Files
OpenFrontIO/src/core/configuration/PastelTheme.ts
T
evanpelle 584fa9fb5d add support for custom colors (#2103)
## Description:

Added a colors tab in territory patterns modal so players can select
their color.

Refactored the PrivilegeChecker, removed custom flag checks since we no
longer support custom flags.

<img width="479" height="345" alt="Screenshot 2025-09-27 at 5 01 17 PM"
src="https://github.com/user-attachments/assets/ad96da65-f0eb-4731-a861-e6e5fcb4566a"
/>
## 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:

evan
2025-10-09 20:47:20 -07:00

148 lines
4.4 KiB
TypeScript

import { Colord, colord } from "colord";
import { PseudoRandom } from "../PseudoRandom";
import { PlayerType, Team, TerrainType } from "../game/Game";
import { GameMap, TileRef } from "../game/GameMap";
import { PlayerView } from "../game/GameView";
import { ColorAllocator } from "./ColorAllocator";
import { botColors, fallbackColors, humanColors, nationColors } from "./Colors";
import { Theme } from "./Config";
type ColorCache = Map<string, Colord>;
export class PastelTheme implements Theme {
private borderColorCache: ColorCache = new Map<string, Colord>();
private rand = new PseudoRandom(123);
private humanColorAllocator = new ColorAllocator(humanColors, fallbackColors);
private botColorAllocator = new ColorAllocator(botColors, botColors);
private teamColorAllocator = new ColorAllocator(humanColors, fallbackColors);
private nationColorAllocator = new ColorAllocator(nationColors, nationColors);
private background = colord({ r: 60, g: 60, b: 60 });
private shore = colord({ r: 204, g: 203, b: 158 });
private falloutColors = [
colord({ r: 120, g: 255, b: 71 }), // Original color
colord({ r: 130, g: 255, b: 85 }), // Slightly lighter
colord({ r: 110, g: 245, b: 65 }), // Slightly darker
colord({ r: 125, g: 255, b: 75 }), // Warmer tint
colord({ r: 115, g: 250, b: 68 }), // Cooler tint
];
private water = colord({ r: 70, g: 132, b: 180 });
private shorelineWater = colord({ r: 100, g: 143, b: 255 });
private _selfColor = colord({ r: 0, g: 255, b: 0 });
private _allyColor = colord({ r: 255, g: 255, b: 0 });
private _neutralColor = colord({ r: 128, g: 128, b: 128 });
private _enemyColor = colord({ r: 255, g: 0, b: 0 });
private _spawnHighlightColor = colord({ r: 255, g: 213, b: 79 });
teamColor(team: Team): Colord {
return this.teamColorAllocator.assignTeamColor(team);
}
territoryColor(player: PlayerView): Colord {
const team = player.team();
if (team !== null) {
return this.teamColorAllocator.assignTeamPlayerColor(team, player.id());
}
if (player.type() === PlayerType.Human) {
return this.humanColorAllocator.assignColor(player.id());
}
if (player.type() === PlayerType.Bot) {
return this.botColorAllocator.assignColor(player.id());
}
return this.nationColorAllocator.assignColor(player.id());
}
// Don't call directly, use PlayerView
borderColor(territoryColor: Colord): Colord {
return territoryColor.darken(0.125);
}
defendedBorderColors(territoryColor: Colord): {
light: Colord;
dark: Colord;
} {
return {
light: territoryColor.darken(0.2),
dark: territoryColor.darken(0.4),
};
}
focusedBorderColor(): Colord {
return colord({ r: 230, g: 230, b: 230 });
}
textColor(player: PlayerView): string {
return player.type() === PlayerType.Human ? "#000000" : "#4D4D4D";
}
terrainColor(gm: GameMap, tile: TileRef): Colord {
const mag = gm.magnitude(tile);
if (gm.isShore(tile)) {
return this.shore;
}
switch (gm.terrainType(tile)) {
case TerrainType.Ocean:
case TerrainType.Lake: {
const w = this.water.rgba;
if (gm.isShoreline(tile) && gm.isWater(tile)) {
return this.shorelineWater;
}
return colord({
r: Math.max(w.r - 10 + (11 - Math.min(mag, 10)), 0),
g: Math.max(w.g - 10 + (11 - Math.min(mag, 10)), 0),
b: Math.max(w.b - 10 + (11 - Math.min(mag, 10)), 0),
});
}
case TerrainType.Plains:
return colord({
r: 190,
g: 220 - 2 * mag,
b: 138,
});
case TerrainType.Highland:
return colord({
r: 200 + 2 * mag,
g: 183 + 2 * mag,
b: 138 + 2 * mag,
});
case TerrainType.Mountain:
return colord({
r: 230 + mag / 2,
g: 230 + mag / 2,
b: 230 + mag / 2,
});
}
}
backgroundColor(): Colord {
return this.background;
}
falloutColor(): Colord {
return this.rand.randElement(this.falloutColors);
}
font(): string {
return "Overpass, sans-serif";
}
selfColor(): Colord {
return this._selfColor;
}
allyColor(): Colord {
return this._allyColor;
}
neutralColor(): Colord {
return this._neutralColor;
}
enemyColor(): Colord {
return this._enemyColor;
}
spawnHighlightColor(): Colord {
return this._spawnHighlightColor;
}
}