mirror of
https://github.com/openfrontio/OpenFrontIO.git
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263 lines
7.6 KiB
TypeScript
263 lines
7.6 KiB
TypeScript
import { LitElement, html } from "lit";
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import { customElement, property, state } from "lit/decorators.js";
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import { Layer } from "./Layer";
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import { Game } from "../../../core/game/Game";
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import { ClientID } from "../../../core/Schemas";
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import { renderNumber, renderTroops } from "../../Utils";
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import { EventBus } from "../../../core/EventBus";
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import { UIState } from "../UIState";
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import { SendSetTargetTroopRatioEvent } from "../../Transport";
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import { GameView } from "../../../core/game/GameView";
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@customElement("control-panel")
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export class ControlPanel extends LitElement implements Layer {
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public game: GameView;
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public clientID: ClientID;
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public eventBus: EventBus;
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public uiState: UIState;
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@state()
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private attackRatio: number = 0.2;
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@state()
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private targetTroopRatio = 1;
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@state()
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private currentTroopRatio = 1;
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@state()
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private _population: number;
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@state()
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private _maxPopulation: number;
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@state()
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private popRate: number;
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@state()
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private _troops: number;
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@state()
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private _workers: number;
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@state()
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private _isVisible = false;
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@state()
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private _manpower: number = 0;
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@state()
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private _gold: number;
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@state()
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private _goldPerSecond: number;
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private _lastPopulationIncreaseRate: number;
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private _popRateIsIncreasing: boolean = true;
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init() {
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this.attackRatio = 0.2;
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this.uiState.attackRatio = this.attackRatio;
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this.currentTroopRatio = this.targetTroopRatio;
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}
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tick() {
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if (!this._isVisible && !this.game.inSpawnPhase()) {
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this.setVisibile(true);
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}
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const player = this.game.myPlayer();
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if (player == null || !player.isAlive()) {
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this.setVisibile(false);
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return;
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}
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const popIncreaseRate = player.population() - this._population;
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if (this.game.ticks() % 5 == 0) {
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this._popRateIsIncreasing =
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popIncreaseRate >= this._lastPopulationIncreaseRate;
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this._lastPopulationIncreaseRate = popIncreaseRate;
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}
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this._population = player.population();
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this._maxPopulation = this.game.config().maxPopulation(player);
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this._gold = player.gold();
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this._troops = player.troops();
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this._workers = player.workers();
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this.popRate = this.game.config().populationIncreaseRate(player) * 10;
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this._goldPerSecond = this.game.config().goldAdditionRate(player) * 10;
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this.currentTroopRatio = player.troops() / player.population();
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this.requestUpdate();
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}
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onAttackRatioChange(newRatio: number) {
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this.uiState.attackRatio = newRatio;
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}
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renderLayer(context: CanvasRenderingContext2D) {
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// Render any necessary canvas elements
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}
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shouldTransform(): boolean {
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return false;
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}
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setVisibile(visible: boolean) {
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this._isVisible = visible;
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this.requestUpdate();
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}
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targetTroops(): number {
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return this._manpower * this.targetTroopRatio;
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}
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onTroopChange(newRatio: number) {
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this.eventBus.emit(new SendSetTargetTroopRatioEvent(newRatio));
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}
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delta(): number {
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const d = this._population - this.targetTroops();
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return d;
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}
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render() {
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return html`
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<style>
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input[type="range"] {
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-webkit-appearance: none;
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background: transparent;
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outline: none;
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}
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input[type="range"]::-webkit-slider-thumb {
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-webkit-appearance: none;
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appearance: none;
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width: 16px;
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height: 16px;
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background: white;
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border-width: 2px;
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border-style: solid;
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border-radius: 50%;
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cursor: pointer;
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}
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input[type="range"]::-moz-range-thumb {
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width: 16px;
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height: 16px;
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background: white;
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border-width: 2px;
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border-style: solid;
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border-radius: 50%;
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cursor: pointer;
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}
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.targetTroopRatio::-webkit-slider-thumb {
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border-color: rgb(59 130 246);
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}
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.targetTroopRatio::-moz-range-thumb {
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border-color: rgb(59 130 246);
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}
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.attackRatio::-webkit-slider-thumb {
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border-color: rgb(239 68 68);
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}
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.attackRatio::-moz-range-thumb {
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border-color: rgb(239 68 68);
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}
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</style>
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<div
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class="${this._isVisible
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? "w-full text-sm lg:text-m lg:w-72 bg-gray-800/70 p-2 pr-3 lg:p-4 shadow-lg rounded-lg backdrop-blur"
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: "hidden"}"
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@contextmenu=${(e) => e.preventDefault()}
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>
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<div class="hidden lg:block bg-black/30 text-white mb-4 p-2 rounded">
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<div class="flex justify-between mb-1">
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<span class="font-bold">Pop:</span>
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<span
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>${renderTroops(this._population)} /
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${renderTroops(this._maxPopulation)}
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<span
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class="${this._popRateIsIncreasing
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? "text-green-500"
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: "text-yellow-500"}"
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>(+${renderTroops(this.popRate)})</span
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></span
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>
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</div>
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<div class="flex justify-between">
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<span class="font-bold">Gold:</span>
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<span
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>${renderNumber(this._gold)}
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(+${renderNumber(this._goldPerSecond)})</span
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>
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</div>
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</div>
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<div class="relative mb-4 lg:mb-4">
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<label class="block text-white mb-1"
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>Troops: ${renderTroops(this._troops)} | Workers:
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${renderTroops(this._workers)}</label
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>
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<div class="relative h-8">
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<!-- Background track -->
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<div
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class="absolute left-0 right-0 top-3 h-2 bg-white/20 rounded"
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></div>
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<!-- Fill track -->
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<div
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class="absolute left-0 top-3 h-2 bg-blue-500/60 rounded transition-all duration-300"
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style="width: ${this.currentTroopRatio * 100}%"
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></div>
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<!-- Range input - exactly overlaying the visual elements -->
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<input
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type="range"
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min="1"
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max="100"
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.value=${(this.targetTroopRatio * 100).toString()}
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@input=${(e: Event) => {
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this.targetTroopRatio =
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parseInt((e.target as HTMLInputElement).value) / 100;
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this.onTroopChange(this.targetTroopRatio);
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}}
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class="absolute left-0 right-0 top-2 m-0 h-4 cursor-pointer targetTroopRatio"
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/>
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</div>
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</div>
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<div class="relative mb-0 lg:mb-4">
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<label class="block text-white mb-1"
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>Attack Ratio: ${(this.attackRatio * 100).toFixed(0)}%</label
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>
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<div class="relative h-8">
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<!-- Background track -->
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<div
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class="absolute left-0 right-0 top-3 h-2 bg-white/20 rounded"
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></div>
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<!-- Fill track -->
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<div
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class="absolute left-0 top-3 h-2 bg-red-500/60 rounded transition-all duration-300"
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style="width: ${this.attackRatio * 100}%"
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></div>
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<!-- Range input - exactly overlaying the visual elements -->
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<input
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type="range"
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min="1"
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max="100"
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.value=${(this.attackRatio * 100).toString()}
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@input=${(e: Event) => {
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this.attackRatio =
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parseInt((e.target as HTMLInputElement).value) / 100;
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this.onAttackRatioChange(this.attackRatio);
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}}
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class="absolute left-0 right-0 top-2 m-0 h-4 cursor-pointer attackRatio"
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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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createRenderRoot() {
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return this; // Disable shadow DOM to allow Tailwind styles
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}
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}
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