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https://github.com/openfrontio/OpenFrontIO.git
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522 lines
14 KiB
TypeScript
522 lines
14 KiB
TypeScript
import { colord, Colord } from "colord";
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import { Theme } from "../../../core/configuration/Config";
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import { Unit, UnitType, Player } from "../../../core/game/Game";
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import { Layer } from "./Layer";
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import { EventBus } from "../../../core/EventBus";
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import {
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AlternateViewEvent,
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MouseUpEvent,
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UnitSelectionEvent,
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} from "../../InputHandler";
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import { ClientID } from "../../../core/Schemas";
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import { GameView, PlayerView, UnitView } from "../../../core/game/GameView";
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import {
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euclDistFN,
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manhattanDistFN,
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TileRef,
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} from "../../../core/game/GameMap";
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import { GameUpdateType } from "../../../core/game/GameUpdates";
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import { TransformHandler } from "../TransformHandler";
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enum Relationship {
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Self,
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Ally,
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Enemy,
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}
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export class UnitLayer implements Layer {
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private canvas: HTMLCanvasElement;
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private context: CanvasRenderingContext2D;
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private boatToTrail = new Map<UnitView, Set<TileRef>>();
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private theme: Theme = null;
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private alternateView = false;
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private myPlayer: PlayerView | null = null;
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private oldShellTile = new Map<UnitView, TileRef>();
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private transformHandler: TransformHandler;
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// Selected unit property as suggested in the review comment
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private selectedUnit: UnitView | null = null;
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// Configuration for unit selection
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private readonly WARSHIP_SELECTION_RADIUS = 3; // Radius in game cells for warship selection hit zone
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constructor(
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private game: GameView,
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private eventBus: EventBus,
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private clientID: ClientID,
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transformHandler: TransformHandler,
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) {
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this.theme = game.config().theme();
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this.transformHandler = transformHandler;
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}
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shouldTransform(): boolean {
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return true;
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}
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tick() {
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if (this.myPlayer == null) {
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this.myPlayer = this.game.playerByClientID(this.clientID);
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}
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this.game.updatesSinceLastTick()?.[GameUpdateType.Unit]?.forEach((unit) => {
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this.onUnitEvent(this.game.unit(unit.id));
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});
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}
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init() {
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this.eventBus.on(AlternateViewEvent, (e) => this.onAlternativeViewEvent(e));
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this.eventBus.on(MouseUpEvent, (e) => this.onMouseUp(e));
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this.eventBus.on(UnitSelectionEvent, (e) => this.onUnitSelectionChange(e));
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this.redraw();
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}
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/**
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* Find player-owned warships near the given cell within a configurable radius
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* @param cell The cell to check
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* @returns Array of player's warships in range, sorted by distance (closest first)
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*/
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private findWarshipsNearCell(cell: { x: number; y: number }): UnitView[] {
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if (!this.game.isValidCoord(cell.x, cell.y)) {
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// The cell coordinate were invalid (user probably clicked outside the map), therefore no warships can be found
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return [];
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}
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const clickRef = this.game.ref(cell.x, cell.y);
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// Make sure we have the current player
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if (this.myPlayer == null) {
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this.myPlayer = this.game.playerByClientID(this.clientID);
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}
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// Only select warships owned by the player
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return this.game
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.units(UnitType.Warship)
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.filter(
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(unit) =>
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unit.isActive() &&
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unit.owner() === this.myPlayer && // Only allow selecting own warships
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this.game.manhattanDist(unit.tile(), clickRef) <=
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this.WARSHIP_SELECTION_RADIUS,
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)
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.sort((a, b) => {
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// Sort by distance (closest first)
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const distA = this.game.manhattanDist(a.tile(), clickRef);
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const distB = this.game.manhattanDist(b.tile(), clickRef);
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return distA - distB;
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});
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}
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private onMouseUp(event: MouseUpEvent) {
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// Convert screen coordinates to world coordinates
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const cell = this.transformHandler.screenToWorldCoordinates(
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event.x,
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event.y,
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);
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// Find warships near this cell, sorted by distance
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const nearbyWarships = this.findWarshipsNearCell(cell);
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if (nearbyWarships.length > 0) {
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// Toggle selection of the closest warship
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const clickedUnit = nearbyWarships[0];
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if (this.selectedUnit === clickedUnit) {
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// Deselect if already selected
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this.eventBus.emit(new UnitSelectionEvent(clickedUnit, false));
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} else {
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// Select the new unit
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this.eventBus.emit(new UnitSelectionEvent(clickedUnit, true));
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}
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} else if (this.selectedUnit) {
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// If clicked elsewhere and there's a selection, deselect it
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this.eventBus.emit(new UnitSelectionEvent(this.selectedUnit, false));
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}
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}
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/**
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* Handle unit selection changes
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*/
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private onUnitSelectionChange(event: UnitSelectionEvent) {
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if (event.isSelected) {
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this.selectedUnit = event.unit;
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} else if (this.selectedUnit === event.unit) {
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this.selectedUnit = null;
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}
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}
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/**
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* Handle unit deactivation or destruction
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* If the selected unit is removed from the game, deselect it
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*/
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private handleUnitDeactivation(unit: UnitView) {
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if (this.selectedUnit === unit && !unit.isActive()) {
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this.eventBus.emit(new UnitSelectionEvent(unit, false));
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}
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}
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renderLayer(context: CanvasRenderingContext2D) {
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context.drawImage(
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this.canvas,
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-this.game.width() / 2,
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-this.game.height() / 2,
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this.game.width(),
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this.game.height(),
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);
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}
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onAlternativeViewEvent(event: AlternateViewEvent) {
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this.alternateView = event.alternateView;
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this.redraw();
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}
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redraw() {
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this.canvas = document.createElement("canvas");
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this.context = this.canvas.getContext("2d");
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this.canvas.width = this.game.width();
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this.canvas.height = this.game.height();
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this.game
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?.updatesSinceLastTick()
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?.[GameUpdateType.Unit]?.forEach((unit) => {
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this.onUnitEvent(this.game.unit(unit.id));
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});
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}
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private relationship(unit: UnitView): Relationship {
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if (this.myPlayer == null) {
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return Relationship.Enemy;
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}
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if (this.myPlayer == unit.owner()) {
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return Relationship.Self;
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}
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if (this.myPlayer.isAlliedWith(unit.owner())) {
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return Relationship.Ally;
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}
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return Relationship.Enemy;
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}
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onUnitEvent(unit: UnitView) {
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// Check if unit was deactivated
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if (!unit.isActive()) {
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this.handleUnitDeactivation(unit);
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}
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switch (unit.type()) {
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case UnitType.TransportShip:
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this.handleBoatEvent(unit);
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break;
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case UnitType.Warship:
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this.handleWarShipEvent(unit);
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break;
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case UnitType.Shell:
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this.handleShellEvent(unit);
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break;
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case UnitType.TradeShip:
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this.handleTradeShipEvent(unit);
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break;
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case UnitType.MIRVWarhead:
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this.handleMIRVWarhead(unit);
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break;
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case UnitType.AtomBomb:
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case UnitType.HydrogenBomb:
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case UnitType.MIRV:
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this.handleNuke(unit);
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break;
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}
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}
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private handleWarShipEvent(unit: UnitView) {
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const rel = this.relationship(unit);
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// Clear previous area
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for (const t of this.game.bfs(
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unit.lastTile(),
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euclDistFN(unit.lastTile(), 6),
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)) {
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this.clearCell(this.game.x(t), this.game.y(t));
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}
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if (!unit.isActive()) {
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return;
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}
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let outerColor = this.theme.territoryColor(unit.owner().info());
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if (unit.targetId()) {
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const targetOwner = this.game
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.units()
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.find((u) => u.id() == unit.targetId())
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?.owner();
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if (targetOwner == this.myPlayer) {
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outerColor = colord({ r: 200, b: 0, g: 0 });
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}
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}
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// Paint outer territory
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for (const t of this.game.bfs(unit.tile(), euclDistFN(unit.tile(), 5))) {
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this.paintCell(this.game.x(t), this.game.y(t), rel, outerColor, 255);
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}
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// Paint border
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for (const t of this.game.bfs(
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unit.tile(),
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manhattanDistFN(unit.tile(), 4),
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)) {
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this.paintCell(
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this.game.x(t),
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this.game.y(t),
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rel,
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this.theme.borderColor(unit.owner().info()),
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255,
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);
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}
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// Paint inner territory
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for (const t of this.game.bfs(unit.tile(), euclDistFN(unit.tile(), 1))) {
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this.paintCell(
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this.game.x(t),
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this.game.y(t),
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rel,
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this.theme.territoryColor(unit.owner().info()),
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255,
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);
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}
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}
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private handleShellEvent(unit: UnitView) {
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const rel = this.relationship(unit);
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// Clear current and previous positions
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this.clearCell(this.game.x(unit.lastTile()), this.game.y(unit.lastTile()));
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if (this.oldShellTile.has(unit)) {
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const oldTile = this.oldShellTile.get(unit);
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this.clearCell(this.game.x(oldTile), this.game.y(oldTile));
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}
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this.oldShellTile.set(unit, unit.lastTile());
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if (!unit.isActive()) {
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return;
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}
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// Paint current and previous positions
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this.paintCell(
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this.game.x(unit.tile()),
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this.game.y(unit.tile()),
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rel,
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this.theme.borderColor(unit.owner().info()),
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255,
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);
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this.paintCell(
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this.game.x(unit.lastTile()),
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this.game.y(unit.lastTile()),
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rel,
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this.theme.borderColor(unit.owner().info()),
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255,
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);
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}
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private handleNuke(unit: UnitView) {
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const rel = this.relationship(unit);
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let range = 0;
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switch (unit.type()) {
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case UnitType.AtomBomb:
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range = 4;
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break;
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case UnitType.HydrogenBomb:
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range = 6;
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break;
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case UnitType.MIRV:
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range = 9;
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break;
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}
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// Clear previous area
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for (const t of this.game.bfs(
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unit.lastTile(),
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euclDistFN(unit.lastTile(), range),
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)) {
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this.clearCell(this.game.x(t), this.game.y(t));
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}
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if (unit.isActive()) {
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for (const t of this.game.bfs(
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unit.tile(),
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euclDistFN(unit.tile(), range),
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)) {
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this.paintCell(
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this.game.x(t),
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this.game.y(t),
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rel,
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this.theme.spawnHighlightColor(),
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255,
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);
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}
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for (const t of this.game.bfs(unit.tile(), euclDistFN(unit.tile(), 2))) {
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this.paintCell(
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this.game.x(t),
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this.game.y(t),
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rel,
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this.theme.borderColor(unit.owner().info()),
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255,
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);
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}
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}
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}
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private handleMIRVWarhead(unit: UnitView) {
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const rel = this.relationship(unit);
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this.clearCell(this.game.x(unit.lastTile()), this.game.y(unit.lastTile()));
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if (unit.isActive()) {
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// Paint area
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this.paintCell(
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this.game.x(unit.tile()),
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this.game.y(unit.tile()),
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rel,
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this.theme.borderColor(unit.owner().info()),
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255,
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);
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}
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}
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private handleTradeShipEvent(unit: UnitView) {
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const rel = this.relationship(unit);
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// Clear previous area
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for (const t of this.game.bfs(
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unit.lastTile(),
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euclDistFN(unit.lastTile(), 3),
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)) {
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this.clearCell(this.game.x(t), this.game.y(t));
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}
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if (unit.isActive()) {
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// Paint territory
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for (const t of this.game.bfs(
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unit.tile(),
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manhattanDistFN(unit.tile(), 2),
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)) {
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this.paintCell(
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this.game.x(t),
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this.game.y(t),
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rel,
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this.theme.territoryColor(unit.owner().info()),
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255,
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);
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}
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// Paint border
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for (const t of this.game.bfs(
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unit.tile(),
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manhattanDistFN(unit.tile(), 1),
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)) {
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this.paintCell(
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this.game.x(t),
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this.game.y(t),
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rel,
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this.theme.borderColor(unit.owner().info()),
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255,
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);
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}
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}
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}
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private handleBoatEvent(unit: UnitView) {
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const rel = this.relationship(unit);
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if (!this.boatToTrail.has(unit)) {
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this.boatToTrail.set(unit, new Set<TileRef>());
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}
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const trail = this.boatToTrail.get(unit);
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trail.add(unit.lastTile());
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// Clear previous area
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for (const t of this.game.bfs(
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unit.lastTile(),
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manhattanDistFN(unit.lastTile(), 3),
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)) {
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this.clearCell(this.game.x(t), this.game.y(t));
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}
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if (unit.isActive()) {
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// Paint trail
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for (const t of trail) {
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this.paintCell(
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this.game.x(t),
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this.game.y(t),
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rel,
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this.theme.territoryColor(unit.owner().info()),
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150,
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);
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}
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// Paint border
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for (const t of this.game.bfs(
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unit.tile(),
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manhattanDistFN(unit.tile(), 2),
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)) {
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this.paintCell(
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this.game.x(t),
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this.game.y(t),
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rel,
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this.theme.borderColor(unit.owner().info()),
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255,
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);
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}
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// Paint territory
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for (const t of this.game.bfs(
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unit.tile(),
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manhattanDistFN(unit.tile(), 1),
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)) {
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this.paintCell(
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this.game.x(t),
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this.game.y(t),
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rel,
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this.theme.territoryColor(unit.owner().info()),
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255,
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);
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}
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} else {
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for (const t of trail) {
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this.clearCell(this.game.x(t), this.game.y(t));
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}
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this.boatToTrail.delete(unit);
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}
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}
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paintCell(
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x: number,
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y: number,
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relationship: Relationship,
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color: Colord,
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alpha: number,
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) {
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this.clearCell(x, y);
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if (this.alternateView) {
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switch (relationship) {
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case Relationship.Self:
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this.context.fillStyle = this.theme.selfColor().toRgbString();
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break;
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case Relationship.Ally:
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this.context.fillStyle = this.theme.allyColor().toRgbString();
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break;
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case Relationship.Enemy:
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this.context.fillStyle = this.theme.enemyColor().toRgbString();
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break;
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}
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} else {
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this.context.fillStyle = color.alpha(alpha / 255).toRgbString();
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}
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this.context.fillRect(x, y, 1, 1);
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}
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clearCell(x: number, y: number) {
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this.context.clearRect(x, y, 1, 1);
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}
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}
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