Add support for colored patterns (#2062)

## Description:

Add support for colored territory patterns/skins

* Refactored & updated territory pattern rendering to render colored
skins
* rename public from pattern to skin (keep pattern name internally, too
difficult to rename)
* Moved all territory color logic to PlayerView
* Updated WinModal to show colored skins
* Refactored decode logic into a separate function: decodePatternData
* Refactored/updated how cosmetics are sent to server. Players now send
a PlayerCosmeticRefsSchema in the ClientJoinMessage.
PlayerCosmeticRefsSchema just contains names of the cosmetics, and the
server replaces the names/references with actual cosmetic data
* Refactored PastelThemeDark: have it extend Pastel theme so duplicate
logic can be removed.
* 

## 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
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

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

evan
This commit is contained in:
evanpelle
2025-09-18 20:00:15 -07:00
committed by GitHub
parent 25e8ec0579
commit a26585a47b
29 changed files with 650 additions and 495 deletions
+46 -30
View File
@@ -1,3 +1,5 @@
import { PlayerPattern } from "./Schemas";
export class PatternDecoder {
private bytes: Uint8Array;
@@ -5,37 +7,19 @@ export class PatternDecoder {
readonly width: number;
readonly scale: number;
constructor(base64: string, base64urlDecode: (input: string) => Uint8Array) {
this.bytes = base64urlDecode(base64);
if (this.bytes.length < 3) {
throw new Error(
"Pattern data is too short to contain required metadata.",
);
}
const version = this.bytes[0];
if (version !== 0) {
throw new Error(`Unrecognized pattern version ${version}.`);
}
const byte1 = this.bytes[1];
const byte2 = this.bytes[2];
this.scale = byte1 & 0x07;
this.width = (((byte2 & 0x03) << 5) | ((byte1 >> 3) & 0x1f)) + 2;
this.height = ((byte2 >> 2) & 0x3f) + 2;
const expectedBits = this.width * this.height;
const expectedBytes = (expectedBits + 7) >> 3; // Equivalent to: ceil(expectedBits / 8);
if (this.bytes.length - 3 < expectedBytes) {
throw new Error(
"Pattern data is too short for the specified dimensions.",
);
}
constructor(
pattern: PlayerPattern,
base64urlDecode: (input: string) => Uint8Array,
) {
({
height: this.height,
width: this.width,
scale: this.scale,
bytes: this.bytes,
} = decodePatternData(pattern.patternData, base64urlDecode));
}
isSet(x: number, y: number): boolean {
isPrimary(x: number, y: number): boolean {
const px = (x >> this.scale) % this.width;
const py = (y >> this.scale) % this.height;
const idx = py * this.width + px;
@@ -43,7 +27,8 @@ export class PatternDecoder {
const bitIndex = idx & 7;
const byte = this.bytes[3 + byteIndex];
if (byte === undefined) throw new Error("Invalid pattern");
return (byte & (1 << bitIndex)) !== 0;
return (byte & (1 << bitIndex)) === 0;
}
scaledHeight(): number {
@@ -54,3 +39,34 @@ export class PatternDecoder {
return this.width << this.scale;
}
}
export function decodePatternData(
b64: string,
base64urlDecode: (input: string) => Uint8Array,
): { height: number; width: number; scale: number; bytes: Uint8Array } {
const bytes = base64urlDecode(b64);
if (bytes.length < 3) {
throw new Error("Pattern data is too short to contain required metadata.");
}
const version = bytes[0];
if (version !== 0) {
throw new Error(`Unrecognized pattern version ${version}.`);
}
const byte1 = bytes[1];
const byte2 = bytes[2];
const scale = byte1 & 0x07;
const width = (((byte2 & 0x03) << 5) | ((byte1 >> 3) & 0x1f)) + 2;
const height = ((byte2 >> 2) & 0x3f) + 2;
const expectedBits = width * height;
const expectedBytes = (expectedBits + 7) >> 3; // Equivalent to: ceil(expectedBits / 8);
if (bytes.length - 3 < expectedBytes) {
throw new Error("Pattern data is too short for the specified dimensions.");
}
return { height, width, scale, bytes };
}