThemeProvider {
private readonly userSettings = new UserSettings();
private light = new PastelTheme();
private dark = new PastelThemeDark();
private colorblind = new ColorblindTheme();
/** The active theme, selected from the user's dark-mode preference. */
/** The active theme, from colorblind mode, then the dark-mode preference. */
current(): Theme {
if (this.userSettings.graphicsOverrides().accessibility?.colorblind) {
return this.colorblind;
}
return this.userSettings.darkMode() ? this.dark : this.light;
}
@@ -26,6 +31,7 @@ class ThemeProvider {
reset(): void {
this.light = new PastelTheme();
this.dark = new PastelThemeDark();
this.colorblind = new ColorblindTheme();
}
}
+11
View File
@@ -872,6 +872,17 @@ export class GameView implements GameMap {
return Array.from(this._players.values());
}
/**
* Recompute every player's theme-derived colors. Call when the active theme
* changes mid-game (e.g. toggling colorblind mode) so existing territories
* re-color; the renderer palette must be refreshed afterwards.
*/
refreshPlayerColors(): void {
for (const p of this._players.values()) {
p.refreshColors();
}
}
playerBySmallID(id: number): PlayerView | TerraNullius {
if (id === 0) {
return new TerraNulliusImpl();
+33 -15
View File
@@ -105,19 +105,20 @@ export class PlayerView {
/** Static header data — set once at construction, never mutated. */
public static: PlayerStatic;
private _territoryColor: Colord;
private _borderColor: Colord;
private _railColor: Colord;
// Assigned via computeColors() in the constructor; re-assignable on theme change.
private _territoryColor!: Colord;
private _borderColor!: Colord;
private _railColor!: Colord;
// Update here to include structure light and dark colors
private _structureColors: { light: Colord; dark: Colord };
private _structureColors!: { light: Colord; dark: Colord };
// Pre-computed border color variants
private _borderColorNeutral: Colord;
private _borderColorFriendly: Colord;
private _borderColorEmbargo: Colord;
private _borderColorDefendedNeutral: { light: Colord; dark: Colord };
private _borderColorDefendedFriendly: { light: Colord; dark: Colord };
private _borderColorDefendedEmbargo: { light: Colord; dark: Colord };
private _borderColorNeutral!: Colord;
private _borderColorFriendly!: Colord;
private _borderColorEmbargo!: Colord;
private _borderColorDefendedNeutral!: { light: Colord; dark: Colord };
private _borderColorDefendedFriendly!: { light: Colord; dark: Colord };
private _borderColorDefendedEmbargo!: { light: Colord; dark: Colord };
constructor(
private game: GameView,
@@ -135,6 +136,23 @@ export class PlayerView {
this.anonymousName = createRandomName(data.name!, data.playerType!);
}
this.computeColors();
const pattern = userSettings.territoryPatterns()
? this.cosmetics.pattern
: undefined;
this.decoder =
pattern === undefined
? undefined
: new PatternDecoder(pattern, base64url.decode);
}
/**
* Compute every theme-derived color (fill, border, structure, and the
* neutral/friendly/embargo border variants) from the active theme. Re-callable
* so a mid-game theme change e.g. toggling colorblind mode can refresh them.
*/
private computeColors(): void {
const theme = themeProvider.current();
const defaultTerritoryColor = theme.territoryColor(this);
@@ -164,7 +182,7 @@ export class PlayerView {
this._structureColors = theme.structureColors(this._territoryColor);
const maybeFocusedBorderColor =
this.game.myClientID() === data.clientID
this.game.myClientID() === this.static.clientID
? theme.focusedBorderColor()
: defaultBorderColor;
@@ -230,11 +248,11 @@ export class PlayerView {
this._borderColorDefendedEmbargo = theme.defendedBorderColors(
this._borderColorEmbargo,
);
}
this.decoder =
pattern === undefined
? undefined
: new PatternDecoder(pattern, base64url.decode);
/** Recompute colors after the active theme changes (e.g. colorblind toggle). */
refreshColors(): void {
this.computeColors();
}
/**
+46 -58
View File
@@ -3,6 +3,7 @@ import {
ColorAllocator,
selectDistinctColorIndex,
} from "../src/client/theme/ColorAllocator";
import { ColorblindTheme } from "../src/client/theme/ColorblindTheme";
import {
blue,
botColor,
@@ -13,6 +14,7 @@ import {
teal,
yellow,
} from "../src/client/theme/Colors";
import { PastelTheme } from "../src/client/theme/PastelTheme";
import { ColoredTeams } from "../src/core/game/Game";
const mockColors: Colord[] = [
@@ -80,71 +82,58 @@ describe("ColorAllocator", () => {
expect(c1.isEqual(c1Again)).toBe(true);
expect(c2.isEqual(c2Again)).toBe(true);
});
});
test("assignTeamColor returns the base color from the team", () => {
expect(allocator.assignTeamColor(ColoredTeams.Blue)).toEqual(blue);
expect(allocator.assignTeamColor(ColoredTeams.Red)).toEqual(red);
expect(allocator.assignTeamColor(ColoredTeams.Teal)).toEqual(teal);
expect(allocator.assignTeamColor(ColoredTeams.Purple)).toEqual(purple);
expect(allocator.assignTeamColor(ColoredTeams.Yellow)).toEqual(yellow);
expect(allocator.assignTeamColor(ColoredTeams.Orange)).toEqual(orange);
expect(allocator.assignTeamColor(ColoredTeams.Green)).toEqual(green);
expect(allocator.assignTeamColor(ColoredTeams.Bot)).toEqual(botColor);
expect(allocator.assignTeamColor(ColoredTeams.Humans)).toEqual(blue);
expect(allocator.assignTeamColor(ColoredTeams.Nations)).toEqual(red);
describe("PastelTheme team colors", () => {
test("teamColor returns the base color from the team", () => {
const theme = new PastelTheme();
expect(theme.teamColor(ColoredTeams.Blue)).toEqual(blue);
expect(theme.teamColor(ColoredTeams.Red)).toEqual(red);
expect(theme.teamColor(ColoredTeams.Teal)).toEqual(teal);
expect(theme.teamColor(ColoredTeams.Purple)).toEqual(purple);
expect(theme.teamColor(ColoredTeams.Yellow)).toEqual(yellow);
expect(theme.teamColor(ColoredTeams.Orange)).toEqual(orange);
expect(theme.teamColor(ColoredTeams.Green)).toEqual(green);
expect(theme.teamColor(ColoredTeams.Bot)).toEqual(botColor);
expect(theme.teamColor(ColoredTeams.Humans)).toEqual(blue);
expect(theme.teamColor(ColoredTeams.Nations)).toEqual(red);
});
test("assignTeamPlayerColor always returns the same color for the same playerID", () => {
const playerId = "player123";
const blueColor1 = allocator.assignTeamPlayerColor(
ColoredTeams.Blue,
playerId,
);
const blueColor2 = allocator.assignTeamPlayerColor(
ColoredTeams.Blue,
playerId,
);
expect(blueColor1.isEqual(blueColor2)).toBe(true);
const redColor1 = allocator.assignTeamPlayerColor(
ColoredTeams.Red,
playerId,
);
const redColor2 = allocator.assignTeamPlayerColor(
ColoredTeams.Red,
playerId,
);
expect(redColor1.isEqual(redColor2)).toBe(true);
test("teamColorForPlayer is stable for the same playerID", () => {
const theme = new PastelTheme();
const a = theme.teamColorForPlayer(ColoredTeams.Blue, "player123");
const b = theme.teamColorForPlayer(ColoredTeams.Blue, "player123");
expect(a.isEqual(b)).toBe(true);
});
test("assignTeamPlayerColor returns a different color when the playerID is different", () => {
const playerIdOne = "player1";
const playerIdTwo = "player2";
test("teamColorForPlayer differs for different playerIDs", () => {
const theme = new PastelTheme();
const a = theme.teamColorForPlayer(ColoredTeams.Blue, "player1");
const b = theme.teamColorForPlayer(ColoredTeams.Blue, "player2");
expect(a.isEqual(b)).toBe(false);
});
});
const blueColorPlayerOne = allocator.assignTeamPlayerColor(
describe("ColorblindTheme", () => {
test("applies a palette distinct from PastelTheme", () => {
const pastel = new PastelTheme();
const colorblind = new ColorblindTheme();
// At least one team's base color should differ — the colorblind theme
// swaps the team palettes for CVD-safe (Okabe-Ito) colors.
const teams = [
ColoredTeams.Blue,
playerIdOne,
);
const blueColorPlayerTwo = allocator.assignTeamPlayerColor(
ColoredTeams.Blue,
playerIdTwo,
);
expect(blueColorPlayerOne.isEqual(blueColorPlayerTwo)).toBe(false);
const redColorPlayerOne = allocator.assignTeamPlayerColor(
ColoredTeams.Red,
playerIdOne,
ColoredTeams.Teal,
ColoredTeams.Purple,
ColoredTeams.Yellow,
ColoredTeams.Orange,
ColoredTeams.Green,
];
const anyDifferent = teams.some(
(team) => !pastel.teamColor(team).isEqual(colorblind.teamColor(team)),
);
const redColorPlayerTwo = allocator.assignTeamPlayerColor(
ColoredTeams.Red,
playerIdTwo,
);
expect(redColorPlayerOne.isEqual(redColorPlayerTwo)).toBe(false);
expect(anyDifferent).toBe(true);
});
});
@@ -158,8 +147,7 @@ describe("selectDistinctColor", () => {
];
const result = selectDistinctColorIndex(availableColors, assignedColors);
expect(result).not.toBeNull();
const rgb = availableColors[result!].toRgb();
const rgb = availableColors[result].toRgb();
expect([
{ r: 0, g: 255, b: 0, a: 1 },
{ r: 0, g: 0, b: 255, a: 1 },