mirror of
https://github.com/openfrontio/OpenFrontIO.git
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2794ab1270
## What Adds a **`nukeTrail`** cosmetic effectType alongside `transportShipTrail`, so nukes leave a trail colored by their own gradient/transition effect — independent of the boat-trail effect (a player can run both). Also reorganizes the effects picker and store into per-effectType **tabs**. ## Rendering Boat and nuke trails are stamped into **one** trail texture keyed only by owner, so independent coloring needs a per-tile unit-class signal: - **Trail texture** `R8UI` → `R16UI`: texel = `ownerID(bits 0-11) | nukeBit(bit 12)`. `TrailManager` stamps the bit (and preserves it when repainting on unit death); the `Uint8Array`→`Uint16Array` ripple + `UNSIGNED_SHORT` uploads flow through `GpuResources`, `TrailPass`, `Upload`, `MapRenderer`, `Renderer`, `FrameData`. - **Effect texture** widened to two stacked blocks (`TRAIL_EFFECT_BLOCKS`): rows 0–7 = transportShipTrail, rows 8–15 = nukeTrail. `writeEffectEntry(…, rowBase)`; `syncPlayerEffects` resolves both effectTypes. - **Shader** masks the owner, derives `rowBase` from the nuke bit, offsets every row, and reuses the gradient/transition decode. - Bonus: the 12-bit owner mask lifts the old `R8UI` >255-player truncation. ## Schema / server / UI - Shared attributes schema renamed `TransportShipTrail…` → **`TrailEffectAttributesSchema`** (it's no longer ship-specific); `NukeTrailEffectSchema` added to `EffectSchema` + `CosmeticsSchema.effects`. `EFFECT_TYPES = [transportShipTrail, nukeTrail]`. - Server `Privilege`, selection, and the picker grid all iterate `EFFECT_TYPES`, so they handle the new type with **no per-type code**. - **Tabs:** the selection modal uses one tab per effectType (`BaseModal`'s native tabs); the **store's** EFFECTS panel gets an internal sub-tab bar (its top-level PACKS/EFFECTS tabs can't nest). Tabs are always present, so a type you own entirely still appears as an empty tab (previously the boat-trail section vanished from the store when you owned everything). ## Review A 3-angle adversarial review (bit-packing, type-ripple, GLSL/data-flow) **refuted** the correctness concerns — the R16UI format, masking, and block layout agree across `TrailManager` / shader / builder. The minor survivors (a preview that only resolved boat trails, stale comments) were fixed. ## Testing - `tsc --noEmit`, ESLint, Prettier, `build-prod` — all clean. - Schema/`Privilege` tests updated for `nukeTrail` (96 tests pass). - The GL trail + tab UI are visual — not yet verified in a running game. - The catalog (`cosmetics.json`, closed-source API) must ship the `effects.nukeTrail` block for the effect to appear in production. 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
291 lines
8.9 KiB
TypeScript
291 lines
8.9 KiB
TypeScript
/**
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* MapRenderer — public facade for the WebGL map renderer.
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*
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* Wraps GPURenderer as a private implementation detail and survives WebGL
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* context loss: when the context is lost the renderer is disposed, and on
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* restore a fresh GPURenderer is created and `onContextRestored` fires so
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* the owner can re-upload all simulation state.
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*
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* This is a pure data sink. Input handling lives in InputHandler/EventBus;
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* camera state is pushed in each frame via setCameraState. Consumers only
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* touch MapRenderer — they never import GPURenderer or Camera.
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*/
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import type { Config } from "../../../core/configuration/Config";
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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 { SpawnCenter } from "./passes/SpawnOverlayPass";
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import type { AttackTroopLabel } from "./passes/WorldTextPass";
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import { GPURenderer } from "./Renderer";
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import type { RenderSettings } from "./RenderSettings";
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export class MapRenderer {
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private renderer: GPURenderer | null = null;
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private resizeObs: ResizeObserver | null = null;
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/**
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* Called after a lost WebGL context is restored and the renderer has been
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* recreated. The owner must re-upload all simulation state (textures and
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* geometry are gone).
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*/
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onContextRestored: (() => void) | null = null;
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constructor(
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private canvas: HTMLCanvasElement,
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private header: RendererConfig,
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private terrainBytes: Uint8Array,
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private paletteData: Float32Array,
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private config: Config,
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// Resolved render settings (defaults + overrides). Held so the same object
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// is re-used when a GPURenderer is recreated after a context restore,
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// preserving any user overrides that were applied to it.
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private settings: RenderSettings,
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private raf?: typeof requestAnimationFrame,
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private caf?: typeof cancelAnimationFrame,
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) {
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this.initRenderer();
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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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canvas.addEventListener("webglcontextlost", this.handleContextLost, false);
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canvas.addEventListener(
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"webglcontextrestored",
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this.handleContextRestored,
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false,
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);
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}
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private initRenderer = () => {
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this.renderer = new GPURenderer(
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this.canvas,
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this.header,
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this.terrainBytes,
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this.paletteData,
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this.config,
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this.settings,
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this.raf,
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this.caf,
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);
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const rect = this.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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private handleContextLost = (e: Event) => {
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e.preventDefault();
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if (this.renderer) {
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this.renderer.dispose();
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this.renderer = null;
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}
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};
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private handleContextRestored = () => {
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this.initRenderer();
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this.onContextRestored?.();
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};
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// ---- Camera ----
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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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// ---- Data upload ----
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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: Uint16Array,
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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: Uint16Array,
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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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updateEffectPalette(effectData: Float32Array): void {
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this.renderer?.updateEffectPalette(effectData);
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}
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addPlayers(
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players: PlayerStatic[],
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paletteData: Float32Array,
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patternMeta: Float32Array,
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patternData: Uint8Array,
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): void {
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this.renderer?.addPlayers(players, paletteData, patternMeta, patternData);
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}
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setPlayerSkin(smallID: number, url: string): void {
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this.renderer?.setPlayerSkin(smallID, url);
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}
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initSkinAtlas(urls: readonly string[]): void {
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this.renderer?.initSkinAtlas(urls);
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}
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setPlayerSpawn(smallID: number, x: number, y: number): void {
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this.renderer?.setPlayerSpawn(smallID, x, y);
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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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refreshNames(displayNames: Map<string, string>): void {
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this.renderer?.refreshNames(displayNames);
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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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setAttackTroopLabels(labels: AttackTroopLabel[]): void {
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this.renderer?.setAttackTroopLabels(labels);
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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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/** Rebuild the terrain texture from current settings (e.g. ocean color). */
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rebuildTerrain(): void {
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this.renderer?.rebuildTerrain();
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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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/** 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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/** 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 ----
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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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/** Rail color for the local player (0–1 RGB). */
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setLocalRailColor(r: number, g: number, b: number): void {
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this.renderer?.setLocalRailColor(r, g, b);
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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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setGridView(active: boolean): void {
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this.renderer?.setGridView(active);
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}
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setShowPatterns(active: boolean): void {
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this.renderer?.setShowPatterns(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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setMouseWorldPos(x: number, y: number): void {
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this.renderer?.setMouseWorldPos(x, y);
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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() ?? ({} as RenderSettings);
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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.onContextRestored = null;
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this.renderer?.dispose();
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this.canvas.removeEventListener("webglcontextlost", this.handleContextLost);
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this.canvas.removeEventListener(
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"webglcontextrestored",
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this.handleContextRestored,
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);
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}
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}
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