Commit Graph

6 Commits

Author SHA1 Message Date
Evan Pelle a7f992e9b0 refactor: convert to npm-workspaces monorepo (engine/core-public/shared/client/server)
Restructure the single src/ tree into an npm-workspaces monorepo under
packages/, rename core -> engine, extract a types-only core-public layer,
and break the pre-existing engine -> client dependency cycle.

Structure (packages/):
  core-public  public API/wire schemas + shared enums (clean leaf)
  shared       framework-agnostic helpers (clean leaf)
  engine       deterministic simulation (was src/core)
  client       rendering/UI (was src/client)
  server       coordination (was src/server)

Dependency DAG: engine -> {core-public, shared}; client -> {core-public,
shared, engine}; server -> {core-public, engine}.

- npm workspaces: root package.json workspaces + per-package package.json;
  tsconfig.base.json holds shared options + path aliases
  (core-public/* shared/* engine/* client/* server/*) resolved uniformly by
  tsc, Vite (resolve.tsconfigPaths), Vitest, and tsx. Lockfile regenerated.
- core-public: moved Schemas/ApiSchemas/CosmeticSchemas/StatsSchemas/
  ClanApiSchemas/WorkerSchemas/Base64/PatternDecoder; extracted the enums
  (GameTypes), GameEvent type, emoji table, and GraphicsOverrides schema.
  Engine re-exports the moved enums/types so existing imports keep working.
- Broke engine -> client cycle:
  - renderNumber/renderTroops -> shared/format
  - NameBoxCalculator moved into engine
  - username validation returns translation key + params; client translates
  - applyStateUpdate moved to client (operates on the render-only PlayerState)
  - Config/UnitGrid/execution-Util/GameImpl now use structural read
    interfaces (engine/game/ReadViews: PlayerLike/UnitLike/GameLike) instead
    of importing client view classes; client imports view classes from a new
    client/view barrel; deleted the engine/game/GameView re-export shim.
- Build/deploy updated: vite.config, index.html, eslint, Dockerfile
  (copies packages/ + tsconfig.base.json before npm ci), .vscode, tests.

Verified: tsc --noEmit clean; 1364 + 65 tests pass; production vite build
succeeds; engine has zero client/server imports; core-public and shared are
dependency leaves.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 16:51:03 +00:00
Evan b4a14f9b9d Move attack troop overlay to WebGL (#3996)
## Description:

Replaces the DOM-based `AttackingTroopsOverlay` with
`AttackingTroopsController`, rendering attack troop counts through
`WorldTextPass` instead of a separate fixed-position DOM container.

## Summary

- New `AttackingTroopsController` polls `attackClusteredPositions()`
every 200ms and pushes labels to the WebGL view each frame, lerping
cluster positions over 250ms for smooth front-line movement (replaces
the old CSS `transform 0.25s` transition).
- `WorldTextPass` gains `setAttackTroopLabels()` and renders them at a
fixed on-screen size (zoom-independent) using `screenScale / zoom`.
- World text now draws on top of `NamePass` so attack callouts aren't
hidden behind centered player names.
- Fragment shader adds a soft quadratic dark halo around every
world-text label; extent uses the remaining SDF range after the hard
outline so it fades smoothly to zero (no rectangular clipping).
- Deletes `AttackingTroopsOverlay.ts`; existing unit tests repointed to
the controller's exported `alignClusterOrder`.

<img width="369" height="395" alt="Screenshot 2026-05-24 at 4 43 51 PM"
src="https://github.com/user-attachments/assets/4dbffe20-77f9-4c0f-b956-ecf543538f8d"
/>

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

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

evan
2026-05-24 16:47:34 +01:00
evanpelle 7863529b2c rename client/graphics → client/hud
The contents (Lit web components for in-game chat, build menu, leaderboard,
attack displays, etc.) are HUD, not graphics — the actual graphics is in
client/render/.
2026-05-18 13:07:26 -07:00
Evan 08b9fd96e6 simplify attack overlay to reduce visual clutter (#3848)
## Description:

Simplifies the attacking-troops overlay: removes the soldier icon and
strength bar, dropping each label down to just the troop number in cyan
(outgoing) or red (incoming) with a soft dark text-shadow halo and no
background fill so territory borders show through cleanly. Also splits
the label into outer (transitioned position) and inner (instant scale)
divs so zoom changes no longer get smeared by the 0.25s cluster-move
transition, retunes the zoom→size curve, and skips incoming labels from
bot tribes to cut clutter.

<img width="374" height="307" alt="Screenshot 2026-05-04 at 5 53 17 PM"
src="https://github.com/user-attachments/assets/a7044221-06cc-4027-b19a-6ff4ca8f542a"
/>

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

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

evan
2026-05-04 18:10:06 -06:00
Evan 0c0f9c2a81 Update attack labels (#3784)
## Description:

The motivation behind this PR is to standardize colors & icons for
incoming and outgoing attacks. Outgoing attacks are always aquarious and
incoming are red. This also makes it much easier to see which attacks
are incoming vs outgoing at a glance, as previously the color changed
depending on attack effictiveness. Instead, show a small bar on the left
side that displays attack effectiveness.

<img width="498" height="456" alt="Screenshot 2026-04-27 at 12 58 53 PM"
src="https://github.com/user-attachments/assets/ea6928b3-5dfa-47fa-84d2-63e1e81ef6a4"
/>


Updates the in-game attack labels to match AttacksDisplay: a single
soldier icon recolored via CSS filters, aquarius for outgoing and
red-400 for incoming. Color is now purely directional — the previous
attacker-vs-defender comparison (and the troopAttackColor /
troopDefenceColor helpers that drove it) is gone, along with the
defenderTroops plumbing.

Also adds zoom-aware sizing via a new computeLabelScale(zoom) (full
screen size when zoomed in, linear shrink with a floor so labels never
disappear), bumps font/padding/snap-jump threshold for readability, and
moves immutable per-label DOM writes (icon src/filter, color) into
element creation so the per-tick path only updates the troop count.

Also fixes a bug where the labels kept swapping when 2 clusters where
similar size

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

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

evan
2026-04-27 20:53:09 -06:00
Ralfi Salhon 015e3c7d19 feat: Attacking Troops Overlay (#3427)
## Description:

https://troop-advantage-layer.openfront.dev/

Hey OpenFront dev team, I've been really enjoying the game, and the
v0.30 changes have felt great so far. Happy to start contributing!

This PR introduces `AttackingTroopsOverlay`, a layer that renders live
attacker vs. defender troop counts directly on active front lines.
Players can immediately gauge combat strength without leaving the map
view.


![troop-advantage-layer](https://github.com/user-attachments/assets/9e862812-84b4-46cb-a0c6-65fa50320198)

A recent change updates the layer to just the # of attackers and a
symbol for attack/defence:

![visual-front-line](https://github.com/user-attachments/assets/46bc7117-2314-44c9-96fc-8a7e9c6ab5cd)

Left: Perspective of Anon 667 (Blue) | Right: Perspective of Anon332
(Red)

![ezgif-6261e6669d6b972b](https://github.com/user-attachments/assets/734d90c1-8f22-44dc-8f2f-b22e46676f46)

**How it works:**
- Attacker count shown for ground invasions. When attacking, your troop
count will display amber for disadvantageous, and green for advantageous
battles. When defending, the enemy troop count will switch to red if you
are at a severe disadvantage.
- Label position recalculates every tick at 200ms, tracking the front
line as it moves.
- Automatically hidden during Terrain view (spacebar)
- Labels clean up when an attack ends or its target becomes invalid

**Settings:** An "Attacking Troops Overlay" toggle is added to Settings,
enabled by default.
--> the screenshot is old, but the text has been updated
<img width="448" height="410" alt="Settings toggle"
src="https://github.com/user-attachments/assets/2df8ec7a-3f77-48b7-a9b5-ee4a6eed0412"
/>

## Checklist

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Discord
Radyus
2026-03-19 15:04:33 -07:00