Files
OpenFrontIO/src/client/graphics/layers/UnitDisplay.ts
T

311 lines
9.8 KiB
TypeScript

import { html, LitElement } from "lit";
import { customElement } from "lit/decorators.js";
import { assetUrl } from "../../../core/AssetUrls";
import { EventBus } from "../../../core/EventBus";
import {
BuildableUnit,
BuildMenus,
Gold,
PlayerBuildableUnitType,
UnitType,
} from "../../../core/game/Game";
import { GameView } from "../../../core/game/GameView";
import {
GhostStructureChangedEvent,
ToggleStructureEvent,
} from "../../InputHandler";
import { renderNumber, translateText } from "../../Utils";
import { UIState } from "../UIState";
import { Layer } from "./Layer";
const warshipIcon = assetUrl("images/BattleshipIconWhite.svg");
const cityIcon = assetUrl("images/CityIconWhite.svg");
const factoryIcon = assetUrl("images/FactoryIconWhite.svg");
const goldCoinIcon = assetUrl("images/GoldCoinIcon.svg");
const mirvIcon = assetUrl("images/MIRVIcon.svg");
const missileSiloIcon = assetUrl("images/MissileSiloIconWhite.svg");
const hydrogenBombIcon = assetUrl("images/MushroomCloudIconWhite.svg");
const atomBombIcon = assetUrl("images/NukeIconWhite.svg");
const portIcon = assetUrl("images/PortIcon.svg");
const samLauncherIcon = assetUrl("images/SamLauncherIconWhite.svg");
const defensePostIcon = assetUrl("images/ShieldIconWhite.svg");
@customElement("unit-display")
export class UnitDisplay extends LitElement implements Layer {
public game: GameView;
public eventBus: EventBus;
public uiState: UIState;
private playerBuildables: BuildableUnit[] | null = null;
private keybinds: Record<string, { value: string; key: string }> = {};
private _cities = 0;
private _warships = 0;
private _factories = 0;
private _missileSilo = 0;
private _port = 0;
private _defensePost = 0;
private _samLauncher = 0;
private allDisabled = false;
private _hoveredUnit: PlayerBuildableUnitType | null = null;
createRenderRoot() {
return this;
}
init() {
const config = this.game.config();
const savedKeybinds = localStorage.getItem("settings.keybinds");
if (savedKeybinds) {
try {
this.keybinds = JSON.parse(savedKeybinds);
} catch (e) {
console.warn("Invalid keybinds JSON:", e);
}
}
this.allDisabled = BuildMenus.types.every((u) => config.isUnitDisabled(u));
this.requestUpdate();
}
private cost(item: UnitType): Gold {
for (const bu of this.playerBuildables ?? []) {
if (bu.type === item) {
return bu.cost;
}
}
return 0n;
}
private canBuild(item: UnitType): boolean {
if (this.game?.config().isUnitDisabled(item)) return false;
const player = this.game?.myPlayer();
switch (item) {
case UnitType.AtomBomb:
case UnitType.HydrogenBomb:
case UnitType.MIRV:
return (
this.cost(item) <= (player?.gold() ?? 0n) &&
(player?.units(UnitType.MissileSilo).length ?? 0) > 0
);
case UnitType.Warship:
return (
this.cost(item) <= (player?.gold() ?? 0n) &&
(player?.units(UnitType.Port).length ?? 0) > 0
);
default:
return this.cost(item) <= (player?.gold() ?? 0n);
}
}
tick() {
const player = this.game?.myPlayer();
if (!player) return;
player.buildables(undefined, BuildMenus.types).then((buildables) => {
this.playerBuildables = buildables;
});
this._cities = player.totalUnitLevels(UnitType.City);
this._missileSilo = player.totalUnitLevels(UnitType.MissileSilo);
this._port = player.totalUnitLevels(UnitType.Port);
this._defensePost = player.totalUnitLevels(UnitType.DefensePost);
this._samLauncher = player.totalUnitLevels(UnitType.SAMLauncher);
this._factories = player.totalUnitLevels(UnitType.Factory);
this._warships = player.totalUnitLevels(UnitType.Warship);
this.requestUpdate();
}
render() {
const myPlayer = this.game?.myPlayer();
if (
!this.game ||
!myPlayer ||
this.game.inSpawnPhase() ||
!myPlayer.isAlive()
) {
return null;
}
if (this.allDisabled) {
return null;
}
return html`
<div class="border-t border-white/10 p-0.5 w-full">
<div
class="grid grid-rows-1 auto-cols-max grid-flow-col gap-0.5 w-fit mx-auto"
>
${this.renderUnitItem(
cityIcon,
this._cities,
UnitType.City,
"city",
this.keybinds["buildCity"]?.key ?? "1",
)}
${this.renderUnitItem(
factoryIcon,
this._factories,
UnitType.Factory,
"factory",
this.keybinds["buildFactory"]?.key ?? "2",
)}
${this.renderUnitItem(
portIcon,
this._port,
UnitType.Port,
"port",
this.keybinds["buildPort"]?.key ?? "3",
)}
${this.renderUnitItem(
defensePostIcon,
this._defensePost,
UnitType.DefensePost,
"defense_post",
this.keybinds["buildDefensePost"]?.key ?? "4",
)}
${this.renderUnitItem(
missileSiloIcon,
this._missileSilo,
UnitType.MissileSilo,
"missile_silo",
this.keybinds["buildMissileSilo"]?.key ?? "5",
)}
${this.renderUnitItem(
samLauncherIcon,
this._samLauncher,
UnitType.SAMLauncher,
"sam_launcher",
this.keybinds["buildSamLauncher"]?.key ?? "6",
)}
${this.renderUnitItem(
warshipIcon,
this._warships,
UnitType.Warship,
"warship",
this.keybinds["buildWarship"]?.key ?? "7",
)}
${this.renderUnitItem(
atomBombIcon,
null,
UnitType.AtomBomb,
"atom_bomb",
this.keybinds["buildAtomBomb"]?.key ?? "8",
)}
${this.renderUnitItem(
hydrogenBombIcon,
null,
UnitType.HydrogenBomb,
"hydrogen_bomb",
this.keybinds["buildHydrogenBomb"]?.key ?? "9",
)}
${this.renderUnitItem(
mirvIcon,
null,
UnitType.MIRV,
"mirv",
this.keybinds["buildMIRV"]?.key ?? "0",
)}
</div>
</div>
`;
}
private renderUnitItem(
icon: string,
number: number | null,
unitType: PlayerBuildableUnitType,
structureKey: string,
hotkey: string,
) {
if (this.game.config().isUnitDisabled(unitType)) {
return html``;
}
const selected = this.uiState.ghostStructure === unitType;
const hovered = this._hoveredUnit === unitType;
const displayHotkey = hotkey
.replace("Digit", "")
.replace("Key", "")
.toUpperCase();
return html`
<div
class="flex flex-col items-center relative"
@mouseenter=${() => {
this._hoveredUnit = unitType;
this.requestUpdate();
}}
@mouseleave=${() => {
this._hoveredUnit = null;
this.requestUpdate();
}}
>
${hovered
? html`
<div
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-[100] shadow-lg pointer-events-none"
>
<div class="font-bold text-sm mb-1">
${translateText(
"unit_type." + structureKey,
)}${` [${displayHotkey}]`}
</div>
<div class="p-2">
${translateText("build_menu.desc." + structureKey)}
</div>
<div class="flex items-center justify-center gap-1">
<img src=${goldCoinIcon} width="13" height="13" />
<span class="text-yellow-300"
>${renderNumber(this.cost(unitType))}</span
>
</div>
</div>
`
: null}
<div
class="${this.canBuild(unitType)
? ""
: "opacity-40"} border border-slate-500 rounded-sm px-0.5 pb-0.5 flex items-center gap-0.5 cursor-pointer
${selected ? "hover:bg-gray-400/10" : "hover:bg-gray-800"}
rounded-sm text-white ${selected ? "bg-slate-400/20" : ""}"
@click=${() => {
if (selected) {
this.uiState.ghostStructure = null;
this.eventBus?.emit(new GhostStructureChangedEvent(null));
} else if (this.canBuild(unitType)) {
this.uiState.ghostStructure = unitType;
this.eventBus?.emit(new GhostStructureChangedEvent(unitType));
}
this.requestUpdate();
}}
@mouseenter=${() => {
switch (unitType) {
case UnitType.AtomBomb:
case UnitType.HydrogenBomb:
this.eventBus?.emit(
new ToggleStructureEvent([
UnitType.MissileSilo,
UnitType.SAMLauncher,
]),
);
break;
case UnitType.Warship:
this.eventBus?.emit(new ToggleStructureEvent([UnitType.Port]));
break;
default:
this.eventBus?.emit(new ToggleStructureEvent([unitType]));
}
}}
@mouseleave=${() =>
this.eventBus?.emit(new ToggleStructureEvent(null))}
>
${html`<div class="ml-0.5 text-[10px] relative -top-1 text-gray-400">
${displayHotkey}
</div>`}
<div class="flex items-center gap-0.5 pt-0.5">
<img src=${icon} alt=${structureKey} class="align-middle size-5" />
${number !== null
? html`<span class="text-xs">${renderNumber(number)}</span>`
: null}
</div>
</div>
</div>
`;
}
}