rename render/ files to UpperCamelCase to match client convention

The render/ tree was the only place in the client still using kebab-case
filenames. Brings ~80 files in line with the rest of src/client/
(BuildPreviewController, TransformHandler, etc.). Directories kept as
they were (name-pass/, fx-pass/, passes/, utils/, debug/) since the
codebase already mixes those.

Two collisions surfaced and got resolved: render/types/ is a directory,
not a file, so its imports kept the lowercase form; and the sed pass
incidentally normalized core/pathfinding imports, which had to be
reverted since that file is actually lowercase on disk despite some
imports having referenced it as ./Types under macOS case-insensitive
resolution.
This commit is contained in:
evanpelle
2026-05-17 21:21:05 -07:00
parent 5a9694e2bd
commit 4cd22a9b5c
88 changed files with 244 additions and 244 deletions
+163
View File
@@ -0,0 +1,163 @@
/**
* game-constants.ts — Upstream game facts replicated in the renderer/shim.
*
* All values here are sourced from upstream game code. When upstream changes,
* audit this file first.
*
* Primary sources:
* - vendor/openfront/src/core/configuration/DefaultConfig.ts (DefaultConfig, DefaultServerConfig)
* - vendor/openfront/src/client/graphics/layers/FxLayer.ts (visual-only constants)
*/
import {
UT_ATOM_BOMB,
UT_CITY,
UT_DEFENSE_POST,
UT_FACTORY,
UT_HYDROGEN_BOMB,
UT_MIRV_WARHEAD,
UT_MISSILE_SILO,
UT_PORT,
UT_SAM_LAUNCHER,
} from "./types";
// ---------------------------------------------------------------------------
// Tick timing
// ---------------------------------------------------------------------------
/**
* Milliseconds per game tick.
* Source: DefaultServerConfig.turnIntervalMs() → return 100
*/
export const MS_PER_TICK = 100;
// ---------------------------------------------------------------------------
// Unit health
// ---------------------------------------------------------------------------
/**
* Maximum health for a Warship unit.
* Source: DefaultConfig.unitInfo(UnitType.Warship) → { maxHealth: 1000 }
*/
export const WARSHIP_MAX_HEALTH = 1000;
// ---------------------------------------------------------------------------
// Construction durations (ticks)
// ---------------------------------------------------------------------------
/**
* How many ticks each structure type takes to finish construction.
* Source: DefaultConfig.unitInfo(type).constructionDuration (non-instantBuild path):
* case UnitType.City: constructionDuration: 2 * 10
* case UnitType.Port: constructionDuration: 2 * 10
* case UnitType.Factory: constructionDuration: 2 * 10
* case UnitType.DefensePost: constructionDuration: 5 * 10
* case UnitType.MissileSilo: constructionDuration: 10 * 10
* case UnitType.SAMLauncher: constructionDuration: 30 * 10
*/
export const CONSTRUCTION_DURATIONS: Readonly<Record<string, number>> = {
[UT_CITY]: 2 * 10,
[UT_PORT]: 2 * 10,
[UT_FACTORY]: 2 * 10,
[UT_DEFENSE_POST]: 5 * 10,
[UT_MISSILE_SILO]: 10 * 10,
[UT_SAM_LAUNCHER]: 30 * 10,
};
// ---------------------------------------------------------------------------
// Missile cooldowns (ticks)
// ---------------------------------------------------------------------------
/**
* Ticks for a SAM Launcher to reload one missile.
* Source: DefaultConfig.SAMCooldown() → return 120
* NOTE: different from SiloCooldown — do not conflate.
*/
export const SAM_COOLDOWN_TICKS = 120;
/**
* Ticks for a Missile Silo to reload one missile.
* Source: DefaultConfig.SiloCooldown() → return 75
*/
export const SILO_COOLDOWN_TICKS = 75;
// ---------------------------------------------------------------------------
// Deletion mark duration (ticks)
// ---------------------------------------------------------------------------
/**
* How many ticks a structure remains in the "marked for deletion" state.
* Source: DefaultConfig.deletionMarkDuration() → return 30 * 10
*/
export const DELETION_MARK_DURATION = 30 * 10;
// ---------------------------------------------------------------------------
// Nuke explosion visual radii (tiles)
// ---------------------------------------------------------------------------
/**
* Visual explosion radius (tiles) for each nuke type, used for shockwave and
* debris scatter sizing.
*
* Source: FxLayer.ts, inside the unit-death event handler:
* case UnitType.AtomBomb: this.onNukeEvent(unit, 70)
* case UnitType.MIRVWarhead: this.onNukeEvent(unit, 70)
* case UnitType.HydrogenBomb: this.onNukeEvent(unit, 160)
*
* Note: these are visual-only radii. The gameplay damage radii are separate
* and come from DefaultConfig.nukeMagnitudes() → { inner, outer }.
*/
export const NUKE_EXPLOSION_RADII: Readonly<Record<string, number>> = {
[UT_ATOM_BOMB]: 70,
[UT_HYDROGEN_BOMB]: 160,
[UT_MIRV_WARHEAD]: 70,
};
// ---------------------------------------------------------------------------
// SAM range formula
// ---------------------------------------------------------------------------
/**
* SAM Launcher coverage radius in tiles at a given upgrade level.
* Source: DefaultConfig.samRange(level):
* return this.maxSamRange() - 480 / (level + 5)
* where maxSamRange() → return 150
*/
export function samRange(level: number): number {
return 150 - 480 / (level + 5);
}
// ---------------------------------------------------------------------------
// Missile readiness formula
// ---------------------------------------------------------------------------
/**
* Fractional missile readiness [0, 1] for a Silo or SAM Launcher.
* Returns 1.0 when fully loaded, 0.0 when completely empty with no partial reload.
*
* Source: adapted from upstream readiness display logic (UILayer / FxLayer).
* Uses per-type cooldown: SAMCooldown() = 120, SiloCooldown() = 75.
*/
export function missileReadiness(
unitType: string,
level: number,
missileTimerQueue: number[],
gameTick: number,
): number {
const cooldown =
unitType === UT_SAM_LAUNCHER ? SAM_COOLDOWN_TICKS : SILO_COOLDOWN_TICKS;
const maxMissiles = level;
const reloading = missileTimerQueue.length;
if (reloading === 0) return 1;
const ready = maxMissiles - reloading;
if (ready === 0 && maxMissiles > 1) return 0;
let readiness = ready / maxMissiles;
for (const timer of missileTimerQueue) {
const progress = gameTick - timer;
const ratio = progress / cooldown;
readiness += ratio / maxMissiles;
}
return Math.max(0, Math.min(1, readiness));
}