Commit Graph

6 Commits

Author SHA1 Message Date
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
Evan 94f2293149 Reduce main bundle size by ~44% gzipped (732 KB → 412 KB) (#4229)
## Summary

Cuts the main JS chunk from **2,891 KB (732 KB gzip)** to **1,679 KB
(412 KB gzip)** by fixing two bundling issues and removing/replacing
heavy dependencies. Measured with a per-module `renderedLength` analysis
of the rolldown output (its prod sourcemaps are malformed, so
sourcemap-based tools misattribute sizes).

| Chunk | Before | After |
|---|---|---|
| `index-*.js` (min) | 2,891 KB | 1,679 KB |
| `index-*.js` (gzip) | 732 KB | **412 KB** |

## Changes

- **Sim worker moved out of the main bundle (~512 KB).** The
`?worker&inline` payload is now reached through a dynamic `import()`, so
it lands in its own lazy chunk fetched when a game starts. The worker
itself still uses Vite's inline Blob mechanism (with its `data:` URL
fallback) — runtime instantiation is byte-for-byte unchanged.
- **Replaced `lit-markdown` with `marked` + the already-bundled
DOMPurify (~380 KB).** lit-markdown transitively pulled sanitize-html,
htmlparser2, postcss, and two copies of entities into the client just to
render news markdown. New `src/client/Markdown.ts` matches its
image-stripping default.
- **Dropped `colorjs.io` (~114 KB).** It was only used for ΔE2000
distance in `ColorAllocator`; colord's lab plugin (already imported
there) provides the same CIEDE2000 via `.delta()`. Only relative
magnitudes are compared, so allocation behavior is unchanged.
- **`msdf-atlas.json` (~319 KB) fetched at runtime** like the atlas PNG,
preloaded in parallel with worker init in `ClientGameRunner` so
game-load latency is unaffected.
- **Tailwind CSS no longer shipped twice (~158 KB).** `o-modal` imported
`styles.css?inline`, duplicating the emitted stylesheet as a JS string.
It now adopts a constructed stylesheet built from the document's own CSS
(HTTP-cache hit in prod, `<style>` tags + HMR re-sync in dev) via
`SharedStyles.ts`.
- **Debug GUI lazy-loaded.** lil-gui + `gl/debug/*` now load on first
toggle (46 KB lazy chunk) instead of shipping in the main bundle.

Also looked at the `import * as d3` in RadialMenu (~84 KB) but left it:
rolldown tree-shakes the metapackage well and all but ~2 KB is the
genuine dependency closure of the selection/transition/shape/color APIs
in use.

## Test plan

- [x] `tsc --noEmit` clean
- [x] ESLint clean
- [x] Full test suite passes (1,374 + 65 tests)
- [x] `npm run build-prod` succeeds; worker/debug chunks present in
`asset-manifest.json` for the R2 upload
- [ ] Manual smoke test in dev: start a game (worker dev path), open a
modal (shared stylesheet), open news modal (markdown rendering)

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

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 20:07:16 -07:00
Evan 1db02acdc2 Move theme data into the render-settings JSON pipeline (#4223)
**Add approved & assigned issue number here:**

N/A — maintainer refactor.

## Description:

Replaces the theme class hierarchy
(`BaseTheme`/`PastelTheme`/`ColorblindTheme`) with theme JSON files —
`default-theme.json` and `colorblind-theme.json` — combined with
`render-settings.json` at runtime into a single graphics-configuration
pipeline (`settings.theme`). One `SettingsTheme` class keeps the
algorithms (color allocation, team-variation generation, LAB-contrast
structure colors) and reads all data from `ThemeSettings`; adding a
theme is now just adding a JSON file.

Colorblind mode (#4150) is fully preserved:

- Same palettes — the 32-color CVD-safe pool and Okabe-Ito team colors
are baked into `colorblind-theme.json`
- The relative border rule (`l × 0.6`) is expressed as a
`borderLightnessScale` knob alongside the default theme's absolute
`borderDarken`
- The mid-game re-theme wiring (`refreshPlayerColors`/`refreshPalette`)
and the affiliation/friend-foe tint overrides are unchanged;
`applyGraphicsOverrides` now also swaps the `settings.theme` slice
- `deepAssign` replaces arrays wholesale so differing palette lengths
survive theme switches

Verified against the previous implementation with an equivalence test
(since removed): default-theme colors are byte-identical including
allocation order; colorblind team/derived colors are byte-identical, and
FFA assignment may permute within the same palette (hex baking rounds
upstream's fractional-RGB colord objects, which can flip the allocator's
greedy delta-E ordering — rendered colors round identically either way).

Also removes dead theme surface (`terrainColor`, `backgroundColor`,
`falloutColor`, `font`, `textColor`, spawn-highlight variants,
`PastelThemeDark`) — GL terrain colors and dark mode were already
handled in the renderer. Note this means the colorblind terrain bands
from #4150 were dead code (nothing calls `terrainColor`; GL terrain
comes from `ColorUtils.encodeTerrainTile`); wiring CVD-safe terrain into
the terrain texture would be a follow-up.

## Please complete the following:

- [x] I have added screenshots for all UI updates — N/A, no UI changes
(verified color-identical)
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file — N/A, no user-visible text
- [x] I have added relevant tests to the test directory —
`tests/Colors.test.ts` updated for the new pipeline (team colors from
theme JSON, colorblind palette/border tests)

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

evanpelle

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

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 12:50:50 -07:00
noahschmal 21776e81af Feature/colorblind mode (#4150)
**Add approved & assigned issue number here:**

Resolves #2549

## Description:

Adds colorblind mode. Similar to dark mode, it exists as a toggle in
settings. When enabled, it swaps the game's theme (which is refactored
to extend from a theme base class) to use more colorblind-friendly
colors and brightness variations. Borders are darkened, and terrarin is
separated by lightness. Friendly/Foe colors and switched to blue/orange
instead of red/green.

The theme refactor supports adding new themes without having to
reimplement the color distribution system. New themes can extend the
BaseTheme and supply the data, such as palettes, team-color variations,
and terrain.

New setting:
<img width="880" height="273" alt="Screenshot 2026-06-04 at 11 30 27 AM"
src="https://github.com/user-attachments/assets/d5d573d5-cc64-4ac1-95c2-00627faf17cc"
/>

New color palette:
<img width="1119" height="757" alt="Screenshot 2026-06-04 at 11 30
59 AM"
src="https://github.com/user-attachments/assets/2bb15bc9-992b-41ae-ab0e-b01fe0c3c6bb"
/>

## 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

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

jetaviz
2026-06-11 10:53:03 -07:00
FloPinguin 3aaf0ea05d Remove lakes from the game 🌊 (#4214)
## Description:

Nametags look weird here because on the left is a lake:

<img width="954" height="765" alt="Screenshot 2026-06-10 170116"
src="https://github.com/user-attachments/assets/2b679a68-fab3-458e-8e29-e12b9a4f281b"
/>

I removed isLake from the nametag position calculation

Because isLake was unused then, I removed it completely.

Full changelog:

- Remove isLake() from GameMap interface, GameMapImpl, GameImpl, and
GameView
- Remove TerrainType.Lake enum value
- terrainType() now returns Ocean for all water tiles (previously
distinguished lake vs ocean, but nothing treated them differently)
- Remove Lake case from PastelTheme and PastelThemeDark (already fell
through to Ocean)
- Exclude lakes from nametag placement grid in NameBoxCalculator

Maybe as a next step also remove lakes metadata from the map generator?

AI Model used: MiMo 2.5 Pro

## 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

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

FloPinguin
2026-06-10 13:20:52 -07:00
noahschmal 2c8a66625c Feature/Move theme system from core to client-side ThemeProvider (#4108)
**Add approved & assigned issue number here:** 

Resolves #2549

## Description:

Themes are purely for the client's rendering, and the server doesn't
need context on them. This PR moves `Theme.ts` from
`src/core/configuration` to `src/client/theme` and moves affiliation
colors to `render-settings.json`.

This is to support the ability to add additional themes more quickly,
such as colorblind-friendly themes. No visible changes occur from this
refactor.

## 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

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

jetaviz

---------

Co-authored-by: Josh Harris <josh@wickedsick.com>
2026-06-02 09:32:08 +00:00