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304 lines
9.5 KiB
TypeScript
304 lines
9.5 KiB
TypeScript
import { colord, Colord } from "colord";
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import { Theme } from "src/core/configuration/Theme";
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import { assetUrl } from "../../../core/AssetUrls";
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import { EventBus } from "../../../core/EventBus";
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import { TransformHandler } from "../TransformHandler";
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import { Layer } from "./Layer";
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import { Cell, UnitType } from "../../../core/game/Game";
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import { euclDistFN, isometricDistFN } from "../../../core/game/GameMap";
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import { GameUpdateType } from "../../../core/game/GameUpdates";
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import { GameView, UnitView } from "../../../core/game/GameView";
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const cityIcon = assetUrl("images/buildings/cityAlt1.png");
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const factoryIcon = assetUrl("images/buildings/factoryAlt1.png");
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const shieldIcon = assetUrl("images/buildings/fortAlt3.png");
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const anchorIcon = assetUrl("images/buildings/port1.png");
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const missileSiloIcon = assetUrl("images/buildings/silo1.png");
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const SAMMissileIcon = assetUrl("images/buildings/silo4.png");
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const underConstructionColor = colord("rgb(150,150,150)");
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// Base radius values and scaling factor for unit borders and territories
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const BASE_BORDER_RADIUS = 16.5;
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const BASE_TERRITORY_RADIUS = 13.5;
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const RADIUS_SCALE_FACTOR = 0.5;
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const ZOOM_THRESHOLD = 4.3; // below this zoom level, structures are not rendered
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interface UnitRenderConfig {
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icon: string;
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borderRadius: number;
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territoryRadius: number;
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}
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export class StructureLayer implements Layer {
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private canvas: HTMLCanvasElement;
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private context: CanvasRenderingContext2D;
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private unitIcons: Map<string, HTMLImageElement> = new Map();
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private theme: Theme;
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private tempCanvas: HTMLCanvasElement;
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private tempContext: CanvasRenderingContext2D;
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// Configuration for supported unit types only
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private readonly unitConfigs: Partial<Record<UnitType, UnitRenderConfig>> = {
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[UnitType.Port]: {
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icon: anchorIcon,
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borderRadius: BASE_BORDER_RADIUS * RADIUS_SCALE_FACTOR,
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territoryRadius: BASE_TERRITORY_RADIUS * RADIUS_SCALE_FACTOR,
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},
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[UnitType.City]: {
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icon: cityIcon,
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borderRadius: BASE_BORDER_RADIUS * RADIUS_SCALE_FACTOR,
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territoryRadius: BASE_TERRITORY_RADIUS * RADIUS_SCALE_FACTOR,
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},
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[UnitType.Factory]: {
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icon: factoryIcon,
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borderRadius: BASE_BORDER_RADIUS * RADIUS_SCALE_FACTOR,
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territoryRadius: BASE_TERRITORY_RADIUS * RADIUS_SCALE_FACTOR,
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},
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[UnitType.MissileSilo]: {
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icon: missileSiloIcon,
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borderRadius: BASE_BORDER_RADIUS * RADIUS_SCALE_FACTOR,
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territoryRadius: BASE_TERRITORY_RADIUS * RADIUS_SCALE_FACTOR,
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},
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[UnitType.DefensePost]: {
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icon: shieldIcon,
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borderRadius: BASE_BORDER_RADIUS * RADIUS_SCALE_FACTOR,
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territoryRadius: BASE_TERRITORY_RADIUS * RADIUS_SCALE_FACTOR,
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},
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[UnitType.SAMLauncher]: {
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icon: SAMMissileIcon,
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borderRadius: BASE_BORDER_RADIUS * RADIUS_SCALE_FACTOR,
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territoryRadius: BASE_TERRITORY_RADIUS * RADIUS_SCALE_FACTOR,
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},
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};
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constructor(
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private game: GameView,
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private eventBus: EventBus,
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private transformHandler: TransformHandler,
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) {
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this.theme = game.config().theme();
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this.tempCanvas = document.createElement("canvas");
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const tempContext = this.tempCanvas.getContext("2d");
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if (tempContext === null) throw new Error("2d context not supported");
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this.tempContext = tempContext;
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this.loadIconData();
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}
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private loadIcon(unitType: string, config: UnitRenderConfig) {
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const image = new Image();
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// crossOrigin must be set before src so the fetch is CORS-checked.
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// Without this, an icon served from CDN_BASE taints any canvas/texture
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// it's drawn into, and WebGL refuses to upload it via texImage2D.
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image.crossOrigin = "anonymous";
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image.src = config.icon;
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image.onload = () => {
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this.unitIcons.set(unitType, image);
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console.log(
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`icon loaded: ${unitType}, size: ${image.width}x${image.height}`,
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);
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};
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image.onerror = () => {
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console.error(`Failed to load icon for ${unitType}: ${config.icon}`);
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};
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}
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private loadIconData() {
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Object.entries(this.unitConfigs).forEach(([unitType, config]) => {
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this.loadIcon(unitType, config);
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});
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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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const updates = this.game.updatesSinceLastTick();
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const unitUpdates = updates !== null ? updates[GameUpdateType.Unit] : [];
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for (const u of unitUpdates) {
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const unit = this.game.unit(u.id);
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if (unit === undefined) continue;
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this.handleUnitRendering(unit);
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}
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}
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init() {
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this.redraw();
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}
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redraw() {
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console.log("structure layer redrawing");
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this.canvas = document.createElement("canvas");
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const context = this.canvas.getContext("2d", { alpha: true });
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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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// Firefox's GPU limit is 8192, only known browser issue
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const maxTextureSize = 8192;
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const scaleX = maxTextureSize / this.game.width();
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const scaleY = maxTextureSize / this.game.height();
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const targetScale = Math.min(2, scaleX, scaleY);
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this.canvas.width = Math.max(
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1,
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Math.floor(this.game.width() * targetScale),
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);
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this.canvas.height = Math.max(
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1,
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Math.floor(this.game.height() * targetScale),
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);
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// Enable smooth scaling
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this.context.imageSmoothingEnabled = true;
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this.context.imageSmoothingQuality = "high";
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this.context.scale(
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this.canvas.width / (this.game.width() * 2),
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this.canvas.height / (this.game.height() * 2),
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);
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Promise.all(
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Array.from(this.unitIcons.values()).map((img) =>
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img.decode?.().catch((err) => {
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console.warn("Failed to decode unit icon image:", err);
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}),
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),
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).finally(() => {
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this.game.units().forEach((u) => this.handleUnitRendering(u));
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});
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}
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renderLayer(context: CanvasRenderingContext2D) {
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if (
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this.transformHandler.scale <= ZOOM_THRESHOLD ||
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!this.game.config().userSettings()?.structureSprites()
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) {
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return;
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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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private isUnitTypeSupported(unitType: UnitType): boolean {
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return unitType in this.unitConfigs;
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}
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private drawBorder(
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unit: UnitView,
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borderColor: Colord,
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config: UnitRenderConfig,
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) {
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// Draw border and territory
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for (const tile of this.game.bfs(
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unit.tile(),
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isometricDistFN(unit.tile(), config.borderRadius, true),
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)) {
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this.paintCell(
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new Cell(this.game.x(tile), this.game.y(tile)),
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borderColor,
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255,
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);
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}
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for (const tile of this.game.bfs(
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unit.tile(),
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isometricDistFN(unit.tile(), config.territoryRadius, true),
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)) {
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this.paintCell(
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new Cell(this.game.x(tile), this.game.y(tile)),
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unit.isUnderConstruction()
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? underConstructionColor
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: unit.owner().territoryColor(),
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130,
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);
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}
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}
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private handleUnitRendering(unit: UnitView) {
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const unitType = unit.type();
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const iconType = unitType;
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if (!this.isUnitTypeSupported(unitType)) return;
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const config = this.unitConfigs[unitType];
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let icon: HTMLImageElement | undefined;
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let borderColor = unit.owner().borderColor();
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// Handle cooldown states and special icons
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if (unit.isUnderConstruction()) {
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icon = this.unitIcons.get(iconType);
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borderColor = underConstructionColor;
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} else {
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icon = this.unitIcons.get(iconType);
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}
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if (!config || !icon) return;
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// Clear previous rendering
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for (const tile of this.game.bfs(
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unit.tile(),
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euclDistFN(unit.tile(), config.borderRadius + 1, true),
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)) {
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this.clearCell(new Cell(this.game.x(tile), this.game.y(tile)));
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}
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if (!unit.isActive()) return;
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this.drawBorder(unit, borderColor, config);
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// Render icon at 1/2 scale for better quality
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const scaledWidth = icon.width >> 1;
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const scaledHeight = icon.height >> 1;
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const startX = this.game.x(unit.tile()) - (scaledWidth >> 1);
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const startY = this.game.y(unit.tile()) - (scaledHeight >> 1);
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this.renderIcon(icon, startX, startY - 4, scaledWidth, scaledHeight, unit);
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}
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private renderIcon(
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image: HTMLImageElement,
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startX: number,
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startY: number,
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width: number,
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height: number,
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unit: UnitView,
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) {
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let color = unit.owner().borderColor();
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if (unit.isUnderConstruction()) {
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// eslint-disable-next-line @typescript-eslint/no-unused-vars
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color = underConstructionColor;
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}
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// Make temp canvas at the final render size (2x scale)
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this.tempCanvas.width = width * 2;
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this.tempCanvas.height = height * 2;
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// Enable smooth scaling
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this.tempContext.imageSmoothingEnabled = true;
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this.tempContext.imageSmoothingQuality = "high";
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// Draw the image at final size with high quality scaling
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this.tempContext.drawImage(image, 0, 0, width * 2, height * 2);
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// Restore the alpha channel
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this.tempContext.globalCompositeOperation = "destination-in";
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this.tempContext.drawImage(image, 0, 0, width * 2, height * 2);
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// Draw the final result to the main canvas
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this.context.drawImage(this.tempCanvas, startX * 2, startY * 2);
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}
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paintCell(cell: Cell, color: Colord, alpha: number) {
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this.clearCell(cell);
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this.context.fillStyle = color.alpha(alpha / 255).toRgbString();
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this.context.fillRect(cell.x * 2, cell.y * 2, 2, 2);
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}
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clearCell(cell: Cell) {
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this.context.clearRect(cell.x * 2, cell.y * 2, 2, 2);
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}
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}
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