Files
OpenFrontIO/src/core/configuration/PastelTheme.ts
T
79c638c1ca Players on the same team get a distinct color based on the team color (#1297)
## Description:

Instead of all teams having the same color, they get a different color.

### 2 teams


![blue-red](https://github.com/user-attachments/assets/7ec88d25-af1d-42de-8cda-f0ffdc7029d5)

### All teams


![all-teams](https://github.com/user-attachments/assets/97f8a51b-b5a4-40ec-8a96-f749547d354c)

## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

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

pineappleprince

---------

Co-authored-by: Drills Kibo <59177241+drillskibo@users.noreply.github.com>
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
2025-07-25 19:00:57 -04:00

170 lines
5.0 KiB
TypeScript

import { Colord, colord } from "colord";
import { PseudoRandom } from "../PseudoRandom";
import { PlayerType, Team, TerrainType } from "../game/Game";
import { GameMap, TileRef } from "../game/GameMap";
import { PlayerView } from "../game/GameView";
import { ColorAllocator } from "./ColorAllocator";
import { botColors, fallbackColors, humanColors, nationColors } from "./Colors";
import { Theme } from "./Config";
type ColorCache = Map<string, Colord>;
export class PastelTheme implements Theme {
private borderColorCache: ColorCache = new Map<string, Colord>();
private rand = new PseudoRandom(123);
private humanColorAllocator = new ColorAllocator(humanColors, fallbackColors);
private botColorAllocator = new ColorAllocator(botColors, botColors);
private teamColorAllocator = new ColorAllocator(humanColors, fallbackColors);
private nationColorAllocator = new ColorAllocator(nationColors, nationColors);
private background = colord({ r: 60, g: 60, b: 60 });
private shore = colord({ r: 204, g: 203, b: 158 });
private falloutColors = [
colord({ r: 120, g: 255, b: 71 }), // Original color
colord({ r: 130, g: 255, b: 85 }), // Slightly lighter
colord({ r: 110, g: 245, b: 65 }), // Slightly darker
colord({ r: 125, g: 255, b: 75 }), // Warmer tint
colord({ r: 115, g: 250, b: 68 }), // Cooler tint
];
private water = colord({ r: 70, g: 132, b: 180 });
private shorelineWater = colord({ r: 100, g: 143, b: 255 });
private _selfColor = colord({ r: 0, g: 255, b: 0 });
private _allyColor = colord({ r: 255, g: 255, b: 0 });
private _enemyColor = colord({ r: 255, g: 0, b: 0 });
private _spawnHighlightColor = colord({ r: 255, g: 213, b: 79 });
teamColor(team: Team): Colord {
return this.teamColorAllocator.assignTeamColor(team);
}
territoryColor(player: PlayerView): Colord {
const team = player.team();
if (team !== null) {
return this.teamColorAllocator.assignTeamPlayerColor(team, player.id());
}
if (player.type() === PlayerType.Human) {
return this.humanColorAllocator.assignColor(player.id());
}
if (player.type() === PlayerType.Bot) {
return this.botColorAllocator.assignColor(player.id());
}
return this.nationColorAllocator.assignColor(player.id());
}
textColor(player: PlayerView): string {
return player.type() === PlayerType.Human ? "#000000" : "#4D4D4D";
}
specialBuildingColor(player: PlayerView): Colord {
const tc = this.territoryColor(player).rgba;
return colord({
r: Math.max(tc.r - 50, 0),
g: Math.max(tc.g - 50, 0),
b: Math.max(tc.b - 50, 0),
});
}
railroadColor(player: PlayerView): Colord {
const tc = this.territoryColor(player).rgba;
const color = colord({
r: Math.max(tc.r - 10, 0),
g: Math.max(tc.g - 10, 0),
b: Math.max(tc.b - 10, 0),
});
return color;
}
borderColor(player: PlayerView): Colord {
if (this.borderColorCache.has(player.id())) {
return this.borderColorCache.get(player.id())!;
}
const tc = this.territoryColor(player).rgba;
const color = colord({
r: Math.max(tc.r - 40, 0),
g: Math.max(tc.g - 40, 0),
b: Math.max(tc.b - 40, 0),
});
this.borderColorCache.set(player.id(), color);
return color;
}
defendedBorderColors(player: PlayerView): { light: Colord; dark: Colord } {
return {
light: this.territoryColor(player).darken(0.2),
dark: this.territoryColor(player).darken(0.4),
};
}
focusedBorderColor(): Colord {
return colord({ r: 230, g: 230, b: 230 });
}
terrainColor(gm: GameMap, tile: TileRef): Colord {
const mag = gm.magnitude(tile);
if (gm.isShore(tile)) {
return this.shore;
}
switch (gm.terrainType(tile)) {
case TerrainType.Ocean:
case TerrainType.Lake:
const w = this.water.rgba;
if (gm.isShoreline(tile) && gm.isWater(tile)) {
return this.shorelineWater;
}
return colord({
r: Math.max(w.r - 10 + (11 - Math.min(mag, 10)), 0),
g: Math.max(w.g - 10 + (11 - Math.min(mag, 10)), 0),
b: Math.max(w.b - 10 + (11 - Math.min(mag, 10)), 0),
});
case TerrainType.Plains:
return colord({
r: 190,
g: 220 - 2 * mag,
b: 138,
});
case TerrainType.Highland:
return colord({
r: 200 + 2 * mag,
g: 183 + 2 * mag,
b: 138 + 2 * mag,
});
case TerrainType.Mountain:
return colord({
r: 230 + mag / 2,
g: 230 + mag / 2,
b: 230 + mag / 2,
});
}
}
backgroundColor(): Colord {
return this.background;
}
falloutColor(): Colord {
return this.rand.randElement(this.falloutColors);
}
font(): string {
return "Overpass, sans-serif";
}
selfColor(): Colord {
return this._selfColor;
}
allyColor(): Colord {
return this._allyColor;
}
enemyColor(): Colord {
return this._enemyColor;
}
spawnHighlightColor(): Colord {
return this._spawnHighlightColor;
}
}