Files
OpenFrontIO/src/client/SinglePlayerModal.ts
T
Achim Marius 0793153f4e Standardize difficulty translation keys to easy/medium/hard/impossible (#2676)
Resolves #2673

## Description:

- This PR unifies difficulty naming by switching all difficulty
identifiers to a single lowercase set of keys (`easy`, `medium`, `hard`,
`impossible`) and aligning UI + translation keys (`en.json`) to match.
- The old UI labels (`"Relaxed"`, `"Balanced"`, `"Intense"`) have been
removed and replaced with the standardized difficulty terms (`Easy`,
`Medium`, `Hard`).

<img width="1312" height="306" alt="image"
src="https://github.com/user-attachments/assets/a59c5fae-f435-427d-b851-eef179a1e94f"
/>


## 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:

assessin.
2025-12-24 03:34:00 +00:00

612 lines
21 KiB
TypeScript

import { LitElement, html } from "lit";
import { customElement, query, state } from "lit/decorators.js";
import randomMap from "../../resources/images/RandomMap.webp";
import { translateText } from "../client/Utils";
import {
Difficulty,
Duos,
GameMapSize,
GameMapType,
GameMode,
GameType,
HumansVsNations,
Quads,
Trios,
UnitType,
mapCategories,
} from "../core/game/Game";
import { UserSettings } from "../core/game/UserSettings";
import { TeamCountConfig } from "../core/Schemas";
import { generateID } from "../core/Util";
import "./components/baseComponents/Button";
import "./components/baseComponents/Modal";
import "./components/Difficulties";
import "./components/Maps";
import { fetchCosmetics } from "./Cosmetics";
import { FlagInput } from "./FlagInput";
import { JoinLobbyEvent } from "./Main";
import { UsernameInput } from "./UsernameInput";
import { renderUnitTypeOptions } from "./utilities/RenderUnitTypeOptions";
@customElement("single-player-modal")
export class SinglePlayerModal extends LitElement {
@query("o-modal") private modalEl!: HTMLElement & {
open: () => void;
close: () => void;
};
@state() private selectedMap: GameMapType = GameMapType.World;
@state() private selectedDifficulty: Difficulty = Difficulty.Medium;
@state() private disableNations: boolean = false;
@state() private bots: number = 400;
@state() private infiniteGold: boolean = false;
@state() private infiniteTroops: boolean = false;
@state() private compactMap: boolean = false;
@state() private maxTimer: boolean = false;
@state() private maxTimerValue: number | undefined = undefined;
@state() private instantBuild: boolean = false;
@state() private randomSpawn: boolean = false;
@state() private useRandomMap: boolean = false;
@state() private gameMode: GameMode = GameMode.FFA;
@state() private teamCount: TeamCountConfig = 2;
@state() private disabledUnits: UnitType[] = [];
private userSettings: UserSettings = new UserSettings();
connectedCallback() {
super.connectedCallback();
window.addEventListener("keydown", this.handleKeyDown);
}
disconnectedCallback() {
window.removeEventListener("keydown", this.handleKeyDown);
super.disconnectedCallback();
}
private handleKeyDown = (e: KeyboardEvent) => {
if (e.code === "Escape") {
e.preventDefault();
this.close();
}
};
render() {
return html`
<o-modal title=${translateText("single_modal.title")}>
<div class="options-layout">
<!-- Map Selection -->
<div class="options-section">
<div class="option-title">${translateText("map.map")}</div>
<div class="option-cards flex-col">
<!-- Use the imported mapCategories -->
${Object.entries(mapCategories).map(
([categoryKey, maps]) => html`
<div class="w-full mb-4">
<h3
class="text-lg font-semibold mb-2 text-center text-gray-300"
>
${translateText(`map_categories.${categoryKey}`)}
</h3>
<div class="flex flex-row flex-wrap justify-center gap-4">
${maps.map((mapValue) => {
const mapKey = Object.keys(GameMapType).find(
(key) =>
GameMapType[key as keyof typeof GameMapType] ===
mapValue,
);
return html`
<div
@click=${() => this.handleMapSelection(mapValue)}
>
<map-display
.mapKey=${mapKey}
.selected=${!this.useRandomMap &&
this.selectedMap === mapValue}
.translation=${translateText(
`map.${mapKey?.toLowerCase()}`,
)}
></map-display>
</div>
`;
})}
</div>
</div>
`,
)}
<div
class="option-card random-map ${this.useRandomMap
? "selected"
: ""}"
@click=${this.handleRandomMapToggle}
>
<div class="option-image">
<img
src=${randomMap}
alt="Random Map"
style="width:100%; aspect-ratio: 4/2; object-fit:cover; border-radius:8px;"
/>
</div>
<div class="option-card-title">
${translateText("map.random")}
</div>
</div>
</div>
</div>
<!-- Difficulty Selection -->
<div class="options-section">
<div class="option-title">
${translateText("difficulty.difficulty")}
</div>
<div class="option-cards">
${Object.entries(Difficulty)
.filter(([key]) => isNaN(Number(key)))
.map(
([key, value]) => html`
<div
class="option-card ${this.selectedDifficulty === value
? "selected"
: ""}"
@click=${() => this.handleDifficultySelection(value)}
>
<difficulty-display
.difficultyKey=${key}
></difficulty-display>
<p class="option-card-title">
${translateText(`difficulty.${key.toLowerCase()}`)}
</p>
</div>
`,
)}
</div>
</div>
<!-- Game Mode Selection -->
<div class="options-section">
<div class="option-title">${translateText("host_modal.mode")}</div>
<div class="option-cards">
<div
class="option-card ${this.gameMode === GameMode.FFA
? "selected"
: ""}"
@click=${() => this.handleGameModeSelection(GameMode.FFA)}
>
<div class="option-card-title">
${translateText("game_mode.ffa")}
</div>
</div>
<div
class="option-card ${this.gameMode === GameMode.Team
? "selected"
: ""}"
@click=${() => this.handleGameModeSelection(GameMode.Team)}
>
<div class="option-card-title">
${translateText("game_mode.teams")}
</div>
</div>
</div>
</div>
${this.gameMode === GameMode.FFA
? ""
: html`
<!-- Team Count Selection -->
<div class="options-section">
<div class="option-title">
${translateText("host_modal.team_count")}
</div>
<div class="option-cards">
${[
2,
3,
4,
5,
6,
7,
Quads,
Trios,
Duos,
HumansVsNations,
].map(
(o) => html`
<div
class="option-card ${this.teamCount === o
? "selected"
: ""}"
@click=${() => this.handleTeamCountSelection(o)}
>
<div class="option-card-title">
${typeof o === "string"
? o === HumansVsNations
? translateText("public_lobby.teams_hvn")
: translateText(`host_modal.teams_${o}`)
: translateText(`public_lobby.teams`, { num: o })}
</div>
</div>
`,
)}
</div>
</div>
`}
<!-- Game Options -->
<div class="options-section">
<div class="option-title">
${translateText("single_modal.options_title")}
</div>
<div class="option-cards">
<label for="bots-count" class="option-card">
<input
type="range"
id="bots-count"
min="0"
max="400"
step="1"
@input=${this.handleBotsChange}
@change=${this.handleBotsChange}
.value="${String(this.bots)}"
/>
<div class="option-card-title">
<span>${translateText("single_modal.bots")}</span>${this
.bots === 0
? translateText("single_modal.bots_disabled")
: this.bots}
</div>
</label>
${!(
this.gameMode === GameMode.Team &&
this.teamCount === HumansVsNations
)
? html`
<label
for="singleplayer-modal-disable-nations"
class="option-card ${this.disableNations
? "selected"
: ""}"
>
<div class="checkbox-icon"></div>
<input
type="checkbox"
id="singleplayer-modal-disable-nations"
@change=${this.handleDisableNationsChange}
.checked=${this.disableNations}
/>
<div class="option-card-title">
${translateText("single_modal.disable_nations")}
</div>
</label>
`
: ""}
<label
for="singleplayer-modal-instant-build"
class="option-card ${this.instantBuild ? "selected" : ""}"
>
<div class="checkbox-icon"></div>
<input
type="checkbox"
id="singleplayer-modal-instant-build"
@change=${this.handleInstantBuildChange}
.checked=${this.instantBuild}
/>
<div class="option-card-title">
${translateText("single_modal.instant_build")}
</div>
</label>
<label
for="singleplayer-modal-random-spawn"
class="option-card ${this.randomSpawn ? "selected" : ""}"
>
<div class="checkbox-icon"></div>
<input
type="checkbox"
id="singleplayer-modal-random-spawn"
@change=${this.handleRandomSpawnChange}
.checked=${this.randomSpawn}
/>
<div class="option-card-title">
${translateText("single_modal.random_spawn")}
</div>
</label>
<label
for="singleplayer-modal-infinite-gold"
class="option-card ${this.infiniteGold ? "selected" : ""}"
>
<div class="checkbox-icon"></div>
<input
type="checkbox"
id="singleplayer-modal-infinite-gold"
@change=${this.handleInfiniteGoldChange}
.checked=${this.infiniteGold}
/>
<div class="option-card-title">
${translateText("single_modal.infinite_gold")}
</div>
</label>
<label
for="singleplayer-modal-infinite-troops"
class="option-card ${this.infiniteTroops ? "selected" : ""}"
>
<div class="checkbox-icon"></div>
<input
type="checkbox"
id="singleplayer-modal-infinite-troops"
@change=${this.handleInfiniteTroopsChange}
.checked=${this.infiniteTroops}
/>
<div class="option-card-title">
${translateText("single_modal.infinite_troops")}
</div>
</label>
<label
for="singleplayer-modal-compact-map"
class="option-card ${this.compactMap ? "selected" : ""}"
>
<div class="checkbox-icon"></div>
<input
type="checkbox"
id="singleplayer-modal-compact-map"
@change=${this.handleCompactMapChange}
.checked=${this.compactMap}
/>
<div class="option-card-title">
${translateText("single_modal.compact_map")}
</div>
</label>
<label
for="end-timer"
class="option-card ${this.maxTimer ? "selected" : ""}"
>
<div class="checkbox-icon"></div>
<input
type="checkbox"
id="end-timer"
@change=${(e: Event) => {
const checked = (e.target as HTMLInputElement).checked;
if (!checked) {
this.maxTimerValue = undefined;
}
this.maxTimer = checked;
}}
.checked=${this.maxTimer}
/>
${this.maxTimer === false
? ""
: html`<input
type="number"
id="end-timer-value"
min="0"
max="120"
.value=${String(this.maxTimerValue ?? "")}
style="width: 60px; color: black; text-align: right; border-radius: 8px;"
@input=${this.handleMaxTimerValueChanges}
@keydown=${this.handleMaxTimerValueKeyDown}
/>`}
<div class="option-card-title">
${translateText("single_modal.max_timer")}
</div>
</label>
</div>
<hr
style="width: 100%; border-top: 1px solid #444; margin: 16px 0;"
/>
<div
style="margin: 8px 0 12px 0; font-weight: bold; color: #ccc; text-align: center;"
>
${translateText("single_modal.enables_title")}
</div>
<div
style="display: flex; flex-wrap: wrap; justify-content: center; gap: 12px;"
>
${renderUnitTypeOptions({
disabledUnits: this.disabledUnits,
toggleUnit: this.toggleUnit.bind(this),
})}
</div>
</div>
</div>
<o-button
title=${translateText("single_modal.start")}
@click=${this.startGame}
blockDesktop
></o-button>
</o-modal>
`;
}
createRenderRoot() {
return this; // light DOM
}
public open() {
this.modalEl?.open();
this.useRandomMap = false;
}
public close() {
this.modalEl?.close();
}
private handleRandomMapToggle() {
this.useRandomMap = true;
}
private handleMapSelection(value: GameMapType) {
this.selectedMap = value;
this.useRandomMap = false;
}
private handleDifficultySelection(value: Difficulty) {
this.selectedDifficulty = value;
}
private handleBotsChange(e: Event) {
const value = parseInt((e.target as HTMLInputElement).value);
if (isNaN(value) || value < 0 || value > 400) {
return;
}
this.bots = value;
}
private handleInstantBuildChange(e: Event) {
this.instantBuild = Boolean((e.target as HTMLInputElement).checked);
}
private handleRandomSpawnChange(e: Event) {
this.randomSpawn = Boolean((e.target as HTMLInputElement).checked);
}
private handleInfiniteGoldChange(e: Event) {
this.infiniteGold = Boolean((e.target as HTMLInputElement).checked);
}
private handleInfiniteTroopsChange(e: Event) {
this.infiniteTroops = Boolean((e.target as HTMLInputElement).checked);
}
private handleCompactMapChange(e: Event) {
this.compactMap = Boolean((e.target as HTMLInputElement).checked);
}
private handleMaxTimerValueKeyDown(e: KeyboardEvent) {
if (["-", "+", "e"].includes(e.key)) {
e.preventDefault();
}
}
private handleMaxTimerValueChanges(e: Event) {
(e.target as HTMLInputElement).value = (
e.target as HTMLInputElement
).value.replace(/[e+-]/gi, "");
const value = parseInt((e.target as HTMLInputElement).value);
if (isNaN(value) || value < 0 || value > 120) {
return;
}
this.maxTimerValue = value;
}
private handleDisableNationsChange(e: Event) {
this.disableNations = Boolean((e.target as HTMLInputElement).checked);
}
private handleGameModeSelection(value: GameMode) {
this.gameMode = value;
}
private handleTeamCountSelection(value: TeamCountConfig) {
this.teamCount = value;
}
private getRandomMap(): GameMapType {
const maps = Object.values(GameMapType);
const randIdx = Math.floor(Math.random() * maps.length);
return maps[randIdx] as GameMapType;
}
private toggleUnit(unit: UnitType, checked: boolean): void {
console.log(`Toggling unit type: ${unit} to ${checked}`);
this.disabledUnits = checked
? [...this.disabledUnits, unit]
: this.disabledUnits.filter((u) => u !== unit);
}
private async startGame() {
// If random map is selected, choose a random map now
if (this.useRandomMap) {
this.selectedMap = this.getRandomMap();
}
console.log(
`Starting single player game with map: ${GameMapType[this.selectedMap as keyof typeof GameMapType]}${this.useRandomMap ? " (Randomly selected)" : ""}`,
);
const clientID = generateID();
const gameID = generateID();
const usernameInput = document.querySelector(
"username-input",
) as UsernameInput;
if (!usernameInput) {
console.warn("Username input element not found");
}
const flagInput = document.querySelector("flag-input") as FlagInput;
if (!flagInput) {
console.warn("Flag input element not found");
}
const cosmetics = await fetchCosmetics();
let selectedPattern = this.userSettings.getSelectedPatternName(cosmetics);
selectedPattern ??= cosmetics
? (this.userSettings.getDevOnlyPattern() ?? null)
: null;
const selectedColor = this.userSettings.getSelectedColor();
this.dispatchEvent(
new CustomEvent("join-lobby", {
detail: {
clientID: clientID,
gameID: gameID,
gameStartInfo: {
gameID: gameID,
players: [
{
clientID,
username: usernameInput.getCurrentUsername(),
cosmetics: {
flag:
flagInput.getCurrentFlag() === "xx"
? ""
: flagInput.getCurrentFlag(),
pattern: selectedPattern ?? undefined,
color: selectedColor ? { color: selectedColor } : undefined,
},
},
],
config: {
gameMap: this.selectedMap,
gameMapSize: this.compactMap
? GameMapSize.Compact
: GameMapSize.Normal,
gameType: GameType.Singleplayer,
gameMode: this.gameMode,
playerTeams: this.teamCount,
difficulty: this.selectedDifficulty,
maxTimerValue: this.maxTimer ? this.maxTimerValue : undefined,
bots: this.bots,
infiniteGold: this.infiniteGold,
donateGold: true,
donateTroops: true,
infiniteTroops: this.infiniteTroops,
instantBuild: this.instantBuild,
randomSpawn: this.randomSpawn,
disabledUnits: this.disabledUnits
.map((u) => Object.values(UnitType).find((ut) => ut === u))
.filter((ut): ut is UnitType => ut !== undefined),
...(this.gameMode === GameMode.Team &&
this.teamCount === HumansVsNations
? {
disableNations: false,
}
: {
disableNations: this.disableNations,
}),
},
lobbyCreatedAt: Date.now(), // ms; server should be authoritative in MP
},
} satisfies JoinLobbyEvent,
bubbles: true,
composed: true,
}),
);
this.close();
}
}