mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-27 14:34:19 +00:00
Added warship selection mechanic
This commit is contained in:
@@ -117,7 +117,7 @@ export function createRenderer(
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new TerrainLayer(game),
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new TerritoryLayer(game, eventBus),
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new StructureLayer(game, eventBus),
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new UnitLayer(game, eventBus, clientID),
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new UnitLayer(game, eventBus, clientID, transformHandler),
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new NameLayer(game, transformHandler, clientID),
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eventsDisplay,
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buildMenu,
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@@ -0,0 +1,94 @@
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import { EventBus, GameEvent } from "../../core/EventBus";
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import { UnitType } from "../../core/game/Game";
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import { UnitView } from "../../core/game/GameView";
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/**
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* Event emitted when a unit is selected or deselected
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*/
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export class UnitSelectionEvent implements GameEvent {
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constructor(
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public readonly unit: UnitView | null,
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public readonly isSelected: boolean,
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) {}
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}
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/**
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* Manages the currently selected units in the game
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*/
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export class SelectedUnits {
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private selectedUnit: UnitView | null = null;
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constructor(private eventBus: EventBus) {}
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/**
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* Select a unit. Deselects any previously selected unit.
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* @param unit The unit to select
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* @returns true if the selection changed, false otherwise
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*/
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selectUnit(unit: UnitView): boolean {
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if (this.selectedUnit === unit) {
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return false;
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}
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if (this.selectedUnit) {
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this.deselectCurrentUnit();
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}
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this.selectedUnit = unit;
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this.eventBus.emit(new UnitSelectionEvent(unit, true));
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return true;
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}
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/**
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* Deselect the currently selected unit, if any
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* @returns true if a unit was deselected, false otherwise
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*/
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deselectCurrentUnit(): boolean {
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if (!this.selectedUnit) {
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return false;
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}
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const unit = this.selectedUnit;
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this.selectedUnit = null;
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this.eventBus.emit(new UnitSelectionEvent(unit, false));
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return true;
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}
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/**
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* Toggle selection for the given unit
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* @param unit The unit to toggle selection for
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* @returns true if the unit is now selected, false if it was deselected
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*/
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toggleUnitSelection(unit: UnitView): boolean {
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if (this.selectedUnit === unit) {
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this.deselectCurrentUnit();
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return false;
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} else {
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this.selectUnit(unit);
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return true;
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}
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}
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/**
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* Get the currently selected unit, if any
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*/
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getSelectedUnit(): UnitView | null {
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return this.selectedUnit;
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}
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/**
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* Check if the given unit is currently selected
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* @param unit The unit to check
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*/
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isSelected(unit: UnitView): boolean {
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return this.selectedUnit === unit;
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}
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/**
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* Check if a unit of the specified type is currently selected
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* @param type The unit type to check for
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*/
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hasSelectedUnitOfType(type: UnitType): boolean {
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return this.selectedUnit !== null && this.selectedUnit.type() === type;
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}
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}
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@@ -3,7 +3,7 @@ import { Theme } from "../../../core/configuration/Config";
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import { Unit, UnitType, Player } from "../../../core/game/Game";
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import { Layer } from "./Layer";
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import { EventBus } from "../../../core/EventBus";
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import { AlternateViewEvent } from "../../InputHandler";
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import { AlternateViewEvent, MouseUpEvent } from "../../InputHandler";
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import { ClientID } from "../../../core/Schemas";
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import { GameView, PlayerView, UnitView } from "../../../core/game/GameView";
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import {
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@@ -12,6 +12,8 @@ import {
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TileRef,
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} from "../../../core/game/GameMap";
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import { GameUpdateType } from "../../../core/game/GameUpdates";
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import { SelectedUnits, UnitSelectionEvent } from "../SelectedUnits";
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import { TransformHandler } from "../TransformHandler";
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enum Relationship {
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Self,
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@@ -33,12 +35,22 @@ export class UnitLayer implements Layer {
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private oldShellTile = new Map<UnitView, TileRef>();
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private selectedUnits: SelectedUnits;
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private selectionAnimTime = 0;
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private transformHandler: TransformHandler;
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// Configuration for unit selection
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private readonly WARSHIP_SELECTION_RADIUS = 3; // Radius in game cells for warship selection hit zone
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constructor(
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private game: GameView,
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private eventBus: EventBus,
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private clientID: ClientID,
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transformHandler: TransformHandler,
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) {
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this.theme = game.config().theme();
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this.selectedUnits = new SelectedUnits(eventBus);
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this.transformHandler = transformHandler;
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}
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shouldTransform(): boolean {
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@@ -52,13 +64,133 @@ export class UnitLayer implements Layer {
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this.game.updatesSinceLastTick()?.[GameUpdateType.Unit]?.forEach((unit) => {
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this.onUnitEvent(this.game.unit(unit.id));
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});
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// Update the selection animation time
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this.selectionAnimTime = (this.selectionAnimTime + 1) % 60;
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// If there's a selected warship, redraw to update the selection box animation
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if (this.selectedUnits.hasSelectedUnitOfType(UnitType.Warship)) {
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this.redrawSelectedUnit(this.selectedUnits.getSelectedUnit());
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}
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}
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init() {
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this.eventBus.on(AlternateViewEvent, (e) => this.onAlternativeViewEvent(e));
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this.eventBus.on(MouseUpEvent, (e) => this.onMouseUp(e));
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this.eventBus.on(UnitSelectionEvent, (e) => this.onUnitSelection(e));
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this.redraw();
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}
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/**
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* Find warships near the given cell within a configurable radius
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* @param cell The cell to check
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* @returns Array of warships in range, sorted by distance (closest first)
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*/
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private findWarshipsNearCell(cell: { x: number; y: number }): UnitView[] {
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const clickRef = this.game.ref(cell.x, cell.y);
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return this.game
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.units(UnitType.Warship)
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.filter(
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(unit) =>
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unit.isActive() &&
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this.game.manhattanDist(unit.tile(), clickRef) <=
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this.WARSHIP_SELECTION_RADIUS,
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)
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.sort((a, b) => {
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// Sort by distance (closest first)
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const distA = this.game.manhattanDist(a.tile(), clickRef);
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const distB = this.game.manhattanDist(b.tile(), clickRef);
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return distA - distB;
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});
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}
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private onMouseUp(event: MouseUpEvent) {
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// Convert screen coordinates to world coordinates
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const cell = this.transformHandler.screenToWorldCoordinates(
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event.x,
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event.y,
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);
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// Find warships near this cell, sorted by distance
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const nearbyWarships = this.findWarshipsNearCell(cell);
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if (nearbyWarships.length > 0) {
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// Select/deselect the closest warship
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this.selectedUnits.toggleUnitSelection(nearbyWarships[0]);
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} else if (this.selectedUnits.getSelectedUnit()) {
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// If clicked elsewhere and there's a selection, deselect it
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this.selectedUnits.deselectCurrentUnit();
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}
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}
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private onUnitSelection(event: UnitSelectionEvent) {
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if (event.unit && event.unit.type() === UnitType.Warship) {
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if (event.isSelected) {
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// Highlight the selected warship
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this.redrawSelectedUnit(event.unit);
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} else {
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// Remove the highlight
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this.onUnitEvent(event.unit);
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// Also clear any lingering selection box
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if (this.lastSelectionBoxCenter) {
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const { x, y, size } = this.lastSelectionBoxCenter;
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for (let px = x - size; px <= x + size; px++) {
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for (let py = y - size; py <= y + size; py++) {
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if (
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px === x - size ||
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px === x + size ||
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py === y - size ||
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py === y + size
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) {
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this.clearCell(px, py);
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}
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}
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}
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this.lastSelectionBoxCenter = null;
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}
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}
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}
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}
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/**
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* Handle unit deactivation or destruction
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* If the selected unit is removed from the game, deselect it
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*/
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private handleUnitDeactivation(unit: UnitView) {
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if (this.selectedUnits.isSelected(unit) && !unit.isActive()) {
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// Clear the selection box before deselecting
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if (
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this.lastSelectionBoxCenter &&
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this.lastSelectionBoxCenter.unit === unit
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) {
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const { x, y, size } = this.lastSelectionBoxCenter;
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for (let px = x - size; px <= x + size; px++) {
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for (let py = y - size; py <= y + size; py++) {
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if (
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px === x - size ||
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px === x + size ||
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py === y - size ||
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py === y + size
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) {
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this.clearCell(px, py);
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}
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}
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}
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this.lastSelectionBoxCenter = null;
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}
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this.selectedUnits.deselectCurrentUnit();
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}
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}
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private redrawSelectedUnit(unit: UnitView) {
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if (unit && unit.type() === UnitType.Warship && unit.isActive()) {
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this.onUnitEvent(unit);
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}
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}
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renderLayer(context: CanvasRenderingContext2D) {
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context.drawImage(
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this.canvas,
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@@ -101,6 +233,11 @@ export class UnitLayer implements Layer {
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}
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onUnitEvent(unit: UnitView) {
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// Check if unit was deactivated
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if (!unit.isActive()) {
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this.handleUnitDeactivation(unit);
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}
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switch (unit.type()) {
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case UnitType.TransportShip:
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this.handleBoatEvent(unit);
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@@ -175,6 +312,133 @@ export class UnitLayer implements Layer {
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255,
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);
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}
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// If this is a selected warship, draw the selection box
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if (this.selectedUnits.isSelected(unit)) {
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this.drawSelectionBox(unit);
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}
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}
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// Keep track of previous selection box positions for cleanup
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private lastSelectionBoxCenter: {
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unit: UnitView;
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x: number;
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y: number;
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size: number;
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} | null = null;
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// Visual settings for selection
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private readonly SELECTION_BOX_SIZE = 6; // Size of the selection box (should be larger than the warship)
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/**
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* Draw a selection box around the warship
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*/
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private drawSelectionBox(unit: UnitView) {
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// Use the configured selection box size
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const selectionSize = this.SELECTION_BOX_SIZE;
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// Calculate pulsating effect based on animation time (25% variation in opacity)
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const baseOpacity = 200;
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const pulseAmount = 55;
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const opacity =
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baseOpacity + Math.sin(this.selectionAnimTime * 0.1) * pulseAmount;
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// Get the warship's owner color for the box
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const ownerColor = this.theme.territoryColor(unit.owner().info());
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// Create a brighter version of the owner color for the selection
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const selectionColor = ownerColor.lighten(0.2);
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// Get current center position
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const center = unit.tile();
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const centerX = this.game.x(center);
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const centerY = this.game.y(center);
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// Clear previous selection box if it exists and is different from current position
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if (
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this.lastSelectionBoxCenter &&
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(this.lastSelectionBoxCenter.x !== centerX ||
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this.lastSelectionBoxCenter.y !== centerY ||
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this.lastSelectionBoxCenter.unit !== unit)
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) {
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const lastSize = this.lastSelectionBoxCenter.size;
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const lastX = this.lastSelectionBoxCenter.x;
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const lastY = this.lastSelectionBoxCenter.y;
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// Clear the previous selection box
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for (let x = lastX - lastSize; x <= lastX + lastSize; x++) {
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for (let y = lastY - lastSize; y <= lastY + lastSize; y++) {
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if (
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x === lastX - lastSize ||
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x === lastX + lastSize ||
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y === lastY - lastSize ||
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y === lastY + lastSize
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) {
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this.clearCell(x, y);
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}
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}
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}
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// Redraw the tiles at the previous location
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for (const t of this.game.bfs(
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this.lastSelectionBoxCenter.unit.lastTile(),
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euclDistFN(this.lastSelectionBoxCenter.unit.lastTile(), 5),
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)) {
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const tileX = this.game.x(t);
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const tileY = this.game.y(t);
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// Only redraw if it's near the selection border
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if (
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Math.abs(tileX - lastX) <= lastSize + 1 &&
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Math.abs(tileY - lastY) <= lastSize + 1
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) {
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if (this.game.hasOwner(t)) {
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const owner = this.game.owner(t);
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if (owner.isPlayer()) {
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this.paintCell(
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tileX,
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tileY,
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this.relationship(unit),
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this.theme.territoryColor(owner.info()),
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255,
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);
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}
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}
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}
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}
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}
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// Draw the selection box
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for (let x = centerX - selectionSize; x <= centerX + selectionSize; x++) {
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for (let y = centerY - selectionSize; y <= centerY + selectionSize; y++) {
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// Only draw if it's on the border (not inside or outside the box)
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if (
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x === centerX - selectionSize ||
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x === centerX + selectionSize ||
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y === centerY - selectionSize ||
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y === centerY + selectionSize
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) {
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// Create a dashed effect by only drawing some pixels
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const dashPattern = (x + y) % 2 === 0;
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if (dashPattern) {
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this.paintCell(
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x,
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y,
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this.relationship(unit),
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selectionColor,
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opacity,
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);
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}
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}
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}
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}
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// Store current selection box position for next cleanup
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this.lastSelectionBoxCenter = {
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unit,
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x: centerX,
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y: centerY,
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size: selectionSize,
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};
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}
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private handleShellEvent(unit: UnitView) {
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Reference in New Issue
Block a user