mirror of
https://github.com/openfrontio/OpenFrontIO.git
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500b5fcfde
## Description: * Merged similar fields so they can be reused (eg warshipTarget => targetUnit) * simplified isCooldown api * added "touch" method to send update to UI layer * standardized on "undefined" ## Please complete the following: - [ ] I have added screenshots for all UI updates - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced - [x] I understand that submitting code with bugs that could have been caught through manual testing blocks releases and new features for all contributors ## Please put your Discord username so you can be contacted if a bug or regression is found: <DISCORD USERNAME> evan <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **Refactor** - Unified and simplified how unit targets and cooldowns are managed across all unit types, resulting in more consistent in-game behavior for nukes, warships, trade ships, and SAM launchers. - Updated naming and logic for unit targeting and cooldowns, improving clarity in status displays and interactions. - Reorganized unit interface and streamlined cooldown handling for smoother gameplay experience. - **Bug Fixes** - Corrected visual indicators for nukes and warships to accurately reflect their targets. - **Tests** - Updated automated tests to align with the new cooldown and targeting logic. <!-- end of auto-generated comment: release notes by coderabbit.ai -->
548 lines
15 KiB
TypeScript
548 lines
15 KiB
TypeScript
import { colord, Colord } from "colord";
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import { EventBus } from "../../../core/EventBus";
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import { ClientID } from "../../../core/Schemas";
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import { Theme } from "../../../core/configuration/Config";
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import { UnitType } from "../../../core/game/Game";
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import { TileRef } from "../../../core/game/GameMap";
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import { GameUpdateType } from "../../../core/game/GameUpdates";
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import { GameView, PlayerView, UnitView } from "../../../core/game/GameView";
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import { BezenhamLine } from "../../../core/utilities/Line";
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import {
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AlternateViewEvent,
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MouseUpEvent,
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UnitSelectionEvent,
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} from "../../InputHandler";
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import { MoveWarshipIntentEvent } from "../../Transport";
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import { TransformHandler } from "../TransformHandler";
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import { Layer } from "./Layer";
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import {
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getColoredSprite,
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isSpriteReady,
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loadAllSprites,
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} from "../SpriteLoader";
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enum Relationship {
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Self,
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Ally,
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Enemy,
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}
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export class UnitLayer implements Layer {
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private canvas: HTMLCanvasElement;
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private context: CanvasRenderingContext2D;
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private transportShipTrailCanvas: HTMLCanvasElement;
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private unitTrailContext: CanvasRenderingContext2D;
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private unitToTrail = new Map<UnitView, TileRef[]>();
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private theme: Theme;
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private alternateView = false;
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private myPlayer: PlayerView | null = null;
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private oldShellTile = new Map<UnitView, TileRef>();
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private transformHandler: TransformHandler;
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// Selected unit property as suggested in the review comment
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private selectedUnit: UnitView | null = null;
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// Configuration for unit selection
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private readonly WARSHIP_SELECTION_RADIUS = 10; // Radius in game cells for warship selection hit zone
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constructor(
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private game: GameView,
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private eventBus: EventBus,
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private clientID: ClientID,
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transformHandler: TransformHandler,
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) {
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this.theme = game.config().theme();
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this.transformHandler = transformHandler;
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}
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shouldTransform(): boolean {
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return true;
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}
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tick() {
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if (this.myPlayer === null) {
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this.myPlayer = this.game.playerByClientID(this.clientID);
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}
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this.updateUnitsSprites();
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}
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init() {
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this.eventBus.on(AlternateViewEvent, (e) => this.onAlternativeViewEvent(e));
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this.eventBus.on(MouseUpEvent, (e) => this.onMouseUp(e));
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this.eventBus.on(UnitSelectionEvent, (e) => this.onUnitSelectionChange(e));
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this.redraw();
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loadAllSprites();
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}
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/**
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* Find player-owned warships near the given cell within a configurable radius
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* @param cell The cell to check
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* @returns Array of player's warships in range, sorted by distance (closest first)
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*/
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private findWarshipsNearCell(cell: { x: number; y: number }): UnitView[] {
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if (!this.game.isValidCoord(cell.x, cell.y)) {
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// The cell coordinate were invalid (user probably clicked outside the map), therefore no warships can be found
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return [];
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}
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const clickRef = this.game.ref(cell.x, cell.y);
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// Make sure we have the current player
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if (this.myPlayer === null) {
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this.myPlayer = this.game.playerByClientID(this.clientID);
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}
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// Only select warships owned by the player
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return this.game
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.units(UnitType.Warship)
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.filter(
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(unit) =>
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unit.isActive() &&
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unit.owner() === this.myPlayer && // Only allow selecting own warships
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this.game.manhattanDist(unit.tile(), clickRef) <=
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this.WARSHIP_SELECTION_RADIUS,
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)
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.sort((a, b) => {
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// Sort by distance (closest first)
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const distA = this.game.manhattanDist(a.tile(), clickRef);
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const distB = this.game.manhattanDist(b.tile(), clickRef);
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return distA - distB;
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});
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}
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private onMouseUp(event: MouseUpEvent) {
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// Convert screen coordinates to world coordinates
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const cell = this.transformHandler.screenToWorldCoordinates(
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event.x,
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event.y,
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);
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// Find warships near this cell, sorted by distance
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const nearbyWarships = this.findWarshipsNearCell(cell);
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if (this.selectedUnit) {
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const clickRef = this.game.ref(cell.x, cell.y);
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if (this.game.isOcean(clickRef)) {
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this.eventBus.emit(
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new MoveWarshipIntentEvent(this.selectedUnit.id(), clickRef),
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);
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}
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// Deselect
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this.eventBus.emit(new UnitSelectionEvent(this.selectedUnit, false));
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} else if (nearbyWarships.length > 0) {
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// Toggle selection of the closest warship
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const clickedUnit = nearbyWarships[0];
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this.eventBus.emit(new UnitSelectionEvent(clickedUnit, true));
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}
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}
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/**
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* Handle unit selection changes
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*/
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private onUnitSelectionChange(event: UnitSelectionEvent) {
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if (event.isSelected) {
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this.selectedUnit = event.unit;
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} else if (this.selectedUnit === event.unit) {
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this.selectedUnit = null;
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}
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}
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/**
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* Handle unit deactivation or destruction
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* If the selected unit is removed from the game, deselect it
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*/
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private handleUnitDeactivation(unit: UnitView) {
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if (this.selectedUnit === unit && !unit.isActive()) {
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this.eventBus.emit(new UnitSelectionEvent(unit, false));
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}
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}
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renderLayer(context: CanvasRenderingContext2D) {
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context.drawImage(
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this.transportShipTrailCanvas,
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-this.game.width() / 2,
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-this.game.height() / 2,
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this.game.width(),
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this.game.height(),
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);
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context.drawImage(
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this.canvas,
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-this.game.width() / 2,
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-this.game.height() / 2,
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this.game.width(),
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this.game.height(),
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);
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}
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onAlternativeViewEvent(event: AlternateViewEvent) {
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this.alternateView = event.alternateView;
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this.redraw();
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}
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redraw() {
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this.canvas = document.createElement("canvas");
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const context = this.canvas.getContext("2d");
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if (context === null) throw new Error("2d context not supported");
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this.context = context;
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this.transportShipTrailCanvas = document.createElement("canvas");
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const trailContext = this.transportShipTrailCanvas.getContext("2d");
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if (trailContext === null) throw new Error("2d context not supported");
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this.unitTrailContext = trailContext;
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this.canvas.width = this.game.width();
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this.canvas.height = this.game.height();
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this.transportShipTrailCanvas.width = this.game.width();
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this.transportShipTrailCanvas.height = this.game.height();
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this.updateUnitsSprites();
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this.unitToTrail.forEach((trail, unit) => {
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for (const t of trail) {
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this.paintCell(
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this.game.x(t),
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this.game.y(t),
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this.relationship(unit),
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this.theme.territoryColor(unit.owner()),
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150,
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this.unitTrailContext,
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);
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}
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});
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}
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private updateUnitsSprites() {
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const unitsToUpdate = this.game
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.updatesSinceLastTick()
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?.[GameUpdateType.Unit]?.map((unit) => this.game.unit(unit.id))
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?.forEach((unitView) => {
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if (unitView === undefined) return;
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const ready = isSpriteReady(unitView.type());
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if (ready) this.clearUnitCells(unitView);
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this.onUnitEvent(unitView);
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});
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}
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private clearUnitCells(unit: UnitView) {
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const sprite = getColoredSprite(unit, this.theme);
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const clearsize = sprite.width + 1;
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const lastX = this.game.x(unit.lastTile());
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const lastY = this.game.y(unit.lastTile());
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this.context.clearRect(
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lastX - clearsize / 2,
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lastY - clearsize / 2,
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clearsize,
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clearsize,
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);
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}
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private relationship(unit: UnitView): Relationship {
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if (this.myPlayer === null) {
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return Relationship.Enemy;
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}
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if (this.myPlayer === unit.owner()) {
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return Relationship.Self;
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}
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if (this.myPlayer.isFriendly(unit.owner())) {
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return Relationship.Ally;
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}
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return Relationship.Enemy;
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}
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onUnitEvent(unit: UnitView) {
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// Check if unit was deactivated
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if (!unit.isActive()) {
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this.handleUnitDeactivation(unit);
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}
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switch (unit.type()) {
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case UnitType.TransportShip:
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this.handleBoatEvent(unit);
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break;
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case UnitType.Warship:
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this.handleWarShipEvent(unit);
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break;
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case UnitType.Shell:
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this.handleShellEvent(unit);
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break;
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case UnitType.SAMMissile:
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this.handleMissileEvent(unit);
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break;
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case UnitType.TradeShip:
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this.handleTradeShipEvent(unit);
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break;
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case UnitType.MIRVWarhead:
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this.handleMIRVWarhead(unit);
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break;
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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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this.handleNuke(unit);
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break;
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}
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}
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private handleWarShipEvent(unit: UnitView) {
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if (unit.targetUnitId()) {
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this.drawSprite(unit, colord({ r: 200, b: 0, g: 0 }));
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} else {
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this.drawSprite(unit);
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}
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}
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private handleShellEvent(unit: UnitView) {
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const rel = this.relationship(unit);
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// Clear current and previous positions
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this.clearCell(this.game.x(unit.lastTile()), this.game.y(unit.lastTile()));
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const oldTile = this.oldShellTile.get(unit);
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if (oldTile !== undefined) {
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this.clearCell(this.game.x(oldTile), this.game.y(oldTile));
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}
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this.oldShellTile.set(unit, unit.lastTile());
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if (!unit.isActive()) {
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return;
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}
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// Paint current and previous positions
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this.paintCell(
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this.game.x(unit.tile()),
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this.game.y(unit.tile()),
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rel,
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this.theme.borderColor(unit.owner()),
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255,
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);
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this.paintCell(
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this.game.x(unit.lastTile()),
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this.game.y(unit.lastTile()),
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rel,
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this.theme.borderColor(unit.owner()),
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255,
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);
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}
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// interception missle from SAM
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private handleMissileEvent(unit: UnitView) {
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this.drawSprite(unit);
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}
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private drawTrail(trail: number[], color: Colord, rel: Relationship) {
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// Paint new trail
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for (const t of trail) {
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this.paintCell(
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this.game.x(t),
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this.game.y(t),
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rel,
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color,
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150,
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this.unitTrailContext,
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);
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}
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}
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private clearTrail(unit: UnitView) {
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const trail = this.unitToTrail.get(unit) ?? [];
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const rel = this.relationship(unit);
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for (const t of trail) {
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this.clearCell(this.game.x(t), this.game.y(t), this.unitTrailContext);
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}
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this.unitToTrail.delete(unit);
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// Repaint overlapping trails
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const trailSet = new Set(trail);
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for (const [other, trail] of this.unitToTrail) {
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for (const t of trail) {
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if (trailSet.has(t)) {
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this.paintCell(
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this.game.x(t),
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this.game.y(t),
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rel,
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this.theme.territoryColor(other.owner()),
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150,
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this.unitTrailContext,
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);
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}
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}
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}
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}
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private handleNuke(unit: UnitView) {
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const rel = this.relationship(unit);
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if (!this.unitToTrail.has(unit)) {
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this.unitToTrail.set(unit, []);
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}
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let newTrailSize = 1;
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const trail = this.unitToTrail.get(unit) ?? [];
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// It can move faster than 1 pixel, draw a line for the trail or else it will be dotted
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if (trail.length >= 1) {
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const cur = {
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x: this.game.x(unit.lastTile()),
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y: this.game.y(unit.lastTile()),
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};
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const prev = {
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x: this.game.x(trail[trail.length - 1]),
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y: this.game.y(trail[trail.length - 1]),
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};
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const line = new BezenhamLine(prev, cur);
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let point = line.increment();
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while (point !== true) {
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trail.push(this.game.ref(point.x, point.y));
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point = line.increment();
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}
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newTrailSize = line.size();
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} else {
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trail.push(unit.lastTile());
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}
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this.drawTrail(
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trail.slice(-newTrailSize),
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this.theme.territoryColor(unit.owner()),
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rel,
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);
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this.drawSprite(unit);
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if (!unit.isActive()) {
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this.clearTrail(unit);
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}
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}
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private handleMIRVWarhead(unit: UnitView) {
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const rel = this.relationship(unit);
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this.clearCell(this.game.x(unit.lastTile()), this.game.y(unit.lastTile()));
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if (unit.isActive()) {
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// Paint area
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this.paintCell(
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this.game.x(unit.tile()),
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this.game.y(unit.tile()),
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rel,
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this.theme.borderColor(unit.owner()),
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255,
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);
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}
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}
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private handleTradeShipEvent(unit: UnitView) {
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this.drawSprite(unit);
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}
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private handleBoatEvent(unit: UnitView) {
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const rel = this.relationship(unit);
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if (!this.unitToTrail.has(unit)) {
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this.unitToTrail.set(unit, []);
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}
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const trail = this.unitToTrail.get(unit) ?? [];
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trail.push(unit.lastTile());
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// Paint trail
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this.drawTrail(
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trail.slice(-1),
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this.theme.territoryColor(unit.owner()),
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rel,
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);
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this.drawSprite(unit);
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if (!unit.isActive()) {
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this.clearTrail(unit);
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}
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}
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paintCell(
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x: number,
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y: number,
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relationship: Relationship,
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color: Colord,
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alpha: number,
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context: CanvasRenderingContext2D = this.context,
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) {
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this.clearCell(x, y, context);
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if (this.alternateView) {
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switch (relationship) {
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case Relationship.Self:
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context.fillStyle = this.theme.selfColor().toRgbString();
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break;
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case Relationship.Ally:
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context.fillStyle = this.theme.allyColor().toRgbString();
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break;
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case Relationship.Enemy:
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context.fillStyle = this.theme.enemyColor().toRgbString();
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break;
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}
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} else {
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context.fillStyle = color.alpha(alpha / 255).toRgbString();
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}
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context.fillRect(x, y, 1, 1);
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}
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clearCell(
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x: number,
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y: number,
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context: CanvasRenderingContext2D = this.context,
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) {
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context.clearRect(x, y, 1, 1);
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}
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drawSprite(unit: UnitView, customTerritoryColor?: Colord) {
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const x = this.game.x(unit.tile());
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const y = this.game.y(unit.tile());
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let alternateViewColor: Colord | null = null;
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if (this.alternateView) {
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let rel = this.relationship(unit);
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const dstPortId = unit.targetUnitId();
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if (unit.type() === UnitType.TradeShip && dstPortId !== undefined) {
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const target = this.game.unit(dstPortId)?.owner();
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const myPlayer = this.game.myPlayer();
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if (myPlayer !== null && target !== undefined) {
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if (myPlayer === target) {
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rel = Relationship.Self;
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} else if (myPlayer.isFriendly(target)) {
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rel = Relationship.Ally;
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}
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}
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}
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switch (rel) {
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case Relationship.Self:
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alternateViewColor = this.theme.selfColor();
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break;
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case Relationship.Ally:
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alternateViewColor = this.theme.allyColor();
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break;
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case Relationship.Enemy:
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alternateViewColor = this.theme.enemyColor();
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break;
|
|
}
|
|
}
|
|
|
|
const sprite = getColoredSprite(
|
|
unit,
|
|
this.theme,
|
|
alternateViewColor ?? customTerritoryColor,
|
|
alternateViewColor ?? undefined,
|
|
);
|
|
|
|
if (unit.isActive()) {
|
|
this.context.drawImage(
|
|
sprite,
|
|
Math.round(x - sprite.width / 2),
|
|
Math.round(y - sprite.height / 2),
|
|
sprite.width,
|
|
sprite.width,
|
|
);
|
|
}
|
|
}
|
|
}
|