Files
OpenFrontIO/src/client/PublicLobby.ts
T
scamivandGitHub 5e95ba8da5 Lobby team size (#2591)
## Description:

show team size in lobby

## 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:

DISCORD_USERNAME
2025-12-09 16:10:21 -08:00

316 lines
9.7 KiB
TypeScript

import { LitElement, html } from "lit";
import { customElement, state } from "lit/decorators.js";
import { renderDuration, translateText } from "../client/Utils";
import {
Duos,
GameMapType,
GameMode,
HumansVsNations,
Quads,
Trios,
} from "../core/game/Game";
import { GameID, GameInfo } from "../core/Schemas";
import { generateID } from "../core/Util";
import { JoinLobbyEvent } from "./Main";
import { terrainMapFileLoader } from "./TerrainMapFileLoader";
@customElement("public-lobby")
export class PublicLobby extends LitElement {
@state() private lobbies: GameInfo[] = [];
@state() public isLobbyHighlighted: boolean = false;
@state() private isButtonDebounced: boolean = false;
@state() private mapImages: Map<GameID, string> = new Map();
private lobbiesInterval: number | null = null;
private currLobby: GameInfo | null = null;
private debounceDelay: number = 750;
private lobbyIDToStart = new Map<GameID, number>();
private lobbiesFetchInFlight: Promise<GameInfo[]> | null = null;
createRenderRoot() {
return this;
}
connectedCallback() {
super.connectedCallback();
this.fetchAndUpdateLobbies();
this.lobbiesInterval = window.setInterval(
() => this.fetchAndUpdateLobbies(),
1000,
);
}
disconnectedCallback() {
super.disconnectedCallback();
if (this.lobbiesInterval !== null) {
clearInterval(this.lobbiesInterval);
this.lobbiesInterval = null;
}
}
private async fetchAndUpdateLobbies(): Promise<void> {
try {
this.lobbies = await this.fetchLobbies();
this.lobbies.forEach((l) => {
// Store the start time on first fetch because endpoint is cached, causing
// the time to appear irregular.
if (!this.lobbyIDToStart.has(l.gameID)) {
const msUntilStart = l.msUntilStart ?? 0;
this.lobbyIDToStart.set(l.gameID, msUntilStart + Date.now());
}
// Load map image if not already loaded
if (l.gameConfig && !this.mapImages.has(l.gameID)) {
this.loadMapImage(l.gameID, l.gameConfig.gameMap);
}
});
} catch (error) {
console.error("Error fetching lobbies:", error);
}
}
private async loadMapImage(gameID: GameID, gameMap: string) {
try {
// Convert string to GameMapType enum value
const mapType = gameMap as GameMapType;
const data = terrainMapFileLoader.getMapData(mapType);
this.mapImages.set(gameID, await data.webpPath());
this.requestUpdate();
} catch (error) {
console.error("Failed to load map image:", error);
}
}
async fetchLobbies(): Promise<GameInfo[]> {
if (this.lobbiesFetchInFlight) {
return this.lobbiesFetchInFlight;
}
this.lobbiesFetchInFlight = (async () => {
try {
const response = await fetch(`/api/public_lobbies`);
if (!response.ok)
throw new Error(`HTTP error! status: ${response.status}`);
const data = await response.json();
return data.lobbies as GameInfo[];
} catch (error) {
console.error("Error fetching lobbies:", error);
throw error;
} finally {
this.lobbiesFetchInFlight = null;
}
})();
return this.lobbiesFetchInFlight;
}
public stop() {
if (this.lobbiesInterval !== null) {
this.isLobbyHighlighted = false;
clearInterval(this.lobbiesInterval);
this.lobbiesInterval = null;
}
}
render() {
if (this.lobbies.length === 0) return html``;
const lobby = this.lobbies[0];
if (!lobby?.gameConfig) {
return;
}
const start = this.lobbyIDToStart.get(lobby.gameID) ?? 0;
const timeRemaining = Math.max(0, Math.floor((start - Date.now()) / 1000));
// Format time to show minutes and seconds
const timeDisplay = renderDuration(timeRemaining);
const teamCount =
lobby.gameConfig.gameMode === GameMode.Team
? (lobby.gameConfig.playerTeams ?? 0)
: null;
const maxPlayers = lobby.gameConfig.maxPlayers ?? 0;
const teamSize = this.getTeamSize(teamCount, maxPlayers);
const teamTotal = this.getTeamTotal(teamCount, teamSize, maxPlayers);
const modeLabel = this.getModeLabel(
lobby.gameConfig.gameMode,
teamCount,
teamTotal,
);
const teamDetailLabel = this.getTeamDetailLabel(
lobby.gameConfig.gameMode,
teamCount,
teamTotal,
teamSize,
);
const mapImageSrc = this.mapImages.get(lobby.gameID);
return html`
<button
@click=${() => this.lobbyClicked(lobby)}
?disabled=${this.isButtonDebounced}
class="isolate grid h-40 grid-cols-[100%] grid-rows-[100%] place-content-stretch w-full overflow-hidden ${this
.isLobbyHighlighted
? "bg-gradient-to-r from-green-600 to-green-500"
: "bg-gradient-to-r from-blue-600 to-blue-500"} text-white font-medium rounded-xl transition-opacity duration-200 hover:opacity-90 ${this
.isButtonDebounced
? "opacity-70 cursor-not-allowed"
: ""}"
>
${mapImageSrc
? html`<img
src="${mapImageSrc}"
alt="${lobby.gameConfig.gameMap}"
class="place-self-start col-span-full row-span-full h-full -z-10"
style="mask-image: linear-gradient(to left, transparent, #fff)"
/>`
: html`<div
class="place-self-start col-span-full row-span-full h-full -z-10 bg-gray-300"
></div>`}
<div
class="flex flex-col justify-between h-full col-span-full row-span-full p-4 md:p-6 text-right z-0"
>
<div>
<div class="text-lg md:text-2xl font-semibold">
${translateText("public_lobby.join")}
</div>
<div class="text-md font-medium text-blue-100">
<span
class="text-sm ${this.isLobbyHighlighted
? "text-green-600"
: "text-blue-600"} bg-white rounded-sm px-1"
>${modeLabel}</span
>
${teamDetailLabel
? html`<span
class="text-sm ${this.isLobbyHighlighted
? "text-green-600"
: "text-blue-600"} bg-white rounded-sm px-1 ml-1"
>${teamDetailLabel}</span
>`
: ""}
<span
>${translateText(
`map.${lobby.gameConfig.gameMap.toLowerCase().replace(/\s+/g, "")}`,
)}</span
>
</div>
</div>
<div>
<div class="text-md font-medium text-blue-100">
${lobby.numClients} / ${lobby.gameConfig.maxPlayers}
</div>
<div class="text-md font-medium text-blue-100">${timeDisplay}</div>
</div>
</div>
</button>
`;
}
leaveLobby() {
this.isLobbyHighlighted = false;
this.currLobby = null;
}
private getTeamSize(
teamCount: number | string | null,
maxPlayers: number,
): number | undefined {
if (typeof teamCount === "string") {
if (teamCount === Duos) return 2;
if (teamCount === Trios) return 3;
if (teamCount === Quads) return 4;
if (teamCount === HumansVsNations) return Math.floor(maxPlayers / 2);
return undefined;
}
if (typeof teamCount === "number" && teamCount > 0) {
return Math.floor(maxPlayers / teamCount);
}
return undefined;
}
private getTeamTotal(
teamCount: number | string | null,
teamSize: number | undefined,
maxPlayers: number,
): number | undefined {
if (typeof teamCount === "number") return teamCount;
if (teamCount === HumansVsNations) return 2;
if (teamSize && teamSize > 0) return Math.floor(maxPlayers / teamSize);
return undefined;
}
private getModeLabel(
gameMode: GameMode,
teamCount: number | string | null,
teamTotal: number | undefined,
): string {
if (gameMode !== GameMode.Team) return translateText("game_mode.ffa");
if (teamCount === HumansVsNations)
return translateText("public_lobby.teams_hvn");
const totalTeams =
teamTotal ?? (typeof teamCount === "number" ? teamCount : 0);
return translateText("public_lobby.teams", { num: totalTeams });
}
private getTeamDetailLabel(
gameMode: GameMode,
teamCount: number | string | null,
teamTotal: number | undefined,
teamSize: number | undefined,
): string | null {
if (gameMode !== GameMode.Team) return null;
if (typeof teamCount === "string" && teamCount !== HumansVsNations) {
const teamKey = `public_lobby.teams_${teamCount}`;
const maybeTranslated = translateText(teamKey);
if (maybeTranslated !== teamKey) return maybeTranslated;
}
if (teamTotal !== undefined && teamSize !== undefined) {
return translateText("public_lobby.players_per_team", { num: teamSize });
}
return null;
}
private lobbyClicked(lobby: GameInfo) {
if (this.isButtonDebounced) {
return;
}
// Set debounce state
this.isButtonDebounced = true;
// Reset debounce after delay
setTimeout(() => {
this.isButtonDebounced = false;
}, this.debounceDelay);
if (this.currLobby === null) {
this.isLobbyHighlighted = true;
this.currLobby = lobby;
this.dispatchEvent(
new CustomEvent("join-lobby", {
detail: {
gameID: lobby.gameID,
clientID: generateID(),
} as JoinLobbyEvent,
bubbles: true,
composed: true,
}),
);
} else {
this.dispatchEvent(
new CustomEvent("leave-lobby", {
detail: { lobby: this.currLobby },
bubbles: true,
composed: true,
}),
);
this.leaveLobby();
}
}
}