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https://github.com/openfrontio/OpenFrontIO.git
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dc1f79d090
## Description: Second PR to fix issues in order to enable strict mode. ## Specifics 1. Most important change: Turned off errors for Class variables not initialized in constructor. I've noticed that pretty much all Classes in the project have at least one occurence of that issue. And fixing it properly would require a large refactor across the whole project. So disabling the rule seems like a good solution in this case. #1075 ## 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 have read and accepted the CLA aggreement (only required once). ## Please put your Discord username so you can be contacted if a bug or regression is found: azlod
359 lines
10 KiB
TypeScript
359 lines
10 KiB
TypeScript
import { LitElement, TemplateResult, html } from "lit";
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import { ref } from "lit-html/directives/ref.js";
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import { customElement, property, state } from "lit/decorators.js";
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import { translateText } from "../../../client/Utils";
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import { renderPlayerFlag } from "../../../core/CustomFlag";
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import { EventBus } from "../../../core/EventBus";
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import {
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PlayerProfile,
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PlayerType,
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Relation,
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Unit,
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UnitType,
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} from "../../../core/game/Game";
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import { TileRef } from "../../../core/game/GameMap";
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import { GameView, PlayerView, UnitView } from "../../../core/game/GameView";
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import { ContextMenuEvent, MouseMoveEvent } from "../../InputHandler";
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import { renderNumber, renderTroops } from "../../Utils";
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import { TransformHandler } from "../TransformHandler";
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import { Layer } from "./Layer";
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import { CloseRadialMenuEvent } from "./RadialMenu";
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function euclideanDistWorld(
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coord: { x: number; y: number },
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tileRef: TileRef,
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game: GameView,
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): number {
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const x = game.x(tileRef);
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const y = game.y(tileRef);
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const dx = coord.x - x;
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const dy = coord.y - y;
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return Math.sqrt(dx * dx + dy * dy);
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}
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function distSortUnitWorld(coord: { x: number; y: number }, game: GameView) {
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return (a: Unit | UnitView, b: Unit | UnitView) => {
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const distA = euclideanDistWorld(coord, a.tile(), game);
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const distB = euclideanDistWorld(coord, b.tile(), game);
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return distA - distB;
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};
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}
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@customElement("player-info-overlay")
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export class PlayerInfoOverlay extends LitElement implements Layer {
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@property({ type: Object })
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public game!: GameView;
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@property({ type: Object })
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public eventBus!: EventBus;
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@property({ type: Object })
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public transform!: TransformHandler;
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@state()
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private player: PlayerView | null = null;
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@state()
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private playerProfile: PlayerProfile | null = null;
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@state()
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private unit: UnitView | null = null;
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@state()
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private _isInfoVisible: boolean = false;
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private _isActive = false;
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private lastMouseUpdate = 0;
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init() {
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this.eventBus.on(MouseMoveEvent, (e: MouseMoveEvent) =>
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this.onMouseEvent(e),
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);
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this.eventBus.on(ContextMenuEvent, (e: ContextMenuEvent) =>
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this.maybeShow(e.x, e.y),
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);
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this.eventBus.on(CloseRadialMenuEvent, () => this.hide());
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this._isActive = true;
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}
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private onMouseEvent(event: MouseMoveEvent) {
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const now = Date.now();
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if (now - this.lastMouseUpdate < 100) {
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return;
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}
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this.lastMouseUpdate = now;
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this.maybeShow(event.x, event.y);
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}
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public hide() {
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this.setVisible(false);
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this.unit = null;
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this.player = null;
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}
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public maybeShow(x: number, y: number) {
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this.hide();
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const worldCoord = this.transform.screenToWorldCoordinates(x, y);
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if (!this.game.isValidCoord(worldCoord.x, worldCoord.y)) {
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return;
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}
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const tile = this.game.ref(worldCoord.x, worldCoord.y);
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if (!tile) return;
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const owner = this.game.owner(tile);
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if (owner && owner.isPlayer()) {
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this.player = owner as PlayerView;
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this.player.profile().then((p) => {
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this.playerProfile = p;
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});
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this.setVisible(true);
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} else if (!this.game.isLand(tile)) {
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const units = this.game
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.units(UnitType.Warship, UnitType.TradeShip, UnitType.TransportShip)
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.filter((u) => euclideanDistWorld(worldCoord, u.tile(), this.game) < 50)
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.sort(distSortUnitWorld(worldCoord, this.game));
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if (units.length > 0) {
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this.unit = units[0];
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this.setVisible(true);
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}
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}
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}
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tick() {
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this.requestUpdate();
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}
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renderLayer(context: CanvasRenderingContext2D) {
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// Implementation for Layer interface
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}
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shouldTransform(): boolean {
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return false;
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}
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setVisible(visible: boolean) {
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this._isInfoVisible = visible;
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this.requestUpdate();
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}
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private getRelationClass(relation: Relation): string {
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switch (relation) {
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case Relation.Hostile:
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return "text-red-500";
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case Relation.Distrustful:
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return "text-red-300";
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case Relation.Neutral:
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return "text-white";
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case Relation.Friendly:
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return "text-green-500";
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default:
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return "text-white";
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}
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}
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private getRelationName(relation: Relation): string {
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switch (relation) {
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case Relation.Hostile:
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return translateText("relation.hostile");
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case Relation.Distrustful:
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return translateText("relation.distrustful");
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case Relation.Neutral:
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return translateText("relation.neutral");
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case Relation.Friendly:
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return translateText("relation.friendly");
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default:
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return translateText("relation.default");
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}
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}
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private displayUnitCount(
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player: PlayerView,
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type: UnitType,
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description: string,
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) {
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return !this.game.config().isUnitDisabled(type)
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? html`<div class="text-sm opacity-80" translate="no">
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${translateText(description)}: ${player.totalUnitLevels(type)}
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</div>`
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: "";
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}
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private renderPlayerInfo(player: PlayerView) {
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const myPlayer = this.game.myPlayer();
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const isFriendly = myPlayer?.isFriendly(player);
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let relationHtml: TemplateResult | null = null;
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const attackingTroops = player
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.outgoingAttacks()
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.map((a) => a.troops)
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.reduce((a, b) => a + b, 0);
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if (player.type() === PlayerType.FakeHuman && myPlayer !== null) {
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const relation =
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this.playerProfile?.relations[myPlayer.smallID()] ?? Relation.Neutral;
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const relationClass = this.getRelationClass(relation);
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const relationName = this.getRelationName(relation);
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relationHtml = html`
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<div class="text-sm opacity-80">
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${translateText("player_info_overlay.attitude")}:
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<span class="${relationClass}">${relationName}</span>
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</div>
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`;
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}
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let playerType = "";
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switch (player.type()) {
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case PlayerType.Bot:
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playerType = translateText("player_info_overlay.bot");
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break;
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case PlayerType.FakeHuman:
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playerType = translateText("player_info_overlay.nation");
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break;
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case PlayerType.Human:
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playerType = translateText("player_info_overlay.player");
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break;
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}
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return html`
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<div class="p-2">
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<div
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class="text-bold text-sm lg:text-lg font-bold mb-1 inline-flex break-all ${isFriendly
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? "text-green-500"
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: "text-white"}"
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>
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${player.cosmetics.flag
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? player.cosmetics.flag!.startsWith("!")
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? html`<div
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class="h-8 mr-1 aspect-[3/4] player-flag"
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${ref((el) => {
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if (el instanceof HTMLElement) {
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requestAnimationFrame(() => {
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renderPlayerFlag(player.cosmetics.flag!, el);
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});
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}
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})}
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></div>`
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: html`<img
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class="h-8 mr-1 aspect-[3/4]"
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src=${"/flags/" + player.cosmetics.flag! + ".svg"}
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/>`
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: html``}
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${player.name()}
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</div>
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${player.team() !== null
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? html`<div class="text-sm opacity-80">
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${translateText("player_info_overlay.team")}: ${player.team()}
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</div>`
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: ""}
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<div class="text-sm opacity-80">
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${translateText("player_info_overlay.type")}: ${playerType}
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</div>
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${player.troops() >= 1
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? html`<div class="text-sm opacity-80" translate="no">
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${translateText("player_info_overlay.d_troops")}:
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${renderTroops(player.troops())}
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</div>`
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: ""}
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${attackingTroops >= 1
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? html`<div class="text-sm opacity-80" translate="no">
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${translateText("player_info_overlay.a_troops")}:
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${renderTroops(attackingTroops)}
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</div>`
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: ""}
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<div class="text-sm opacity-80" translate="no">
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${translateText("player_info_overlay.gold")}:
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${renderNumber(player.gold())}
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</div>
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${this.displayUnitCount(
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player,
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UnitType.Port,
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"player_info_overlay.ports",
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)}
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${this.displayUnitCount(
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player,
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UnitType.City,
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"player_info_overlay.cities",
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)}
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${this.displayUnitCount(
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player,
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UnitType.Factory,
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"player_info_overlay.factories",
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)}
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${this.displayUnitCount(
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player,
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UnitType.MissileSilo,
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"player_info_overlay.missile_launchers",
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)}
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${this.displayUnitCount(
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player,
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UnitType.SAMLauncher,
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"player_info_overlay.sams",
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)}
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${this.displayUnitCount(
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player,
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UnitType.Warship,
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"player_info_overlay.warships",
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)}
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${relationHtml}
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</div>
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`;
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}
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private renderUnitInfo(unit: UnitView) {
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const isAlly =
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(unit.owner() === this.game.myPlayer() ||
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this.game.myPlayer()?.isFriendly(unit.owner())) ??
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false;
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return html`
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<div class="p-2">
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<div class="font-bold mb-1 ${isAlly ? "text-green-500" : "text-white"}">
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${unit.owner().name()}
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</div>
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<div class="mt-1">
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<div class="text-sm opacity-80">${unit.type()}</div>
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${unit.hasHealth()
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? html`
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<div class="text-sm opacity-80">
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${translateText("player_info_overlay.health")}:
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${unit.health()}
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</div>
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`
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: ""}
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</div>
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</div>
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`;
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}
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render() {
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if (!this._isActive) {
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return html``;
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}
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const containerClasses = this._isInfoVisible
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? "opacity-100 visible"
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: "opacity-0 invisible pointer-events-none";
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return html`
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<div
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class="block lg:flex fixed top-[150px] right-0 w-full z-50 flex-col max-w-[180px]"
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@contextmenu=${(e: MouseEvent) => e.preventDefault()}
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>
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<div
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class="bg-gray-800/70 backdrop-blur-sm shadow-xs rounded-lg shadow-lg transition-all duration-300 text-white text-lg md:text-base ${containerClasses}"
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>
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${this.player !== null ? this.renderPlayerInfo(this.player) : ""}
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${this.unit !== null ? this.renderUnitInfo(this.unit) : ""}
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</div>
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</div>
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`;
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}
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createRenderRoot() {
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return this; // Disable shadow DOM to allow Tailwind styles
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}
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}
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