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https://github.com/openfrontio/OpenFrontIO.git
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Merge main into multi-lobby
This commit is contained in:
@@ -27,6 +27,7 @@ import { UserSettings } from "../core/game/UserSettings";
|
||||
import { WorkerClient } from "../core/worker/WorkerClient";
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||||
import {
|
||||
DoBoatAttackEvent,
|
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DoGroundAttackEvent,
|
||||
InputHandler,
|
||||
MouseMoveEvent,
|
||||
MouseUpEvent,
|
||||
@@ -246,9 +247,16 @@ export class ClientGameRunner {
|
||||
1000,
|
||||
);
|
||||
}, 20000);
|
||||
this.eventBus.on(MouseUpEvent, (e) => this.inputEvent(e));
|
||||
this.eventBus.on(MouseMoveEvent, (e) => this.onMouseMove(e));
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||||
this.eventBus.on(DoBoatAttackEvent, (e) => this.doBoatAttackUnderCursor());
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||||
this.eventBus.on(MouseUpEvent, this.inputEvent.bind(this));
|
||||
this.eventBus.on(MouseMoveEvent, this.onMouseMove.bind(this));
|
||||
this.eventBus.on(
|
||||
DoBoatAttackEvent,
|
||||
this.doBoatAttackUnderCursor.bind(this),
|
||||
);
|
||||
this.eventBus.on(
|
||||
DoGroundAttackEvent,
|
||||
this.doGroundAttackUnderCursor.bind(this),
|
||||
);
|
||||
|
||||
this.renderer.initialize();
|
||||
this.input.initialize();
|
||||
@@ -418,20 +426,10 @@ export class ClientGameRunner {
|
||||
}
|
||||
|
||||
private doBoatAttackUnderCursor(): void {
|
||||
if (!this.isActive || !this.lastMousePosition) {
|
||||
const tile = this.getTileUnderCursor();
|
||||
if (tile === null) {
|
||||
return;
|
||||
}
|
||||
if (this.gameView.inSpawnPhase()) {
|
||||
return;
|
||||
}
|
||||
const cell = this.renderer.transformHandler.screenToWorldCoordinates(
|
||||
this.lastMousePosition.x,
|
||||
this.lastMousePosition.y,
|
||||
);
|
||||
if (!this.gameView.isValidCoord(cell.x, cell.y)) {
|
||||
return;
|
||||
}
|
||||
const tile = this.gameView.ref(cell.x, cell.y);
|
||||
|
||||
if (this.myPlayer === null) {
|
||||
const myPlayer = this.gameView.playerByClientID(this.lobby.clientID);
|
||||
@@ -446,6 +444,48 @@ export class ClientGameRunner {
|
||||
});
|
||||
}
|
||||
|
||||
private doGroundAttackUnderCursor(): void {
|
||||
const tile = this.getTileUnderCursor();
|
||||
if (tile === null) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.myPlayer === null) {
|
||||
const myPlayer = this.gameView.playerByClientID(this.lobby.clientID);
|
||||
if (myPlayer === null) return;
|
||||
this.myPlayer = myPlayer;
|
||||
}
|
||||
|
||||
this.myPlayer.actions(tile).then((actions) => {
|
||||
if (this.myPlayer === null) return;
|
||||
if (actions.canAttack) {
|
||||
this.eventBus.emit(
|
||||
new SendAttackIntentEvent(
|
||||
this.gameView.owner(tile).id(),
|
||||
this.myPlayer.troops() * this.renderer.uiState.attackRatio,
|
||||
),
|
||||
);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
private getTileUnderCursor(): TileRef | null {
|
||||
if (!this.isActive || !this.lastMousePosition) {
|
||||
return null;
|
||||
}
|
||||
if (this.gameView.inSpawnPhase()) {
|
||||
return null;
|
||||
}
|
||||
const cell = this.renderer.transformHandler.screenToWorldCoordinates(
|
||||
this.lastMousePosition.x,
|
||||
this.lastMousePosition.y,
|
||||
);
|
||||
if (!this.gameView.isValidCoord(cell.x, cell.y)) {
|
||||
return null;
|
||||
}
|
||||
return this.gameView.ref(cell.x, cell.y);
|
||||
}
|
||||
|
||||
private canBoatAttack(actions: PlayerActions, tile: TileRef): boolean {
|
||||
const bu = actions.buildableUnits.find(
|
||||
(bu) => bu.type === UnitType.TransportShip,
|
||||
|
||||
@@ -79,6 +79,8 @@ export class ShowEmojiMenuEvent implements GameEvent {
|
||||
|
||||
export class DoBoatAttackEvent implements GameEvent {}
|
||||
|
||||
export class DoGroundAttackEvent implements GameEvent {}
|
||||
|
||||
export class AttackRatioEvent implements GameEvent {
|
||||
constructor(public readonly attackRatio: number) {}
|
||||
}
|
||||
@@ -133,6 +135,7 @@ export class InputHandler {
|
||||
attackRatioDown: "Digit1",
|
||||
attackRatioUp: "Digit2",
|
||||
boatAttack: "KeyB",
|
||||
groundAttack: "KeyG",
|
||||
modifierKey: "ControlLeft",
|
||||
altKey: "AltLeft",
|
||||
...JSON.parse(localStorage.getItem("settings.keybinds") ?? "{}"),
|
||||
@@ -265,6 +268,11 @@ export class InputHandler {
|
||||
this.eventBus.emit(new DoBoatAttackEvent());
|
||||
}
|
||||
|
||||
if (e.code === this.keybinds.groundAttack) {
|
||||
e.preventDefault();
|
||||
this.eventBus.emit(new DoGroundAttackEvent());
|
||||
}
|
||||
|
||||
if (e.code === this.keybinds.attackRatioDown) {
|
||||
e.preventDefault();
|
||||
this.eventBus.emit(new AttackRatioEvent(-10));
|
||||
|
||||
+662
-3
@@ -1,5 +1,638 @@
|
||||
The client of OpenFront game.
|
||||
Copyright (C) 2025 OpenFront
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
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price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
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want it, that you can change the software or use pieces of it in new
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free programs, and that you know you can do these things.
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To protect your rights, we need to prevent others from denying you
|
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these rights or asking you to surrender the rights. Therefore, you have
|
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certain responsibilities if you distribute copies of the software, or if
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you modify it: responsibilities to respect the freedom of others.
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For example, if you distribute copies of such a program, whether
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gratis or for a fee, you must pass on to the recipients the same
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freedoms that you received. You must make sure that they, too, receive
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or can get the source code. And you must show them these terms so they
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know their rights.
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Developers that use the GNU GPL protect your rights with two steps:
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(1) assert copyright on the software, and (2) offer you this License
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giving you legal permission to copy, distribute and/or modify it.
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For the developers' and authors' protection, the GPL clearly explains
|
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that there is no warranty for this free software. For both users' and
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authors' sake, the GPL requires that modified versions be marked as
|
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changed, so that their problems will not be attributed erroneously to
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authors of previous versions.
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Some devices are designed to deny users access to install or run
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modified versions of the software inside them, although the manufacturer
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can do so. This is fundamentally incompatible with the aim of
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protecting users' freedom to change the software. The systematic
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stand ready to extend this provision to those domains in future versions
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Finally, every program is threatened constantly by software patents.
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States should not allow patents to restrict development and use of
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|
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patents cannot be used to render the program non-free.
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The precise terms and conditions for copying, distribution and
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modification follow.
|
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|
||||
TERMS AND CONDITIONS
|
||||
|
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0. Definitions.
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"This License" refers to version 3 of the GNU General Public License.
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"Copyright" also means copyright-like laws that apply to other kinds of
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works, such as semiconductor masks.
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"The Program" refers to any copyrightable work licensed under this
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License. Each licensee is addressed as "you". "Licensees" and
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To "modify" a work means to copy from or adapt all or part of the work
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A "covered work" means either the unmodified Program or a work based
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To "propagate" a work means to do anything with it that, without
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permission, would make you directly or secondarily liable for
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infringement under applicable copyright law, except executing it on a
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computer or modifying a private copy. Propagation includes copying,
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distribution (with or without modification), making available to the
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public, and in some countries other activities as well.
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To "convey" a work means any kind of propagation that enables other
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parties to make or receive copies. Mere interaction with a user through
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An interactive user interface displays "Appropriate Legal Notices"
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The "source code" for a work means the preferred form of the work
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The Corresponding Source need not include anything that users
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The Corresponding Source for a work in source code form is that
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All rights granted under this License are granted for the term of
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You may make, run and propagate covered works that you do not
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Conveying under any other circumstances is permitted solely under
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|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
@@ -12,4 +645,30 @@
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
+5
-1
@@ -220,6 +220,7 @@ class Client {
|
||||
loginDiscordButton.hidden = false;
|
||||
loginDiscordButton.addEventListener("click", discordLogin);
|
||||
logoutDiscordButton.hidden = true;
|
||||
territoryModal.onLogout();
|
||||
});
|
||||
// Look up the discord user object.
|
||||
// TODO: Add caching
|
||||
@@ -232,9 +233,12 @@ class Client {
|
||||
logoutDiscordButton.hidden = true;
|
||||
return;
|
||||
}
|
||||
console.log(
|
||||
`Your player ID is ${userMeResponse.player.publicId}\n` +
|
||||
"Sharing this ID will allow others to view your game history and stats.",
|
||||
);
|
||||
loginDiscordButton.translationKey = "main.logged_in";
|
||||
loginDiscordButton.hidden = true;
|
||||
const { user, player } = userMeResponse;
|
||||
territoryModal.onUserMe(userMeResponse);
|
||||
});
|
||||
}
|
||||
|
||||
@@ -23,7 +23,6 @@ export class NewsModal extends LitElement {
|
||||
}
|
||||
|
||||
.news-container {
|
||||
max-height: 60vh;
|
||||
overflow-y: auto;
|
||||
padding: 1rem;
|
||||
display: flex;
|
||||
|
||||
@@ -29,13 +29,15 @@ export class TerritoryPatternsModal extends LitElement {
|
||||
@state() private keySequence: string[] = [];
|
||||
@state() private showChocoPattern = false;
|
||||
|
||||
@state() private roles: string[] = [];
|
||||
@state() private flares: string[] = [];
|
||||
|
||||
public resizeObserver: ResizeObserver;
|
||||
|
||||
private userSettings: UserSettings = new UserSettings();
|
||||
|
||||
constructor() {
|
||||
super();
|
||||
this.checkPatternPermission(undefined, undefined);
|
||||
}
|
||||
|
||||
connectedCallback() {
|
||||
super.connectedCallback();
|
||||
this.selectedPattern = this.userSettings.getSelectedPattern();
|
||||
@@ -57,35 +59,34 @@ export class TerritoryPatternsModal extends LitElement {
|
||||
this.resizeObserver.disconnect();
|
||||
}
|
||||
|
||||
onUserMe(userMeResponse: UserMeResponse) {
|
||||
const { user, player } = userMeResponse;
|
||||
if (player) {
|
||||
const { publicId, roles, flares } = player;
|
||||
if (roles) {
|
||||
this.roles = roles;
|
||||
}
|
||||
if (flares) {
|
||||
this.flares = flares;
|
||||
}
|
||||
}
|
||||
this.requestUpdate();
|
||||
onLogout() {
|
||||
this.checkPatternPermission(undefined, undefined);
|
||||
}
|
||||
|
||||
private checkPatternPermission(roles: string[]) {
|
||||
const patterns = COSMETICS.patterns;
|
||||
for (const key in patterns) {
|
||||
const patternData = patterns[key];
|
||||
onUserMe(userMeResponse: UserMeResponse) {
|
||||
const { player } = userMeResponse;
|
||||
const { roles, flares } = player;
|
||||
this.checkPatternPermission(roles, flares);
|
||||
}
|
||||
|
||||
private checkPatternPermission(
|
||||
roles: string[] | undefined,
|
||||
flares: string[] | undefined,
|
||||
) {
|
||||
this.lockedPatterns = [];
|
||||
this.lockedReasons = {};
|
||||
for (const key in COSMETICS.patterns) {
|
||||
const patternData = COSMETICS.patterns[key];
|
||||
const roleGroup: string[] | string | undefined = patternData.role_group;
|
||||
console.log(`pattern:${key}`);
|
||||
if (
|
||||
this.flares.includes("pattern:*") ||
|
||||
this.flares.includes(`pattern:${key}`)
|
||||
flares !== undefined &&
|
||||
(flares.includes("pattern:*") || flares.includes(`pattern:${key}`))
|
||||
) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!roleGroup || (Array.isArray(roleGroup) && roleGroup.length === 0)) {
|
||||
if (roles.length === 0) {
|
||||
if (roles === undefined || roles.length === 0) {
|
||||
const reason = translateText("territory_patterns.blocked.login");
|
||||
this.setLockedPatterns([key], reason);
|
||||
}
|
||||
@@ -93,7 +94,9 @@ export class TerritoryPatternsModal extends LitElement {
|
||||
}
|
||||
|
||||
const groupList = Array.isArray(roleGroup) ? roleGroup : [roleGroup];
|
||||
const isAllowed = groupList.some((required) => roles.includes(required));
|
||||
const isAllowed =
|
||||
roles !== undefined &&
|
||||
groupList.some((required) => roles.includes(required));
|
||||
|
||||
if (!isAllowed) {
|
||||
const reason = translateText("territory_patterns.blocked.role", {
|
||||
@@ -102,6 +105,7 @@ export class TerritoryPatternsModal extends LitElement {
|
||||
this.setLockedPatterns([key], reason);
|
||||
}
|
||||
}
|
||||
this.requestUpdate();
|
||||
}
|
||||
|
||||
private handleKeyDown = (e: KeyboardEvent) => {
|
||||
@@ -236,8 +240,6 @@ export class TerritoryPatternsModal extends LitElement {
|
||||
}
|
||||
|
||||
render() {
|
||||
this.resetLockedPatterns();
|
||||
this.checkPatternPermission(this.roles);
|
||||
return html`
|
||||
${this.renderTooltip()}
|
||||
<o-modal
|
||||
@@ -395,11 +397,6 @@ export class TerritoryPatternsModal extends LitElement {
|
||||
};
|
||||
}
|
||||
|
||||
private resetLockedPatterns() {
|
||||
this.lockedPatterns = [];
|
||||
this.lockedReasons = {};
|
||||
}
|
||||
|
||||
private isPatternLocked(patternKey: string): boolean {
|
||||
return this.lockedPatterns.includes(patternKey);
|
||||
}
|
||||
|
||||
@@ -416,6 +416,15 @@ export class UserSettingModal extends LitElement {
|
||||
@change=${this.handleKeybindChange}
|
||||
></setting-keybind>
|
||||
|
||||
<setting-keybind
|
||||
action="groundAttack"
|
||||
label=${translateText("user_setting.ground_attack")}
|
||||
description=${translateText("user_setting.ground_attack_desc")}
|
||||
defaultKey="KeyG"
|
||||
.value=${this.keybinds["groundAttack"] ?? ""}
|
||||
@change=${this.handleKeybindChange}
|
||||
></setting-keybind>
|
||||
|
||||
<div class="text-center text-white text-base font-semibold mt-5 mb-2">
|
||||
${translateText("user_setting.zoom_controls")}
|
||||
</div>
|
||||
|
||||
@@ -28,6 +28,7 @@ import { RailroadLayer } from "./layers/RailroadLayer";
|
||||
import { ReplayPanel } from "./layers/ReplayPanel";
|
||||
import { SpawnAd } from "./layers/SpawnAd";
|
||||
import { SpawnTimer } from "./layers/SpawnTimer";
|
||||
import { StructureIconsLayer } from "./layers/StructureIconsLayer";
|
||||
import { StructureLayer } from "./layers/StructureLayer";
|
||||
import { TeamStats } from "./layers/TeamStats";
|
||||
import { TerrainLayer } from "./layers/TerrainLayer";
|
||||
@@ -127,12 +128,12 @@ export function createRenderer(
|
||||
playerInfo.transform = transformHandler;
|
||||
playerInfo.game = game;
|
||||
|
||||
const winModel = document.querySelector("win-modal") as WinModal;
|
||||
if (!(winModel instanceof WinModal)) {
|
||||
const winModal = document.querySelector("win-modal") as WinModal;
|
||||
if (!(winModal instanceof WinModal)) {
|
||||
console.error("win modal not found");
|
||||
}
|
||||
winModel.eventBus = eventBus;
|
||||
winModel.game = game;
|
||||
winModal.eventBus = eventBus;
|
||||
winModal.game = game;
|
||||
|
||||
const optionsMenu = document.querySelector("options-menu") as OptionsMenu;
|
||||
if (!(optionsMenu instanceof OptionsMenu)) {
|
||||
@@ -227,6 +228,7 @@ export function createRenderer(
|
||||
new TerritoryLayer(game, eventBus, transformHandler, userSettings),
|
||||
new RailroadLayer(game),
|
||||
structureLayer,
|
||||
new StructureIconsLayer(game, transformHandler),
|
||||
new UnitLayer(game, eventBus, transformHandler),
|
||||
new FxLayer(game),
|
||||
new UILayer(game, eventBus, transformHandler),
|
||||
@@ -248,7 +250,7 @@ export function createRenderer(
|
||||
gameLeftSidebar,
|
||||
controlPanel,
|
||||
playerInfo,
|
||||
winModel,
|
||||
winModal,
|
||||
optionsMenu,
|
||||
replayPanel,
|
||||
teamStats,
|
||||
@@ -312,6 +314,7 @@ export class GameRenderer {
|
||||
resizeCanvas() {
|
||||
this.canvas.width = window.innerWidth;
|
||||
this.canvas.height = window.innerHeight;
|
||||
this.transformHandler.updateCanvasBoundingRect();
|
||||
//this.redraw()
|
||||
}
|
||||
|
||||
@@ -325,24 +328,33 @@ export class GameRenderer {
|
||||
.toHex();
|
||||
this.context.fillRect(0, 0, this.canvas.width, this.canvas.height);
|
||||
|
||||
// Save the current context state
|
||||
this.context.save();
|
||||
|
||||
this.transformHandler.handleTransform(this.context);
|
||||
|
||||
this.layers.forEach((l) => {
|
||||
if (l.shouldTransform?.()) {
|
||||
l.renderLayer?.(this.context);
|
||||
const handleTransformState = (
|
||||
needsTransform: boolean,
|
||||
active: boolean,
|
||||
): boolean => {
|
||||
if (needsTransform && !active) {
|
||||
this.context.save();
|
||||
this.transformHandler.handleTransform(this.context);
|
||||
return true;
|
||||
} else if (!needsTransform && active) {
|
||||
this.context.restore();
|
||||
return false;
|
||||
}
|
||||
});
|
||||
return active;
|
||||
};
|
||||
|
||||
this.context.restore();
|
||||
let isTransformActive = false;
|
||||
|
||||
this.layers.forEach((l) => {
|
||||
if (!l.shouldTransform?.()) {
|
||||
l.renderLayer?.(this.context);
|
||||
}
|
||||
});
|
||||
for (const layer of this.layers) {
|
||||
const needsTransform = layer.shouldTransform?.() ?? false;
|
||||
isTransformActive = handleTransformState(
|
||||
needsTransform,
|
||||
isTransformActive,
|
||||
);
|
||||
layer.renderLayer?.(this.context);
|
||||
}
|
||||
handleTransformState(false, isTransformActive); // Ensure context is clean after rendering
|
||||
this.transformHandler.resetChanged();
|
||||
|
||||
requestAnimationFrame(() => this.renderGame());
|
||||
|
||||
|
||||
@@ -14,6 +14,7 @@ export const CAMERA_SMOOTHING = 0.03;
|
||||
|
||||
export class TransformHandler {
|
||||
public scale: number = 1.8;
|
||||
private _boundingRect: DOMRect;
|
||||
private offsetX: number = -350;
|
||||
private offsetY: number = -200;
|
||||
private lastGoToCallTime: number | null = null;
|
||||
@@ -27,6 +28,7 @@ export class TransformHandler {
|
||||
private eventBus: EventBus,
|
||||
private canvas: HTMLCanvasElement,
|
||||
) {
|
||||
this._boundingRect = this.canvas.getBoundingClientRect();
|
||||
this.eventBus.on(ZoomEvent, (e) => this.onZoom(e));
|
||||
this.eventBus.on(DragEvent, (e) => this.onMove(e));
|
||||
this.eventBus.on(GoToPlayerEvent, (e) => this.onGoToPlayer(e));
|
||||
@@ -35,8 +37,12 @@ export class TransformHandler {
|
||||
this.eventBus.on(CenterCameraEvent, () => this.centerCamera());
|
||||
}
|
||||
|
||||
public updateCanvasBoundingRect() {
|
||||
this._boundingRect = this.canvas.getBoundingClientRect();
|
||||
}
|
||||
|
||||
boundingRect(): DOMRect {
|
||||
return this.canvas.getBoundingClientRect();
|
||||
return this._boundingRect;
|
||||
}
|
||||
|
||||
width(): number {
|
||||
@@ -45,6 +51,9 @@ export class TransformHandler {
|
||||
hasChanged(): boolean {
|
||||
return this.changed;
|
||||
}
|
||||
resetChanged() {
|
||||
this.changed = false;
|
||||
}
|
||||
|
||||
handleTransform(context: CanvasRenderingContext2D) {
|
||||
// Disable image smoothing for pixelated effect
|
||||
@@ -59,7 +68,6 @@ export class TransformHandler {
|
||||
this.game.width() / 2 - this.offsetX * this.scale,
|
||||
this.game.height() / 2 - this.offsetY * this.scale,
|
||||
);
|
||||
this.changed = false;
|
||||
}
|
||||
|
||||
worldToScreenCoordinates(cell: Cell): { x: number; y: number } {
|
||||
|
||||
@@ -5,12 +5,12 @@ import cityIcon from "../../../../resources/images/CityIconWhite.svg";
|
||||
import factoryIcon from "../../../../resources/images/FactoryIconWhite.svg";
|
||||
import goldCoinIcon from "../../../../resources/images/GoldCoinIcon.svg";
|
||||
import mirvIcon from "../../../../resources/images/MIRVIcon.svg";
|
||||
import missileSiloIcon from "../../../../resources/images/MissileSiloIconWhite.svg";
|
||||
import hydrogenBombIcon from "../../../../resources/images/MushroomCloudIconWhite.svg";
|
||||
import atomBombIcon from "../../../../resources/images/NukeIconWhite.svg";
|
||||
import portIcon from "../../../../resources/images/PortIcon.svg";
|
||||
import samlauncherIcon from "../../../../resources/images/SamLauncherIconWhite.svg";
|
||||
import shieldIcon from "../../../../resources/images/ShieldIconWhite.svg";
|
||||
import missileSiloIcon from "../../../../resources/non-commercial/svg/MissileSiloIconWhite.svg";
|
||||
import samlauncherIcon from "../../../../resources/non-commercial/svg/SamLauncherIconWhite.svg";
|
||||
import { translateText } from "../../../client/Utils";
|
||||
import { EventBus } from "../../../core/EventBus";
|
||||
import { Cell, Gold, PlayerActions, UnitType } from "../../../core/game/Game";
|
||||
|
||||
@@ -10,6 +10,7 @@ import nukeWhiteIcon from "../../../../resources/images/NukeIconWhite.svg";
|
||||
import shieldIcon from "../../../../resources/images/ShieldIconBlack.svg";
|
||||
import targetIcon from "../../../../resources/images/TargetIcon.svg";
|
||||
import traitorIcon from "../../../../resources/images/TraitorIcon.svg";
|
||||
import { renderPlayerFlag } from "../../../core/CustomFlag";
|
||||
import { PseudoRandom } from "../../../core/PseudoRandom";
|
||||
import { Theme } from "../../../core/configuration/Config";
|
||||
import { AllPlayers, Cell, nukeTypes } from "../../../core/game/Game";
|
||||
@@ -190,14 +191,26 @@ export class NameLayer implements Layer {
|
||||
element.appendChild(iconsDiv);
|
||||
|
||||
const nameDiv = document.createElement("div");
|
||||
const applyFlagStyles = (element: HTMLElement): void => {
|
||||
element.classList.add("player-flag");
|
||||
element.style.opacity = "0.8";
|
||||
element.style.zIndex = "1";
|
||||
element.style.aspectRatio = "3/4";
|
||||
};
|
||||
|
||||
if (player.flag()) {
|
||||
const flagImg = document.createElement("img");
|
||||
flagImg.classList.add("player-flag");
|
||||
flagImg.style.opacity = "0.8";
|
||||
flagImg.src = "/flags/" + player.flag() + ".svg";
|
||||
flagImg.style.zIndex = "1";
|
||||
flagImg.style.aspectRatio = "3/4";
|
||||
nameDiv.appendChild(flagImg);
|
||||
const flag = player.flag();
|
||||
if (flag !== undefined && flag !== null && flag.startsWith("!")) {
|
||||
const flagWrapper = document.createElement("div");
|
||||
applyFlagStyles(flagWrapper);
|
||||
renderPlayerFlag(flag, flagWrapper);
|
||||
nameDiv.appendChild(flagWrapper);
|
||||
} else if (flag !== undefined && flag !== null) {
|
||||
const flagImg = document.createElement("img");
|
||||
applyFlagStyles(flagImg);
|
||||
flagImg.src = "/flags/" + flag + ".svg";
|
||||
nameDiv.appendChild(flagImg);
|
||||
}
|
||||
}
|
||||
nameDiv.classList.add("player-name");
|
||||
nameDiv.style.color = this.theme.textColor(player);
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
import { LitElement, TemplateResult, html } from "lit";
|
||||
import { ref } from "lit-html/directives/ref.js";
|
||||
import { customElement, property, state } from "lit/decorators.js";
|
||||
import { translateText } from "../../../client/Utils";
|
||||
import { renderPlayerFlag } from "../../../core/CustomFlag";
|
||||
import { EventBus } from "../../../core/EventBus";
|
||||
import {
|
||||
PlayerProfile,
|
||||
@@ -206,11 +208,22 @@ export class PlayerInfoOverlay extends LitElement implements Layer {
|
||||
: "text-white"}"
|
||||
>
|
||||
${player.flag()
|
||||
? html`<img
|
||||
class="h-8 mr-1 aspect-[3/4]"
|
||||
src=${"/flags/" + player.flag() + ".svg"}
|
||||
/>`
|
||||
: ""}
|
||||
? player.flag()!.startsWith("!")
|
||||
? html`<div
|
||||
class="h-8 mr-1 aspect-[3/4] player-flag"
|
||||
${ref((el) => {
|
||||
if (el instanceof HTMLElement) {
|
||||
requestAnimationFrame(() => {
|
||||
renderPlayerFlag(player.flag()!, el);
|
||||
});
|
||||
}
|
||||
})}
|
||||
></div>`
|
||||
: html`<img
|
||||
class="h-8 mr-1 aspect-[3/4]"
|
||||
src=${"/flags/" + player.flag()! + ".svg"}
|
||||
/>`
|
||||
: html``}
|
||||
${player.name()}
|
||||
</div>
|
||||
${player.team() !== null
|
||||
|
||||
@@ -0,0 +1,300 @@
|
||||
import * as PIXI from "pixi.js";
|
||||
import anchorIcon from "../../../../resources/images/AnchorIcon.png";
|
||||
import cityIcon from "../../../../resources/images/CityIcon.png";
|
||||
import factoryIcon from "../../../../resources/images/FactoryUnit.png";
|
||||
import missileSiloIcon from "../../../../resources/images/MissileSiloUnit.png";
|
||||
import SAMMissileIcon from "../../../../resources/images/SamLauncherUnit.png";
|
||||
import shieldIcon from "../../../../resources/images/ShieldIcon.png";
|
||||
import { Theme } from "../../../core/configuration/Config";
|
||||
import { Cell, PlayerID, UnitType } from "../../../core/game/Game";
|
||||
import { GameUpdateType } from "../../../core/game/GameUpdates";
|
||||
import { GameView, UnitView } from "../../../core/game/GameView";
|
||||
import { TransformHandler } from "../TransformHandler";
|
||||
import { Layer } from "./Layer";
|
||||
|
||||
class StructureRenderInfo {
|
||||
public isOnScreen: boolean = false;
|
||||
constructor(
|
||||
public unit: UnitView,
|
||||
public owner: PlayerID,
|
||||
public pixiSprite: PIXI.Sprite,
|
||||
) {}
|
||||
}
|
||||
const ZOOM_THRESHOLD = 2.8; // below this zoom level, structures are not rendered
|
||||
const ICON_SIZE = 24;
|
||||
const OFFSET_ZOOM_Y = 15; // offset for the y position of the icon to avoid hiding the structure beneath
|
||||
|
||||
export class StructureIconsLayer implements Layer {
|
||||
private pixicanvas: HTMLCanvasElement;
|
||||
private stage: PIXI.Container;
|
||||
private shouldRedraw: boolean = true;
|
||||
private textureCache: Map<string, PIXI.Texture> = new Map();
|
||||
private theme: Theme;
|
||||
private renderer: PIXI.Renderer;
|
||||
private renders: StructureRenderInfo[] = [];
|
||||
private seenUnits: Set<UnitView> = new Set();
|
||||
private structures: Map<
|
||||
UnitType,
|
||||
{ iconPath: string; image: HTMLImageElement | null }
|
||||
> = new Map([
|
||||
[UnitType.City, { iconPath: cityIcon, image: null }],
|
||||
[UnitType.Factory, { iconPath: factoryIcon, image: null }],
|
||||
[UnitType.DefensePost, { iconPath: shieldIcon, image: null }],
|
||||
[UnitType.Port, { iconPath: anchorIcon, image: null }],
|
||||
[UnitType.MissileSilo, { iconPath: missileSiloIcon, image: null }],
|
||||
[UnitType.SAMLauncher, { iconPath: SAMMissileIcon, image: null }],
|
||||
]);
|
||||
|
||||
constructor(
|
||||
private game: GameView,
|
||||
private transformHandler: TransformHandler,
|
||||
) {
|
||||
this.theme = game.config().theme();
|
||||
this.structures.forEach((u, unitType) => this.loadIcon(u, unitType));
|
||||
}
|
||||
|
||||
async setupRenderer() {
|
||||
this.renderer = new PIXI.WebGLRenderer();
|
||||
this.pixicanvas = document.createElement("canvas");
|
||||
this.pixicanvas.width = window.innerWidth;
|
||||
this.pixicanvas.height = window.innerHeight;
|
||||
this.stage = new PIXI.Container();
|
||||
this.stage.position.set(0, 0);
|
||||
this.stage.width = this.pixicanvas.width;
|
||||
this.stage.height = this.pixicanvas.height;
|
||||
await this.renderer.init({
|
||||
canvas: this.pixicanvas,
|
||||
resolution: 1,
|
||||
width: this.pixicanvas.width,
|
||||
height: this.pixicanvas.height,
|
||||
clearBeforeRender: true,
|
||||
backgroundAlpha: 0,
|
||||
backgroundColor: 0x00000000,
|
||||
});
|
||||
}
|
||||
|
||||
private loadIcon(
|
||||
unitInfo: {
|
||||
iconPath: string;
|
||||
image: HTMLImageElement | null;
|
||||
},
|
||||
unitType: UnitType,
|
||||
) {
|
||||
const image = new Image();
|
||||
image.src = unitInfo.iconPath;
|
||||
image.onload = () => {
|
||||
unitInfo.image = image;
|
||||
};
|
||||
image.onerror = () => {
|
||||
console.error(
|
||||
`Failed to load icon for ${unitType}: ${unitInfo.iconPath}`,
|
||||
);
|
||||
};
|
||||
}
|
||||
|
||||
shouldTransform(): boolean {
|
||||
return false;
|
||||
}
|
||||
|
||||
async init() {
|
||||
window.addEventListener("resize", () => this.resizeCanvas());
|
||||
await this.setupRenderer();
|
||||
this.redraw();
|
||||
}
|
||||
|
||||
resizeCanvas() {
|
||||
if (this.renderer.view) {
|
||||
this.pixicanvas.width = window.innerWidth;
|
||||
this.pixicanvas.height = window.innerHeight;
|
||||
this.renderer.resize(innerWidth, innerHeight, 1);
|
||||
this.shouldRedraw = true;
|
||||
}
|
||||
}
|
||||
|
||||
public tick() {
|
||||
this.game
|
||||
.updatesSinceLastTick()
|
||||
?.[GameUpdateType.Unit]?.map((unit) => this.game.unit(unit.id))
|
||||
?.forEach((unitView) => {
|
||||
if (unitView === undefined) return;
|
||||
|
||||
if (unitView.isActive()) {
|
||||
if (this.seenUnits.has(unitView)) {
|
||||
// check if owner has changed
|
||||
const render = this.renders.find(
|
||||
(r) => r.unit.id() === unitView.id(),
|
||||
);
|
||||
if (render) {
|
||||
this.ownerChangeCheck(render, unitView);
|
||||
}
|
||||
} else if (this.structures.has(unitView.type())) {
|
||||
// new unit, create render info
|
||||
this.seenUnits.add(unitView);
|
||||
const render = new StructureRenderInfo(
|
||||
unitView,
|
||||
unitView.owner().id(),
|
||||
this.createPixiSprite(unitView),
|
||||
);
|
||||
this.renders.push(render);
|
||||
this.computeNewLocation(render);
|
||||
this.shouldRedraw = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (!unitView.isActive() && this.seenUnits.has(unitView)) {
|
||||
const render = this.renders.find(
|
||||
(r) => r.unit.id() === unitView.id(),
|
||||
);
|
||||
if (render) {
|
||||
this.deleteStructure(render);
|
||||
}
|
||||
this.shouldRedraw = true;
|
||||
return;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
redraw() {
|
||||
this.resizeCanvas();
|
||||
}
|
||||
|
||||
renderLayer(mainContext: CanvasRenderingContext2D) {
|
||||
if (!this.renderer || this.transformHandler.scale > ZOOM_THRESHOLD) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.transformHandler.hasChanged()) {
|
||||
for (const render of this.renders) {
|
||||
this.computeNewLocation(render);
|
||||
}
|
||||
}
|
||||
|
||||
if (this.transformHandler.hasChanged() || this.shouldRedraw) {
|
||||
this.renderer.render(this.stage);
|
||||
this.shouldRedraw = false;
|
||||
}
|
||||
mainContext.drawImage(this.renderer.canvas, 0, 0);
|
||||
}
|
||||
|
||||
private ownerChangeCheck(render: StructureRenderInfo, unit: UnitView) {
|
||||
if (render.owner !== unit.owner().id()) {
|
||||
render.owner = unit.owner().id();
|
||||
render.pixiSprite?.destroy();
|
||||
render.pixiSprite = this.createPixiSprite(unit);
|
||||
this.shouldRedraw = true;
|
||||
}
|
||||
}
|
||||
|
||||
private createTexture(unit: UnitView): PIXI.Texture {
|
||||
const cacheKey = `${unit.owner().id()}-${unit.type()}`;
|
||||
if (this.textureCache.has(cacheKey)) {
|
||||
return this.textureCache.get(cacheKey)!;
|
||||
}
|
||||
const structureCanvas = document.createElement("canvas");
|
||||
structureCanvas.width = ICON_SIZE;
|
||||
structureCanvas.height = ICON_SIZE;
|
||||
const context = structureCanvas.getContext("2d")!;
|
||||
context.fillStyle = this.theme
|
||||
.territoryColor(unit.owner())
|
||||
.lighten(0.1)
|
||||
.toRgbString();
|
||||
const borderColor = this.theme
|
||||
.borderColor(unit.owner())
|
||||
.darken(0.2)
|
||||
.toRgbString();
|
||||
context.strokeStyle = borderColor;
|
||||
context.beginPath();
|
||||
context.arc(
|
||||
ICON_SIZE / 2,
|
||||
ICON_SIZE / 2,
|
||||
ICON_SIZE / 2 - 1,
|
||||
0,
|
||||
Math.PI * 2,
|
||||
);
|
||||
context.fill();
|
||||
context.lineWidth = 1;
|
||||
context.stroke();
|
||||
const structureInfo = this.structures.get(unit.type());
|
||||
if (!structureInfo?.image) {
|
||||
console.warn(`Image not loaded for unit type: ${unit.type()}`);
|
||||
return PIXI.Texture.from(structureCanvas);
|
||||
}
|
||||
context.drawImage(
|
||||
this.getImageColored(structureInfo.image, borderColor),
|
||||
4,
|
||||
4,
|
||||
);
|
||||
const texture = PIXI.Texture.from(structureCanvas);
|
||||
this.textureCache.set(cacheKey, texture);
|
||||
return texture;
|
||||
}
|
||||
|
||||
private createPixiSprite(unit: UnitView): PIXI.Sprite {
|
||||
const sprite = new PIXI.Sprite(this.createTexture(unit));
|
||||
sprite.anchor.set(0.5, 0.5);
|
||||
const tile = unit.tile();
|
||||
const worldX = this.game.x(tile);
|
||||
const worldY = this.game.y(tile);
|
||||
const screenPos = this.transformHandler.worldToScreenCoordinates(
|
||||
new Cell(worldX, worldY),
|
||||
);
|
||||
sprite.x = screenPos.x;
|
||||
sprite.y = screenPos.y - this.transformHandler.scale * OFFSET_ZOOM_Y;
|
||||
sprite.scale.set(Math.min(1, this.transformHandler.scale));
|
||||
this.stage.addChild(sprite);
|
||||
return sprite;
|
||||
}
|
||||
|
||||
private getImageColored(
|
||||
image: HTMLImageElement,
|
||||
color: string,
|
||||
): HTMLCanvasElement {
|
||||
const imageCanvas = document.createElement("canvas");
|
||||
imageCanvas.width = image.width;
|
||||
imageCanvas.height = image.height;
|
||||
const ctx = imageCanvas.getContext("2d")!;
|
||||
ctx.fillStyle = color;
|
||||
ctx.fillRect(0, 0, imageCanvas.width, imageCanvas.height);
|
||||
ctx.globalCompositeOperation = "destination-in";
|
||||
ctx.drawImage(image, 0, 0);
|
||||
return imageCanvas;
|
||||
}
|
||||
|
||||
private computeNewLocation(render: StructureRenderInfo) {
|
||||
const tile = render.unit.tile();
|
||||
const worldX = this.game.x(tile);
|
||||
const worldY = this.game.y(tile);
|
||||
const screenPos = this.transformHandler.worldToScreenCoordinates(
|
||||
new Cell(worldX, worldY),
|
||||
);
|
||||
screenPos.x = Math.round(screenPos.x);
|
||||
screenPos.y = Math.round(
|
||||
screenPos.y - this.transformHandler.scale * OFFSET_ZOOM_Y,
|
||||
);
|
||||
|
||||
// Check if the sprite is on screen (with margin for partial visibility)
|
||||
const margin = ICON_SIZE;
|
||||
const onScreen =
|
||||
screenPos.x + margin > 0 &&
|
||||
screenPos.x - margin < this.pixicanvas.width &&
|
||||
screenPos.y + margin > 0 &&
|
||||
screenPos.y - margin < this.pixicanvas.height;
|
||||
|
||||
if (onScreen) {
|
||||
render.pixiSprite.x = screenPos.x;
|
||||
render.pixiSprite.y = screenPos.y;
|
||||
render.pixiSprite.scale.set(Math.min(1, this.transformHandler.scale));
|
||||
}
|
||||
if (render.isOnScreen !== onScreen) {
|
||||
// prevent unnecessary updates
|
||||
render.isOnScreen = onScreen;
|
||||
render.pixiSprite.visible = onScreen;
|
||||
}
|
||||
}
|
||||
|
||||
private deleteStructure(render: StructureRenderInfo) {
|
||||
render.pixiSprite?.destroy();
|
||||
this.renders = this.renders.filter((r) => r.unit !== render.unit);
|
||||
this.seenUnits.delete(render.unit);
|
||||
}
|
||||
}
|
||||
@@ -6,26 +6,18 @@ import { TransformHandler } from "../TransformHandler";
|
||||
import { Layer } from "./Layer";
|
||||
import { UnitInfoModal } from "./UnitInfoModal";
|
||||
|
||||
import cityIcon from "../../../../resources/images/buildings/cityAlt1.png";
|
||||
import factoryIcon from "../../../../resources/images/buildings/factoryAlt1.png";
|
||||
import shieldIcon from "../../../../resources/images/buildings/fortAlt2.png";
|
||||
import anchorIcon from "../../../../resources/images/buildings/port1.png";
|
||||
import MissileSiloReloadingIcon from "../../../../resources/images/buildings/silo1-reloading.png";
|
||||
import missileSiloIcon from "../../../../resources/images/buildings/silo1.png";
|
||||
import SAMMissileReloadingIcon from "../../../../resources/images/buildings/silo4-reloading.png";
|
||||
import SAMMissileIcon from "../../../../resources/images/buildings/silo4.png";
|
||||
import cityIcon from "../../../../resources/non-commercial/images/buildings/cityAlt1.png";
|
||||
import factoryIcon from "../../../../resources/non-commercial/images/buildings/factoryAlt1.png";
|
||||
import shieldIcon from "../../../../resources/non-commercial/images/buildings/fortAlt3.png";
|
||||
import anchorIcon from "../../../../resources/non-commercial/images/buildings/port1.png";
|
||||
import missileSiloIcon from "../../../../resources/non-commercial/images/buildings/silo1.png";
|
||||
import SAMMissileIcon from "../../../../resources/non-commercial/images/buildings/silo4.png";
|
||||
import { Cell, UnitType } from "../../../core/game/Game";
|
||||
import {
|
||||
euclDistFN,
|
||||
hexDistFN,
|
||||
manhattanDistFN,
|
||||
rectDistFN,
|
||||
} from "../../../core/game/GameMap";
|
||||
import { euclDistFN, isometricDistFN } from "../../../core/game/GameMap";
|
||||
import { GameUpdateType } from "../../../core/game/GameUpdates";
|
||||
import { GameView, UnitView } from "../../../core/game/GameView";
|
||||
|
||||
const underConstructionColor = colord({ r: 150, g: 150, b: 150 });
|
||||
const reloadingColor = colord({ r: 255, g: 0, b: 0 });
|
||||
const selectedUnitColor = colord({ r: 0, g: 255, b: 255 });
|
||||
|
||||
// Base radius values and scaling factor for unit borders and territories
|
||||
@@ -33,20 +25,10 @@ const BASE_BORDER_RADIUS = 16.5;
|
||||
const BASE_TERRITORY_RADIUS = 13.5;
|
||||
const RADIUS_SCALE_FACTOR = 0.5;
|
||||
|
||||
type DistanceFunction = typeof euclDistFN;
|
||||
|
||||
enum UnitBorderType {
|
||||
Round,
|
||||
Diamond,
|
||||
Square,
|
||||
Hexagon,
|
||||
}
|
||||
|
||||
interface UnitRenderConfig {
|
||||
icon: string;
|
||||
borderRadius: number;
|
||||
territoryRadius: number;
|
||||
borderType: UnitBorderType;
|
||||
}
|
||||
|
||||
export class StructureLayer implements Layer {
|
||||
@@ -65,37 +47,31 @@ export class StructureLayer implements Layer {
|
||||
icon: anchorIcon,
|
||||
borderRadius: BASE_BORDER_RADIUS * RADIUS_SCALE_FACTOR,
|
||||
territoryRadius: BASE_TERRITORY_RADIUS * RADIUS_SCALE_FACTOR,
|
||||
borderType: UnitBorderType.Round,
|
||||
},
|
||||
[UnitType.City]: {
|
||||
icon: cityIcon,
|
||||
borderRadius: BASE_BORDER_RADIUS * RADIUS_SCALE_FACTOR,
|
||||
territoryRadius: BASE_TERRITORY_RADIUS * RADIUS_SCALE_FACTOR,
|
||||
borderType: UnitBorderType.Round,
|
||||
},
|
||||
[UnitType.Factory]: {
|
||||
icon: factoryIcon,
|
||||
borderRadius: 8.525,
|
||||
territoryRadius: 6.525,
|
||||
borderType: UnitBorderType.Round,
|
||||
borderRadius: BASE_BORDER_RADIUS * RADIUS_SCALE_FACTOR,
|
||||
territoryRadius: BASE_TERRITORY_RADIUS * RADIUS_SCALE_FACTOR,
|
||||
},
|
||||
[UnitType.MissileSilo]: {
|
||||
icon: missileSiloIcon,
|
||||
borderRadius: BASE_BORDER_RADIUS * RADIUS_SCALE_FACTOR,
|
||||
territoryRadius: BASE_TERRITORY_RADIUS * RADIUS_SCALE_FACTOR,
|
||||
borderType: UnitBorderType.Square,
|
||||
},
|
||||
[UnitType.DefensePost]: {
|
||||
icon: shieldIcon,
|
||||
borderRadius: BASE_BORDER_RADIUS * RADIUS_SCALE_FACTOR,
|
||||
territoryRadius: BASE_TERRITORY_RADIUS * RADIUS_SCALE_FACTOR,
|
||||
borderType: UnitBorderType.Hexagon,
|
||||
},
|
||||
[UnitType.SAMLauncher]: {
|
||||
icon: SAMMissileIcon,
|
||||
borderRadius: BASE_BORDER_RADIUS * RADIUS_SCALE_FACTOR,
|
||||
territoryRadius: BASE_TERRITORY_RADIUS * RADIUS_SCALE_FACTOR,
|
||||
borderType: UnitBorderType.Square,
|
||||
},
|
||||
};
|
||||
|
||||
@@ -117,18 +93,6 @@ export class StructureLayer implements Layer {
|
||||
if (tempContext === null) throw new Error("2d context not supported");
|
||||
this.tempContext = tempContext;
|
||||
this.loadIconData();
|
||||
this.loadIcon("reloadingSam", {
|
||||
icon: SAMMissileReloadingIcon,
|
||||
borderRadius: BASE_BORDER_RADIUS * RADIUS_SCALE_FACTOR,
|
||||
territoryRadius: BASE_TERRITORY_RADIUS * RADIUS_SCALE_FACTOR,
|
||||
borderType: UnitBorderType.Square,
|
||||
});
|
||||
this.loadIcon("reloadingSilo", {
|
||||
icon: MissileSiloReloadingIcon,
|
||||
borderRadius: BASE_BORDER_RADIUS * RADIUS_SCALE_FACTOR,
|
||||
territoryRadius: BASE_TERRITORY_RADIUS * RADIUS_SCALE_FACTOR,
|
||||
borderType: UnitBorderType.Square,
|
||||
});
|
||||
}
|
||||
|
||||
private loadIcon(unitType: string, config: UnitRenderConfig) {
|
||||
@@ -204,12 +168,11 @@ export class StructureLayer implements Layer {
|
||||
unit: UnitView,
|
||||
borderColor: Colord,
|
||||
config: UnitRenderConfig,
|
||||
distanceFN: DistanceFunction,
|
||||
) {
|
||||
// Draw border and territory
|
||||
for (const tile of this.game.bfs(
|
||||
unit.tile(),
|
||||
distanceFN(unit.tile(), config.borderRadius, true),
|
||||
isometricDistFN(unit.tile(), config.borderRadius, true),
|
||||
)) {
|
||||
this.paintCell(
|
||||
new Cell(this.game.x(tile), this.game.y(tile)),
|
||||
@@ -220,7 +183,7 @@ export class StructureLayer implements Layer {
|
||||
|
||||
for (const tile of this.game.bfs(
|
||||
unit.tile(),
|
||||
distanceFN(unit.tile(), config.territoryRadius, true),
|
||||
isometricDistFN(unit.tile(), config.territoryRadius, true),
|
||||
)) {
|
||||
this.paintCell(
|
||||
new Cell(this.game.x(tile), this.game.y(tile)),
|
||||
@@ -232,19 +195,6 @@ export class StructureLayer implements Layer {
|
||||
}
|
||||
}
|
||||
|
||||
private getDrawFN(type: UnitBorderType) {
|
||||
switch (type) {
|
||||
case UnitBorderType.Round:
|
||||
return euclDistFN;
|
||||
case UnitBorderType.Diamond:
|
||||
return manhattanDistFN;
|
||||
case UnitBorderType.Square:
|
||||
return rectDistFN;
|
||||
case UnitBorderType.Hexagon:
|
||||
return hexDistFN;
|
||||
}
|
||||
}
|
||||
|
||||
private handleUnitRendering(unit: UnitView) {
|
||||
const unitType = unit.constructionType() ?? unit.type();
|
||||
const iconType = unitType;
|
||||
@@ -255,13 +205,7 @@ export class StructureLayer implements Layer {
|
||||
let borderColor = this.theme.borderColor(unit.owner());
|
||||
|
||||
// Handle cooldown states and special icons
|
||||
if (unitType === UnitType.SAMLauncher && unit.isInCooldown()) {
|
||||
icon = this.unitIcons.get("reloadingSam");
|
||||
borderColor = reloadingColor;
|
||||
} else if (unitType === UnitType.MissileSilo && unit.isInCooldown()) {
|
||||
icon = this.unitIcons.get("reloadingSilo");
|
||||
borderColor = reloadingColor;
|
||||
} else if (unit.type() === UnitType.Construction) {
|
||||
if (unit.type() === UnitType.Construction) {
|
||||
icon = this.unitIcons.get(iconType);
|
||||
borderColor = underConstructionColor;
|
||||
} else {
|
||||
@@ -270,11 +214,10 @@ export class StructureLayer implements Layer {
|
||||
|
||||
if (!config || !icon) return;
|
||||
|
||||
const drawFunction = this.getDrawFN(config.borderType);
|
||||
// Clear previous rendering
|
||||
for (const tile of this.game.bfs(
|
||||
unit.tile(),
|
||||
drawFunction(unit.tile(), config.borderRadius, true),
|
||||
euclDistFN(unit.tile(), config.borderRadius + 1, true),
|
||||
)) {
|
||||
this.clearCell(new Cell(this.game.x(tile), this.game.y(tile)));
|
||||
}
|
||||
@@ -284,8 +227,7 @@ export class StructureLayer implements Layer {
|
||||
if (this.selectedStructureUnit === unit) {
|
||||
borderColor = selectedUnitColor;
|
||||
}
|
||||
|
||||
this.drawBorder(unit, borderColor, config, drawFunction);
|
||||
this.drawBorder(unit, borderColor, config);
|
||||
|
||||
// Render icon at 1/2 scale for better quality
|
||||
const scaledWidth = icon.width >> 1;
|
||||
@@ -293,7 +235,7 @@ export class StructureLayer implements Layer {
|
||||
const startX = this.game.x(unit.tile()) - (scaledWidth >> 1);
|
||||
const startY = this.game.y(unit.tile()) - (scaledHeight >> 1);
|
||||
|
||||
this.renderIcon(icon, startX, startY, scaledWidth, scaledHeight, unit);
|
||||
this.renderIcon(icon, startX, startY - 4, scaledWidth, scaledHeight, unit);
|
||||
}
|
||||
|
||||
private renderIcon(
|
||||
@@ -320,11 +262,6 @@ export class StructureLayer implements Layer {
|
||||
// Draw the image at final size with high quality scaling
|
||||
this.tempContext.drawImage(image, 0, 0, width * 2, height * 2);
|
||||
|
||||
// Apply color tinting using multiply blend mode
|
||||
this.tempContext.globalCompositeOperation = "multiply";
|
||||
this.tempContext.fillStyle = color.toRgbString();
|
||||
this.tempContext.fillRect(0, 0, width * 2, height * 2);
|
||||
|
||||
// Restore the alpha channel
|
||||
this.tempContext.globalCompositeOperation = "destination-in";
|
||||
this.tempContext.drawImage(image, 0, 0, width * 2, height * 2);
|
||||
|
||||
@@ -19,7 +19,7 @@ const COLOR_PROGRESSION = [
|
||||
"rgb(44, 239, 18)",
|
||||
];
|
||||
const HEALTHBAR_WIDTH = 11; // Width of the health bar
|
||||
const LOADINGBAR_WIDTH = 18; // Width of the loading bar
|
||||
const LOADINGBAR_WIDTH = 14; // Width of the loading bar
|
||||
const PROGRESSBAR_HEIGHT = 3; // Height of a bar
|
||||
|
||||
/**
|
||||
@@ -378,8 +378,8 @@ export class UILayer implements Layer {
|
||||
const progressBar = new ProgressBar(
|
||||
COLOR_PROGRESSION,
|
||||
this.context,
|
||||
this.game.x(unit.tile()) - 8,
|
||||
this.game.y(unit.tile()) - 10,
|
||||
this.game.x(unit.tile()) - 6,
|
||||
this.game.y(unit.tile()) + 6,
|
||||
LOADINGBAR_WIDTH,
|
||||
PROGRESSBAR_HEIGHT,
|
||||
0,
|
||||
|
||||
@@ -246,7 +246,10 @@ export class UnitInfoModal extends LitElement implements Layer {
|
||||
class="upgrade-button"
|
||||
title="${translateText("unit_info_modal.create_station")}"
|
||||
style="width: 100px; height: 32px;
|
||||
display: ${this.unit.hasTrainStation() ? "none" : "block"};"
|
||||
display: ${this.unit.hasTrainStation() ||
|
||||
!this.game.unitInfo(this.unit.type()).canBuildTrainStation
|
||||
? "none"
|
||||
: "block"};"
|
||||
>
|
||||
${translateText("unit_info_modal.create_station")}
|
||||
</button>
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
import { LitElement, css, html } from "lit";
|
||||
import { customElement, state } from "lit/decorators.js";
|
||||
import logo from "../../../../resources/images/ofm/logo_MASTER_2025.png";
|
||||
import { translateText } from "../../../client/Utils";
|
||||
import { EventBus } from "../../../core/EventBus";
|
||||
import { GameUpdateType } from "../../../core/game/GameUpdates";
|
||||
@@ -21,6 +22,9 @@ export class WinModal extends LitElement implements Layer {
|
||||
@state()
|
||||
showButtons = false;
|
||||
|
||||
@state()
|
||||
private showSteamContent = Math.random() > 0.5;
|
||||
|
||||
private _title: string;
|
||||
|
||||
// Override to prevent shadow DOM creation
|
||||
@@ -138,7 +142,9 @@ export class WinModal extends LitElement implements Layer {
|
||||
return html`
|
||||
<div class="win-modal ${this.isVisible ? "visible" : ""}">
|
||||
<h2>${this._title || ""}</h2>
|
||||
${this.innerHtml()}
|
||||
${this.showSteamContent
|
||||
? this.steamWishlist()
|
||||
: this.openfrontMasters()}
|
||||
<div
|
||||
class="button-container ${this.showButtons ? "visible" : "hidden"}"
|
||||
>
|
||||
@@ -153,7 +159,7 @@ export class WinModal extends LitElement implements Layer {
|
||||
`;
|
||||
}
|
||||
|
||||
innerHtml() {
|
||||
steamWishlist() {
|
||||
return html`<p>
|
||||
<a
|
||||
href="https://store.steampowered.com/app/3560670"
|
||||
@@ -174,6 +180,33 @@ export class WinModal extends LitElement implements Layer {
|
||||
</p>`;
|
||||
}
|
||||
|
||||
openfrontMasters() {
|
||||
return html`<p>
|
||||
<img
|
||||
src="${logo}"
|
||||
alt="OpenFront Masters"
|
||||
style="max-width: 100%; height: auto; margin-bottom: 16px;"
|
||||
/>
|
||||
<a
|
||||
href="https://discord.gg/gStsGh5vWR"
|
||||
target="_blank"
|
||||
rel="noopener noreferrer"
|
||||
style="
|
||||
color: #4a9eff;
|
||||
text-decoration: underline;
|
||||
font-weight: 500;
|
||||
transition: color 0.2s ease;
|
||||
font-size: 24px;
|
||||
"
|
||||
onmouseover="this.style.color='#6db3ff'"
|
||||
onmouseout="this.style.color='#4a9eff'"
|
||||
>
|
||||
Watch the best compete in the
|
||||
<span style="font-weight: bold;">OpenFront Masters</span>
|
||||
</a>
|
||||
</p>`;
|
||||
}
|
||||
|
||||
show() {
|
||||
this.eventBus.emit(new GutterAdModalEvent(true));
|
||||
setTimeout(() => {
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
@tailwind base;
|
||||
@tailwind components;
|
||||
@tailwind utilities;
|
||||
@import url("./styles/core/flag-animation.css");
|
||||
@import url("./styles/core/variables.css");
|
||||
@import url("./styles/core/typography.css");
|
||||
@import url("./styles/layout/header.css");
|
||||
@@ -375,13 +376,13 @@ label.option-card:hover {
|
||||
}
|
||||
|
||||
#helpModal .missile-silo-icon {
|
||||
mask: url("../../resources/images/MissileSiloIconWhite.svg") no-repeat
|
||||
center / cover;
|
||||
mask: url("../../resources/non-commercial/svg/MissileSiloIconWhite.svg")
|
||||
no-repeat center / cover;
|
||||
}
|
||||
|
||||
#helpModal .sam-launcher-icon {
|
||||
mask: url("../../resources/images/SamLauncherIconWhite.svg") no-repeat
|
||||
center / cover;
|
||||
mask: url("../../resources/non-commercial/svg/SamLauncherIconWhite.svg")
|
||||
no-repeat center / cover;
|
||||
}
|
||||
|
||||
#helpModal .atom-bomb-icon {
|
||||
|
||||
@@ -0,0 +1,236 @@
|
||||
@keyframes rainbow {
|
||||
0% {
|
||||
background-color: #990033;
|
||||
}
|
||||
16% {
|
||||
background-color: #996600;
|
||||
}
|
||||
32% {
|
||||
background-color: #336600;
|
||||
}
|
||||
48% {
|
||||
background-color: #008080;
|
||||
}
|
||||
64% {
|
||||
background-color: #1c3f99;
|
||||
}
|
||||
80% {
|
||||
background-color: #5e0099;
|
||||
}
|
||||
100% {
|
||||
background-color: #990033;
|
||||
}
|
||||
}
|
||||
|
||||
.flag-color-rainbow {
|
||||
animation: rainbow 7s infinite;
|
||||
}
|
||||
|
||||
@keyframes brightRainbow {
|
||||
0% {
|
||||
background-color: #ff0000;
|
||||
} /* Red */
|
||||
16% {
|
||||
background-color: #ffa500;
|
||||
} /* Orange */
|
||||
32% {
|
||||
background-color: #ffff00;
|
||||
} /* Yellow */
|
||||
48% {
|
||||
background-color: #00ff00;
|
||||
} /* Green */
|
||||
64% {
|
||||
background-color: #00ffff;
|
||||
} /* Cyan */
|
||||
80% {
|
||||
background-color: #0000ff;
|
||||
} /* Blue */
|
||||
100% {
|
||||
background-color: #ff0000;
|
||||
} /* Back to red */
|
||||
}
|
||||
|
||||
.flag-color-bright-rainbow {
|
||||
animation: brightRainbow 7s linear infinite;
|
||||
}
|
||||
|
||||
@keyframes copperGlow {
|
||||
0%,
|
||||
100% {
|
||||
background-color: #b87333;
|
||||
filter: brightness(1);
|
||||
}
|
||||
50% {
|
||||
background-color: #cd7f32;
|
||||
filter: brightness(1.4);
|
||||
}
|
||||
}
|
||||
|
||||
.flag-color-copper-glow {
|
||||
animation: copperGlow 3s ease-in-out infinite;
|
||||
}
|
||||
|
||||
@keyframes silverGlow {
|
||||
0%,
|
||||
100% {
|
||||
background-color: #c0c0c0;
|
||||
filter: brightness(1);
|
||||
}
|
||||
50% {
|
||||
background-color: #e0e0e0;
|
||||
filter: brightness(1.5);
|
||||
}
|
||||
}
|
||||
|
||||
.flag-color-silver-glow {
|
||||
animation: silverGlow 3s ease-in-out infinite;
|
||||
}
|
||||
|
||||
@keyframes goldGlow {
|
||||
0%,
|
||||
100% {
|
||||
background-color: #ffd700;
|
||||
filter: brightness(1);
|
||||
}
|
||||
50% {
|
||||
background-color: #fff8dc;
|
||||
filter: brightness(1.6);
|
||||
}
|
||||
}
|
||||
|
||||
.flag-color-gold-glow {
|
||||
animation: goldGlow 3s ease-in-out infinite;
|
||||
}
|
||||
|
||||
@keyframes neonPulseGreen {
|
||||
0%,
|
||||
100% {
|
||||
background-color: #39ff14;
|
||||
box-shadow:
|
||||
0 0 4px #39ff14,
|
||||
0 0 8px #39ff14;
|
||||
filter: brightness(1);
|
||||
transform: scale(1);
|
||||
opacity: 1;
|
||||
}
|
||||
25% {
|
||||
background-color: #2aff60;
|
||||
box-shadow:
|
||||
0 0 8px #2aff60,
|
||||
0 0 12px #2aff60;
|
||||
filter: brightness(1.2);
|
||||
transform: scale(1.05);
|
||||
opacity: 0.9;
|
||||
}
|
||||
50% {
|
||||
background-color: #00ff88;
|
||||
box-shadow:
|
||||
0 0 12px #00ff88,
|
||||
0 0 20px #00ff88;
|
||||
filter: brightness(1.4);
|
||||
transform: scale(1.12);
|
||||
opacity: 0.7;
|
||||
}
|
||||
75% {
|
||||
background-color: #2aff60;
|
||||
box-shadow:
|
||||
0 0 8px #2aff60,
|
||||
0 0 12px #2aff60;
|
||||
filter: brightness(1.2);
|
||||
transform: scale(1.05);
|
||||
opacity: 0.9;
|
||||
}
|
||||
}
|
||||
|
||||
.flag-color-neon {
|
||||
animation: neonPulseGreen 3s ease-in-out infinite;
|
||||
will-change: transform, opacity, filter;
|
||||
}
|
||||
|
||||
@keyframes waterFlicker {
|
||||
0% {
|
||||
transform: translateY(0px) scale(1);
|
||||
filter: brightness(1);
|
||||
opacity: 0.9;
|
||||
background-color: #00bfff;
|
||||
}
|
||||
12% {
|
||||
transform: translateY(-1px) scale(1.01);
|
||||
filter: brightness(1.05);
|
||||
opacity: 0.95;
|
||||
background-color: #1e90ff;
|
||||
}
|
||||
27% {
|
||||
transform: translateY(1px) scale(1.02);
|
||||
filter: brightness(1.15);
|
||||
opacity: 1;
|
||||
background-color: #87cefa;
|
||||
}
|
||||
45% {
|
||||
transform: translateY(-0.5px) scale(1.01);
|
||||
filter: brightness(1.05);
|
||||
opacity: 0.93;
|
||||
background-color: #4682b4;
|
||||
}
|
||||
63% {
|
||||
transform: translateY(0.7px) scale(1.03);
|
||||
filter: brightness(1.2);
|
||||
opacity: 1;
|
||||
background-color: #87cefa;
|
||||
}
|
||||
80% {
|
||||
transform: translateY(-1px) scale(1);
|
||||
filter: brightness(1);
|
||||
opacity: 0.88;
|
||||
background-color: #1e90ff;
|
||||
}
|
||||
100% {
|
||||
transform: translateY(0px) scale(1);
|
||||
filter: brightness(1);
|
||||
opacity: 0.9;
|
||||
background-color: #00bfff;
|
||||
}
|
||||
}
|
||||
|
||||
.flag-color-water {
|
||||
animation: waterFlicker 6.2s ease-in-out infinite;
|
||||
will-change: transform, opacity, filter;
|
||||
}
|
||||
|
||||
@keyframes lavaFlow {
|
||||
0% {
|
||||
background-color: #ff4500;
|
||||
filter: brightness(1.1);
|
||||
transform: scale(1);
|
||||
}
|
||||
20% {
|
||||
background-color: #ff6347;
|
||||
filter: brightness(1.2);
|
||||
transform: scale(1.02);
|
||||
}
|
||||
40% {
|
||||
background-color: #ff8c00;
|
||||
filter: brightness(1.3);
|
||||
transform: scale(1.03);
|
||||
}
|
||||
60% {
|
||||
background-color: #ff4500;
|
||||
filter: brightness(1.4);
|
||||
transform: scale(1.01);
|
||||
}
|
||||
80% {
|
||||
background-color: #ff0000;
|
||||
filter: brightness(1.2);
|
||||
transform: scale(1);
|
||||
}
|
||||
100% {
|
||||
background-color: #ff4500;
|
||||
filter: brightness(1.1);
|
||||
transform: scale(1);
|
||||
}
|
||||
}
|
||||
|
||||
.flag-color-lava {
|
||||
animation: lavaFlow 6s ease-in-out infinite;
|
||||
will-change: background-color, filter, transform;
|
||||
}
|
||||
@@ -12,6 +12,21 @@ export const CosmeticsSchema = z.object({
|
||||
role_group: z.string().optional(),
|
||||
}),
|
||||
),
|
||||
flag: z.object({
|
||||
layers: z.record(
|
||||
z.string(),
|
||||
z.object({
|
||||
name: z.string(),
|
||||
}),
|
||||
),
|
||||
color: z.record(
|
||||
z.string(),
|
||||
z.object({
|
||||
color: z.string(),
|
||||
name: z.string(),
|
||||
}),
|
||||
),
|
||||
}),
|
||||
});
|
||||
export type Cosmetics = z.infer<typeof CosmeticsSchema>;
|
||||
export const COSMETICS: Cosmetics = CosmeticsSchema.parse(cosmetics_json);
|
||||
|
||||
@@ -0,0 +1,69 @@
|
||||
import { COSMETICS } from "./CosmeticSchemas";
|
||||
|
||||
const ANIMATION_DURATIONS: Record<string, number> = {
|
||||
rainbow: 4000,
|
||||
"bright-rainbow": 4000,
|
||||
"copper-glow": 3000,
|
||||
"silver-glow": 3000,
|
||||
"gold-glow": 3000,
|
||||
neon: 3000,
|
||||
lava: 6000,
|
||||
water: 6200,
|
||||
};
|
||||
|
||||
export function renderPlayerFlag(flag: string, target: HTMLElement) {
|
||||
if (!flag.startsWith("!")) return;
|
||||
|
||||
const code = flag.slice("!".length);
|
||||
const layers = code.split("_").map((segment) => {
|
||||
const [layerKey, colorKey] = segment.split("-");
|
||||
return { layerKey, colorKey };
|
||||
});
|
||||
|
||||
target.innerHTML = "";
|
||||
target.style.overflow = "hidden";
|
||||
target.style.position = "relative";
|
||||
target.style.aspectRatio = "3/4";
|
||||
|
||||
for (const { layerKey, colorKey } of layers) {
|
||||
const layerName = COSMETICS.flag.layers[layerKey]?.name ?? layerKey;
|
||||
|
||||
const mask = `/flags/custom/${layerName}.svg`;
|
||||
if (!mask) continue;
|
||||
|
||||
const layer = document.createElement("div");
|
||||
layer.style.position = "absolute";
|
||||
layer.style.top = "0";
|
||||
layer.style.left = "0";
|
||||
layer.style.width = "100%";
|
||||
layer.style.height = "100%";
|
||||
|
||||
const colorValue = COSMETICS.flag.color[colorKey]?.color ?? colorKey;
|
||||
const isSpecial =
|
||||
!colorValue.startsWith("#") &&
|
||||
!/^([0-9a-fA-F]{6}|[0-9a-fA-F]{3})$/.test(colorValue);
|
||||
|
||||
if (isSpecial) {
|
||||
const duration = ANIMATION_DURATIONS[colorValue] ?? 5000;
|
||||
const now = performance.now();
|
||||
const offset = now % duration;
|
||||
if (!duration) console.warn(`No animation duration for: ${colorValue}`);
|
||||
layer.classList.add(`flag-color-${colorValue}`);
|
||||
layer.style.animationDelay = `-${offset}ms`;
|
||||
} else {
|
||||
layer.style.backgroundColor = colorValue;
|
||||
}
|
||||
|
||||
layer.style.maskImage = `url(${mask})`;
|
||||
layer.style.maskRepeat = "no-repeat";
|
||||
layer.style.maskPosition = "center";
|
||||
layer.style.maskSize = "contain";
|
||||
|
||||
layer.style.webkitMaskImage = `url(${mask})`;
|
||||
layer.style.webkitMaskRepeat = "no-repeat";
|
||||
layer.style.webkitMaskPosition = "center";
|
||||
layer.style.webkitMaskSize = "contain";
|
||||
|
||||
target.appendChild(layer);
|
||||
}
|
||||
}
|
||||
+1
-1
@@ -171,7 +171,7 @@ export const FlagSchema = z.string().max(128).optional();
|
||||
export const RequiredPatternSchema = z
|
||||
.string()
|
||||
.max(128)
|
||||
.base64()
|
||||
.base64url()
|
||||
.refine(
|
||||
(val) => {
|
||||
try {
|
||||
|
||||
@@ -98,10 +98,10 @@ export const PlayerStatsSchema = z
|
||||
.object({
|
||||
attacks: AtLeastOneNumberSchema.optional(),
|
||||
betrayals: BigIntStringSchema.optional(),
|
||||
boats: z.record(BoatUnitSchema, AtLeastOneNumberSchema).optional(),
|
||||
bombs: z.record(BombUnitSchema, AtLeastOneNumberSchema).optional(),
|
||||
boats: z.partialRecord(BoatUnitSchema, AtLeastOneNumberSchema).optional(),
|
||||
bombs: z.partialRecord(BombUnitSchema, AtLeastOneNumberSchema).optional(),
|
||||
gold: AtLeastOneNumberSchema.optional(),
|
||||
units: z.record(OtherUnitSchema, AtLeastOneNumberSchema).optional(),
|
||||
units: z.partialRecord(OtherUnitSchema, AtLeastOneNumberSchema).optional(),
|
||||
})
|
||||
.optional();
|
||||
export type PlayerStats = z.infer<typeof PlayerStatsSchema>;
|
||||
|
||||
@@ -153,6 +153,8 @@ export interface Config {
|
||||
traitorDuration(): number;
|
||||
nukeMagnitudes(unitType: UnitType): NukeMagnitude;
|
||||
defaultNukeSpeed(): number;
|
||||
defaultNukeTargetableRange(): number;
|
||||
defaultSamRange(): number;
|
||||
nukeDeathFactor(humans: number, tilesOwned: number): number;
|
||||
structureMinDist(): number;
|
||||
isReplay(): boolean;
|
||||
|
||||
@@ -302,7 +302,7 @@ export class DefaultConfig implements Config {
|
||||
return Math.min(50, Math.round(10 * Math.pow(numberOfPorts, 0.6)));
|
||||
}
|
||||
trainSpawnRate(numberOfStations: number): number {
|
||||
return Math.round(50 * Math.pow(numberOfStations, 0.8));
|
||||
return Math.min(1400, Math.round(60 * Math.pow(numberOfStations, 0.8)));
|
||||
}
|
||||
trainGold(): Gold {
|
||||
return BigInt(10_000);
|
||||
@@ -363,6 +363,7 @@ export class DefaultConfig implements Config {
|
||||
territoryBound: true,
|
||||
constructionDuration: this.instantBuild() ? 0 : 2 * 10,
|
||||
upgradable: true,
|
||||
canBuildTrainStation: true,
|
||||
};
|
||||
case UnitType.AtomBomb:
|
||||
return {
|
||||
@@ -452,6 +453,7 @@ export class DefaultConfig implements Config {
|
||||
territoryBound: true,
|
||||
constructionDuration: this.instantBuild() ? 0 : 2 * 10,
|
||||
upgradable: true,
|
||||
canBuildTrainStation: true,
|
||||
};
|
||||
case UnitType.Factory:
|
||||
return {
|
||||
@@ -466,6 +468,7 @@ export class DefaultConfig implements Config {
|
||||
),
|
||||
territoryBound: true,
|
||||
constructionDuration: this.instantBuild() ? 0 : 2 * 10,
|
||||
canBuildTrainStation: true,
|
||||
};
|
||||
case UnitType.Construction:
|
||||
return {
|
||||
@@ -790,6 +793,14 @@ export class DefaultConfig implements Config {
|
||||
return 6;
|
||||
}
|
||||
|
||||
defaultNukeTargetableRange(): number {
|
||||
return 120;
|
||||
}
|
||||
|
||||
defaultSamRange(): number {
|
||||
return 80;
|
||||
}
|
||||
|
||||
// Humans can be population, soldiers attacking, soldiers in boat etc.
|
||||
nukeDeathFactor(humans: number, tilesOwned: number): number {
|
||||
return (5 * humans) / Math.max(1, tilesOwned);
|
||||
|
||||
@@ -13,8 +13,6 @@ import { ParabolaPathFinder } from "../pathfinding/PathFinding";
|
||||
import { PseudoRandom } from "../PseudoRandom";
|
||||
import { NukeType } from "../StatsSchemas";
|
||||
|
||||
const NUKE_TARGETABLE_RADIUS = 120;
|
||||
|
||||
const SPRITE_RADIUS = 16;
|
||||
|
||||
export class NukeExecution implements Execution {
|
||||
@@ -179,7 +177,9 @@ export class NukeExecution implements Execution {
|
||||
if (this.nuke === null || this.nuke.targetTile() === undefined) {
|
||||
return;
|
||||
}
|
||||
const targetRangeSquared = NUKE_TARGETABLE_RADIUS * NUKE_TARGETABLE_RADIUS;
|
||||
const targetRangeSquared =
|
||||
this.mg.config().defaultNukeTargetableRange() *
|
||||
this.mg.config().defaultNukeTargetableRange();
|
||||
const targetTile = this.nuke.targetTile();
|
||||
this.nuke.setTargetable(
|
||||
this.mg.euclideanDistSquared(this.nuke.tile(), targetTile!) <
|
||||
|
||||
@@ -14,8 +14,6 @@ export class SAMLauncherExecution implements Execution {
|
||||
private mg: Game;
|
||||
private active: boolean = true;
|
||||
|
||||
private searchRangeRadius = 80;
|
||||
private targetRangeRadius = 120; // Nuke's target should be in this range to be focusable
|
||||
// As MIRV go very fast we have to detect them very early but we only
|
||||
// shoot the one targeting very close (MIRVWarheadProtectionRadius)
|
||||
private MIRVWarheadSearchRadius = 400;
|
||||
@@ -41,7 +39,7 @@ export class SAMLauncherExecution implements Execution {
|
||||
if (this.sam === null) return null;
|
||||
const nukes = this.mg.nearbyUnits(
|
||||
this.sam.tile(),
|
||||
this.searchRangeRadius,
|
||||
this.mg.config().defaultSamRange(),
|
||||
[UnitType.AtomBomb, UnitType.HydrogenBomb],
|
||||
({ unit }) =>
|
||||
unit.owner() !== this.player &&
|
||||
|
||||
@@ -132,6 +132,7 @@ export interface UnitInfo {
|
||||
damage?: number;
|
||||
constructionDuration?: number;
|
||||
upgradable?: boolean;
|
||||
canBuildTrainStation?: boolean;
|
||||
}
|
||||
|
||||
export enum UnitType {
|
||||
|
||||
@@ -684,8 +684,14 @@ export class GameImpl implements Game {
|
||||
tile: TileRef,
|
||||
searchRange: number,
|
||||
types: UnitType | UnitType[],
|
||||
predicate?: (value: { unit: Unit; distSquared: number }) => boolean,
|
||||
): Array<{ unit: Unit; distSquared: number }> {
|
||||
return this.unitGrid.nearbyUnits(tile, searchRange, types) as Array<{
|
||||
return this.unitGrid.nearbyUnits(
|
||||
tile,
|
||||
searchRange,
|
||||
types,
|
||||
predicate,
|
||||
) as Array<{
|
||||
unit: Unit;
|
||||
distSquared: number;
|
||||
}>;
|
||||
|
||||
@@ -401,6 +401,39 @@ export function rectDistFN(
|
||||
}
|
||||
}
|
||||
|
||||
function isInIsometricTile(
|
||||
center: { x: number; y: number },
|
||||
tile: { x: number; y: number },
|
||||
yOffset: number,
|
||||
distance: number,
|
||||
): boolean {
|
||||
const dx = Math.abs(tile.x - center.x);
|
||||
const dy = Math.abs(tile.y - (center.y + yOffset));
|
||||
return dx + dy * 2 <= distance + 1;
|
||||
}
|
||||
|
||||
export function isometricDistFN(
|
||||
root: TileRef,
|
||||
dist: number,
|
||||
center: boolean = false,
|
||||
): (gm: GameMap, tile: TileRef) => boolean {
|
||||
if (!center) {
|
||||
return (gm: GameMap, n: TileRef) => gm.manhattanDist(root, n) <= dist;
|
||||
} else {
|
||||
return (gm: GameMap, n: TileRef) => {
|
||||
const rootX = gm.x(root) - 0.5;
|
||||
const rootY = gm.y(root) - 0.5;
|
||||
|
||||
return isInIsometricTile(
|
||||
{ x: rootX, y: rootY },
|
||||
{ x: gm.x(n), y: gm.y(n) },
|
||||
0,
|
||||
dist,
|
||||
);
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
export function hexDistFN(
|
||||
root: TileRef,
|
||||
dist: number,
|
||||
|
||||
@@ -88,6 +88,8 @@ export function createRailNetwork(game: Game): RailNetwork {
|
||||
}
|
||||
|
||||
export class RailNetworkImpl implements RailNetwork {
|
||||
private maxConnectionDistance: number = 4;
|
||||
|
||||
constructor(
|
||||
private game: Game,
|
||||
private stationManager: StationManager,
|
||||
@@ -142,12 +144,20 @@ export class RailNetworkImpl implements RailNetwork {
|
||||
const neighborStation = this.stationManager.findStation(neighbor.unit);
|
||||
if (!neighborStation) continue;
|
||||
|
||||
const neighborCluster = neighborStation.getCluster();
|
||||
if (!neighborCluster || neighborCluster.has(station)) continue;
|
||||
const distanceToStation = this.distanceFrom(
|
||||
neighborStation,
|
||||
station,
|
||||
this.maxConnectionDistance,
|
||||
);
|
||||
|
||||
const neighborCluster = neighborStation.getCluster();
|
||||
if (neighborCluster === null) continue;
|
||||
const connectionAvailable =
|
||||
distanceToStation > this.maxConnectionDistance ||
|
||||
distanceToStation === -1;
|
||||
if (
|
||||
neighbor.distSquared >
|
||||
this.game.config().trainStationMinRange() ** 2
|
||||
connectionAvailable &&
|
||||
neighbor.distSquared > this.game.config().trainStationMinRange() ** 2
|
||||
) {
|
||||
if (this.connect(station, neighborStation)) {
|
||||
neighborCluster.addStation(station);
|
||||
@@ -196,6 +206,37 @@ export class RailNetworkImpl implements RailNetwork {
|
||||
return false;
|
||||
}
|
||||
|
||||
private distanceFrom(
|
||||
start: TrainStation,
|
||||
dest: TrainStation,
|
||||
maxDistance: number,
|
||||
): number {
|
||||
if (start === dest) return 0;
|
||||
|
||||
const visited = new Set<TrainStation>();
|
||||
const queue: Array<{ station: TrainStation; distance: number }> = [
|
||||
{ station: start, distance: 0 },
|
||||
];
|
||||
|
||||
while (queue.length > 0) {
|
||||
const { station, distance } = queue.shift()!;
|
||||
if (visited.has(station)) continue;
|
||||
visited.add(station);
|
||||
|
||||
if (distance >= maxDistance) continue;
|
||||
|
||||
for (const neighbor of station.neighbors()) {
|
||||
if (neighbor === dest) return distance + 1;
|
||||
if (!visited.has(neighbor)) {
|
||||
queue.push({ station: neighbor, distance: distance + 1 });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If destination not found within maxDistance
|
||||
return -1;
|
||||
}
|
||||
|
||||
private computeCluster(start: TrainStation): Set<TrainStation> {
|
||||
const visited = new Set<TrainStation>();
|
||||
const queue = [start];
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
import { PriorityQueue } from "@datastructures-js/priority-queue";
|
||||
import FastPriorityQueue from "fastpriorityqueue";
|
||||
import { AStar, PathFindResultType } from "./AStar";
|
||||
|
||||
/**
|
||||
@@ -12,11 +12,11 @@ export interface GraphAdapter<NodeType> {
|
||||
}
|
||||
|
||||
export class SerialAStar<NodeType> implements AStar<NodeType> {
|
||||
private fwdOpenSet: PriorityQueue<{
|
||||
private fwdOpenSet: FastPriorityQueue<{
|
||||
tile: NodeType;
|
||||
fScore: number;
|
||||
}>;
|
||||
private bwdOpenSet: PriorityQueue<{
|
||||
private bwdOpenSet: FastPriorityQueue<{
|
||||
tile: NodeType;
|
||||
fScore: number;
|
||||
}>;
|
||||
@@ -39,15 +39,15 @@ export class SerialAStar<NodeType> implements AStar<NodeType> {
|
||||
private graph: GraphAdapter<NodeType>,
|
||||
private directionChangePenalty: number = 0,
|
||||
) {
|
||||
this.fwdOpenSet = new PriorityQueue((a, b) => a.fScore - b.fScore);
|
||||
this.bwdOpenSet = new PriorityQueue((a, b) => a.fScore - b.fScore);
|
||||
this.fwdOpenSet = new FastPriorityQueue((a, b) => a.fScore < b.fScore);
|
||||
this.bwdOpenSet = new FastPriorityQueue((a, b) => a.fScore < b.fScore);
|
||||
this.sources = Array.isArray(src) ? src : [src];
|
||||
this.closestSource = this.findClosestSource(dst);
|
||||
|
||||
// Initialize forward search with source point(s)
|
||||
this.sources.forEach((startPoint) => {
|
||||
this.fwdGScore.set(startPoint, 0);
|
||||
this.fwdOpenSet.enqueue({
|
||||
this.fwdOpenSet.add({
|
||||
tile: startPoint,
|
||||
fScore: this.heuristic(startPoint, dst),
|
||||
});
|
||||
@@ -55,7 +55,7 @@ export class SerialAStar<NodeType> implements AStar<NodeType> {
|
||||
|
||||
// Initialize backward search from destination
|
||||
this.bwdGScore.set(dst, 0);
|
||||
this.bwdOpenSet.enqueue({
|
||||
this.bwdOpenSet.add({
|
||||
tile: dst,
|
||||
fScore: this.heuristic(dst, this.findClosestSource(dst)),
|
||||
});
|
||||
@@ -85,7 +85,7 @@ export class SerialAStar<NodeType> implements AStar<NodeType> {
|
||||
}
|
||||
|
||||
// Process forward search
|
||||
const fwdCurrent = this.fwdOpenSet.dequeue()!.tile;
|
||||
const fwdCurrent = this.fwdOpenSet.poll()!.tile;
|
||||
|
||||
// Check if we've found a meeting point
|
||||
if (this.bwdGScore.has(fwdCurrent)) {
|
||||
@@ -96,7 +96,7 @@ export class SerialAStar<NodeType> implements AStar<NodeType> {
|
||||
this.expandNode(fwdCurrent, true);
|
||||
|
||||
// Process backward search
|
||||
const bwdCurrent = this.bwdOpenSet.dequeue()!.tile;
|
||||
const bwdCurrent = this.bwdOpenSet.poll()!.tile;
|
||||
|
||||
// Check if we've found a meeting point
|
||||
if (this.fwdGScore.has(bwdCurrent)) {
|
||||
@@ -145,7 +145,7 @@ export class SerialAStar<NodeType> implements AStar<NodeType> {
|
||||
const fScore =
|
||||
totalG +
|
||||
this.heuristic(neighbor, isForward ? this.dst : this.closestSource);
|
||||
openSet.enqueue({ tile: neighbor, fScore: fScore });
|
||||
openSet.add({ tile: neighbor, fScore: fScore });
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -153,7 +153,7 @@ export class SerialAStar<NodeType> implements AStar<NodeType> {
|
||||
private heuristic(a: NodeType, b: NodeType): number {
|
||||
const posA = this.graph.position(a);
|
||||
const posB = this.graph.position(b);
|
||||
return 1.1 * (Math.abs(posA.x - posB.x) + Math.abs(posA.y - posB.y));
|
||||
return 2 * (Math.abs(posA.x - posB.x) + Math.abs(posA.y - posB.y));
|
||||
}
|
||||
|
||||
private getDirection(from: NodeType, to: NodeType): string {
|
||||
|
||||
Reference in New Issue
Block a user