Merge branch 'main' into compet

This commit is contained in:
Ryan
2026-03-01 14:26:49 +00:00
committed by GitHub
8 changed files with 486 additions and 23 deletions
+7
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@@ -0,0 +1,7 @@
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24">
<rect x="3" y="3" width="18" height="18" fill="none" stroke="white" stroke-width="2" />
<line x1="9" y1="3" x2="9" y2="21" stroke="white" stroke-width="2" />
<line x1="15" y1="3" x2="15" y2="21" stroke="white" stroke-width="2" />
<line x1="3" y1="9" x2="21" y2="9" stroke="white" stroke-width="2" />
<line x1="3" y1="15" x2="21" y2="15" stroke="white" stroke-width="2" />
</svg>

After

Width:  |  Height:  |  Size: 450 B

+3
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@@ -89,6 +89,7 @@
"table_key": "Key",
"table_action": "Action",
"action_alt_view": "Alternate view (terrain/countries)",
"action_coordinate_grid": "Toggle coordinate grid overlay",
"action_attack_altclick": "Attack (when left click is set to open menu)",
"action_build": "Open build menu",
"action_emote": "Open emote menu",
@@ -515,6 +516,8 @@
"attack_ratio_desc": "What percentage of your troops to send in an attack (1100%)",
"territory_patterns_label": "🏳️ Territory Skins",
"territory_patterns_desc": "Choose whether to display territory skin designs in game",
"coordinate_grid_label": "Coordinate Grid",
"coordinate_grid_desc": "Toggle the alphanumeric grid overlay",
"performance_overlay_label": "Performance Overlay",
"performance_overlay_desc": "Toggle the performance overlay. When enabled, the performance overlay will be displayed. Press shift-D during game to toggle.",
"easter_writing_speed_label": "Writing Speed Multiplier",
+9
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@@ -42,6 +42,7 @@ export class HelpModal extends BaseModal {
const isMac = /Mac/.test(navigator.userAgent);
return {
toggleView: "Space",
coordinateGrid: "KeyM",
centerCamera: "KeyC",
moveUp: "KeyW",
moveDown: "KeyS",
@@ -265,6 +266,14 @@ export class HelpModal extends BaseModal {
${translateText("help_modal.action_alt_view")}
</td>
</tr>
<tr class="hover:bg-white/5 transition-colors">
<td class="py-3 pl-4 border-b border-white/5">
${this.renderKey(keybinds.coordinateGrid)}
</td>
<td class="py-3 border-b border-white/5 text-white/70">
${translateText("help_modal.action_coordinate_grid")}
</td>
</tr>
<tr class="hover:bg-white/5 transition-colors">
<td class="py-3 pl-4 border-b border-white/5">
${this.renderKey(keybinds.swapDirection)}
+14
View File
@@ -129,6 +129,10 @@ export class AutoUpgradeEvent implements GameEvent {
) {}
}
export class ToggleCoordinateGridEvent implements GameEvent {
constructor(public readonly enabled: boolean) {}
}
export class TickMetricsEvent implements GameEvent {
constructor(
public readonly tickExecutionDuration?: number,
@@ -154,6 +158,7 @@ export class InputHandler {
private moveInterval: NodeJS.Timeout | null = null;
private activeKeys = new Set<string>();
private keybinds: Record<string, string> = {};
private coordinateGridEnabled = false;
private readonly PAN_SPEED = 5;
private readonly ZOOM_SPEED = 10;
@@ -201,6 +206,7 @@ export class InputHandler {
this.keybinds = {
toggleView: "Space",
coordinateGrid: "KeyM",
centerCamera: "KeyC",
moveUp: "KeyW",
moveDown: "KeyS",
@@ -316,6 +322,14 @@ export class InputHandler {
}
}
if (e.code === this.keybinds.coordinateGrid && !e.repeat) {
e.preventDefault();
this.coordinateGridEnabled = !this.coordinateGridEnabled;
this.eventBus.emit(
new ToggleCoordinateGridEvent(this.coordinateGridEnabled),
);
}
if (e.code === "Escape") {
e.preventDefault();
this.eventBus.emit(new CloseViewEvent());
+11
View File
@@ -22,6 +22,7 @@ const isMac =
const DefaultKeybinds: Record<string, string> = {
toggleView: "Space",
coordinateGrid: "KeyM",
buildCity: "Digit1",
buildFactory: "Digit2",
buildPort: "Digit3",
@@ -491,6 +492,16 @@ export class UserSettingModal extends BaseModal {
@change=${this.handleKeybindChange}
></setting-keybind>
<setting-keybind
action="coordinateGrid"
label=${translateText("user_setting.coordinate_grid_label")}
description=${translateText("user_setting.coordinate_grid_desc")}
defaultKey=${DefaultKeybinds.coordinateGrid}
.value=${this.getKeyValue("coordinateGrid")}
.display=${this.getKeyChar("coordinateGrid")}
@change=${this.handleKeybindChange}
></setting-keybind>
<h2
class="text-blue-200 text-xl font-bold mt-8 mb-3 border-b border-white/10 pb-2"
>
+2
View File
@@ -12,6 +12,7 @@ import { BuildMenu } from "./layers/BuildMenu";
import { ChatDisplay } from "./layers/ChatDisplay";
import { ChatModal } from "./layers/ChatModal";
import { ControlPanel } from "./layers/ControlPanel";
import { CoordinateGridLayer } from "./layers/CoordinateGridLayer";
import { DynamicUILayer } from "./layers/DynamicUILayer";
import { EmojiTable } from "./layers/EmojiTable";
import { EventsDisplay } from "./layers/EventsDisplay";
@@ -282,6 +283,7 @@ export function createRenderer(
new TerrainLayer(game, transformHandler),
new TerritoryLayer(game, eventBus, transformHandler, userSettings),
new RailroadLayer(game, eventBus, transformHandler, uiState),
new CoordinateGridLayer(game, eventBus, transformHandler),
structureLayer,
samRadiusLayer,
new UnitLayer(game, eventBus, transformHandler),
@@ -0,0 +1,319 @@
import { EventBus } from "../../../core/EventBus";
import { Cell } from "../../../core/game/Game";
import { GameView } from "../../../core/game/GameView";
import {
AlternateViewEvent,
ToggleCoordinateGridEvent,
} from "../../InputHandler";
import { TransformHandler } from "../TransformHandler";
import { Layer } from "./Layer";
const BASE_CELL_COUNT = 10;
const MAX_COLUMNS = 50;
const MIN_ROWS = 2;
const LABEL_PADDING = 8;
const toAlphaLabel = (index: number): string => {
let value = index;
let label = "";
do {
label = String.fromCharCode(65 + (value % 26)) + label;
value = Math.floor(value / 26) - 1;
} while (value >= 0);
return label;
};
const computeGrid = (width: number, height: number) => {
// Initial square-ish estimate
let cellSize = Math.min(width, height) / BASE_CELL_COUNT;
let rows = Math.max(1, Math.round(height / cellSize));
let cols = Math.max(1, Math.round(width / cellSize));
// Cap columns and adjust rows accordingly
if (cols > MAX_COLUMNS) {
const maxRowsForCols = Math.floor((MAX_COLUMNS * height) / width);
rows = Math.max(MIN_ROWS, Math.min(rows, maxRowsForCols));
cols = MAX_COLUMNS;
}
cellSize = Math.min(width / cols, height / rows);
const fullCols = Math.max(1, Math.floor(width / cellSize));
const fullRows = Math.max(1, Math.floor(height / cellSize));
const remainderX = Math.max(0, width - fullCols * cellSize);
const remainderY = Math.max(0, height - fullRows * cellSize);
const hasExtraCol = remainderX > 0.001;
const hasExtraRow = remainderY > 0.001;
const totalCols = fullCols + (hasExtraCol ? 1 : 0);
const totalRows = fullRows + (hasExtraRow ? 1 : 0);
const lastColWidth = hasExtraCol ? remainderX : cellSize;
const lastRowHeight = hasExtraRow ? remainderY : cellSize;
return {
cellSize,
rows: totalRows,
cols: totalCols,
fullCols,
fullRows,
lastColWidth,
lastRowHeight,
hasExtraCol,
hasExtraRow,
gridWidth: width,
gridHeight: height,
};
};
export class CoordinateGridLayer implements Layer {
private isVisible = false;
private alternateView = false;
private cachedGridCanvas: HTMLCanvasElement | null = null;
private cachedGridContext: CanvasRenderingContext2D | null = null;
private cachedGridKey = "";
constructor(
private game: GameView,
private eventBus: EventBus,
private transformHandler: TransformHandler,
) {}
init() {
this.eventBus.on(ToggleCoordinateGridEvent, (event) => {
this.isVisible = event.enabled;
});
this.eventBus.on(AlternateViewEvent, (event) => {
this.alternateView = event.alternateView;
});
}
shouldTransform(): boolean {
return false;
}
renderLayer(context: CanvasRenderingContext2D) {
if (!this.isVisible && !this.alternateView) return;
const width = this.game.width();
const height = this.game.height();
if (width <= 0 || height <= 0) return;
const canvasWidth = context.canvas.width;
const canvasHeight = context.canvas.height;
const cacheKey = this.buildCacheKey(
width,
height,
canvasWidth,
canvasHeight,
);
const cacheContext = this.ensureCacheContext(canvasWidth, canvasHeight);
if (cacheContext === null || this.cachedGridCanvas === null) return;
if (this.cachedGridKey !== cacheKey) {
cacheContext.clearRect(0, 0, canvasWidth, canvasHeight);
this.drawGrid(cacheContext, width, height);
this.cachedGridKey = cacheKey;
}
context.drawImage(this.cachedGridCanvas, 0, 0);
}
private ensureCacheContext(
canvasWidth: number,
canvasHeight: number,
): CanvasRenderingContext2D | null {
this.cachedGridCanvas ??= document.createElement("canvas");
if (
this.cachedGridCanvas.width !== canvasWidth ||
this.cachedGridCanvas.height !== canvasHeight
) {
this.cachedGridCanvas.width = canvasWidth;
this.cachedGridCanvas.height = canvasHeight;
this.cachedGridContext = null;
this.cachedGridKey = "";
}
this.cachedGridContext ??= this.cachedGridCanvas.getContext("2d");
return this.cachedGridContext;
}
private buildCacheKey(
width: number,
height: number,
canvasWidth: number,
canvasHeight: number,
): string {
const topLeft = this.transformHandler.worldToScreenCoordinates(
new Cell(0, 0),
);
const bottomRight = this.transformHandler.worldToScreenCoordinates(
new Cell(width, height),
);
return [
width,
height,
canvasWidth,
canvasHeight,
this.transformHandler.scale.toFixed(4),
topLeft.x.toFixed(2),
topLeft.y.toFixed(2),
bottomRight.x.toFixed(2),
bottomRight.y.toFixed(2),
].join("|");
}
private drawGrid(
context: CanvasRenderingContext2D,
width: number,
height: number,
) {
const {
cellSize,
rows,
cols,
fullCols,
fullRows,
lastColWidth,
lastRowHeight,
hasExtraCol,
hasExtraRow,
gridWidth,
gridHeight,
} = computeGrid(width, height);
const cellWidth = cellSize;
const cellHeight = cellSize;
const canvasWidth = context.canvas.width;
const canvasHeight = context.canvas.height;
const mapTopScreenRaw = this.transformHandler.worldToScreenCoordinates(
new Cell(0, 0),
).y;
const mapBottomScreenRaw = this.transformHandler.worldToScreenCoordinates(
new Cell(0, height),
).y;
const mapLeftScreenRaw = this.transformHandler.worldToScreenCoordinates(
new Cell(0, 0),
).x;
const mapRightScreenRaw = this.transformHandler.worldToScreenCoordinates(
new Cell(width, 0),
).x;
const mapTopScreen = Math.min(mapTopScreenRaw, mapBottomScreenRaw);
const mapLeftScreen = Math.min(mapLeftScreenRaw, mapRightScreenRaw);
const mapTopWorld = 0;
const mapLeftWorld = 0;
context.save();
context.strokeStyle = "rgba(255, 255, 255, 0.35)";
context.lineWidth = 1.25;
context.beginPath();
for (let col = 0; col <= fullCols; col++) {
const worldX = col * cellWidth + mapLeftWorld;
const screenX = this.transformHandler.worldToScreenCoordinates(
new Cell(worldX, mapTopWorld),
).x;
if (screenX < -1 || screenX > canvasWidth + 1) continue;
const screenBottom = this.transformHandler.worldToScreenCoordinates(
new Cell(worldX, gridHeight),
).y;
context.moveTo(screenX, mapTopScreen);
context.lineTo(screenX, screenBottom);
}
// Final vertical line at map right edge only if grid fits perfectly
if (!hasExtraCol) {
const mapRightLine = this.transformHandler.worldToScreenCoordinates(
new Cell(gridWidth, mapTopWorld),
).x;
context.moveTo(mapRightLine, mapTopScreen);
context.lineTo(
mapRightLine,
this.transformHandler.worldToScreenCoordinates(
new Cell(gridWidth, gridHeight),
).y,
);
}
for (let row = 0; row <= fullRows; row++) {
const worldY = row * cellHeight + mapTopWorld;
const screenY = this.transformHandler.worldToScreenCoordinates(
new Cell(mapLeftWorld, worldY),
).y;
if (screenY < -1 || screenY > canvasHeight + 1) continue;
const screenRight = this.transformHandler.worldToScreenCoordinates(
new Cell(gridWidth, worldY),
).x;
context.moveTo(mapLeftScreen, screenY);
context.lineTo(screenRight, screenY);
}
// Final horizontal line at map bottom edge only if grid fits perfectly
if (!hasExtraRow) {
const mapBottomLine = this.transformHandler.worldToScreenCoordinates(
new Cell(mapLeftWorld, gridHeight),
).y;
context.moveTo(mapLeftScreen, mapBottomLine);
context.lineTo(
this.transformHandler.worldToScreenCoordinates(
new Cell(gridWidth, gridHeight),
).x,
mapBottomLine,
);
}
context.stroke();
context.font = "12px monospace";
const drawLabel = (text: string, x: number, y: number) => {
context.textAlign = "left";
context.textBaseline = "top";
context.fillStyle = "rgba(20, 20, 20, 0.9)";
context.fillText(text, x, y);
};
// Render per-cell labels (like A1, B1, etc.) at cell top-left
const fontSize = Math.min(
16,
Math.max(9, 10 + (this.transformHandler.scale - 1) * 1.2),
);
context.font = `${fontSize}px monospace`;
for (let row = 0; row < rows; row++) {
const rowLabel = toAlphaLabel(row);
const startY = row * cellHeight;
const rowHeight = row < fullRows ? cellHeight : lastRowHeight;
const centerY = startY + rowHeight / 2;
const screenY = this.transformHandler.worldToScreenCoordinates(
new Cell(0, centerY),
).y;
if (screenY < -LABEL_PADDING || screenY > canvasHeight + LABEL_PADDING)
continue;
for (let col = 0; col < cols; col++) {
const startX = col * cellWidth;
const colWidth = col < fullCols ? cellWidth : lastColWidth;
const centerX = startX + colWidth / 2;
const screenX = this.transformHandler.worldToScreenCoordinates(
new Cell(centerX, centerY),
).x;
if (screenX < -LABEL_PADDING || screenX > canvasWidth + LABEL_PADDING)
continue;
// Position at cell top-left in screen space
const cellTopLeft = this.transformHandler.worldToScreenCoordinates(
new Cell(startX, startY),
);
drawLabel(
`${rowLabel}${col + 1}`,
cellTopLeft.x + LABEL_PADDING,
cellTopLeft.y + LABEL_PADDING,
);
}
}
context.restore();
}
}
+121 -23
View File
@@ -11,6 +11,7 @@ import {
Quads,
RankedType,
Trios,
mapCategories,
} from "../core/game/Game";
import { PseudoRandom } from "../core/PseudoRandom";
import { GameConfig, PublicGameType, TeamCountConfig } from "../core/Schemas";
@@ -18,6 +19,7 @@ import { logger } from "./Logger";
import { getMapLandTiles } from "./MapLandTiles";
const log = logger.child({});
const ARCADE_MAPS = new Set(mapCategories.arcade);
// How many times each map should appear in the playlist.
// Note: The Partial should eventually be removed for better type safety.
@@ -87,6 +89,16 @@ const TEAM_WEIGHTS: { config: TeamCountConfig; weight: number }[] = [
{ config: HumansVsNations, weight: 20 },
];
type ModifierKey = "isRandomSpawn" | "isCompact" | "isCrowded" | "startingGold";
// Each entry represents one "ticket" in the pool. More tickets = higher chance of selection.
const SPECIAL_MODIFIER_POOL: ModifierKey[] = [
...Array<ModifierKey>(4).fill("isRandomSpawn"),
...Array<ModifierKey>(7).fill("isCompact"),
...Array<ModifierKey>(1).fill("isCrowded"),
...Array<ModifierKey>(6).fill("startingGold"),
];
export class MapPlaylist {
private playlists: Record<PublicGameType, GameMapType[]> = {
ffa: [],
@@ -94,8 +106,6 @@ export class MapPlaylist {
team: [],
};
constructor() {}
public async gameConfig(type: PublicGameType): Promise<GameConfig> {
if (type === "special") {
return this.getSpecialConfig();
@@ -175,27 +185,76 @@ export class MapPlaylist {
} satisfies GameConfig;
}
private getSpecialConfig(): GameConfig {
// TODO: create better special configs.
private async getSpecialConfig(): Promise<GameConfig> {
const mode = Math.random() < 0.5 ? GameMode.FFA : GameMode.Team;
const map = this.getNextMap("special");
const playerTeams =
mode === GameMode.Team ? this.getTeamCount() : undefined;
const supportsCompact =
mode !== GameMode.Team || (await this.supportsCompactMapForTeams(map));
const excludedModifiers: ModifierKey[] = [];
if (!supportsCompact) {
excludedModifiers.push("isCompact");
}
if (
playerTeams === Duos ||
playerTeams === Trios ||
playerTeams === Quads
) {
excludedModifiers.push("isRandomSpawn");
}
let { isCrowded, startingGold, isCompact, isRandomSpawn } =
this.getRandomSpecialGameModifiers(excludedModifiers);
let crowdedMaxPlayers: number | undefined;
if (isCrowded) {
crowdedMaxPlayers = await this.getCrowdedMaxPlayers(map, isCompact);
if (crowdedMaxPlayers !== undefined) {
crowdedMaxPlayers = this.adjustForTeams(crowdedMaxPlayers, playerTeams);
} else {
// Map doesn't support crowded. Drop it and pick one replacement only
// if it was the sole modifier, so the lobby always has at least one.
isCrowded = false;
if (!isRandomSpawn && !isCompact && startingGold === undefined) {
excludedModifiers.push("isCrowded");
({ isRandomSpawn, isCompact, startingGold } =
this.getRandomSpecialGameModifiers(excludedModifiers, 1));
}
}
}
const maxPlayers = Math.max(
2,
crowdedMaxPlayers ??
(await this.lobbyMaxPlayers(map, mode, playerTeams, isCompact)),
);
return {
donateGold: true,
donateTroops: true,
donateGold: mode === GameMode.Team,
donateTroops: mode === GameMode.Team,
gameMap: map,
maxPlayers: 2,
maxPlayers,
gameType: GameType.Public,
gameMapSize: GameMapSize.Normal,
difficulty: Difficulty.Easy,
rankedType: RankedType.OneVOne,
gameMapSize: isCompact ? GameMapSize.Compact : GameMapSize.Normal,
publicGameModifiers: {
isCompact,
isRandomSpawn,
isCrowded,
startingGold,
},
startingGold,
difficulty: Difficulty.Medium,
infiniteGold: false,
infiniteTroops: false,
maxTimerValue: undefined,
instantBuild: false,
randomSpawn: false,
disableNations: true,
gameMode: GameMode.Team,
playerTeams: HumansVsNations,
bots: 100,
spawnImmunityDuration: 5 * 10,
randomSpawn: isRandomSpawn,
disableNations: mode === GameMode.Team && playerTeams !== HumansVsNations,
gameMode: mode,
playerTeams,
bots: isCompact ? 100 : 400,
spawnImmunityDuration: startingGold ? 30 * 10 : 5 * 10,
disabledUnits: [],
} satisfies GameConfig;
}
@@ -234,21 +293,21 @@ export class MapPlaylist {
private getNextMap(type: PublicGameType): GameMapType {
const playlist = this.playlists[type];
if (playlist.length === 0) {
playlist.push(...this.generateNewPlaylist());
playlist.push(...this.generateNewPlaylist(type));
}
return playlist.shift()!;
}
private generateNewPlaylist(): GameMapType[] {
const maps = this.buildMapsList();
private generateNewPlaylist(type: PublicGameType): GameMapType[] {
const maps = this.buildMapsList(type);
const rand = new PseudoRandom(Date.now());
const shuffledSource = rand.shuffleArray([...maps]);
const playlist: GameMapType[] = [];
const numAttempts = 10000;
for (let attempt = 0; attempt < numAttempts; attempt++) {
playlist.length = 0;
const source = [...shuffledSource];
// Re-shuffle every attempt so retries can explore different orderings.
const source = rand.shuffleArray([...maps]);
let success = true;
while (source.length > 0) {
@@ -288,11 +347,15 @@ export class MapPlaylist {
return false;
}
private buildMapsList(): GameMapType[] {
private buildMapsList(type: PublicGameType): GameMapType[] {
const maps: GameMapType[] = [];
(Object.keys(GameMapType) as GameMapName[]).forEach((key) => {
const map = GameMapType[key];
if (type !== "special" && ARCADE_MAPS.has(map)) {
return;
}
for (let i = 0; i < (frequency[key] ?? 0); i++) {
maps.push(GameMapType[key]);
maps.push(map);
}
});
return maps;
@@ -321,6 +384,41 @@ export class MapPlaylist {
};
}
private getRandomSpecialGameModifiers(
excludedModifiers: ModifierKey[] = [],
count?: number,
): PublicGameModifiers {
// Roll how many modifiers to pick: 30% → 1, 40% → 2, 20% → 3, 10% → 4
const modifierCountRoll = Math.floor(Math.random() * 10) + 1;
const k =
count ??
(modifierCountRoll <= 3
? 1
: modifierCountRoll <= 7
? 2
: modifierCountRoll <= 9
? 3
: 4);
// Shuffle the pool, then pick the first k unique modifier keys.
const pool = SPECIAL_MODIFIER_POOL.filter(
(key) => !excludedModifiers.includes(key),
).sort(() => Math.random() - 0.5);
const selected = new Set<ModifierKey>();
for (const key of pool) {
if (selected.size >= k) break;
selected.add(key);
}
return {
isRandomSpawn: selected.has("isRandomSpawn"),
isCompact: selected.has("isCompact"),
isCrowded: selected.has("isCrowded"),
startingGold: selected.has("startingGold") ? 5_000_000 : undefined,
};
}
// Maps with smallest player count (third number of calculateMapPlayerCounts) < 50 don't support compact map in team games
// (not enough players after 75% player reduction for compact maps)
private async supportsCompactMapForTeams(map: GameMapType): Promise<boolean> {