mirror of
https://github.com/openfrontio/OpenFrontIO.git
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1dd00f6264
Terrain was uploaded once at game start and treated as static — water nukes (land → water conversion) mutated the sim's terrain bytes but the rendered terrain stayed dry. Plumbed a delta path: TerrainPass and RailroadPass each get applyTerrainDelta(refs, bytes), Renderer + GameView forward, and WebGLFrameBuilder pushes each tick from gameView.recentlyUpdatedTerrainTiles(). Per-tile encoding is shared via the new encodeTerrainTile helper in ColorUtils so the startup full-map build and the per-tile delta updates can't drift.
359 lines
9.8 KiB
TypeScript
359 lines
9.8 KiB
TypeScript
/**
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* GameView — public facade for the openfront-gl renderer.
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*
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* Wraps GPURenderer (rendering) and Camera (viewport math) as private
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* implementation details. Handles all user interaction: drag-to-pan,
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* wheel-to-zoom, click detection, hover tracking, and hit-testing.
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*
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* Consumers only touch GameView — they never import GPURenderer or Camera.
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*/
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import type {
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AttackRingInput,
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BonusEvent,
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ConquestFx,
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DeadUnitFx,
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GhostPreviewData,
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NameEntry,
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NukeTelegraphData,
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NukeTrajectoryData,
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PlayerState,
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PlayerStatic,
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PlayerStatusData,
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RendererConfig,
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TilePair,
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UnitState,
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} from "../types";
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import type {
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GameViewEventMap,
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GameViewEventType,
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RadialMenuItem,
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} from "./Events";
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import type { SpawnCenter } from "./passes/SpawnOverlayPass";
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import { GPURenderer } from "./Renderer";
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import type { RenderSettings } from "./RenderSettings";
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export class GameView {
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private renderer: GPURenderer;
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private resizeObs: ResizeObserver | null = null;
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private listeners = new Map<string, Set<(e: unknown) => void>>();
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constructor(
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canvas: HTMLCanvasElement,
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header: RendererConfig,
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terrainBytes: Uint8Array,
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paletteData: Float32Array,
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raf?: typeof requestAnimationFrame,
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caf?: typeof cancelAnimationFrame,
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) {
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this.renderer = new GPURenderer(
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canvas,
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header,
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terrainBytes,
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paletteData,
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raf,
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caf,
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);
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this.resizeObs = new ResizeObserver((entries) => {
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for (const entry of entries) {
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const { width, height } = entry.contentRect;
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if (width > 0 && height > 0) this.renderer.resize(width, height);
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}
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});
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this.resizeObs.observe(canvas);
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const rect = canvas.getBoundingClientRect();
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if (rect.width > 0) this.renderer.resize(rect.width, rect.height);
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}
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// ---- Event system ----
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on<K extends GameViewEventType>(
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event: K,
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handler: (e: GameViewEventMap[K]) => void,
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): void {
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let set = this.listeners.get(event);
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if (!set) {
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set = new Set();
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this.listeners.set(event, set);
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}
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set.add(handler as (e: unknown) => void);
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}
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off<K extends GameViewEventType>(
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event: K,
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handler: (e: GameViewEventMap[K]) => void,
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): void {
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this.listeners.get(event)?.delete(handler as (e: unknown) => void);
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}
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private emit<K extends GameViewEventType>(
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event: K,
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data: GameViewEventMap[K],
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): void {
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const set = this.listeners.get(event);
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if (set)
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for (const fn of set) (fn as (e: GameViewEventMap[K]) => void)(data);
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}
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// ---- Radial menu ----
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showRadialMenu(
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screenX: number,
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screenY: number,
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items: RadialMenuItem[],
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centerItem?: RadialMenuItem,
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): void {
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this.renderer.showRadialMenu(screenX, screenY, items, centerItem);
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}
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hideRadialMenu(): void {
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this.renderer.hideRadialMenu();
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}
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openRadialSubMenu(subItems: RadialMenuItem[]): void {
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this.renderer.openRadialSubMenu(subItems);
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}
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goBackRadialMenu(): void {
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this.renderer.goBackRadialMenu();
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}
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get radialMenuVisible(): boolean {
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return this.renderer.radialMenuVisible;
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}
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registerRadialMenuIcons(
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icons: { key: string; img: CanvasImageSource }[],
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): void {
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this.renderer.registerRadialMenuIcons(icons);
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}
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// ---- Camera ----
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screenToWorld(screenX: number, screenY: number): { x: number; y: number } {
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return this.renderer.screenToWorld(screenX, screenY);
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}
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worldToScreen(worldX: number, worldY: number): { x: number; y: number } {
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return this.renderer.worldToScreen(worldX, worldY);
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}
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panTo(worldX: number, worldY: number): void {
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this.renderer.panTo(worldX, worldY);
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}
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zoomTo(level: number): void {
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this.renderer.zoomTo(level);
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}
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fitMap(): void {
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this.renderer.fitMap();
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}
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focusOwner(ownerID: number): void {
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this.renderer.focusOwner(ownerID);
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}
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focusBBox(
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minX: number,
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minY: number,
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maxX: number,
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maxY: number,
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padding?: number,
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): void {
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this.renderer.focusBBox(minX, minY, maxX, maxY, padding);
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}
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getCameraState(): { x: number; y: number; z: number } {
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return this.renderer.getCameraState();
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}
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setCameraState(x: number, y: number, z: number): void {
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this.renderer.setCameraState(x, y, z);
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}
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getOwnerAtWorld(worldX: number, worldY: number): number {
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return this.renderer.getOwnerAtWorld(worldX, worldY);
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}
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// ---- Data upload ----
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applyFullFrame(
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tileState: Uint16Array,
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trailState: Uint8Array,
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nukeEvents?: Array<{ tick: number; tiles: number[] }>,
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currentTick?: number,
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): void {
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this.renderer.applyFullFrame(
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tileState,
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trailState,
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nukeEvents,
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currentTick,
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);
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}
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applyFullTiles(tileState: Uint16Array, trailState: Uint8Array): void {
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this.renderer.applyFullTiles(tileState, trailState);
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}
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applyDelta(changedTiles: TilePair[], trailState: Uint8Array): void {
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this.renderer.applyDelta(changedTiles, trailState);
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}
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uploadLiveDelta(tileState: Uint16Array, changedTiles: TilePair[]): void {
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this.renderer.uploadLiveDelta(tileState, changedTiles);
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}
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uploadLiveTrailDelta(
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trailState: Uint8Array,
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dirtyRowMin: number,
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dirtyRowMax: number,
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): void {
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this.renderer.uploadLiveTrailDelta(trailState, dirtyRowMin, dirtyRowMax);
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}
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/** Upload full tile + trail state without resetting bloom (for live play). */
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uploadTileAndTrailState(
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tileState: Uint16Array,
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trailState: Uint8Array,
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): void {
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this.renderer.uploadTileAndTrailState(tileState, trailState);
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}
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updatePalette(paletteData: Float32Array): void {
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this.renderer.updatePalette(paletteData);
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}
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addPlayers(players: PlayerStatic[], paletteData: Float32Array): void {
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this.renderer.addPlayers(players, paletteData);
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}
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uploadRailroadState(data: Uint8Array): void {
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this.renderer.uploadRailroadState(data);
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}
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updateUnits(units: Map<number, UnitState>, gameTick: number): void {
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this.renderer.updateUnits(units, gameTick);
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}
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updateNames(
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names: Map<string, NameEntry>,
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players: Map<number, PlayerState>,
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snap: boolean,
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statusData?: Map<number, PlayerStatusData>,
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): void {
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this.renderer.updateNames(names, players, snap, statusData);
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}
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updateRelations(data: Uint8Array, size: number): void {
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this.renderer.updateRelations(data, size);
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}
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updateStructures(units: Map<number, UnitState>): void {
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this.renderer.updateStructures(units);
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}
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applyDeadUnits(deadUnits: DeadUnitFx[]): void {
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this.renderer.applyDeadUnits(deadUnits);
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}
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applyConquestEvents(events: ConquestFx[]): void {
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this.renderer.applyConquestEvents(events);
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}
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applyBonusEvents(events: BonusEvent[]): void {
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this.renderer.applyBonusEvents(events);
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}
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applyRailroadDust(tileRefs: number[]): void {
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this.renderer.applyRailroadDust(tileRefs);
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}
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/** Refresh terrain texels whose underlying terrain byte changed (water nukes). */
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applyTerrainDelta(refs: readonly number[], terrainBytes: Uint8Array): void {
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this.renderer.applyTerrainDelta(refs, terrainBytes);
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}
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updateAttackRings(rings: AttackRingInput[]): void {
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this.renderer.updateAttackRings(rings);
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}
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clearFx(): void {
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this.renderer.clearFx();
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}
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setFxTimeFn(fn: () => number): void {
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this.renderer.setFxTimeFn(fn);
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}
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/** Update ghost structure preview (build-mode visualization). null = clear. */
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updateGhostPreview(data: GhostPreviewData | null): void {
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this.renderer.updateGhostPreview(data);
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}
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// ---- Nuke UI ----
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/** Update nuke trajectory preview arc. null = hide. */
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updateNukeTrajectory(data: NukeTrajectoryData | null): void {
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this.renderer.updateNukeTrajectory(data);
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}
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/** Update in-flight nuke target telegraph circles. */
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updateNukeTelegraphs(data: NukeTelegraphData[]): void {
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this.renderer.updateNukeTelegraphs(data);
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}
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/** Update spawn phase overlay (tile highlights + breathing rings). */
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updateSpawnOverlay(inSpawnPhase: boolean, centers: SpawnCenter[]): void {
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this.renderer.updateSpawnOverlay(inSpawnPhase, centers);
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}
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// ---- Selection box ----
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/** Show/hide the stippled selection box around a unit (warship selection). */
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setSelectedUnit(unitId: number | null): void {
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this.renderer.setSelectedUnit(unitId);
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}
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/** Set multiple selected units (multi-select). Pass [] to clear. */
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setSelectedUnits(unitIds: readonly number[]): void {
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this.renderer.setSelectedUnits(unitIds);
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}
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/** Flash converging-chevron animation at a warship move target. */
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showMoveIndicator(tileX: number, tileY: number, ownerID: number): void {
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this.renderer.showMoveIndicator(tileX, tileY, ownerID);
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}
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// ---- SAM radius (replay) ----
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setSAMRadiusVisible(visible: boolean): void {
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this.renderer.setSAMRadiusVisible(visible);
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}
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setSAMPerspective(playerID: number, allies: Set<number>): void {
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this.renderer.setSAMPerspective(playerID, allies);
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}
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setSAMColorMode(mode: "perspective" | "owner"): void {
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this.renderer.setSAMColorMode(mode);
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}
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setSAMAllianceClusters(clusters: Map<number, number>): void {
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this.renderer.setSAMAllianceClusters(clusters);
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}
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// ---- Other ----
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setLocalPlayerID(id: number): void {
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this.renderer.setLocalPlayerID(id);
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}
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setAltView(active: boolean): void {
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this.renderer.setAltView(active);
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}
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setHighlightOwner(ownerID: number): void {
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this.renderer.setHighlightOwner(ownerID);
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}
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setHighlightStructureTypes(unitTypes: string[] | null): void {
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this.renderer.setHighlightStructureTypes(unitTypes);
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}
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getSettings(): RenderSettings {
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return this.renderer.getSettings();
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}
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get fps(): number {
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return this.renderer.fps;
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}
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set onFrame(cb: ((ms: number) => void) | null) {
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this.renderer.onFrame = cb;
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}
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set afterRender(cb: ((canvas: HTMLCanvasElement) => void) | null) {
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this.renderer.afterRender = cb;
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}
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// ---- Lifecycle ----
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dispose(): void {
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this.resizeObs?.disconnect();
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this.resizeObs = null;
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this.listeners.clear();
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this.renderer.dispose();
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}
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}
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