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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:
@@ -0,0 +1,228 @@
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import { Colord, colord, LabaColor } from "colord";
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import { PlayerType, Team } from "../../core/game/Game";
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import { GameMap, TileRef } from "../../core/game/GameMap";
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import { PlayerView } from "../../core/game/GameView";
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import { PseudoRandom } from "../../core/PseudoRandom";
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import { simpleHash } from "../../core/Util";
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import { ColorAllocator } from "./ColorAllocator";
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import { Theme } from "./Theme";
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/**
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* Shared theme machinery. Owns the per-pool color allocators and the
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* territory/team color dispatch (the greedy allocation), plus the color math
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* every theme shares. Concrete themes supply only the color *data* by
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* implementing the abstract hooks (palettes, team-color variations, terrain).
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* A theme may also override the dispatch methods for fully custom allocation.
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*/
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export abstract class BaseTheme implements Theme {
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private rand = new PseudoRandom(123);
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protected humanColorAllocator: ColorAllocator;
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protected botColorAllocator: ColorAllocator;
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protected nationColorAllocator: ColorAllocator;
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private teamPlayerColors = new Map<string, Colord>();
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// Shared "default theme" colors. Override the fields in a subclass to differ.
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protected background = colord("rgb(60,60,60)");
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protected falloutColors = [
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colord("rgb(120,255,71)"),
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colord("rgb(130,255,85)"),
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colord("rgb(110,245,65)"),
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colord("rgb(125,255,75)"),
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colord("rgb(115,250,68)"),
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];
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protected _spawnHighlightColor = colord("rgb(255,213,79)");
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protected _spawnHighlightSelfColor = colord("rgb(255,255,255)");
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protected _spawnHighlightTeamColor = colord("rgb(0,255,0)");
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protected _spawnHighlightEnemyColor = colord("rgb(255,0,0)");
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constructor() {
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this.humanColorAllocator = new ColorAllocator(
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this.humanPalette(),
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this.fallbackPalette(),
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);
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this.botColorAllocator = new ColorAllocator(
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this.botPalette(),
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this.botPalette(),
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);
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this.nationColorAllocator = new ColorAllocator(
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this.nationPalette(),
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this.nationPalette(),
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);
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}
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// --- Color data: concrete themes provide these ---
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/** Color pool for human players. */
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protected abstract humanPalette(): Colord[];
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/** Color pool for bot players. */
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protected abstract botPalette(): Colord[];
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/** Color pool for nation (FFA AI) players. */
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protected abstract nationPalette(): Colord[];
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/** Extra colors used once the human pool is exhausted. */
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protected abstract fallbackPalette(): Colord[];
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/** Per-team color variations; index 0 is the team's base color. */
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protected abstract teamColorVariations(team: Team): Colord[];
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/** Color for a terrain tile, based on its type and elevation magnitude. */
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abstract terrainColor(gm: GameMap, tile: TileRef): Colord;
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// --- Allocation dispatch (overridable) ---
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/** Base color for a team (the first entry of its variations). */
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teamColor(team: Team): Colord {
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const rgb = this.teamColorVariations(team)[0].toRgb();
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return colord({
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r: Math.round(rgb.r),
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g: Math.round(rgb.g),
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b: Math.round(rgb.b),
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});
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}
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/**
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* Color for a player's territory: a per-player variation when the player is
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* on a team, otherwise a distinct color allocated from the matching pool
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* (human / bot / nation).
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*/
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territoryColor(player: PlayerView): Colord {
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const team = player.team();
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if (team !== null) {
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return this.teamColorForPlayer(team, player.id());
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}
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if (player.type() === PlayerType.Human) {
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return this.humanColorAllocator.assignColor(player.id());
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}
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if (player.type() === PlayerType.Bot) {
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return this.botColorAllocator.assignColor(player.id());
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}
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return this.nationColorAllocator.assignColor(player.id());
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}
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/** Stable per-player variation within a team's color set. */
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teamColorForPlayer(team: Team, playerId: string): Colord {
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const cached = this.teamPlayerColors.get(playerId);
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if (cached !== undefined) {
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return cached;
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}
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const colors = this.teamColorVariations(team);
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const color = colors[simpleHash(playerId) % colors.length];
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this.teamPlayerColors.set(playerId, color);
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return color;
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}
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// --- Shared color math ---
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/**
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* Derive the light/dark color pair used to render a structure icon over a
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* territory, nudging luminance until the two reach a minimum contrast so the
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* icon stays legible on any fill.
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*/
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structureColors(territoryColor: Colord): { light: Colord; dark: Colord } {
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// Convert territory color to LAB color space. Territory color is rendered in game with alpha = 150/255, use that here.
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const lightLAB = territoryColor.alpha(150 / 255).toLab();
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// Get "border color" from territory color & convert to LAB color space
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const darkLAB = this.borderColor(territoryColor).toLab();
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// Calculate the contrast of the two provided colors
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let contrast = this.contrast(lightLAB, darkLAB);
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// Don't want excessive contrast, so incrementally increase contrast within a loop.
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// Define target values, looping limits, and loop counter
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const loopLimit = 10; // Switch from darkening border to lightening fill if loopLimit is reached
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const maxIterations = 50; // maximum number of loops allowed, throw error above this limit
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const contrastTarget = 0.5;
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let loopCount = 0;
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// Adjust luminance by 5 in each iteration. This is a balance between speed and not overdoing contrast changes.
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const luminanceChange = 5;
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while (contrast < contrastTarget) {
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if (loopCount > maxIterations) {
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// Prevent runaway loops
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console.warn(`Infinite loop detected during structure color calculation.
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Light color: ${colord(lightLAB).toRgbString()},
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Dark color: ${colord(darkLAB).toRgbString()},
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Contrast: ${contrast}`);
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break;
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} else if (loopCount > loopLimit) {
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// Increase the light color once the loop limit is reached (probably
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// because the dark color is already as dark as it can get).
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lightLAB.l = this.clamp(lightLAB.l + luminanceChange);
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} else {
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// Decrease the dark color first to keep the light color as close
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// to the territory color as possible.
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darkLAB.l = this.clamp(darkLAB.l - luminanceChange);
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}
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// re-calculate contrast and increment loop counter
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contrast = this.contrast(lightLAB, darkLAB);
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loopCount++;
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}
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return { light: colord(lightLAB), dark: colord(darkLAB) };
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}
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/** Perceptual (CIE76 delta-E) distance between two LAB colors. */
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private contrast(first: LabaColor, second: LabaColor): number {
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return colord(first).delta(colord(second));
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}
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/** Clamp a number into the inclusive [low, high] range (default 0–100). */
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private clamp(num: number, low: number = 0, high: number = 100): number {
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return Math.min(Math.max(low, num), high);
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}
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/**
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* Border color for a territory. Don't call directly — use PlayerView.
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* Themes override this to change how borders relate to the fill.
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*/
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borderColor(territoryColor: Colord): Colord {
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return territoryColor.darken(0.125);
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}
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/** Light/dark border pair used to render a defended (fortified) border. */
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defendedBorderColors(territoryColor: Colord): {
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light: Colord;
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dark: Colord;
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} {
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return {
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light: territoryColor.darken(0.2),
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dark: territoryColor.darken(0.4),
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};
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}
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/** Border color used to highlight the currently focused player. */
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focusedBorderColor(): Colord {
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return colord("rgb(230,230,230)");
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}
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/** Player name text color (darker for humans, gray for AI). */
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textColor(player: PlayerView): string {
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return player.type() === PlayerType.Human ? "#000000" : "#4D4D4D";
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}
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/** Map background color. */
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backgroundColor(): Colord {
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return this.background;
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}
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/** A random color from the fallout palette (for the nuke fallout effect). */
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falloutColor(): Colord {
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return this.rand.randElement(this.falloutColors);
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}
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/** Font stack used for in-map text. */
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font(): string {
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return "Overpass, sans-serif";
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}
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/** Highlight color for a spawnable tile during the spawn phase. */
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spawnHighlightColor(): Colord {
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return this._spawnHighlightColor;
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}
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/** Spawn highlight color for the local player's own tiles. */
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spawnHighlightSelfColor(): Colord {
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return this._spawnHighlightSelfColor;
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}
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/** Spawn highlight color for teammates' tiles. */
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spawnHighlightTeamColor(): Colord {
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return this._spawnHighlightTeamColor;
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}
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/** Spawn highlight color for enemies' tiles. */
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spawnHighlightEnemyColor(): Colord {
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return this._spawnHighlightEnemyColor;
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}
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}
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@@ -1,61 +1,35 @@
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import { colord, Colord, extend } from "colord";
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import { Colord, extend } from "colord";
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import labPlugin from "colord/plugins/lab";
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import lchPlugin from "colord/plugins/lch";
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import Color from "colorjs.io";
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import { ColoredTeams, Team } from "../../core/game/Game";
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import { PseudoRandom } from "../../core/PseudoRandom";
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import { simpleHash } from "../../core/Util";
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import {
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blueTeamColors,
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botTeamColors,
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greenTeamColors,
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orangeTeamColors,
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purpleTeamColors,
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redTeamColors,
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tealTeamColors,
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yellowTeamColors,
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} from "./Colors";
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extend([lchPlugin]);
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extend([labPlugin]);
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/**
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* Assigns a stable, visually distinct color to each id from a pool, falling
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* back to a larger list once the pool is exhausted. Theme-agnostic: it knows
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* nothing about teams or palettes — a theme supplies the pool and owns any
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* team-color logic.
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*/
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export class ColorAllocator {
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private availableColors: Colord[];
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private fallbackColors: Colord[];
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private assigned = new Map<string, Colord>();
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private teamPlayerColors = new Map<string, Colord>();
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constructor(colors: Colord[], fallback: Colord[]) {
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this.availableColors = [...colors];
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this.fallbackColors = [...colors, ...fallback];
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}
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private getTeamColorVariations(team: Team): Colord[] {
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switch (team) {
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case ColoredTeams.Blue:
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return blueTeamColors;
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case ColoredTeams.Red:
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return redTeamColors;
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case ColoredTeams.Teal:
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return tealTeamColors;
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case ColoredTeams.Purple:
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return purpleTeamColors;
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case ColoredTeams.Yellow:
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return yellowTeamColors;
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case ColoredTeams.Orange:
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return orangeTeamColors;
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case ColoredTeams.Green:
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return greenTeamColors;
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case ColoredTeams.Bot:
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return botTeamColors;
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case ColoredTeams.Humans:
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return blueTeamColors;
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case ColoredTeams.Nations:
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return redTeamColors;
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default:
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return [this.assignColor(team)];
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}
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}
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/**
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* Return the color assigned to `id`, allocating one on first request. New
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* colors are chosen to be as visually distinct as possible from those already
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* handed out (falling back to random selection once the pool is large or
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* exhausted, for performance). Assignments are stable for the allocator's
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* lifetime.
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*/
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assignColor(id: string): Colord {
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if (this.assigned.has(id)) {
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return this.assigned.get(id)!;
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@@ -76,46 +50,27 @@ export class ColorAllocator {
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selectedIndex = rand.nextInt(0, this.availableColors.length);
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} else {
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const assignedColors = Array.from(this.assigned.values());
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selectedIndex =
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selectDistinctColorIndex(this.availableColors, assignedColors) ?? 0;
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selectedIndex = selectDistinctColorIndex(
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this.availableColors,
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assignedColors,
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);
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}
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const color = this.availableColors.splice(selectedIndex, 1)[0];
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this.assigned.set(id, color);
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return color;
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}
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assignTeamColor(team: Team): Colord {
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const teamColors = this.getTeamColorVariations(team);
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const rgb = teamColors[0].toRgb();
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rgb.r = Math.round(rgb.r);
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rgb.g = Math.round(rgb.g);
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rgb.b = Math.round(rgb.b);
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return colord(rgb);
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}
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assignTeamPlayerColor(team: Team, playerId: string): Colord {
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if (this.teamPlayerColors.has(playerId)) {
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return this.teamPlayerColors.get(playerId)!;
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}
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const teamColors = this.getTeamColorVariations(team);
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const hashValue = simpleHash(playerId);
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const colorIndex = hashValue % teamColors.length;
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const color = teamColors[colorIndex];
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this.teamPlayerColors.set(playerId, color);
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return color;
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}
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}
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// Select a distinct color index from the available colors that
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// is most different from the assigned colors
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/**
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* Index of the available color that is most perceptually different from the
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* already-assigned colors (the one whose nearest assigned neighbor is farthest
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* away, by delta-E 2000). Throws if no colors have been assigned yet.
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*/
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export function selectDistinctColorIndex(
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availableColors: Colord[],
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assignedColors: Colord[],
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): number | null {
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): number {
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if (assignedColors.length === 0) {
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throw new Error("No assigned colors");
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}
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@@ -136,16 +91,19 @@ export function selectDistinctColorIndex(
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return maxIndex;
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}
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/** Smallest delta-E 2000 distance from `lab1` to any of the assigned colors. */
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function minDeltaE(lab1: Color, assignedLabColors: Color[]) {
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return assignedLabColors.reduce((min, assigned) => {
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return Math.min(min, deltaE2000(lab1, assigned));
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}, Infinity);
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}
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/** Perceptual distance between two colors using the CIEDE2000 formula. */
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function deltaE2000(c1: Color, c2: Color): number {
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return c1.deltaE(c2, "2000");
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}
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/** Convert a colord color to a colorjs.io LAB color for delta-E math. */
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function toColor(colord: Colord): Color {
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const lab = colord.toLab();
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return new Color("lab", [lab.l, lab.a, lab.b]);
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@@ -0,0 +1,113 @@
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import { Colord, colord } from "colord";
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import { ColoredTeams, Team, TerrainType } from "../../core/game/Game";
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import { GameMap, TileRef } from "../../core/game/GameMap";
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import {
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botTeamColors,
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cbBlueTeamColors,
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cbGreenTeamColors,
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cbOrangeTeamColors,
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cbPurpleTeamColors,
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cbRedTeamColors,
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cbTealTeamColors,
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cbYellowTeamColors,
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colorblindColors,
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} from "./Colors";
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import { PastelTheme } from "./PastelTheme";
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/**
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* Colorblind theme — keeps the light terrain but swaps player and team palettes
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* for a high-contrast, lightness-varied, colorblind-safe set. Shares all the
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* allocation logic from BaseTheme via PastelTheme.
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*/
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export class ColorblindTheme extends PastelTheme {
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/** All player pools share the single CVD-safe, lightness-varied palette. */
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protected humanPalette(): Colord[] {
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return colorblindColors;
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}
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protected botPalette(): Colord[] {
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return colorblindColors;
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}
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protected nationPalette(): Colord[] {
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return colorblindColors;
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}
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/** Colorblind-safe per-team variations (blue/orange-anchored Okabe-Ito). */
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protected teamColorVariations(team: Team): Colord[] {
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switch (team) {
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case ColoredTeams.Blue:
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return cbBlueTeamColors;
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case ColoredTeams.Red:
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return cbRedTeamColors;
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case ColoredTeams.Teal:
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return cbTealTeamColors;
|
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case ColoredTeams.Purple:
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return cbPurpleTeamColors;
|
||||
case ColoredTeams.Yellow:
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return cbYellowTeamColors;
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case ColoredTeams.Orange:
|
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return cbOrangeTeamColors;
|
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case ColoredTeams.Green:
|
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return cbGreenTeamColors;
|
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case ColoredTeams.Bot:
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return botTeamColors;
|
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case ColoredTeams.Humans:
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return cbBlueTeamColors;
|
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case ColoredTeams.Nations:
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return cbRedTeamColors;
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default:
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return [this.humanColorAllocator.assignColor(team)];
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||||
}
|
||||
}
|
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||||
/**
|
||||
* 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 green→brown→gray hue ramp, which
|
||||
* blurs plains↔hills 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user