Files
OpenFrontIO/src/client/ClientGameRunner.ts
T
Cameron Clark 18da7134c8 Implement FX sound effects (#3394)
## Description:
Adds sound effects for approved events from the [sound asset
pack](https://drive.google.com/drive/folders/1KpGYJkmLxipy8XmTeyHf40XDC4P--Ck8?usp=sharing).
15 new sound effects triggered from `FxLayer`, `EventsDisplay`, and
`RadialMenu`. Sounds play even when visual FX are off, so disabling
explosions doesn't kill audio. Unapproved sounds are included as assets
but not wired up yet.

### SoundManager architecture

Reworked `SoundManager` per [maintainer
feedback](https://github.com/openfrontio/OpenFrontIO/issues/1893#issuecomment-4184649434)
and [follow-up
review](https://github.com/openfrontio/OpenFrontIO/pull/3394):

- No more singleton. `SoundManager` is instantiated in
`createClientGame()` with `EventBus` and `UserSettings`
- Layers emit events (`PlaySoundEffectEvent`,
`SetBackgroundMusicVolumeEvent`, `SetSoundEffectsVolumeEvent`) via
EventBus instead of holding a `SoundManager` reference
- `SoundManager` subscribes to these events in its constructor
- `SoundEffect` is a type union (not an enum), per project convention
- All sound configuration (type, URL mapping, events) lives in
`Sounds.ts`
- Sound effects are lazy-loaded on first play
- Channel limit of 8 concurrent sounds. New sounds always play; when at
the limit, the oldest active sound gets stopped
- `SoundManager` bootstraps volume from `UserSettings` in its
constructor
- All Howler calls are wrapped in try/catch with error logging, so sound
failures never crash the game
- `dispose()` method unsubscribes from EventBus and unloads all Howl
instances on game shutdown
- Sound code stays entirely in `src/client/`, nothing in `core/` touches
it

## Sound approval status (per
[spreadsheet](https://drive.google.com/drive/folders/1KpGYJkmLxipy8XmTeyHf40XDC4P--Ck8?usp=sharing))

### Approved, wired up in this PR

| Event | Sound file | Trigger location |
|-------|-----------|-----------------|
| Message sent/received | `message.mp3` | EventsDisplay |
| Menu open/select | `click.mp3` | RadialMenu |
| Atom bomb launch | `atom-launch.mp3` | FxLayer (unit created) |
| Atom bomb / MIRV hit | `atom-hit.mp3` | FxLayer (reached target) |
| Hydrogen launch | `hydrogen-launch.mp3` | FxLayer (unit created) |
| Hydrogen hit | `hydrogen-hit.mp3` | FxLayer (reached target) |
| MIRV launch | `mirv-launch.mp3` | FxLayer (unit created) |
| Alliance suggested | `alliance-suggested.mp3` | EventsDisplay |
| Alliance broken | `alliance-broken.mp3` | EventsDisplay |
| Port built | `build-port.mp3` | FxLayer (construction complete) |
| City built | `build-city.mp3` | FxLayer (construction complete) |
| Defense post built | `build-defense-post.mp3` | FxLayer (construction
complete) |
| Warship built | `build-warship.mp3` | FxLayer (unit created) |
| SAM built | `sam-built.mp3` | FxLayer (construction complete) |

### Waiting for approval, sound files included but NOT wired up

| Event | Sound file | Notes |
|-------|-----------|-------|
| Missile Silo built | `silo-built.mp3` | Waiting for Approval |
| SAM shoot | `sam-shoot.mp3` | Waiting for Approval |
| SAM hit | - | Waiting for Approval, no sound file assigned |
| Warship sunk | - | Waiting for Approval, no sound file assigned |
| Warship shoot | - | Waiting for Approval, no sound file assigned |

### Not done, no sound files exist yet

| Event | Notes |
|-------|-------|
| Looted player | "Not sure if needed" |
| Invaded | - |
| Ship invasion incoming | - |
| Ship sent | - |
| Menu theme song | - |
| Ambience | "Not sure if needed" |

## Test plan
- [x] Start a private game and launch atom/hydrogen/MIRV nukes, verify
launch and detonation sounds
- [x] Build structures (city, port, defense post, SAM), verify build
completion sounds
- [x] Build a warship, verify warship built sound
- [x] Receive an alliance request, verify alliance suggested sound
- [x] Break an alliance, verify alliance broken sound
- [ ] Receive a chat message, verify message sound
- [x] Open the radial menu and click items, verify click sound
- [x] Disable visual FX in settings, verify sounds still play
- [x] Adjust SFX volume slider, verify it affects all new sounds
- [x] Verify no audio issues with rapid/overlapping events
- [x] Verify SoundManager responds to EventBus events and unsubscribes
cleanly on dispose
- [x] Verify SoundManager swallows Howler errors without crashing the
game
- [x] Verify channel limit of 8, oldest sound stopped when at cap

## Checklist
- [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

Resolves #1893

## Please put your Discord username so you can be contacted if a bug or
regression is found:
cool_clarky
2026-04-06 21:01:23 -07:00

852 lines
24 KiB
TypeScript

import { translateText } from "../client/Utils";
import { EventBus } from "../core/EventBus";
import {
ClientID,
GameID,
GameRecord,
GameStartInfo,
LobbyInfoEvent,
PlayerCosmeticRefs,
PlayerRecord,
ServerMessage,
} from "../core/Schemas";
import { createPartialGameRecord, findClosestBy, replacer } from "../core/Util";
import { ServerConfig } from "../core/configuration/Config";
import { getGameLogicConfig } from "../core/configuration/ConfigLoader";
import { BuildableUnit, Structures, UnitType } from "../core/game/Game";
import { TileRef } from "../core/game/GameMap";
import { GameMapLoader } from "../core/game/GameMapLoader";
import {
ErrorUpdate,
GameUpdateType,
GameUpdateViewData,
HashUpdate,
WinUpdate,
} from "../core/game/GameUpdates";
import { GameView, PlayerView } from "../core/game/GameView";
import { loadTerrainMap, TerrainMapData } from "../core/game/TerrainMapLoader";
import { UserSettings } from "../core/game/UserSettings";
import { WorkerClient } from "../core/worker/WorkerClient";
import { getPersistentID } from "./Auth";
import {
AutoUpgradeEvent,
DoBoatAttackEvent,
DoGroundAttackEvent,
InputHandler,
MouseMoveEvent,
MouseUpEvent,
TickMetricsEvent,
} from "./InputHandler";
import { endGame, startGame, startTime } from "./LocalPersistantStats";
import { terrainMapFileLoader } from "./TerrainMapFileLoader";
import {
SendAttackIntentEvent,
SendBoatAttackIntentEvent,
SendHashEvent,
SendSpawnIntentEvent,
SendUpgradeStructureIntentEvent,
Transport,
} from "./Transport";
import { createCanvas } from "./Utils";
import { createRenderer, GameRenderer } from "./graphics/GameRenderer";
import { GoToPlayerEvent } from "./graphics/layers/Leaderboard";
import { SoundManager } from "./sound/SoundManager";
export interface LobbyConfig {
serverConfig: ServerConfig;
cosmetics: PlayerCosmeticRefs;
playerName: string;
playerClanTag: string | null;
gameID: GameID;
turnstileToken: string | null;
// GameStartInfo only exists when playing a singleplayer game.
gameStartInfo?: GameStartInfo;
// GameRecord exists when replaying an archived game.
gameRecord?: GameRecord;
}
export interface JoinLobbyResult {
stop: (force?: boolean) => boolean;
prestart: Promise<void>;
join: Promise<void>;
}
export function joinLobby(
eventBus: EventBus,
lobbyConfig: LobbyConfig,
): JoinLobbyResult {
// Mutable clientID state — assigned by server (multiplayer) or derived from gameStartInfo (singleplayer)
let clientID: ClientID | undefined;
let resolvePrestart: () => void;
let resolveJoin: () => void;
const prestartPromise = new Promise<void>((r) => (resolvePrestart = r));
const joinPromise = new Promise<void>((r) => (resolveJoin = r));
console.log(`joining lobby: gameID: ${lobbyConfig.gameID}`);
const userSettings: UserSettings = new UserSettings();
startGame(lobbyConfig.gameID, lobbyConfig.gameStartInfo?.config ?? {});
const transport = new Transport(lobbyConfig, eventBus);
let currentGameRunner: ClientGameRunner | null = null;
const onconnect = () => {
// Always send join - server will detect reconnection via persistentID
console.log(`Joining game lobby ${lobbyConfig.gameID}`);
transport.joinGame();
};
let terrainLoad: Promise<TerrainMapData> | null = null;
const onmessage = (message: ServerMessage) => {
if (message.type === "lobby_info") {
// Server tells us our assigned clientID
clientID = message.myClientID;
eventBus.emit(new LobbyInfoEvent(message.lobby, message.myClientID));
return;
}
if (message.type === "prestart") {
console.log(
`lobby: game prestarting: ${JSON.stringify(message, replacer)}`,
);
terrainLoad = loadTerrainMap(
message.gameMap,
message.gameMapSize,
terrainMapFileLoader,
);
resolvePrestart();
}
if (message.type === "start") {
// Trigger prestart for singleplayer games
resolvePrestart();
console.log(
`lobby: game started: ${JSON.stringify(message, replacer, 2)}`,
);
// Server tells us our assigned clientID (also sent on start for late joins)
clientID = message.myClientID;
resolveJoin();
// For multiplayer games, GameStartInfo is not known until game starts.
lobbyConfig.gameStartInfo = message.gameStartInfo;
createClientGame(
lobbyConfig,
clientID,
eventBus,
transport,
userSettings,
terrainLoad,
terrainMapFileLoader,
)
.then((r) => {
currentGameRunner = r;
r.start();
})
.catch((e) => {
console.error("error creating client game", e);
currentGameRunner = null;
const startingModal = document.querySelector(
"game-starting-modal",
) as HTMLElement;
if (startingModal) {
startingModal.classList.add("hidden");
}
showErrorModal(
e.message,
e.stack,
lobbyConfig.gameID,
clientID,
true,
false,
"error_modal.connection_error",
);
});
}
if (message.type === "error") {
if (message.error === "full-lobby") {
document.dispatchEvent(
new CustomEvent("leave-lobby", {
detail: { lobby: lobbyConfig.gameID, cause: "full-lobby" },
bubbles: true,
composed: true,
}),
);
} else if (message.error === "kick_reason.host_left") {
alert(translateText("kick_reason.host_left"));
document.dispatchEvent(
new CustomEvent("leave-lobby", {
detail: { lobby: lobbyConfig.gameID, cause: "host-left" },
bubbles: true,
composed: true,
}),
);
} else {
showErrorModal(
message.error,
message.message,
lobbyConfig.gameID,
clientID,
true,
false,
"error_modal.connection_error",
);
}
}
};
transport.connect(onconnect, onmessage);
return {
stop: (force: boolean = false) => {
if (!force && currentGameRunner?.shouldPreventWindowClose()) {
console.log("Player is active, prevent leaving game");
return false;
}
console.log("leaving game");
if (currentGameRunner) {
currentGameRunner.stop();
currentGameRunner = null;
} else {
transport.leaveGame();
}
return true;
},
prestart: prestartPromise,
join: joinPromise,
};
}
async function createClientGame(
lobbyConfig: LobbyConfig,
clientID: ClientID | undefined,
eventBus: EventBus,
transport: Transport,
userSettings: UserSettings,
terrainLoad: Promise<TerrainMapData> | null,
mapLoader: GameMapLoader,
): Promise<ClientGameRunner> {
if (lobbyConfig.gameStartInfo === undefined) {
throw new Error("missing gameStartInfo");
}
const config = await getGameLogicConfig(
lobbyConfig.gameStartInfo.config,
userSettings,
lobbyConfig.gameRecord !== undefined,
);
let gameMap: TerrainMapData | null = null;
if (terrainLoad) {
gameMap = await terrainLoad;
} else {
gameMap = await loadTerrainMap(
lobbyConfig.gameStartInfo.config.gameMap,
lobbyConfig.gameStartInfo.config.gameMapSize,
mapLoader,
);
}
const worker = new WorkerClient(lobbyConfig.gameStartInfo, clientID);
await worker.initialize();
const gameView = new GameView(
worker,
config,
gameMap,
clientID,
lobbyConfig.playerName,
lobbyConfig.playerClanTag,
lobbyConfig.gameStartInfo.gameID,
lobbyConfig.gameStartInfo.players,
);
const canvas = createCanvas();
const soundManager = new SoundManager(eventBus, userSettings);
try {
const gameRenderer = createRenderer(canvas, gameView, eventBus);
console.log(
`creating private game got difficulty: ${lobbyConfig.gameStartInfo.config.difficulty}`,
);
return new ClientGameRunner(
lobbyConfig,
clientID,
eventBus,
gameRenderer,
new InputHandler(gameRenderer.uiState, canvas, eventBus),
transport,
worker,
gameView,
soundManager,
);
} catch (err) {
soundManager.dispose();
throw err;
}
}
export class ClientGameRunner {
private myPlayer: PlayerView | null = null;
private isActive = false;
private turnsSeen = 0;
private lastMousePosition: { x: number; y: number } | null = null;
private lastMessageTime: number = 0;
private connectionCheckInterval: NodeJS.Timeout | null = null;
private goToPlayerTimeout: NodeJS.Timeout | null = null;
private lastTickReceiveTime: number = 0;
private currentTickDelay: number | undefined = undefined;
constructor(
private lobby: LobbyConfig,
private clientID: ClientID | undefined,
private eventBus: EventBus,
private renderer: GameRenderer,
private input: InputHandler,
private transport: Transport,
private worker: WorkerClient,
private gameView: GameView,
private soundManager: SoundManager,
) {
this.lastMessageTime = Date.now();
}
/**
* Determines whether window closing should be prevented.
*
* Used to show a confirmation dialog when the user attempts to close
* the window or navigate away during an active game session.
*
* @returns {boolean} `true` if the window close should be prevented
* (when the player is alive in the game), `false` otherwise
* (when the player is not alive or doesn't exist)
*/
public shouldPreventWindowClose(): boolean {
// Show confirmation dialog if player is alive in the game
return !!this.myPlayer?.isAlive();
}
private async saveGame(update: WinUpdate) {
if (!this.clientID) {
return;
}
const players: PlayerRecord[] = [
{
persistentID: getPersistentID(),
username: this.lobby.playerName,
clanTag: this.lobby.playerClanTag ?? null,
clientID: this.clientID,
stats: update.allPlayersStats[this.clientID],
},
];
if (this.lobby.gameStartInfo === undefined) {
throw new Error("missing gameStartInfo");
}
const record = createPartialGameRecord(
this.lobby.gameStartInfo.gameID,
this.lobby.gameStartInfo.config,
players,
// Not saving turns locally
[],
startTime(),
Date.now(),
update.winner,
this.lobby.gameStartInfo.lobbyCreatedAt,
this.lobby.gameStartInfo.visibleAt,
);
endGame(record);
}
public start() {
this.soundManager.playBackgroundMusic();
console.log("starting client game");
this.isActive = true;
this.lastMessageTime = Date.now();
setTimeout(() => {
this.connectionCheckInterval = setInterval(
() => this.onConnectionCheck(),
1000,
);
}, 20000);
this.eventBus.on(MouseUpEvent, this.inputEvent.bind(this));
this.eventBus.on(MouseMoveEvent, this.onMouseMove.bind(this));
this.eventBus.on(AutoUpgradeEvent, this.autoUpgradeEvent.bind(this));
this.eventBus.on(
DoBoatAttackEvent,
this.doBoatAttackUnderCursor.bind(this),
);
this.eventBus.on(
DoGroundAttackEvent,
this.doGroundAttackUnderCursor.bind(this),
);
this.renderer.initialize();
this.input.initialize();
this.worker.start((gu: GameUpdateViewData | ErrorUpdate) => {
if (this.lobby.gameStartInfo === undefined) {
throw new Error("missing gameStartInfo");
}
if ("errMsg" in gu) {
showErrorModal(
gu.errMsg,
gu.stack ?? "missing",
this.lobby.gameStartInfo.gameID,
this.clientID,
);
console.error(gu.stack);
this.stop();
return;
}
this.transport.turnComplete();
gu.updates[GameUpdateType.Hash].forEach((hu: HashUpdate) => {
this.eventBus.emit(new SendHashEvent(hu.tick, hu.hash));
});
this.gameView.update(gu);
this.renderer.tick();
// Emit tick metrics event for performance overlay
this.eventBus.emit(
new TickMetricsEvent(gu.tickExecutionDuration, this.currentTickDelay),
);
// Reset tick delay for next measurement
this.currentTickDelay = undefined;
if (gu.updates[GameUpdateType.Win].length > 0) {
this.saveGame(gu.updates[GameUpdateType.Win][0]);
}
});
const onconnect = () => {
console.log("Connected to game server!");
this.transport.rejoinGame(this.turnsSeen);
};
const onmessage = (message: ServerMessage) => {
this.lastMessageTime = Date.now();
if (message.type === "start") {
console.log("starting game! in client game runner");
if (this.gameView.config().isRandomSpawn()) {
const goToPlayer = () => {
const myPlayer = this.gameView.myPlayer();
if (this.gameView.inSpawnPhase() && !myPlayer?.hasSpawned()) {
this.goToPlayerTimeout = setTimeout(goToPlayer, 1000);
return;
}
if (!myPlayer) {
return;
}
if (!this.gameView.inSpawnPhase() && !myPlayer.hasSpawned()) {
showErrorModal(
"spawn_failed",
translateText("error_modal.spawn_failed.description"),
this.lobby.gameID,
this.clientID,
true,
false,
translateText("error_modal.spawn_failed.title"),
);
return;
}
this.eventBus.emit(new GoToPlayerEvent(myPlayer));
};
goToPlayer();
}
for (const turn of message.turns) {
if (turn.turnNumber < this.turnsSeen) {
continue;
}
while (turn.turnNumber - 1 > this.turnsSeen) {
this.worker.sendTurn({
turnNumber: this.turnsSeen,
intents: [],
});
this.turnsSeen++;
}
this.worker.sendTurn(turn);
this.turnsSeen++;
}
}
if (message.type === "desync") {
if (this.lobby.gameStartInfo === undefined) {
throw new Error("missing gameStartInfo");
}
showErrorModal(
`desync from server: ${JSON.stringify(message)}`,
"",
this.lobby.gameStartInfo.gameID,
this.clientID,
true,
false,
"error_modal.desync_notice",
);
}
if (message.type === "error") {
showErrorModal(
message.error,
message.message,
this.lobby.gameID,
this.clientID,
true,
false,
"error_modal.connection_error",
);
}
if (message.type === "turn") {
// Track when we receive the turn to calculate delay
const now = Date.now();
if (this.lastTickReceiveTime > 0) {
// Calculate delay between receiving turn messages
this.currentTickDelay = now - this.lastTickReceiveTime;
}
this.lastTickReceiveTime = now;
if (this.turnsSeen !== message.turn.turnNumber) {
console.error(
`got wrong turn have turns ${this.turnsSeen}, received turn ${message.turn.turnNumber}`,
);
} else {
this.worker.sendTurn(
// Filter out pause intents in replays
this.gameView.config().isReplay()
? {
...message.turn,
intents: message.turn.intents.filter(
(i) => i.type !== "toggle_pause",
),
}
: message.turn,
);
this.turnsSeen++;
}
}
};
this.transport.updateCallback(onconnect, onmessage);
console.log("sending join game");
// Rejoin game from the start so we don't miss any turns.
this.transport.rejoinGame(0);
}
public stop() {
this.soundManager.dispose();
if (!this.isActive) return;
this.isActive = false;
this.worker.cleanup();
this.transport.leaveGame();
if (this.connectionCheckInterval) {
clearInterval(this.connectionCheckInterval);
this.connectionCheckInterval = null;
}
if (this.goToPlayerTimeout) {
clearTimeout(this.goToPlayerTimeout);
this.goToPlayerTimeout = null;
}
}
private inputEvent(event: MouseUpEvent) {
if (!this.isActive || this.renderer.uiState.ghostStructure !== null) {
return;
}
const cell = this.renderer.transformHandler.screenToWorldCoordinates(
event.x,
event.y,
);
if (!this.gameView.isValidCoord(cell.x, cell.y)) {
return;
}
console.log(`clicked cell ${cell}`);
const tile = this.gameView.ref(cell.x, cell.y);
if (
this.gameView.isLand(tile) &&
!this.gameView.hasOwner(tile) &&
this.gameView.inSpawnPhase() &&
!this.gameView.config().isRandomSpawn()
) {
this.eventBus.emit(new SendSpawnIntentEvent(tile));
return;
}
if (this.gameView.inSpawnPhase()) {
return;
}
if (this.myPlayer === null) {
if (!this.clientID) return;
const myPlayer = this.gameView.playerByClientID(this.clientID);
if (myPlayer === null) return;
this.myPlayer = myPlayer;
}
this.myPlayer.actions(tile, [UnitType.TransportShip]).then((actions) => {
if (actions.canAttack) {
this.eventBus.emit(
new SendAttackIntentEvent(
this.gameView.owner(tile).id(),
this.myPlayer!.troops() * this.renderer.uiState.attackRatio,
),
);
} else if (this.canAutoBoat(actions.buildableUnits, tile)) {
this.sendBoatAttackIntent(tile);
}
});
}
private autoUpgradeEvent(event: AutoUpgradeEvent) {
if (!this.isActive) {
return;
}
const cell = this.renderer.transformHandler.screenToWorldCoordinates(
event.x,
event.y,
);
if (!this.gameView.isValidCoord(cell.x, cell.y)) {
return;
}
const tile = this.gameView.ref(cell.x, cell.y);
if (this.myPlayer === null) {
if (!this.clientID) return;
const myPlayer = this.gameView.playerByClientID(this.clientID);
if (myPlayer === null) return;
this.myPlayer = myPlayer;
}
if (this.gameView.inSpawnPhase()) {
return;
}
this.findAndUpgradeNearestBuilding(tile);
}
private findAndUpgradeNearestBuilding(clickedTile: TileRef) {
this.myPlayer!.actions(clickedTile, Structures.types).then((actions) => {
const upgradeUnits: {
unitId: number;
unitType: UnitType;
distance: number;
}[] = [];
for (const bu of actions.buildableUnits) {
if (bu.canUpgrade !== false) {
const existingUnit = this.gameView
.units()
.find((unit) => unit.id() === bu.canUpgrade);
if (existingUnit) {
const distance = this.gameView.manhattanDist(
clickedTile,
existingUnit.tile(),
);
upgradeUnits.push({
unitId: bu.canUpgrade,
unitType: bu.type,
distance: distance,
});
}
}
}
if (upgradeUnits.length > 0) {
const bestUpgrade = findClosestBy(upgradeUnits, (u) => u.distance);
if (bestUpgrade) {
this.eventBus.emit(
new SendUpgradeStructureIntentEvent(
bestUpgrade.unitId,
bestUpgrade.unitType,
),
);
}
}
});
}
private doBoatAttackUnderCursor(): void {
const tile = this.getTileUnderCursor();
if (tile === null) {
return;
}
if (this.myPlayer === null) {
if (!this.clientID) return;
const myPlayer = this.gameView.playerByClientID(this.clientID);
if (myPlayer === null) return;
this.myPlayer = myPlayer;
}
this.myPlayer
.buildables(tile, [UnitType.TransportShip])
.then((buildables) => {
if (this.canBoatAttack(buildables) !== false) {
this.sendBoatAttackIntent(tile);
} else {
console.warn(
"Boat attack triggered but can't send Transport Ship to tile",
);
}
});
}
private doGroundAttackUnderCursor(): void {
const tile = this.getTileUnderCursor();
if (tile === null) {
return;
}
if (this.myPlayer === null) {
if (!this.clientID) return;
const myPlayer = this.gameView.playerByClientID(this.clientID);
if (myPlayer === null) return;
this.myPlayer = myPlayer;
}
this.myPlayer.actions(tile, null).then((actions) => {
if (actions.canAttack) {
this.eventBus.emit(
new SendAttackIntentEvent(
this.gameView.owner(tile).id(),
this.myPlayer!.troops() * this.renderer.uiState.attackRatio,
),
);
}
});
}
private getTileUnderCursor(): TileRef | null {
if (!this.isActive || !this.lastMousePosition) {
return null;
}
if (this.gameView.inSpawnPhase()) {
return null;
}
const cell = this.renderer.transformHandler.screenToWorldCoordinates(
this.lastMousePosition.x,
this.lastMousePosition.y,
);
if (!this.gameView.isValidCoord(cell.x, cell.y)) {
return null;
}
return this.gameView.ref(cell.x, cell.y);
}
private canBoatAttack(buildables: BuildableUnit[]): false | TileRef {
const bu = buildables.find((bu) => bu.type === UnitType.TransportShip);
return bu?.canBuild ?? false;
}
private sendBoatAttackIntent(tile: TileRef) {
if (!this.myPlayer) return;
this.eventBus.emit(
new SendBoatAttackIntentEvent(
tile,
this.myPlayer.troops() * this.renderer.uiState.attackRatio,
),
);
}
private canAutoBoat(buildables: BuildableUnit[], tile: TileRef): boolean {
if (!this.gameView.isLand(tile)) return false;
const canBuild = this.canBoatAttack(buildables);
if (canBuild === false) return false;
// TODO: Global enable flag
// TODO: Global limit autoboat to nearby shore flag
// if (!enableAutoBoat) return false;
// if (!limitAutoBoatNear) return true;
const distanceSquared = this.gameView.euclideanDistSquared(tile, canBuild);
const limit = 100;
const limitSquared = limit * limit;
return distanceSquared < limitSquared;
}
private onMouseMove(event: MouseMoveEvent) {
this.lastMousePosition = { x: event.x, y: event.y };
}
private onConnectionCheck() {
if (this.transport.isLocal) {
return;
}
const now = Date.now();
const timeSinceLastMessage = now - this.lastMessageTime;
if (timeSinceLastMessage > 5000) {
console.log(
`No message from server for ${timeSinceLastMessage} ms, reconnecting`,
);
this.lastMessageTime = now;
this.transport.reconnect();
}
}
}
function showErrorModal(
error: string,
message: string | undefined,
gameID: GameID,
clientID: ClientID | undefined,
closable = false,
showDiscord = true,
heading = "error_modal.crashed",
) {
if (document.querySelector("#error-modal")) {
return;
}
const translatedError = translateText(error);
const displayError = translatedError === error ? error : translatedError;
const modal = document.createElement("div");
modal.id = "error-modal";
const content = [
showDiscord ? translateText("error_modal.paste_discord") : null,
translateText(heading),
`game id: ${gameID}`,
`client id: ${clientID}`,
`Error: ${displayError}`,
message ? `Message: ${message}` : null,
]
.filter(Boolean)
.join("\n");
// Create elements
const pre = document.createElement("pre");
pre.textContent = content;
const button = document.createElement("button");
button.textContent = translateText("error_modal.copy_clipboard");
button.className = "copy-btn";
button.addEventListener("click", async () => {
try {
await navigator.clipboard.writeText(content);
button.textContent = translateText("error_modal.copied");
} catch {
button.textContent = translateText("error_modal.failed_copy");
}
});
// Add to modal
modal.appendChild(pre);
modal.appendChild(button);
if (closable) {
const closeButton = document.createElement("button");
closeButton.textContent = "X";
closeButton.className = "close-btn";
closeButton.addEventListener("click", () => {
modal.remove();
});
modal.appendChild(closeButton);
}
document.body.appendChild(modal);
}