add missile silo

This commit is contained in:
Evan
2024-11-16 11:45:28 -08:00
parent 006539455d
commit e26230275b
11 changed files with 240 additions and 42 deletions
+76 -38
View File
@@ -6,28 +6,49 @@ import { Layer } from "./Layer";
import { EventBus } from "../../../core/EventBus";
import anchorIcon from '../../../../resources/images/AnchorIcon.png';
import missileSiloIcon from '../../../../resources/images/MissileSiloUnit.png';
interface UnitRenderConfig {
icon: string;
borderRadius: number;
territoryRadius: number;
}
export class StructureLayer implements Layer {
private canvas: HTMLCanvasElement;
private context: CanvasRenderingContext2D;
private imageData: ImageData;
private anchorImage: HTMLImageElement;
private anchorImageLoaded: boolean = false;
private unitImages: Map<string, HTMLImageElement> = new Map();
private theme: Theme = null;
// Configuration for supported unit types only
private readonly unitConfigs: Partial<Record<UnitType, UnitRenderConfig>> = {
[UnitType.Port]: {
icon: anchorIcon,
borderRadius: 8,
territoryRadius: 6
},
[UnitType.MissileSilo]: {
icon: missileSiloIcon,
borderRadius: 8,
territoryRadius: 6
}
};
constructor(private game: Game, private eventBus: EventBus) {
this.theme = game.config().theme();
this.loadAnchorImage();
this.loadUnitImages();
}
private loadAnchorImage() {
this.anchorImage = new Image();
this.anchorImage.onload = () => {
this.anchorImageLoaded = true;
};
this.anchorImage.src = anchorIcon;
private loadUnitImages() {
Object.entries(this.unitConfigs).forEach(([unitType, config]) => {
const image = new Image();
image.src = config.icon;
image.onload = () => {
this.unitImages.set(unitType, image);
};
});
}
shouldTransform(): boolean {
@@ -69,53 +90,74 @@ export class StructureLayer implements Layer {
);
}
private handlePortEvent(event: UnitEvent) {
if (!this.anchorImageLoaded) return;
private isUnitTypeSupported(unitType: UnitType): boolean {
return unitType in this.unitConfigs;
}
bfs(event.unit.tile(), euclDist(event.unit.tile(), 8))
private handleUnitRendering(event: UnitEvent) {
const unitType = event.unit.type();
if (!this.isUnitTypeSupported(unitType)) return;
const config = this.unitConfigs[unitType];
const unitImage = this.unitImages.get(unitType);
if (!config || !unitImage) return;
// Clear previous rendering
bfs(event.unit.tile(), euclDist(event.unit.tile(), config.borderRadius))
.forEach(t => this.clearCell(t.cell()));
if (!event.unit.isActive()) {
return
return;
}
// Create a temporary canvas to process the anchor icon
// Create temporary canvas for icon processing
const tempCanvas = document.createElement('canvas');
const tempContext = tempCanvas.getContext('2d');
tempCanvas.width = this.anchorImage.width;
tempCanvas.height = this.anchorImage.height;
tempCanvas.width = unitImage.width;
tempCanvas.height = unitImage.height;
// Draw the anchor icon to the temporary canvas
tempContext.drawImage(this.anchorImage, 0, 0);
// Draw the unit icon
tempContext.drawImage(unitImage, 0, 0);
const iconData = tempContext.getImageData(0, 0, tempCanvas.width, tempCanvas.height);
// Calculate position to center the icon on the port
const cell = event.unit.tile().cell();
const startX = cell.x - Math.floor(tempCanvas.width / 2);
const startY = cell.y - Math.floor(tempCanvas.height / 2);
bfs(event.unit.tile(), euclDist(event.unit.tile(), 8))
// Draw border and territory
bfs(event.unit.tile(), euclDist(event.unit.tile(), config.borderRadius))
.forEach(t => this.paintCell(t.cell(), this.theme.borderColor(event.unit.owner().info()), 255));
bfs(event.unit.tile(), euclDist(event.unit.tile(), 6))
bfs(event.unit.tile(), euclDist(event.unit.tile(), config.territoryRadius))
.forEach(t => this.paintCell(t.cell(), this.theme.territoryColor(event.unit.owner().info()), 255));
// Process each pixel of the icon
for (let y = 0; y < tempCanvas.height; y++) {
for (let x = 0; x < tempCanvas.width; x++) {
const iconIndex = (y * tempCanvas.width + x) * 4;
// Draw the icon
this.renderIcon(iconData, startX, startY, tempCanvas.width, tempCanvas.height, event.unit);
}
private renderIcon(
iconData: ImageData,
startX: number,
startY: number,
width: number,
height: number,
unit: Unit
) {
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
const iconIndex = (y * width + x) * 4;
const alpha = iconData.data[iconIndex + 3];
if (alpha > 0) { // Only process non-transparent pixels
if (alpha > 0) {
const targetX = startX + x;
const targetY = startY + y;
// Check if the target pixel is within the game bounds
if (targetX >= 0 && targetX < this.game.width() &&
targetY >= 0 && targetY < this.game.height()) {
// Color the pixel using the unit owner's colors
this.paintCell(
new Cell(targetX, targetY),
this.theme.borderColor(event.unit.owner().info()),
this.theme.borderColor(unit.owner().info()),
alpha
);
}
@@ -125,11 +167,7 @@ export class StructureLayer implements Layer {
}
onUnitEvent(event: UnitEvent) {
switch (event.unit.type()) {
case UnitType.Port:
this.handlePortEvent(event);
break;
}
this.handleUnitRendering(event);
}
paintCell(cell: Cell, color: Colord, alpha: number) {
@@ -144,6 +182,6 @@ export class StructureLayer implements Layer {
clearCell(cell: Cell) {
const index = (cell.y * this.game.width()) + cell.x;
const offset = index * 4;
this.imageData.data[offset + 3] = 0; // Set alpha to 0 (fully transparent)
this.imageData.data[offset + 3] = 0;
}
}
@@ -5,6 +5,7 @@ import { Cell, Game, BuildItem, BuildItems, Player, UnitType } from '../../../..
import { BuildUnitIntentEvent, SendNukeIntentEvent } from '../../../Transport';
import nukeIcon from '../../../../../resources/images/NukeIconWhite.svg';
import destroyerIcon from '../../../../../resources/images/DestroyerIconWhite.svg';
import missileSiloIcon from '../../../../../resources/images/MissileSiloIconWhite.svg';
import goldCoinIcon from '../../../../../resources/images/GoldCoinIcon.svg';
import portIcon from '../../../../../resources/images/PortIcon.svg';
import { renderNumber } from '../../Utils';
@@ -20,7 +21,8 @@ const buildTable: BuildItemDisplay[][] = [
[
{ item: BuildItems.Nuke, icon: nukeIcon },
{ item: BuildItems.Destroyer, icon: destroyerIcon },
{ item: BuildItems.Port, icon: portIcon }
{ item: BuildItems.Port, icon: portIcon },
{ item: BuildItems.MissileSilo, icon: missileSiloIcon }
]
];
@@ -29,7 +31,6 @@ export class BuildMenu extends LitElement {
public game: Game;
public eventBus: EventBus;
public buildValidator: BuildValidator;
private myPlayer: Player;
private clickedCell: Cell;
@@ -165,6 +166,8 @@ export class BuildMenu extends LitElement {
case BuildItems.Port:
this.eventBus.emit(new BuildUnitIntentEvent(UnitType.Port, this.clickedCell))
break
case BuildItems.MissileSilo:
this.eventBus.emit(new BuildUnitIntentEvent(UnitType.MissileSilo, this.clickedCell))
}
this.hideMenu()
};
+3
View File
@@ -18,6 +18,7 @@ import { NukeExecution } from "./NukeExecution";
import { SetTargetTroopRatioExecution } from "./SetTargetTroopRatioExecution";
import { DestroyerExecution } from "./DestroyerExecution";
import { PortExecution } from "./PortExecution";
import { MissileSiloExecution } from "./MissileSiloExecution";
@@ -88,6 +89,8 @@ export class Executor {
return new DestroyerExecution(intent.player, new Cell(intent.x, intent.y))
case UnitType.Port:
return new PortExecution(intent.player, new Cell(intent.x, intent.y))
case UnitType.MissileSilo:
return new MissileSiloExecution(intent.player, new Cell(intent.x, intent.y))
default:
throw Error(`unit type ${intent.unit} not supported`)
}
@@ -0,0 +1,60 @@
import { BuildValidator } from "../game/BuildValidator";
import { AllPlayers, BuildItem, BuildItems, Cell, Execution, MutableGame, MutablePlayer, MutableUnit, Player, PlayerID, Tile, Unit, UnitType } from "../game/Game";
import { AStar, PathFinder } from "../PathFinding";
import { PseudoRandom } from "../PseudoRandom";
import { bfs, dist, manhattanDist } from "../Util";
import { TradeShipExecution } from "./TradeShipExecution";
export class MissileSiloExecution implements Execution {
private active = true
private mg: MutableGame
private player: MutablePlayer
private silo: MutableUnit
constructor(
private _owner: PlayerID,
private cell: Cell
) { }
init(mg: MutableGame, ticks: number): void {
this.mg = mg
this.player = mg.player(this._owner)
}
tick(ticks: number): void {
if (this.silo == null) {
const tile = this.mg.tile(this.cell)
if (!new BuildValidator(this.mg).canBuild(this.player, tile, BuildItems.MissileSilo)) {
console.warn(`player ${this.player} cannot build port at ${this.cell}`)
this.active = false
return
}
this.silo = this.player.addUnit(UnitType.MissileSilo, 0, tile)
}
if (!this.silo.tile().hasOwner()) {
this.silo.delete()
this.active = false
return
}
if (this.silo.tile().owner() != this.silo.owner()) {
this.silo.setOwner(this.silo.tile().owner() as Player)
this.player = this.silo.owner()
}
}
owner(): MutablePlayer {
return null
}
isActive(): boolean {
return this.active
}
activeDuringSpawnPhase(): boolean {
return false
}
}
+1
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@@ -55,6 +55,7 @@ export class PortExecution implements Execution {
}
if (this.port.tile().owner() != this.port.owner()) {
this.port.setOwner(this.port.tile().owner() as Player)
this.player = this.port.owner()
}
const allPorts = this.mg.units(UnitType.Port)
+2
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@@ -15,6 +15,8 @@ export class BuildValidator {
return this.canBuildPort(player, tile)
case BuildItems.Destroyer:
return this.canBuildDestroyer(player, tile)
case BuildItems.MissileSilo:
return tile.owner() == player
default:
throw Error(`item ${item.type} not supported`)
}
+3 -1
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@@ -28,6 +28,7 @@ export enum UnitType {
Port = "Port",
Nuke = "Nuke",
TradeShip = "Trade Ship",
MissileSilo = "Missile Silo",
}
export class BuildItem {
@@ -41,7 +42,8 @@ export const BuildItems = {
// Nuke: new BuildItem(UnitType.Nuke, 1_000_000),
Nuke: new BuildItem(UnitType.Nuke, 10),
Destroyer: new BuildItem(UnitType.Destroyer, 10),
Port: new BuildItem(UnitType.Port, 0)
Port: new BuildItem(UnitType.Port, 0),
MissileSilo: new BuildItem(UnitType.MissileSilo, 10),
} as const;
export class Nation {