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, PlayerType, Relation, Unit, UnitType, } from "../../../core/game/Game"; import { TileRef } from "../../../core/game/GameMap"; import { GameView, PlayerView, UnitView } from "../../../core/game/GameView"; import { MouseMoveEvent } from "../../InputHandler"; import { renderNumber, renderTroops } from "../../Utils"; import { TransformHandler } from "../TransformHandler"; import { Layer } from "./Layer"; function euclideanDistWorld( coord: { x: number; y: number }, tileRef: TileRef, game: GameView, ): number { const x = game.x(tileRef); const y = game.y(tileRef); const dx = coord.x - x; const dy = coord.y - y; return Math.sqrt(dx * dx + dy * dy); } function distSortUnitWorld(coord: { x: number; y: number }, game: GameView) { return (a: Unit | UnitView, b: Unit | UnitView) => { const distA = euclideanDistWorld(coord, a.tile(), game); const distB = euclideanDistWorld(coord, b.tile(), game); return distA - distB; }; } @customElement("player-info-overlay") export class PlayerInfoOverlay extends LitElement implements Layer { @property({ type: Object }) public game!: GameView; @property({ type: Object }) public eventBus!: EventBus; @property({ type: Object }) public transform!: TransformHandler; @state() private player: PlayerView | null = null; @state() private playerProfile: PlayerProfile | null = null; @state() private unit: UnitView | null = null; @state() private _isInfoVisible: boolean = false; private _isActive = false; private lastMouseUpdate = 0; init() { this.eventBus.on(MouseMoveEvent, (e: MouseMoveEvent) => this.onMouseEvent(e), ); this._isActive = true; } private onMouseEvent(event: MouseMoveEvent) { const now = Date.now(); if (now - this.lastMouseUpdate < 100) { return; } this.lastMouseUpdate = now; this.maybeShow(event.x, event.y); } public hide() { this.setVisible(false); this.unit = null; this.player = null; } public maybeShow(x: number, y: number) { this.hide(); const worldCoord = this.transform.screenToWorldCoordinates(x, y); if (!this.game.isValidCoord(worldCoord.x, worldCoord.y)) { return; } const tile = this.game.ref(worldCoord.x, worldCoord.y); if (!tile) return; const owner = this.game.owner(tile); if (owner && owner.isPlayer()) { this.player = owner as PlayerView; this.player.profile().then((p) => { this.playerProfile = p; }); this.setVisible(true); } else if (!this.game.isLand(tile)) { const units = this.game .units(UnitType.Warship, UnitType.TradeShip, UnitType.TransportShip) .filter((u) => euclideanDistWorld(worldCoord, u.tile(), this.game) < 50) .sort(distSortUnitWorld(worldCoord, this.game)); if (units.length > 0) { this.unit = units[0]; this.setVisible(true); } } } tick() { this.requestUpdate(); } renderLayer(context: CanvasRenderingContext2D) { // Implementation for Layer interface } shouldTransform(): boolean { return false; } setVisible(visible: boolean) { this._isInfoVisible = visible; this.requestUpdate(); } private getRelationClass(relation: Relation): string { switch (relation) { case Relation.Hostile: return "text-red-500"; case Relation.Distrustful: return "text-red-300"; case Relation.Neutral: return "text-white"; case Relation.Friendly: return "text-green-500"; default: return "text-white"; } } private getRelationName(relation: Relation): string { switch (relation) { case Relation.Hostile: return translateText("relation.hostile"); case Relation.Distrustful: return translateText("relation.distrustful"); case Relation.Neutral: return translateText("relation.neutral"); case Relation.Friendly: return translateText("relation.friendly"); default: return translateText("relation.default"); } } private renderPlayerInfo(player: PlayerView) { const myPlayer = this.game.myPlayer(); const isFriendly = myPlayer?.isFriendly(player); let relationHtml: TemplateResult | null = null; const attackingTroops = player .outgoingAttacks() .map((a) => a.troops) .reduce((a, b) => a + b, 0); if (player.type() === PlayerType.FakeHuman && myPlayer !== null) { const relation = this.playerProfile?.relations[myPlayer.smallID()] ?? Relation.Neutral; const relationClass = this.getRelationClass(relation); const relationName = this.getRelationName(relation); relationHtml = html`