Files
OpenFrontIO/src/client/hud/NameBoxCalculator.ts
T
evanpelle 2b45813ce0 Use spawn tile for name placement during spawn phase
Names now follow the player's currently-selected spawn tile each tick
instead of going through placeName, which read a cluster bounding box
that only refreshed every cluster-calc cycle and was further throttled
to every other tick. Adds placeSpawnName and switches the spawn-phase
branch in GameRunner to use it.
2026-05-24 17:18:11 +01:00

204 lines
5.8 KiB
TypeScript

import { Cell, Game, NameViewData, Player } from "../../core/game/Game";
import { calculateBoundingBox } from "../../core/Util";
export interface Point {
x: number;
y: number;
}
export interface Rectangle {
x: number;
y: number;
width: number;
height: number;
}
// Spawn region diameter (see getSpawnTiles in SpawnExecution — euclidean
// radius 4). Used to size spawn-phase names directly off the spawn tile,
// instead of waiting on cluster recomputation.
const SPAWN_REGION_DIAMETER = 8;
/**
* Place a player's name during the spawn phase using their currently-selected
* spawn tile. Tracks re-rolls immediately, since spawnTile updates the same
* tick the player picks a new location.
*/
export function placeSpawnName(game: Game, player: Player): NameViewData {
const spawnTile = player.spawnTile();
if (spawnTile === undefined) {
return { x: 0, y: 0, size: 0 };
}
const fontSize = calculateFontSize(
{
x: 0,
y: 0,
width: SPAWN_REGION_DIAMETER,
height: SPAWN_REGION_DIAMETER,
},
player.displayName(),
);
return {
x: Math.ceil(game.x(spawnTile)),
y: Math.ceil(game.y(spawnTile) - fontSize / 3),
size: fontSize,
};
}
export function placeName(game: Game, player: Player): NameViewData {
const boundingBox =
player.largestClusterBoundingBox ??
calculateBoundingBox(game, player.borderTiles());
let scalingFactor: number;
const width = boundingBox.max.x - boundingBox.min.x;
const height = boundingBox.max.y - boundingBox.min.y;
const size = Math.min(width, height);
if (size < 25) {
scalingFactor = 1;
} else if (size < 50) {
scalingFactor = 2;
} else if (size < 100) {
scalingFactor = 4;
} else if (size < 250) {
scalingFactor = 8;
} else if (size < 500) {
scalingFactor = 16;
} else {
scalingFactor = 32;
}
const grid = createGrid(game, player, boundingBox, scalingFactor);
const largestRectangle = findLargestInscribedRectangle(grid);
largestRectangle.x = largestRectangle.x * scalingFactor;
largestRectangle.y = largestRectangle.y * scalingFactor;
largestRectangle.width = largestRectangle.width * scalingFactor;
largestRectangle.height = largestRectangle.height * scalingFactor;
let center = new Cell(
Math.floor(
largestRectangle.x + largestRectangle.width / 2 + boundingBox.min.x,
),
Math.floor(
largestRectangle.y + largestRectangle.height / 2 + boundingBox.min.y,
),
);
const fontSize = calculateFontSize(largestRectangle, player.displayName());
center = new Cell(center.x, center.y - fontSize / 3);
return {
x: Math.ceil(center.x),
y: Math.ceil(center.y),
size: fontSize,
};
}
export function createGrid(
game: Game,
player: Player,
boundingBox: { min: Point; max: Point },
scalingFactor: number,
): boolean[][] {
const scaledBoundingBox: { min: Point; max: Point } = {
min: {
x: Math.floor(boundingBox.min.x / scalingFactor),
y: Math.floor(boundingBox.min.y / scalingFactor),
},
max: {
x: Math.floor(boundingBox.max.x / scalingFactor),
y: Math.floor(boundingBox.max.y / scalingFactor),
},
};
const width = scaledBoundingBox.max.x - scaledBoundingBox.min.x + 1;
const height = scaledBoundingBox.max.y - scaledBoundingBox.min.y + 1;
const grid: boolean[][] = Array(width)
.fill(null)
.map(() => Array(height).fill(false));
for (let x = scaledBoundingBox.min.x; x <= scaledBoundingBox.max.x; x++) {
for (let y = scaledBoundingBox.min.y; y <= scaledBoundingBox.max.y; y++) {
const cell = new Cell(x * scalingFactor, y * scalingFactor);
if (game.isOnMap(cell)) {
const tile = game.ref(cell.x, cell.y);
grid[x - scaledBoundingBox.min.x][y - scaledBoundingBox.min.y] =
game.isLake(tile) ||
game.isShore(tile) ||
game.owner(tile) === player ||
game.hasFallout(tile);
}
}
}
return grid;
}
export function findLargestInscribedRectangle(grid: boolean[][]): Rectangle {
const rows = grid[0].length;
const cols = grid.length;
const heights: number[] = new Array(cols).fill(0);
let largestRect: Rectangle = { x: 0, y: 0, width: 0, height: 0 };
for (let row = 0; row < rows; row++) {
for (let col = 0; col < cols; col++) {
if (grid[col][row]) {
heights[col]++;
} else {
heights[col] = 0;
}
}
const rectForRow = largestRectangleInHistogram(heights);
if (
rectForRow.width * rectForRow.height >
largestRect.width * largestRect.height
) {
largestRect = {
x: rectForRow.x,
y: row - rectForRow.height + 1,
width: rectForRow.width,
height: rectForRow.height,
};
}
}
return largestRect;
}
export function largestRectangleInHistogram(widths: number[]): Rectangle {
const stack: number[] = [];
let maxArea = 0;
let largestRect: Rectangle = { x: 0, y: 0, width: 0, height: 0 };
for (let i = 0; i <= widths.length; i++) {
const h = i === widths.length ? 0 : widths[i];
while (stack.length > 0 && h < widths[stack[stack.length - 1]]) {
const height = widths[stack.pop()!];
const width = stack.length === 0 ? i : i - stack[stack.length - 1] - 1;
if (height * width > maxArea) {
maxArea = height * width;
largestRect = {
x: stack.length === 0 ? 0 : stack[stack.length - 1] + 1,
y: 0,
width: width,
height: height,
};
}
}
stack.push(i);
}
return largestRect;
}
export function calculateFontSize(rectangle: Rectangle, name: string): number {
// This is a simplified calculation. You might want to adjust it based on your specific font and rendering system.
const widthConstrained = (rectangle.width / name.length) * 2;
const heightConstrained = rectangle.height / 3;
return Math.min(widthConstrained, heightConstrained);
}