Feat : focus unit when clicking on warnings in chat (#699)

## Description:

Enables you to click on the `Naval invasion incoming from X` or `X -
atom bomb inbound` messages to focus the camera on the incoming unit
(boat or nuke). Works for boats, atom bombs, hydrogen bombs and MIRVs.

Nothing changes in looks, only the fact that the messages are clickable.

closes #641 

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

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

leo21_
This commit is contained in:
Léo Kosman
2025-05-14 23:18:46 +02:00
committed by GitHub
parent 1dfa62f998
commit 87fd9c3219
7 changed files with 86 additions and 15 deletions
+34 -1
View File
@@ -21,6 +21,7 @@ import {
EmojiUpdate,
GameUpdateType,
TargetPlayerUpdate,
UnitIncomingUpdate,
} from "../../../core/game/GameUpdates";
import { ClientID } from "../../../core/Schemas";
import {
@@ -53,6 +54,7 @@ interface Event {
priority?: number;
duration?: Tick;
focusID?: number;
unitView?: UnitView;
}
@customElement("events-display")
@@ -89,6 +91,7 @@ export class EventsDisplay extends LitElement implements Layer {
[GameUpdateType.BrokeAlliance, (u) => this.onBrokeAllianceEvent(u)],
[GameUpdateType.TargetPlayer, (u) => this.onTargetPlayerEvent(u)],
[GameUpdateType.Emoji, (u) => this.onEmojiMessageEvent(u)],
[GameUpdateType.UnitIncoming, (u) => this.onUnitIncomingEvent(u)],
]);
constructor() {
@@ -421,6 +424,28 @@ export class EventsDisplay extends LitElement implements Layer {
}
}
onUnitIncomingEvent(event: UnitIncomingUpdate) {
const myPlayer = this.game.playerByClientID(this.clientID);
if (
event.playerID != null &&
(!myPlayer || myPlayer.smallID() !== event.playerID)
) {
return;
}
const unitView = this.game.unit(event.unitID);
this.addEvent({
description: event.message,
type: event.messageType,
unsafeDescription: false,
highlight: true,
createdAt: this.game.ticks(),
unitView: unitView,
});
}
private getMessageTypeClasses(type: MessageType): string {
switch (type) {
case MessageType.SUCCESS:
@@ -645,7 +670,15 @@ export class EventsDisplay extends LitElement implements Layer {
>
${this.getEventDescription(event)}
</button>`
: this.getEventDescription(event)}
: event.unitView
? html`<button
@click=${() => {
this.emitGoToUnitEvent(event.unitView);
}}
>
${this.getEventDescription(event)}
</button>`
: this.getEventDescription(event)}
${event.buttons
? html`
<div class="flex flex-wrap gap-1.5 mt-1">
+2 -1
View File
@@ -81,7 +81,8 @@ export class MirvExecution implements Execution {
this.separateDst = this.mg.ref(x, y);
this.pathFinder.computeControlPoints(spawn, this.separateDst);
this.mg.displayMessage(
this.mg.displayIncomingUnit(
this.nuke.id(),
`⚠️⚠️⚠️ ${this.player.name()} - MIRV INBOUND ⚠️⚠️⚠️`,
MessageType.ERROR,
this.targetPlayer.id(),
+5 -3
View File
@@ -106,14 +106,16 @@ export class NukeExecution implements Execution {
if (this.mg.hasOwner(this.dst)) {
const target = this.mg.owner(this.dst) as Player;
if (this.type == UnitType.AtomBomb) {
this.mg.displayMessage(
this.mg.displayIncomingUnit(
this.nuke.id(),
`${this.player.name()} - atom bomb inbound`,
MessageType.ERROR,
target.id(),
);
}
if (this.type == UnitType.HydrogenBomb) {
this.mg.displayMessage(
this.mg.displayIncomingUnit(
this.nuke.id(),
`${this.player.name()} - hydrogen bomb inbound`,
MessageType.ERROR,
target.id(),
@@ -129,7 +131,7 @@ export class NukeExecution implements Execution {
);
}
// after sending an nuke set the missilesilo on cooldown
// after sending a nuke set the missilesilo on cooldown
const silo = this.player
.units(UnitType.MissileSilo)
.find((silo) => silo.tile() === spawn);
+10 -9
View File
@@ -67,15 +67,6 @@ export class TransportShipExecution implements Execution {
this.attacker = mg.player(this.attackerID);
// Notify the target player about the incoming naval invasion
if (this.targetID && this.targetID !== mg.terraNullius().id()) {
mg.displayMessage(
`Naval invasion incoming from ${this.attacker.displayName()}`,
MessageType.WARN,
this.targetID,
);
}
if (
this.attacker.units(UnitType.TransportShip).length >=
mg.config().boatMaxNumber()
@@ -142,6 +133,16 @@ export class TransportShipExecution implements Execution {
this.boat = this.attacker.buildUnit(UnitType.TransportShip, this.src, {
troops: this.troops,
});
// Notify the target player about the incoming naval invasion
if (this.targetID && this.targetID !== mg.terraNullius().id()) {
mg.displayIncomingUnit(
this.boat.id(),
`Naval invasion incoming from ${this.attacker.displayName()}`,
MessageType.WARN,
this.targetID,
);
}
}
tick(ticks: number) {
+6
View File
@@ -544,6 +544,12 @@ export interface Game extends GameMap {
type: MessageType,
playerID: PlayerID | null,
): void;
displayIncomingUnit(
unitID: number,
message: string,
type: MessageType,
playerID: PlayerID,
): void;
displayChat(
message: string,
+18
View File
@@ -628,6 +628,24 @@ export class GameImpl implements Game {
recipient: recipient,
});
}
displayIncomingUnit(
unitID: number,
message: string,
type: MessageType,
playerID: PlayerID,
): void {
const id = this.player(playerID).smallID();
this.addUpdate({
type: GameUpdateType.UnitIncoming,
unitID: unitID,
message: message,
messageType: type,
playerID: id,
});
}
addUnit(u: Unit) {
this.unitGrid.addUnit(u);
}
+11 -1
View File
@@ -38,6 +38,7 @@ export enum GameUpdateType {
Emoji,
Win,
Hash,
UnitIncoming,
}
export type GameUpdate =
@@ -53,7 +54,8 @@ export type GameUpdate =
| TargetPlayerUpdate
| EmojiUpdate
| WinUpdate
| HashUpdate;
| HashUpdate
| UnitIncomingUpdate;
export interface TileUpdateWrapper {
type: GameUpdateType.Tile;
@@ -182,3 +184,11 @@ export interface HashUpdate {
tick: Tick;
hash: number;
}
export interface UnitIncomingUpdate {
type: GameUpdateType.UnitIncoming;
unitID: number;
message: string;
messageType: MessageType;
playerID: number;
}