Files
OpenFrontIO/src/client/ClientGameRunner.ts
T
Sky Elder 38cb3027cb Feature Add retaliate keybind (#3801)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #3174 

## Description:

This PR implements a keybind for retaliation against incoming non-bot
attacks (Players and Nations). It currently will target the most recent
(last in array) incoming attack when the keybind is pressed, choosing
the minimum of attack ratio or incoming attack troop size to retaliate
with. This correlates with the last displayed incoming attack on the
bottom modal. It works when there are multiple attacks (press multiple
times to retaliate against each consecutive attack). If the retaliation
size is smaller than the attack, the keybind can be pressed multiple
times to repeatedly blunt the incoming troop count.

Due to the current keybind logic KeyR cannot be used but Shift+KeyR can
so it is set to that until refactor.

<img width="867" height="121" alt="image"
src="https://github.com/user-attachments/assets/56e80810-4900-4db0-8ce7-1856e13529e5"
/>

No tests have been added as the retaliation feature doesn't seem to have
any to begin with since it is just an attack intent. The keybind is not
configured any differently than others. I did run all current tests and
was all good.

## 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:

n1ghtingal3
2026-05-06 12:08:31 -06:00

1013 lines
29 KiB
TypeScript

import { translateText } from "../client/Utils";
import { EventBus } from "../core/EventBus";
import {
ClientID,
GameID,
GameRecord,
GameStartInfo,
LobbyInfoEvent,
PlayerCosmeticRefs,
PlayerRecord,
ServerMessage,
} from "../core/Schemas";
import { createPartialGameRecord, findClosestBy, replacer } from "../core/Util";
import { ServerConfig } from "../core/configuration/Config";
import { getGameLogicConfig } from "../core/configuration/ConfigLoader";
import {
BuildableUnit,
PlayerType,
Structures,
UnitType,
} from "../core/game/Game";
import { TileRef } from "../core/game/GameMap";
import { GameMapLoader } from "../core/game/GameMapLoader";
import {
ErrorUpdate,
GameUpdateType,
GameUpdateViewData,
HashUpdate,
WinUpdate,
} from "../core/game/GameUpdates";
import { GameView, PlayerView } from "../core/game/GameView";
import { loadTerrainMap, TerrainMapData } from "../core/game/TerrainMapLoader";
import { UserSettings } from "../core/game/UserSettings";
import { WorkerClient } from "../core/worker/WorkerClient";
import { getPersistentID } from "./Auth";
import {
AutoUpgradeEvent,
DoBoatAttackEvent,
DoBreakAllianceEvent,
DoGroundAttackEvent,
DoRequestAllianceEvent,
DoRetaliateAttackEvent,
InputHandler,
MouseMoveEvent,
MouseUpEvent,
TickMetricsEvent,
} from "./InputHandler";
import { endGame, startGame, startTime } from "./LocalPersistantStats";
import { terrainMapFileLoader } from "./TerrainMapFileLoader";
import {
SendAllianceRequestIntentEvent,
SendAttackIntentEvent,
SendBoatAttackIntentEvent,
SendBreakAllianceIntentEvent,
SendHashEvent,
SendSpawnIntentEvent,
SendUpgradeStructureIntentEvent,
Transport,
} from "./Transport";
import { createCanvas } from "./Utils";
import { createRenderer, GameRenderer } from "./graphics/GameRenderer";
import { GoToPlayerEvent } from "./graphics/TransformHandler";
import { SoundManager } from "./sound/SoundManager";
export interface LobbyConfig {
serverConfig: ServerConfig;
cosmetics: PlayerCosmeticRefs;
playerName: string;
playerClanTag: string | null;
playerRole: string | null;
gameID: GameID;
turnstileToken: string | null;
// GameStartInfo only exists when playing a singleplayer game.
gameStartInfo?: GameStartInfo;
// GameRecord exists when replaying an archived game.
gameRecord?: GameRecord;
}
export interface JoinLobbyResult {
stop: (force?: boolean) => boolean;
prestart: Promise<void>;
join: Promise<void>;
}
export function joinLobby(
eventBus: EventBus,
lobbyConfig: LobbyConfig,
): JoinLobbyResult {
// Mutable clientID state — assigned by server (multiplayer) or derived from gameStartInfo (singleplayer)
let clientID: ClientID | undefined;
let resolvePrestart: () => void;
let resolveJoin: () => void;
const prestartPromise = new Promise<void>((r) => (resolvePrestart = r));
const joinPromise = new Promise<void>((r) => (resolveJoin = r));
console.log(`joining lobby: gameID: ${lobbyConfig.gameID}`);
const userSettings: UserSettings = new UserSettings();
startGame(lobbyConfig.gameID, lobbyConfig.gameStartInfo?.config ?? {});
const transport = new Transport(lobbyConfig, eventBus);
let currentGameRunner: ClientGameRunner | null = null;
const onconnect = () => {
// Always send join - server will detect reconnection via persistentID
console.log(`Joining game lobby ${lobbyConfig.gameID}`);
transport.joinGame();
};
let terrainLoad: Promise<TerrainMapData> | null = null;
const onmessage = (message: ServerMessage) => {
if (message.type === "lobby_info") {
// Server tells us our assigned clientID
clientID = message.myClientID;
eventBus.emit(new LobbyInfoEvent(message.lobby, message.myClientID));
return;
}
if (message.type === "prestart") {
console.log(
`lobby: game prestarting: ${JSON.stringify(message, replacer)}`,
);
terrainLoad = loadTerrainMap(
message.gameMap,
message.gameMapSize,
terrainMapFileLoader,
);
resolvePrestart();
}
if (message.type === "start") {
// Trigger prestart for singleplayer games
resolvePrestart();
console.log(
`lobby: game started: ${JSON.stringify(message, replacer, 2)}`,
);
// Server tells us our assigned clientID (also sent on start for late joins)
clientID = message.myClientID;
resolveJoin();
// For multiplayer games, GameStartInfo is not known until game starts.
lobbyConfig.gameStartInfo = message.gameStartInfo;
createClientGame(
lobbyConfig,
clientID,
eventBus,
transport,
userSettings,
terrainLoad,
terrainMapFileLoader,
)
.then((r) => {
currentGameRunner = r;
r.start();
})
.catch((e) => {
console.error("error creating client game", e);
currentGameRunner = null;
const startingModal = document.querySelector(
"game-starting-modal",
) as HTMLElement;
if (startingModal) {
startingModal.classList.add("hidden");
}
showErrorModal(
e.message,
e.stack,
lobbyConfig.gameID,
clientID,
true,
false,
"error_modal.connection_error",
);
});
}
if (message.type === "error") {
if (message.error === "full-lobby") {
document.dispatchEvent(
new CustomEvent("leave-lobby", {
detail: { lobby: lobbyConfig.gameID, cause: "full-lobby" },
bubbles: true,
composed: true,
}),
);
} else if (message.error === "kick_reason.host_left") {
alert(translateText("kick_reason.host_left"));
document.dispatchEvent(
new CustomEvent("leave-lobby", {
detail: { lobby: lobbyConfig.gameID, cause: "host-left" },
bubbles: true,
composed: true,
}),
);
} else {
showErrorModal(
message.error,
message.message,
lobbyConfig.gameID,
clientID,
true,
false,
"error_modal.connection_error",
);
}
}
};
transport.connect(onconnect, onmessage);
return {
stop: (force: boolean = false) => {
if (!force && currentGameRunner?.shouldPreventWindowClose()) {
console.log("Player is active, prevent leaving game");
return false;
}
console.log("leaving game");
if (currentGameRunner) {
currentGameRunner.stop();
currentGameRunner = null;
} else {
transport.leaveGame();
}
return true;
},
prestart: prestartPromise,
join: joinPromise,
};
}
async function createClientGame(
lobbyConfig: LobbyConfig,
clientID: ClientID | undefined,
eventBus: EventBus,
transport: Transport,
userSettings: UserSettings,
terrainLoad: Promise<TerrainMapData> | null,
mapLoader: GameMapLoader,
): Promise<ClientGameRunner> {
if (lobbyConfig.gameStartInfo === undefined) {
throw new Error("missing gameStartInfo");
}
const config = await getGameLogicConfig(
lobbyConfig.gameStartInfo.config,
userSettings,
lobbyConfig.gameRecord !== undefined,
);
let gameMap: TerrainMapData;
if (terrainLoad) {
gameMap = await terrainLoad;
} else {
gameMap = await loadTerrainMap(
lobbyConfig.gameStartInfo.config.gameMap,
lobbyConfig.gameStartInfo.config.gameMapSize,
mapLoader,
);
}
const worker = new WorkerClient(lobbyConfig.gameStartInfo, clientID);
await worker.initialize();
const gameView = new GameView(
worker,
config,
gameMap,
clientID,
lobbyConfig.playerName,
lobbyConfig.playerClanTag,
lobbyConfig.gameStartInfo.gameID,
lobbyConfig.gameStartInfo.players,
);
const canvas = createCanvas();
const soundManager = new SoundManager(eventBus, userSettings);
try {
const gameRenderer = createRenderer(
canvas,
gameView,
eventBus,
lobbyConfig.playerRole,
);
console.log(
`creating private game got difficulty: ${lobbyConfig.gameStartInfo.config.difficulty}`,
);
return new ClientGameRunner(
lobbyConfig,
clientID,
eventBus,
gameRenderer,
new InputHandler(gameView, gameRenderer.uiState, canvas, eventBus),
transport,
worker,
gameView,
soundManager,
);
} catch (err) {
soundManager.dispose();
throw err;
}
}
export class ClientGameRunner {
private myPlayer: PlayerView | null = null;
private isActive = false;
private turnsSeen = 0;
private lastMousePosition: { x: number; y: number } | null = null;
private lastMessageTime: number = 0;
private connectionCheckInterval: NodeJS.Timeout | null = null;
private goToPlayerTimeout: NodeJS.Timeout | null = null;
private lastTickReceiveTime: number = 0;
private currentTickDelay: number | undefined = undefined;
constructor(
private lobby: LobbyConfig,
private clientID: ClientID | undefined,
private eventBus: EventBus,
private renderer: GameRenderer,
private input: InputHandler,
private transport: Transport,
private worker: WorkerClient,
private gameView: GameView,
private soundManager: SoundManager,
) {
this.lastMessageTime = Date.now();
}
/**
* Determines whether window closing should be prevented.
*
* Used to show a confirmation dialog when the user attempts to close
* the window or navigate away during an active game session.
*
* @returns {boolean} `true` if the window close should be prevented
* (when the player is alive in the game), `false` otherwise
* (when the player is not alive or doesn't exist)
*/
public shouldPreventWindowClose(): boolean {
// Show confirmation dialog if player is alive in the game
return !!this.myPlayer?.isAlive();
}
private async saveGame(update: WinUpdate) {
if (!this.clientID) {
return;
}
const players: PlayerRecord[] = [
{
persistentID: getPersistentID(),
username: this.lobby.playerName,
clanTag: this.lobby.playerClanTag ?? null,
clientID: this.clientID,
stats: update.allPlayersStats[this.clientID],
},
];
if (this.lobby.gameStartInfo === undefined) {
throw new Error("missing gameStartInfo");
}
const record = createPartialGameRecord(
this.lobby.gameStartInfo.gameID,
this.lobby.gameStartInfo.config,
players,
// Not saving turns locally
[],
startTime(),
Date.now(),
update.winner,
this.lobby.gameStartInfo.lobbyCreatedAt,
this.lobby.gameStartInfo.visibleAt,
);
endGame(record);
}
public start() {
this.soundManager.playBackgroundMusic();
console.log("starting client game");
this.isActive = true;
this.lastMessageTime = Date.now();
setTimeout(() => {
this.connectionCheckInterval = setInterval(
() => this.onConnectionCheck(),
1000,
);
}, 20000);
this.eventBus.on(MouseUpEvent, this.inputEvent.bind(this));
this.eventBus.on(MouseMoveEvent, this.onMouseMove.bind(this));
this.eventBus.on(AutoUpgradeEvent, this.autoUpgradeEvent.bind(this));
this.eventBus.on(
DoBoatAttackEvent,
this.doBoatAttackUnderCursor.bind(this),
);
this.eventBus.on(
DoGroundAttackEvent,
this.doGroundAttackUnderCursor.bind(this),
);
this.eventBus.on(
DoRetaliateAttackEvent,
this.doRetaliateAttackMostRecent.bind(this),
);
this.eventBus.on(
DoRequestAllianceEvent,
this.doRequestAllianceUnderCursor.bind(this),
);
this.eventBus.on(
DoBreakAllianceEvent,
this.doBreakAllianceUnderCursor.bind(this),
);
this.renderer.initialize();
this.input.initialize();
this.worker.start((gu: GameUpdateViewData | ErrorUpdate) => {
if (this.lobby.gameStartInfo === undefined) {
throw new Error("missing gameStartInfo");
}
if ("errMsg" in gu) {
showErrorModal(
gu.errMsg,
gu.stack ?? "missing",
this.lobby.gameStartInfo.gameID,
this.clientID,
);
console.error(gu.stack);
this.stop();
return;
}
this.transport.turnComplete();
gu.updates[GameUpdateType.Hash].forEach((hu: HashUpdate) => {
this.eventBus.emit(new SendHashEvent(hu.tick, hu.hash));
});
this.gameView.update(gu);
this.renderer.tick();
// Emit tick metrics event for performance overlay
this.eventBus.emit(
new TickMetricsEvent(gu.tickExecutionDuration, this.currentTickDelay),
);
// Reset tick delay for next measurement
this.currentTickDelay = undefined;
if (gu.updates[GameUpdateType.Win].length > 0) {
this.saveGame(gu.updates[GameUpdateType.Win][0]);
}
});
const onconnect = () => {
console.log("Connected to game server!");
this.transport.rejoinGame(this.turnsSeen);
};
let hasGoneToPlayer = false;
const onmessage = (message: ServerMessage) => {
this.lastMessageTime = Date.now();
if (message.type === "start") {
console.log("starting game! in client game runner");
if (this.gameView.config().isRandomSpawn()) {
const goToPlayer = () => {
const myPlayer = this.gameView.myPlayer();
if (this.gameView.inSpawnPhase() && !myPlayer?.hasSpawned()) {
this.goToPlayerTimeout = setTimeout(goToPlayer, 1000);
return;
}
if (!myPlayer) {
return;
}
if (!this.gameView.inSpawnPhase() && !myPlayer.hasSpawned()) {
showErrorModal(
"spawn_failed",
translateText("error_modal.spawn_failed.description"),
this.lobby.gameID,
this.clientID,
true,
false,
translateText("error_modal.spawn_failed.title"),
);
return;
}
this.eventBus.emit(new GoToPlayerEvent(myPlayer, 10));
};
goToPlayer();
}
for (const turn of message.turns) {
if (turn.turnNumber < this.turnsSeen) {
continue;
}
while (turn.turnNumber - 1 > this.turnsSeen) {
this.worker.sendTurn({
turnNumber: this.turnsSeen,
intents: [],
});
this.turnsSeen++;
}
this.worker.sendTurn(turn);
this.turnsSeen++;
}
}
if (message.type === "desync") {
if (this.lobby.gameStartInfo === undefined) {
throw new Error("missing gameStartInfo");
}
showErrorModal(
`desync from server: ${JSON.stringify(message)}`,
"",
this.lobby.gameStartInfo.gameID,
this.clientID,
true,
false,
"error_modal.desync_notice",
);
}
if (message.type === "error") {
showErrorModal(
message.error,
message.message,
this.lobby.gameID,
this.clientID,
true,
false,
"error_modal.connection_error",
);
}
if (message.type === "turn") {
if (
!this.gameView.inSpawnPhase() &&
!hasGoneToPlayer &&
this.gameView.myPlayer()
) {
hasGoneToPlayer = true;
this.eventBus.emit(new GoToPlayerEvent(this.gameView.myPlayer()!, 8));
}
// Track when we receive the turn to calculate delay
const now = Date.now();
if (this.lastTickReceiveTime > 0) {
// Calculate delay between receiving turn messages
this.currentTickDelay = now - this.lastTickReceiveTime;
}
this.lastTickReceiveTime = now;
if (this.turnsSeen !== message.turn.turnNumber) {
console.error(
`got wrong turn have turns ${this.turnsSeen}, received turn ${message.turn.turnNumber}`,
);
} else {
this.worker.sendTurn(
// Filter out pause intents in replays
this.gameView.config().isReplay()
? {
...message.turn,
intents: message.turn.intents.filter(
(i) => i.type !== "toggle_pause",
),
}
: message.turn,
);
this.turnsSeen++;
}
}
};
this.transport.updateCallback(onconnect, onmessage);
console.log("sending join game");
// Rejoin game from the start so we don't miss any turns.
this.transport.rejoinGame(0);
}
public stop() {
this.soundManager.dispose();
if (!this.isActive) return;
this.isActive = false;
this.worker.cleanup();
this.transport.leaveGame();
if (this.connectionCheckInterval) {
clearInterval(this.connectionCheckInterval);
this.connectionCheckInterval = null;
}
if (this.goToPlayerTimeout) {
clearTimeout(this.goToPlayerTimeout);
this.goToPlayerTimeout = null;
}
}
private inputEvent(event: MouseUpEvent) {
if (!this.isActive || this.renderer.uiState.ghostStructure !== null) {
return;
}
const cell = this.renderer.transformHandler.screenToWorldCoordinates(
event.x,
event.y,
);
if (!this.gameView.isValidCoord(cell.x, cell.y)) {
return;
}
console.log(`clicked cell ${cell}`);
const tile = this.gameView.ref(cell.x, cell.y);
if (
this.gameView.isLand(tile) &&
!this.gameView.hasOwner(tile) &&
this.gameView.inSpawnPhase() &&
!this.gameView.config().isRandomSpawn()
) {
this.eventBus.emit(new SendSpawnIntentEvent(tile));
return;
}
if (this.gameView.inSpawnPhase()) {
return;
}
if (this.myPlayer === null) {
if (!this.clientID) return;
const myPlayer = this.gameView.playerByClientID(this.clientID);
if (myPlayer === null) return;
this.myPlayer = myPlayer;
}
this.myPlayer.actions(tile, [UnitType.TransportShip]).then((actions) => {
if (actions.canAttack) {
this.eventBus.emit(
new SendAttackIntentEvent(
this.gameView.owner(tile).id(),
this.myPlayer!.troops() * this.renderer.uiState.attackRatio,
),
);
} else if (this.canAutoBoat(actions.buildableUnits, tile)) {
this.sendBoatAttackIntent(tile);
}
});
}
private autoUpgradeEvent(event: AutoUpgradeEvent) {
if (!this.isActive) {
return;
}
const cell = this.renderer.transformHandler.screenToWorldCoordinates(
event.x,
event.y,
);
if (!this.gameView.isValidCoord(cell.x, cell.y)) {
return;
}
const tile = this.gameView.ref(cell.x, cell.y);
if (this.myPlayer === null) {
if (!this.clientID) return;
const myPlayer = this.gameView.playerByClientID(this.clientID);
if (myPlayer === null) return;
this.myPlayer = myPlayer;
}
if (this.gameView.inSpawnPhase()) {
return;
}
this.findAndUpgradeNearestBuilding(tile);
}
private findAndUpgradeNearestBuilding(clickedTile: TileRef) {
this.myPlayer!.actions(clickedTile, Structures.types).then((actions) => {
const upgradeUnits: {
unitId: number;
unitType: UnitType;
distance: number;
}[] = [];
for (const bu of actions.buildableUnits) {
if (bu.canUpgrade !== false) {
const existingUnit = this.gameView
.units()
.find((unit) => unit.id() === bu.canUpgrade);
if (existingUnit) {
const distance = this.gameView.manhattanDist(
clickedTile,
existingUnit.tile(),
);
upgradeUnits.push({
unitId: bu.canUpgrade,
unitType: bu.type,
distance: distance,
});
}
}
}
if (upgradeUnits.length === 0) {
return;
}
// Upgrade the closest affordable building. But if there's an unaffordable
// building (any type) that's closer to clickedTile than the best candidate,
// do nothing — the player clicked on that unaffordable building intending
// to upgrade it, and we must not spend their gold on a different building.
const bestUpgrade = findClosestBy(upgradeUnits, (u) => u.distance);
if (!bestUpgrade) {
return;
}
// Check if any unaffordable building is closer than bestUpgrade
for (const bu of actions.buildableUnits) {
if (bu.canUpgrade === false && bu.type !== bestUpgrade.unitType) {
const myPlayerID = this.myPlayer!.id();
const closestOfType = this.gameView
.nearbyUnits(
clickedTile,
this.gameView.config().structureMinDist(),
bu.type,
)
.filter(({ unit }) => unit.owner().id() === myPlayerID)
.sort((a, b) => a.distSquared - b.distSquared)[0];
if (closestOfType) {
const dist = this.gameView.manhattanDist(
clickedTile,
closestOfType.unit.tile(),
);
if (dist <= bestUpgrade.distance) {
// An unaffordable building of type bu.type is at least as close
// as bestUpgrade — player clicked on it, not on bestUpgrade.
return;
}
}
}
}
this.eventBus.emit(
new SendUpgradeStructureIntentEvent(
bestUpgrade.unitId,
bestUpgrade.unitType,
),
);
});
}
private doBoatAttackUnderCursor(): void {
const tile = this.getTileUnderCursor();
if (tile === null) {
return;
}
if (this.myPlayer === null) {
if (!this.clientID) return;
const myPlayer = this.gameView.playerByClientID(this.clientID);
if (myPlayer === null) return;
this.myPlayer = myPlayer;
}
this.myPlayer
.buildables(tile, [UnitType.TransportShip])
.then((buildables) => {
if (this.canBoatAttack(buildables) !== false) {
this.sendBoatAttackIntent(tile);
} else {
console.warn(
"Boat attack triggered but can't send Transport Ship to tile",
);
}
});
}
private doGroundAttackUnderCursor(): void {
const tile = this.getTileUnderCursor();
if (tile === null) {
return;
}
if (this.myPlayer === null) {
if (!this.clientID) return;
const myPlayer = this.gameView.playerByClientID(this.clientID);
if (myPlayer === null) return;
this.myPlayer = myPlayer;
}
this.myPlayer.actions(tile, null).then((actions) => {
if (actions.canAttack) {
this.eventBus.emit(
new SendAttackIntentEvent(
this.gameView.owner(tile).id(),
this.myPlayer!.troops() * this.renderer.uiState.attackRatio,
),
);
}
});
}
private doRetaliateAttackMostRecent(): void {
if (!this.isActive || this.gameView.inSpawnPhase()) {
return;
}
if (this.myPlayer === null) {
if (!this.clientID) return;
const myPlayer = this.gameView.playerByClientID(this.clientID);
if (myPlayer === null) return;
this.myPlayer = myPlayer;
}
const incomingAttacks = this.myPlayer.incomingAttacks().filter((a) => {
const t = (
this.gameView.playerBySmallID(a.attackerID) as PlayerView
).type();
return t !== PlayerType.Bot;
});
if (incomingAttacks.length === 0) return;
const mostRecentAttack = incomingAttacks[incomingAttacks.length - 1];
const attacker = this.gameView.playerBySmallID(
mostRecentAttack.attackerID,
) as PlayerView;
if (!attacker) return;
const counterTroops = Math.min(
mostRecentAttack.troops,
this.renderer.uiState.attackRatio * this.myPlayer.troops(),
);
this.eventBus.emit(new SendAttackIntentEvent(attacker.id(), counterTroops));
}
private doRequestAllianceUnderCursor(): void {
const tile = this.getTileUnderCursor();
if (tile === null) return;
if (this.myPlayer === null) {
if (!this.clientID) return;
const myPlayer = this.gameView.playerByClientID(this.clientID);
if (myPlayer === null) return;
this.myPlayer = myPlayer;
}
const myPlayer = this.myPlayer;
const tileOwner = this.gameView.owner(tile);
if (!tileOwner.isPlayer()) return;
const recipient = tileOwner as PlayerView;
myPlayer.actions(tile).then((actions) => {
if (actions.interaction?.canSendAllianceRequest) {
this.eventBus.emit(
new SendAllianceRequestIntentEvent(myPlayer, recipient),
);
}
});
}
private doBreakAllianceUnderCursor(): void {
const tile = this.getTileUnderCursor();
if (tile === null) return;
if (this.myPlayer === null) {
if (!this.clientID) return;
const myPlayer = this.gameView.playerByClientID(this.clientID);
if (myPlayer === null) return;
this.myPlayer = myPlayer;
}
const myPlayer = this.myPlayer;
const tileOwner = this.gameView.owner(tile);
if (!tileOwner.isPlayer()) return;
const recipient = tileOwner as PlayerView;
myPlayer.actions(tile).then((actions) => {
if (actions.interaction?.canBreakAlliance) {
this.eventBus.emit(
new SendBreakAllianceIntentEvent(myPlayer, recipient),
);
}
});
}
private getTileUnderCursor(): TileRef | null {
if (!this.isActive || !this.lastMousePosition) {
return null;
}
if (this.gameView.inSpawnPhase()) {
return null;
}
const cell = this.renderer.transformHandler.screenToWorldCoordinates(
this.lastMousePosition.x,
this.lastMousePosition.y,
);
if (!this.gameView.isValidCoord(cell.x, cell.y)) {
return null;
}
return this.gameView.ref(cell.x, cell.y);
}
private canBoatAttack(buildables: BuildableUnit[]): false | TileRef {
const bu = buildables.find((bu) => bu.type === UnitType.TransportShip);
return bu?.canBuild ?? false;
}
private sendBoatAttackIntent(tile: TileRef) {
if (!this.myPlayer) return;
this.eventBus.emit(
new SendBoatAttackIntentEvent(
tile,
this.myPlayer.troops() * this.renderer.uiState.attackRatio,
),
);
}
private canAutoBoat(buildables: BuildableUnit[], tile: TileRef): boolean {
if (!this.gameView.isLand(tile)) return false;
const canBuild = this.canBoatAttack(buildables);
if (canBuild === false) return false;
// TODO: Global enable flag
// TODO: Global limit autoboat to nearby shore flag
// if (!enableAutoBoat) return false;
// if (!limitAutoBoatNear) return true;
const distanceSquared = this.gameView.euclideanDistSquared(tile, canBuild);
const limit = 100;
const limitSquared = limit * limit;
return distanceSquared < limitSquared;
}
private onMouseMove(event: MouseMoveEvent) {
this.lastMousePosition = { x: event.x, y: event.y };
}
private onConnectionCheck() {
if (this.transport.isLocal) {
return;
}
const now = Date.now();
const timeSinceLastMessage = now - this.lastMessageTime;
if (timeSinceLastMessage > 5000) {
console.log(
`No message from server for ${timeSinceLastMessage} ms, reconnecting`,
);
this.lastMessageTime = now;
this.transport.reconnect();
}
}
}
function showErrorModal(
error: string,
message: string | undefined,
gameID: GameID,
clientID: ClientID | undefined,
closable = false,
showDiscord = true,
heading = "error_modal.crashed",
) {
if (document.querySelector("#error-modal")) {
return;
}
const translatedError = translateText(error);
const displayError = translatedError === error ? error : translatedError;
const modal = document.createElement("div");
modal.id = "error-modal";
const content = [
showDiscord ? translateText("error_modal.paste_discord") : null,
translateText(heading),
`game id: ${gameID}`,
`client id: ${clientID}`,
`Error: ${displayError}`,
message ? `Message: ${message}` : null,
]
.filter(Boolean)
.join("\n");
// Create elements
const pre = document.createElement("pre");
pre.textContent = content;
const button = document.createElement("button");
button.textContent = translateText("error_modal.copy_clipboard");
button.className = "copy-btn";
button.addEventListener("click", async () => {
try {
await navigator.clipboard.writeText(content);
button.textContent = translateText("error_modal.copied");
} catch {
button.textContent = translateText("error_modal.failed_copy");
}
});
// Add to modal
modal.appendChild(pre);
modal.appendChild(button);
if (closable) {
const closeButton = document.createElement("button");
closeButton.textContent = "X";
closeButton.className = "close-btn";
closeButton.addEventListener("click", () => {
modal.remove();
});
modal.appendChild(closeButton);
}
document.body.appendChild(modal);
}