Commit Graph

6 Commits

Author SHA1 Message Date
Evan 2794ab1270 feat: nuke-trail cosmetic effect + tabbed effects picker (#4466)
## What

Adds a **`nukeTrail`** cosmetic effectType alongside
`transportShipTrail`, so nukes leave a trail colored by their own
gradient/transition effect — independent of the boat-trail effect (a
player can run both). Also reorganizes the effects picker and store into
per-effectType **tabs**.

## Rendering

Boat and nuke trails are stamped into **one** trail texture keyed only
by owner, so independent coloring needs a per-tile unit-class signal:

- **Trail texture** `R8UI` → `R16UI`: texel = `ownerID(bits 0-11) |
nukeBit(bit 12)`. `TrailManager` stamps the bit (and preserves it when
repainting on unit death); the `Uint8Array`→`Uint16Array` ripple +
`UNSIGNED_SHORT` uploads flow through `GpuResources`, `TrailPass`,
`Upload`, `MapRenderer`, `Renderer`, `FrameData`.
- **Effect texture** widened to two stacked blocks
(`TRAIL_EFFECT_BLOCKS`): rows 0–7 = transportShipTrail, rows 8–15 =
nukeTrail. `writeEffectEntry(…, rowBase)`; `syncPlayerEffects` resolves
both effectTypes.
- **Shader** masks the owner, derives `rowBase` from the nuke bit,
offsets every row, and reuses the gradient/transition decode.
- Bonus: the 12-bit owner mask lifts the old `R8UI` >255-player
truncation.

## Schema / server / UI

- Shared attributes schema renamed `TransportShipTrail…` →
**`TrailEffectAttributesSchema`** (it's no longer ship-specific);
`NukeTrailEffectSchema` added to `EffectSchema` +
`CosmeticsSchema.effects`. `EFFECT_TYPES = [transportShipTrail,
nukeTrail]`.
- Server `Privilege`, selection, and the picker grid all iterate
`EFFECT_TYPES`, so they handle the new type with **no per-type code**.
- **Tabs:** the selection modal uses one tab per effectType
(`BaseModal`'s native tabs); the **store's** EFFECTS panel gets an
internal sub-tab bar (its top-level PACKS/EFFECTS tabs can't nest). Tabs
are always present, so a type you own entirely still appears as an empty
tab (previously the boat-trail section vanished from the store when you
owned everything).

## Review

A 3-angle adversarial review (bit-packing, type-ripple, GLSL/data-flow)
**refuted** the correctness concerns — the R16UI format, masking, and
block layout agree across `TrailManager` / shader / builder. The minor
survivors (a preview that only resolved boat trails, stale comments)
were fixed.

## Testing

- `tsc --noEmit`, ESLint, Prettier, `build-prod` — all clean.
- Schema/`Privilege` tests updated for `nukeTrail` (96 tests pass).
- The GL trail + tab UI are visual — not yet verified in a running game.
- The catalog (`cosmetics.json`, closed-source API) must ship the
`effects.nukeTrail` block for the effect to appear in production.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-30 20:13:41 -07:00
Evan 7c151e76ad feat: render transport-ship trail cosmetic as a gradient (#4454)
## What

Renders the `transportShipTrail` cosmetic effect in-game. Transport
ships already left a trail, but it was always drawn in the player's
**territory color** — this wires the selected effect through to the
renderer so the trail shows the player's chosen **gradient**.

## How

- **Per-player effect texture** (`RGBA32F`, mirrors the palette texture)
keyed by `smallID`, sampled by the trail fragment shader. Each row holds
a gradient color; spare alpha channels carry the color count,
`colorSize`, and `movementSpeed`.
- **Shader**
([trail.frag.glsl](src/client/render/gl/shaders/map-overlay/trail.frag.glsl))
cycles a flowing gradient through the color list: 1 color → flat, 2+ →
animated bands scrolling along the trail. No effect (count 0) falls back
to the territory color; alt-view keeps affiliation colors.
- **WebGLFrameBuilder** resolves each player's catalog attributes (the
in-game cosmetic is only `{ name, effectType }`; the style/colors live
in the catalog) and encodes them. Resolution is decoupled from the
first-seen palette path so it retries until the catalog loads, and
unparseable colors are dropped so bad catalog data degrades to the
territory color rather than rendering black.

## Schema

Collapses the trail attributes to a single gradient shape:

```ts
{ type: "gradient", colors: string[], colorSize: number, movementSpeed: number }
```

- `colors` — solid = one color, rainbow = the spectrum, gradient = two
or more.
- `colorSize` — band width (tiles per color band; `1` is the default, ~4
tiles).
- `movementSpeed` — scroll rate along the trail (tiles/sec; `0` =
static).

## Notes

- Animation is render-only (local time), no simulation/determinism
impact.
- The catalog (`cosmetics.json`, served by the closed-source API) must
ship effects in this `{ type: "gradient", colors, colorSize,
movementSpeed }` shape.
- Band thickness (`4.0` base in the shader) and the gradient frequency
are visual constants picked without in-game verification — easy to tune.

## Testing

- `tsc --noEmit`, ESLint, Prettier, `build-prod` all clean.
- Schema + Privilege test suites updated for the gradient shape (92
tests pass).
- Not yet visually verified in a running game (effect selection is
flare-gated).

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 20:28:47 -07:00
Evan 9881b118e4 Fix anonymous-names setting not hiding names on the map (#4345)
## Problem

Enabling the **hidden names** (anonymous names) setting hid names in the
leaderboard/HUD but **not on the map**.

The GL name renderer (`NamePass`) drew `slot.static.displayName` —
always the real name — and never consulted
`userSettings.anonymousNames()`. The HUD works because it calls
`PlayerView.displayName()` (which honors the setting) on each render,
but the names baked into the GPU texture bypassed that path entirely.

## Fix

Push the *resolved* name into the renderer instead of the raw static
name:

- **`WebGLFrameBuilder.syncPlayers`** registers each player with
`displayName: p.displayName()` (honors the setting) instead of
`static.displayName`. Covers enabling the setting before a game and
players who join after a toggle.
- **`WebGLFrameBuilder.refreshNames` → `MapRenderer` → `Renderer` →
`NamePass.refreshNames`** is a new path that re-resolves cached names
and forces a re-upload (resets `slot.nameLen = 0`, which also recomputes
the name half-width so it stays centered).
- **`ClientGameRunner`** listens for the `settings.anonymousNames`
change event and calls `refreshNames`, mirroring the existing
territory-patterns live toggle.

## Behavior

- Enabled before a game → players register with anonymous names.
- Toggled mid-game → map names flip to/from anonymous on the next sim
tick (~100ms), matching the leaderboard.
- Your own name is unaffected (unchanged — `PlayerView` maps the local
player's anonymous name to their real name).

## Testing

`tsc --noEmit` passes for all edited files. This is a WebGL rendering
change with no straightforward unit test; verified by tracing the data
flow (resolved name → cached `slot.static.displayName` → re-upload on
dirty).

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 14:16:57 -07:00
Evan 8b9bda1c8b Add ocean color override to graphics settings (#4269)
## What

Adds a **Terrain** section to the graphics settings modal with a color
picker and a hex-code text field (paste a `#rrggbb` code) for the
**ocean** (deep water) color.

## Details

- The picked color sets the *shallow-water base*; the existing per-depth
brightness gradient is preserved (deeper water still darkens).
- Only deep water is affected — shoreline water and land are untouched.
- Follows the same override pattern as every other graphics setting: the
default lives in `render-settings.json` (`terrain.oceanColor`), the
override is a field in `GraphicsOverrides`, and `applyGraphicsOverrides`
copies it into the live `RenderSettings`.
- Rebased on #4271 (settings resolved before renderer construction): the
terrain texture **bakes the resolved ocean color at construction**, so a
saved override shows on load with no special-casing. Terrain is baked
into a GPU texture rather than read per-frame, so a *live* change still
triggers an explicit `view.rebuildTerrain()`.
- Resetting graphics overrides clears it back to the default ocean
color.

## Testing
Verified live in a headless singleplayer game:
- A **saved** ocean override renders green deep-water on load, baked at
construction with no settings-change event fired.
- A mid-game color change recolors the deep ocean instantly, gradient
preserved, shoreline/land untouched.

`tsc` and ESLint clean.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-13 21:13:46 -07:00
Evan 54a7042303 Resolve render settings before renderer construction (#4271)
## What

The client now resolves render settings (defaults + user overrides) **up
front** and passes the result into the renderer, instead of the renderer
constructing defaults itself and the client re-applying overrides
afterward.

```
before:  new GPURenderer(...)         // this.settings = createRenderSettings()  (defaults)
         view.getSettings() → deepAssign(defaults) → applyGraphicsOverrides(...)  // patch after the fact

after:   const settings = createRenderSettings(); applyGraphicsOverrides(settings, ...); applyDarkModeOverride(settings, ...)
         new GPURenderer(..., settings)   // built with the final values
```

## Why

- **Removes the construct-with-defaults / re-apply-overrides dance.**
Every pass — including texture-baking ones like terrain that read their
settings *once* at build time rather than every frame — is now built
with the final values on the first try. (This is the cleanup that
motivated the change, surfaced while adding a terrain color override in
a separate PR.)
- **Fixes a latent context-restore bug.** On WebGL context loss/restore
the renderer was rebuilt via `createRenderSettings()` → fresh
**defaults**, silently dropping any user overrides until the next
settings change. `MapRenderer` now holds the resolved settings object
and hands the same one to the recreated `GPURenderer`, so overrides
survive a restore.

Live setting changes still work exactly as before:
`regenerateRenderSettings()` re-resolves and `deepAssign`s onto the
renderer's live settings object in place (passes hold a reference, so
they pick it up next frame).

## Changes
- `Renderer.ts` (`GPURenderer`) — constructor takes a `settings:
RenderSettings`; drops the internal `createRenderSettings()` call.
- `MapRenderer.ts` — holds the resolved settings and passes it through
on construction and on context-restore re-init.
- `ClientGameRunner.ts` — new `resolveRenderSettings()` helper used both
at construction and by `regenerateRenderSettings()`; `createWebGLView`
takes the resolved settings; the now-redundant initial
`regenerateRenderSettings()` call is removed.

## Testing
Verified live in a headless singleplayer game:
- A saved `nameScaleFactor` override is present in `getSettings()`
immediately after game start, with no settings-change event fired
(construction path).
- A mid-game override change is reflected in the live settings
(regenerate/in-place path).
- The map renders correctly through spawn phase.

`tsc` and ESLint clean.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-13 20:22:08 -07:00
Evan aa4b490e68 Simplify WebGL renderer integration: remove dead extension code, untangle GameView naming (#4240)
## Summary

The WebGL renderer was adapted from an external extension and carried a
lot of machinery this integration never uses (replay playback, its own
input/event system, a GL radial menu). This PR is two mechanical cleanup
passes with **no behavior change**: delete the dead code, then untangle
the `GameView` naming collision.

**78 files, +142 / −2,197.**

### Pass 1 — remove dead extension baggage

- **Replay/copy mode**: `FrameData.tileMode` was hard-coded `"live"`;
the copy branches in `frame/Upload.ts`, `UploadOptions` (never passed),
`applyFullFrame`/`applyFullTiles`/`applyDelta` on the facade and
`GPURenderer`, `HeatManager.resetForSeek`, and the seek-upload methods
on `TerritoryPass`/`TrailPass` were all unreachable. Also deletes
`types/Replay.ts`, `types/FrameSource.ts`, `types/GameUpdates.ts`,
`types/Game.ts` (imported only by the types barrel).
- **FrameEvents**: trimmed from 14 fields to the 3 actually populated
and read (`deadUnits`, `conquestEvents`, `bonusEvents`). The other 11
fed the extension's stats system and were never written or read here.
- **GL radial menu**: `RadialMenuPass`, its 4 shaders, and ~10 API
methods on facade + renderer had zero callers — the game uses the DOM/d3
radial menu in `hud/layers/RadialMenu.ts`. The pass was constructed and
drawn every frame for nothing.
- **Facade event system**: `GameViewEventMap` defined 10 event types
(`click`, `hover`, `scroll`, …) but only `contextrestored` was ever
emitted — input actually flows through `InputHandler` → EventBus →
controllers. Replaced the listener map with a single `onContextRestored`
callback and deleted `Events.ts`. Also fixed the stale header comment
claiming the facade handles user interaction.
- **Unused API surface**: removed ~20 facade/renderer methods with zero
callers (camera passthroughs like
`panTo`/`zoomTo`/`fitMap`/`screenToWorld`, hit-testing queries, SAM
replay setters, `setSelectedUnit`, `clearFx`/`setFxTimeFn`,
`onFrame`/`afterRender`/fps tracking).

Deliberately left alone: `Camera`'s pan/zoom primitives (building blocks
for a possible future camera unification) and the `timeFn` plumbing
inside the FX passes (deeply embedded as defaults; only the dead
renderer-level wrappers were removed).

### Pass 2 — untangle the three GameViews

- `render/gl/GameView.ts` → **`MapRenderer.ts`** (class `MapRenderer`).
Every importer was already aliasing it as `WebGLGameView` to dodge the
collision with the simulation-mirror `GameView` in `client/view/`, so
this removes aliasing rather than adding churn. `render/CLAUDE.md`
updated.
- Deleted the `src/core/game/GameView.ts` back-compat shim (its own TODO
asked for this). All 51 importers now import from `src/client/view/`
directly via a new 3-line barrel `view/index.ts`.

## Test plan

- `tsc --noEmit` clean, `eslint` clean
- Full test suite passes (1,385 + 65 server tests)
- Manual verification via headless Chromium: started a singleplayer game
and confirmed the renderer works end-to-end — terrain draws, spawn-phase
overlay shows, territories fill with borders after spawning, player
names/flags render, no renderer console errors

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 14:21:24 -07:00