diff --git a/map-generator/README.md b/map-generator/README.md index 5efd142d8..d0d254cb1 100644 --- a/map-generator/README.md +++ b/map-generator/README.md @@ -96,11 +96,10 @@ Pure black pixels (`#000000` / `rgb(0, 0, 0)` with alpha ≥ 20) are encoded as Use impassable terrain to carve out non-rectangular map shapes or to create barriers that divide regions without water. -In-Game, terrain is rendered using themes. The color of a tile is determined dynamically based on -its **Terrain Type** and **Magnitude**. Theme Files: +In-Game, the color of a tile is determined dynamically based on its **Terrain Type** and **Magnitude**. -- `../src/core/configuration/PastelTheme.ts` (Light) -- `../src/core/configuration/PastelThemeDark.ts` (Dark). +- Ocean default color definition: `../src/client/render/gl/render-settings.json` (user changeable via settings) +- Terrain color calculations: `../src/client/render/gl/utils/ColorUtils.ts#L50` ## Create info.json diff --git a/src/client/ClientGameRunner.ts b/src/client/ClientGameRunner.ts index d6c3f7a32..d561c0e88 100644 --- a/src/client/ClientGameRunner.ts +++ b/src/client/ClientGameRunner.ts @@ -72,6 +72,7 @@ import { deepAssign, MapRenderer, preloadAtlasData, + renderDpr, type RenderSettings, } from "./render/gl"; import { ALL_UNIT_TYPES, UnitState } from "./render/types"; @@ -352,7 +353,7 @@ function mountWebGLFrameLoop( const syncCamera = (): void => { const scale = transformHandler.scale; - const dpr = window.devicePixelRatio || 1; + const dpr = renderDpr(); const centerX = transformHandler.offsetX + mapWidth / 2 + diff --git a/src/client/UsernameInput.ts b/src/client/UsernameInput.ts index ccc68437d..3867c51ae 100644 --- a/src/client/UsernameInput.ts +++ b/src/client/UsernameInput.ts @@ -27,6 +27,9 @@ export class UsernameInput extends LitElement { @state() private baseUsername: string = ""; @state() private clanTag: string = ""; + // Clans aren't supported on CrazyGames — hide the tag input and never submit one. + private readonly onCrazyGames = crazyGamesSDK.isOnCrazyGames(); + @property({ type: String }) validationError: string = ""; // Ownership-check feedback (i18n key) shown inline beneath the tag input. Only // "not a member" gates the buttons (see emitValidity); the rest is advisory. @@ -124,7 +127,9 @@ export class UsernameInput extends LitElement { private loadStoredUsername() { const storedUsername = localStorage.getItem(usernameKey); if (storedUsername) { - this.clanTag = localStorage.getItem(clanTagKey) ?? ""; + if (!this.onCrazyGames) { + this.clanTag = localStorage.getItem(clanTagKey) ?? ""; + } this.baseUsername = storedUsername; this.validateAndStore(); this.startClanCheck(); @@ -137,7 +142,7 @@ export class UsernameInput extends LitElement { render() { return html`
-
+
, allySmallIds: ReadonlySet, betrayedSmallIds: ReadonlySet, ): boolean { + if (teammateSmallIds.has(samOwnerSmallId)) return false; return ( !allySmallIds.has(samOwnerSmallId) || betrayedSmallIds.has(samOwnerSmallId) ); @@ -339,10 +345,15 @@ export class BuildPreviewController implements Controller { const srcX = this.game.x(bestSilo.tile()); const srcY = this.game.y(bestSilo.tile()); - // Non-allied SAMs threaten the trajectory; own + allied SAMs don't — - // except allies this strike would betray: the alliance breaks at launch - // (NukeExecution.maybeBreakAlliances), so their SAMs will intercept. + // Non-friendly SAMs threaten the trajectory; own + teammate + allied SAMs + // don't — except allies this strike would betray: the alliance breaks at + // launch (NukeExecution.maybeBreakAlliances), so their SAMs will intercept. + // Teammates have no such exception (a strike never breaks a team). // listNukeBreakAlliance is the same function the sim uses there. + const teammateIds = new Set(); + for (const p of this.game.players()) { + if (myPlayer.isOnSameTeam(p)) teammateIds.add(p.smallID()); + } const allyIds = new Set(); for (const a of myPlayer.allies()) allyIds.add(a.smallID()); const betrayedIds: ReadonlySet = @@ -359,7 +370,14 @@ export class BuildPreviewController implements Controller { if (!s.isActive()) continue; const owner = s.owner(); if (owner === myPlayer) continue; - if (!samThreatensNukePreview(owner.smallID(), allyIds, betrayedIds)) { + if ( + !samThreatensNukePreview( + owner.smallID(), + teammateIds, + allyIds, + betrayedIds, + ) + ) { continue; } const r = this.game.config().samRange(s.level()); diff --git a/src/client/render/gl/Camera.ts b/src/client/render/gl/Camera.ts index 1bd4cbf8d..7b2c4abb7 100644 --- a/src/client/render/gl/Camera.ts +++ b/src/client/render/gl/Camera.ts @@ -15,6 +15,8 @@ * ty = -offsetY * sy */ +import { renderDpr } from "./utils/Dpr"; + const MIN_ZOOM = 0.2; const MAX_ZOOM = 20; const DBLCLICK_MIN_ZOOM = 0.7; @@ -44,7 +46,7 @@ export class Camera { /** Update canvas pixel dimensions. Triggers initial fitMap on first call. */ resize(cssWidth: number, cssHeight: number): void { - const dpr = window.devicePixelRatio || 1; + const dpr = renderDpr(); this.canvasW = Math.round(cssWidth * dpr); this.canvasH = Math.round(cssHeight * dpr); if (this.needsInitialFit) { @@ -163,7 +165,7 @@ export class Camera { /** Convert screen pixel position to world coordinates. */ screenToWorld(screenX: number, screenY: number): { x: number; y: number } { - const dpr = window.devicePixelRatio || 1; + const dpr = renderDpr(); const ndcX = ((screenX * dpr) / this.canvasW) * 2 - 1; const ndcY = -(((screenY * dpr) / this.canvasH) * 2 - 1); const sx = (this.zoom * 2) / this.canvasW; @@ -176,7 +178,7 @@ export class Camera { /** Convert world coordinates to screen pixel position (CSS pixels). */ worldToScreen(worldX: number, worldY: number): { x: number; y: number } { - const dpr = window.devicePixelRatio || 1; + const dpr = renderDpr(); return { x: (this.zoom * (worldX - this.offsetX)) / dpr + this.canvasW / (2 * dpr), y: (this.zoom * (worldY - this.offsetY)) / dpr + this.canvasH / (2 * dpr), diff --git a/src/client/render/gl/Renderer.ts b/src/client/render/gl/Renderer.ts index 87a504998..5d01e518e 100644 --- a/src/client/render/gl/Renderer.ts +++ b/src/client/render/gl/Renderer.ts @@ -60,6 +60,7 @@ import { WorldTextPass } from "./passes/WorldTextPass"; import type { RenderSettings } from "./RenderSettings"; import { AffiliationPalette } from "./utils/Affiliation"; import { getPaletteSize, hexToRgb } from "./utils/ColorUtils"; +import { renderDpr } from "./utils/Dpr"; import { createTexture2D, toScreen, @@ -569,7 +570,7 @@ export class GPURenderer { // --------------------------------------------------------------------------- resize(cssWidth: number, cssHeight: number): void { - const dpr = window.devicePixelRatio || 1; + const dpr = renderDpr(); this.canvas.width = Math.round(cssWidth * dpr); this.canvas.height = Math.round(cssHeight * dpr); this.camera.resize(cssWidth, cssHeight); diff --git a/src/client/render/gl/index.ts b/src/client/render/gl/index.ts index de14f07ff..f5de04d10 100644 --- a/src/client/render/gl/index.ts +++ b/src/client/render/gl/index.ts @@ -11,6 +11,7 @@ export { createRenderSettings, dumpSettings } from "./RenderSettings"; export type { RenderSettings } from "./RenderSettings"; export { deepAssign, deepDiff } from "./SettingsUtils"; export { buildTerrainRGBA, getPaletteSize } from "./utils/ColorUtils"; +export { renderDpr } from "./utils/Dpr"; export { buildNukeTrajectory, samRange } from "./utils/NukeTrajectory"; export type { SAMInfo } from "./utils/NukeTrajectory"; diff --git a/src/client/render/gl/passes/TerrainPass.ts b/src/client/render/gl/passes/TerrainPass.ts index 1df627b8c..9e1050c3d 100644 --- a/src/client/render/gl/passes/TerrainPass.ts +++ b/src/client/render/gl/passes/TerrainPass.ts @@ -91,6 +91,9 @@ export class TerrainPass { * nuke). `bytes[i]` is the new terrain byte for `refs[i]` (parallel arrays). * One 1×1 texSubImage2D per ref — fine for the small bursts a single nuke * produces. + * + * Also writes back into `terrainBytes` so a later full re-upload (e.g. + * setOceanColor) reflects these conversions instead of reverting them. */ applyTerrainDelta(refs: readonly number[], bytes: Uint8Array): void { if (refs.length === 0) return; @@ -101,6 +104,7 @@ export class TerrainPass { const ref = refs[i]; const x = ref % this.mapW; const y = (ref - x) / this.mapW; + this.terrainBytes[ref] = bytes[i]; encodeTerrainTile(bytes[i], this.pixelScratch, 0, this.oceanColor); gl.texSubImage2D( gl.TEXTURE_2D, diff --git a/src/client/render/gl/passes/WorldTextPass.ts b/src/client/render/gl/passes/WorldTextPass.ts index 0a6b43540..6227f69e9 100644 --- a/src/client/render/gl/passes/WorldTextPass.ts +++ b/src/client/render/gl/passes/WorldTextPass.ts @@ -10,6 +10,7 @@ import type { Config } from "../../../../core/configuration/Config"; import type { BonusEvent, ConquestFx } from "../../types"; import type { RenderSettings } from "../RenderSettings"; +import { renderDpr } from "../utils/Dpr"; import { createProgram } from "../utils/GlUtils"; import type { GlyphTables } from "./name-pass/AtlasData"; import { buildGlyphTables, parseAtlasData } from "./name-pass/AtlasData"; @@ -399,7 +400,7 @@ export class WorldTextPass { let count = 0; // canvasW in Camera is cssWidth*dpr, so `zoom` is device-px-per-world-unit. // Multiply screen-relative scales by dpr to keep a constant CSS-pixel size. - const dpr = window.devicePixelRatio || 1; + const dpr = renderDpr(); for (const popup of this.active) { const elapsed = now - popup.startMs; @@ -541,7 +542,7 @@ export class WorldTextPass { gl.useProgram(this.program); gl.uniformMatrix3fv(this.uCamera, false, cameraMatrix); gl.uniform1f(this.uZoom, zoom); - const dpr = window.devicePixelRatio || 1; + const dpr = renderDpr(); gl.uniform1f( this.uMinScreenScale, this.settings.bonusPopup.minScreenScale * dpr, diff --git a/src/client/render/gl/utils/Dpr.ts b/src/client/render/gl/utils/Dpr.ts new file mode 100644 index 000000000..ccad4f8f9 --- /dev/null +++ b/src/client/render/gl/utils/Dpr.ts @@ -0,0 +1,13 @@ +/** + * Device-pixel-ratio used by the WebGL renderer for its backing store and all + * screen↔world math. Capped at 2 to avoid rendering at 3x on very high-DPI + * (mobile) displays, which costs ~9x the fragment work of 1x for a marginal + * visual gain over 2x. + * + * Every renderer call site that previously read `window.devicePixelRatio` + * must go through this so the canvas size, camera math, and text scaling stay + * on the same coordinate system. + */ +export function renderDpr(): number { + return Math.min(window.devicePixelRatio || 2, 2); +} diff --git a/tests/client/controllers/BuildPreviewController.test.ts b/tests/client/controllers/BuildPreviewController.test.ts index b0d475b63..267997cb4 100644 --- a/tests/client/controllers/BuildPreviewController.test.ts +++ b/tests/client/controllers/BuildPreviewController.test.ts @@ -35,21 +35,40 @@ describe("BuildPreviewController ghost preservation (locked nuke / Enter confirm }); describe("samThreatensNukePreview (nuke trajectory threat set, #4226)", () => { + const teammates = new Set([7, 8]); const allies = new Set([2, 3]); - test("non-allied SAM threatens the trajectory", () => { - expect(samThreatensNukePreview(5, allies, new Set())).toBe(true); + test("non-friendly SAM threatens the trajectory", () => { + expect(samThreatensNukePreview(5, teammates, allies, new Set())).toBe(true); }); test("allied SAM does not threaten when the strike breaks no alliance", () => { - expect(samThreatensNukePreview(2, allies, new Set())).toBe(false); + expect(samThreatensNukePreview(2, teammates, allies, new Set())).toBe( + false, + ); }); test("would-be-betrayed ally's SAM threatens (alliance breaks at launch)", () => { - expect(samThreatensNukePreview(2, allies, new Set([2]))).toBe(true); + expect(samThreatensNukePreview(2, teammates, allies, new Set([2]))).toBe( + true, + ); }); test("other allies' SAMs still excluded when a different ally is betrayed", () => { - expect(samThreatensNukePreview(3, allies, new Set([2]))).toBe(false); + expect(samThreatensNukePreview(3, teammates, allies, new Set([2]))).toBe( + false, + ); + }); + + test("teammate SAM does not threaten the trajectory", () => { + expect(samThreatensNukePreview(7, teammates, new Set(), new Set())).toBe( + false, + ); + }); + + test("teammate SAM stays excluded even if listed as betrayed (a strike never breaks a team)", () => { + expect( + samThreatensNukePreview(7, teammates, new Set([7]), new Set([7])), + ).toBe(false); }); });