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040766d417
## Description: The ghost structure calls player actions each frame, which is costly since it's checking for all possible actions. This add a unit list filter in actions so if there are units it only checks for buildability of those units. Before:  Player actions takes 20-30% of the worker After: <img width="825" height="342" alt="image" src="https://github.com/user-attachments/assets/36e47547-5028-4dc9-bc42-e17df4a87200" /> Player actions takes 1-3% of the worker Both performances are relevant only when a ghost structure is selected ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: Mr. Box
321 lines
10 KiB
TypeScript
321 lines
10 KiB
TypeScript
import { LitElement, html } from "lit";
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import { customElement } from "lit/decorators.js";
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import { EventBus } from "../../../core/EventBus";
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import { Gold, PlayerActions, UnitType } from "../../../core/game/Game";
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import { GameView } from "../../../core/game/GameView";
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import {
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GhostStructureChangedEvent,
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ToggleStructureEvent,
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} from "../../InputHandler";
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import { renderNumber, translateText } from "../../Utils";
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import { UIState } from "../UIState";
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import { Layer } from "./Layer";
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import warshipIcon from "/images/BattleshipIconWhite.svg?url";
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import cityIcon from "/images/CityIconWhite.svg?url";
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import factoryIcon from "/images/FactoryIconWhite.svg?url";
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import goldCoinIcon from "/images/GoldCoinIcon.svg?url";
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import mirvIcon from "/images/MIRVIcon.svg?url";
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import missileSiloIcon from "/images/MissileSiloIconWhite.svg?url";
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import hydrogenBombIcon from "/images/MushroomCloudIconWhite.svg?url";
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import atomBombIcon from "/images/NukeIconWhite.svg?url";
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import portIcon from "/images/PortIcon.svg?url";
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import samLauncherIcon from "/images/SamLauncherIconWhite.svg?url";
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import defensePostIcon from "/images/ShieldIconWhite.svg?url";
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const BUILDABLE_UNITS: UnitType[] = [
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UnitType.City,
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UnitType.Factory,
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UnitType.Port,
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UnitType.DefensePost,
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UnitType.MissileSilo,
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UnitType.SAMLauncher,
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UnitType.Warship,
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UnitType.AtomBomb,
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UnitType.HydrogenBomb,
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UnitType.MIRV,
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];
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@customElement("unit-display")
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export class UnitDisplay extends LitElement implements Layer {
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public game: GameView;
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public eventBus: EventBus;
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public uiState: UIState;
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private playerActions: PlayerActions | null = null;
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private keybinds: Record<string, { value: string; key: string }> = {};
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private _cities = 0;
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private _warships = 0;
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private _factories = 0;
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private _missileSilo = 0;
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private _port = 0;
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private _defensePost = 0;
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private _samLauncher = 0;
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private allDisabled = false;
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private _hoveredUnit: UnitType | null = null;
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createRenderRoot() {
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return this;
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}
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init() {
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const config = this.game.config();
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const savedKeybinds = localStorage.getItem("settings.keybinds");
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if (savedKeybinds) {
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try {
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this.keybinds = JSON.parse(savedKeybinds);
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} catch (e) {
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console.warn("Invalid keybinds JSON:", e);
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}
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}
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this.allDisabled = BUILDABLE_UNITS.every((u) => config.isUnitDisabled(u));
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this.requestUpdate();
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}
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private cost(item: UnitType): Gold {
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for (const bu of this.playerActions?.buildableUnits ?? []) {
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if (bu.type === item) {
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return bu.cost;
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}
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}
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return 0n;
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}
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private canBuild(item: UnitType): boolean {
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if (this.game?.config().isUnitDisabled(item)) return false;
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const player = this.game?.myPlayer();
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switch (item) {
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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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return (
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this.cost(item) <= (player?.gold() ?? 0n) &&
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(player?.units(UnitType.MissileSilo).length ?? 0) > 0
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);
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case UnitType.Warship:
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return (
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this.cost(item) <= (player?.gold() ?? 0n) &&
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(player?.units(UnitType.Port).length ?? 0) > 0
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);
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default:
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return this.cost(item) <= (player?.gold() ?? 0n);
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}
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}
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tick() {
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const player = this.game?.myPlayer();
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player?.actions(undefined, BUILDABLE_UNITS).then((actions) => {
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this.playerActions = actions;
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});
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if (!player) return;
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this._cities = player.totalUnitLevels(UnitType.City);
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this._missileSilo = player.totalUnitLevels(UnitType.MissileSilo);
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this._port = player.totalUnitLevels(UnitType.Port);
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this._defensePost = player.totalUnitLevels(UnitType.DefensePost);
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this._samLauncher = player.totalUnitLevels(UnitType.SAMLauncher);
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this._factories = player.totalUnitLevels(UnitType.Factory);
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this._warships = player.totalUnitLevels(UnitType.Warship);
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this.requestUpdate();
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}
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render() {
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const myPlayer = this.game?.myPlayer();
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if (
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!this.game ||
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!myPlayer ||
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this.game.inSpawnPhase() ||
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!myPlayer.isAlive()
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) {
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return null;
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}
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if (this.allDisabled) {
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return null;
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}
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return html`
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<div
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class="hidden min-[1200px]:flex fixed bottom-4 left-1/2 transform -translate-x-1/2 z-[1100] 2xl:flex-row xl:flex-col min-[1200px]:flex-col 2xl:gap-5 xl:gap-2 min-[1200px]:gap-2 justify-center items-center"
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>
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<div class="bg-gray-800/70 backdrop-blur-xs rounded-lg p-0.5">
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<div class="grid grid-rows-1 auto-cols-max grid-flow-col gap-1 w-fit">
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${this.renderUnitItem(
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cityIcon,
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this._cities,
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UnitType.City,
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"city",
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this.keybinds["buildCity"]?.key ?? "1",
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)}
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${this.renderUnitItem(
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factoryIcon,
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this._factories,
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UnitType.Factory,
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"factory",
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this.keybinds["buildFactory"]?.key ?? "2",
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)}
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${this.renderUnitItem(
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portIcon,
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this._port,
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UnitType.Port,
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"port",
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this.keybinds["buildPort"]?.key ?? "3",
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)}
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${this.renderUnitItem(
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defensePostIcon,
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this._defensePost,
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UnitType.DefensePost,
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"defense_post",
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this.keybinds["buildDefensePost"]?.key ?? "4",
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)}
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${this.renderUnitItem(
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missileSiloIcon,
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this._missileSilo,
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UnitType.MissileSilo,
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"missile_silo",
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this.keybinds["buildMissileSilo"]?.key ?? "5",
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)}
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${this.renderUnitItem(
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samLauncherIcon,
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this._samLauncher,
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UnitType.SAMLauncher,
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"sam_launcher",
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this.keybinds["buildSamLauncher"]?.key ?? "6",
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)}
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</div>
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</div>
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<div class="bg-gray-800/70 backdrop-blur-xs rounded-lg p-0.5 w-fit">
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<div class="grid grid-rows-1 auto-cols-max grid-flow-col gap-1">
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${this.renderUnitItem(
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warshipIcon,
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this._warships,
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UnitType.Warship,
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"warship",
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this.keybinds["buildWarship"]?.key ?? "7",
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)}
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${this.renderUnitItem(
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atomBombIcon,
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null,
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UnitType.AtomBomb,
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"atom_bomb",
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this.keybinds["buildAtomBomb"]?.key ?? "8",
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)}
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${this.renderUnitItem(
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hydrogenBombIcon,
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null,
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UnitType.HydrogenBomb,
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"hydrogen_bomb",
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this.keybinds["buildHydrogenBomb"]?.key ?? "9",
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)}
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${this.renderUnitItem(
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mirvIcon,
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null,
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UnitType.MIRV,
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"mirv",
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this.keybinds["buildMIRV"]?.key ?? "0",
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)}
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</div>
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</div>
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</div>
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`;
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}
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private renderUnitItem(
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icon: string,
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number: number | null,
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unitType: UnitType,
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structureKey: string,
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hotkey: string,
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) {
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if (this.game.config().isUnitDisabled(unitType)) {
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return html``;
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}
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const selected = this.uiState.ghostStructure === unitType;
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const hovered = this._hoveredUnit === unitType;
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const displayHotkey = hotkey
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.replace("Digit", "")
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.replace("Key", "")
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.toUpperCase();
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return html`
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<div
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class="flex flex-col items-center relative"
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@mouseenter=${() => {
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this._hoveredUnit = unitType;
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this.requestUpdate();
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}}
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@mouseleave=${() => {
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this._hoveredUnit = null;
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this.requestUpdate();
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}}
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>
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${hovered
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? html`
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<div
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class="absolute -top-[250%] left-1/2 -translate-x-1/2 text-gray-200 text-center w-max text-xs bg-gray-800/90 backdrop-blur-xs rounded-sm p-1 z-20 shadow-lg pointer-events-none"
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>
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<div class="font-bold text-sm mb-1">
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${translateText(
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"unit_type." + structureKey,
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)}${` [${displayHotkey}]`}
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</div>
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<div class="p-2">
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${translateText("build_menu.desc." + structureKey)}
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</div>
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<div class="flex items-center justify-center gap-1">
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<img src=${goldCoinIcon} width="13" height="13" />
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<span class="text-yellow-300"
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>${renderNumber(this.cost(unitType))}</span
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>
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</div>
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</div>
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`
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: null}
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<div
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class="${this.canBuild(unitType)
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? ""
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: "opacity-40"} border border-slate-500 rounded-sm pr-2 pb-1 flex items-center gap-2 cursor-pointer
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${selected ? "hover:bg-gray-400/10" : "hover:bg-gray-800"}
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rounded-sm text-white ${selected ? "bg-slate-400/20" : ""}"
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@click=${() => {
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if (selected) {
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this.uiState.ghostStructure = null;
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this.eventBus?.emit(new GhostStructureChangedEvent(null));
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} else if (this.canBuild(unitType)) {
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this.uiState.ghostStructure = unitType;
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this.eventBus?.emit(new GhostStructureChangedEvent(unitType));
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}
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this.requestUpdate();
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}}
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@mouseenter=${() => {
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switch (unitType) {
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case UnitType.AtomBomb:
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case UnitType.HydrogenBomb:
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this.eventBus?.emit(
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new ToggleStructureEvent([
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UnitType.MissileSilo,
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UnitType.SAMLauncher,
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]),
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);
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break;
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case UnitType.Warship:
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this.eventBus?.emit(new ToggleStructureEvent([UnitType.Port]));
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break;
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default:
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this.eventBus?.emit(new ToggleStructureEvent([unitType]));
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}
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}}
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@mouseleave=${() =>
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this.eventBus?.emit(new ToggleStructureEvent(null))}
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>
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${html`<div class="ml-1 text-xs relative -top-1.5 text-gray-400">
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${displayHotkey}
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</div>`}
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<div class="flex items-center gap-1 pt-1">
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<img src=${icon} alt=${structureKey} class="align-middle size-6" />
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${number !== null ? renderNumber(number) : null}
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</div>
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</div>
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</div>
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`;
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}
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}
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