Files
OpenFrontIO/src/client/SinglePlayerModal.ts
T
Mittanicz 166ef92970 Create base components button, modal .. (#331)
Create base components with shared styles, as start of make ui better.
For now shoul look same but underhood new copoments are used.

This should be first PR that handle this and many more comes. I am in
rush due conflict with other ppl, but should work as i tested.

Testing again and look at structure

Main goal i have global css not scope in component die loading times and
size of elements. (Modal due nature of lit and shadow dom is exception,
maybe later find better way).

Documenting the components will happen later as base components
establish their usage.
2025-03-24 10:34:27 -07:00

294 lines
9.5 KiB
TypeScript

import { LitElement, html } from "lit";
import { customElement, query, state } from "lit/decorators.js";
import { Difficulty, GameMapType, GameType } from "../core/game/Game";
import { generateID as generateID } from "../core/Util";
import { consolex } from "../core/Consolex";
import "./components/Difficulties";
import "./components/baseComponents/Modal";
import "./components/baseComponents/Button";
import { DifficultyDescription } from "./components/Difficulties";
import "./components/Maps";
import randomMap from "../../resources/images/RandomMap.png";
import { GameInfo } from "../core/Schemas";
import { JoinLobbyEvent } from "./Main";
@customElement("single-player-modal")
export class SinglePlayerModal extends LitElement {
@query("o-modal") private modalEl!: HTMLElement & {
open: () => void;
close: () => void;
};
@state() private selectedMap: GameMapType = GameMapType.World;
@state() private selectedDifficulty: Difficulty = Difficulty.Medium;
@state() private disableNPCs: boolean = false;
@state() private disableNukes: boolean = false;
@state() private bots: number = 400;
@state() private infiniteGold: boolean = false;
@state() private infiniteTroops: boolean = false;
@state() private instantBuild: boolean = false;
@state() private useRandomMap: boolean = false;
render() {
return html`
<o-modal title="Single Player">
<div class="options-layout">
<!-- Map Selection -->
<div class="options-section">
<div class="option-title">Map</div>
<div class="option-cards">
${Object.entries(GameMapType)
.filter(([key]) => isNaN(Number(key)))
.map(
([key, value]) => html`
<div
@click=${function () {
this.handleMapSelection(value);
}}
>
<map-display
.mapKey=${key}
.selected=${!this.useRandomMap &&
this.selectedMap === value}
></map-display>
</div>
`,
)}
<div
class="option-card random-map ${this.useRandomMap
? "selected"
: ""}"
@click=${this.handleRandomMapToggle}
>
<div class="option-image">
<img
src=${randomMap}
alt="Random Map"
style="width:100%; aspect-ratio: 4/2; object-fit:cover; border-radius:8px;"
/>
</div>
<div class="option-card-title">Random</div>
</div>
</div>
</div>
<!-- Difficulty Selection -->
<div class="options-section">
<div class="option-title">Difficulty</div>
<div class="option-cards">
${Object.entries(Difficulty)
.filter(([key]) => isNaN(Number(key)))
.map(
([key, value]) => html`
<div
class="option-card ${this.selectedDifficulty === value
? "selected"
: ""}"
@click=${() => this.handleDifficultySelection(value)}
>
<difficulty-display
.difficultyKey=${key}
></difficulty-display>
<p class="option-card-title">
${DifficultyDescription[key]}
</p>
</div>
`,
)}
</div>
</div>
<!-- Game Options -->
<div class="options-section">
<div class="option-title">Options</div>
<div class="option-cards">
<label for="bots-count" class="option-card">
<input
type="range"
id="bots-count"
min="0"
max="400"
step="1"
@input=${this.handleBotsChange}
@change=${this.handleBotsChange}
.value="${this.bots}"
/>
<div class="option-card-title">
Bots: ${this.bots == 0 ? "Disabled" : this.bots}
</div>
</label>
<label
for="disable-npcs"
class="option-card ${this.disableNPCs ? "selected" : ""}"
>
<div class="checkbox-icon"></div>
<input
type="checkbox"
id="disable-npcs"
@change=${this.handleDisableNPCsChange}
.checked=${this.disableNPCs}
/>
<div class="option-card-title">Disable Nations</div>
</label>
<label
for="instant-build"
class="option-card ${this.instantBuild ? "selected" : ""}"
>
<div class="checkbox-icon"></div>
<input
type="checkbox"
id="instant-build"
@change=${this.handleInstantBuildChange}
.checked=${this.instantBuild}
/>
<div class="option-card-title">Instant build</div>
</label>
<label
for="infinite-gold"
class="option-card ${this.infiniteGold ? "selected" : ""}"
>
<div class="checkbox-icon"></div>
<input
type="checkbox"
id="infinite-gold"
@change=${this.handleInfiniteGoldChange}
.checked=${this.infiniteGold}
/>
<div class="option-card-title">Infinite gold</div>
</label>
<label
for="infinite-troops"
class="option-card ${this.infiniteTroops ? "selected" : ""}"
>
<div class="checkbox-icon"></div>
<input
type="checkbox"
id="infinite-troops"
@change=${this.handleInfiniteTroopsChange}
.checked=${this.infiniteTroops}
/>
<div class="option-card-title">Infinite troops</div>
</label>
<label
for="disable-nukes"
class="option-card ${this.disableNukes ? "selected" : ""}"
>
<div class="checkbox-icon"></div>
<input
type="checkbox"
id="disable-nukes"
@change=${this.handleDisableNukesChange}
.checked=${this.disableNukes}
/>
<div class="option-card-title">Disable Nukes</div>
</label>
</div>
</div>
</div>
<o-button
title="Start Game"
@click=${this.startGame}
blockDesktop
></o-button>
</o-modal>
`;
}
createRenderRoot() {
return this; // light DOM
}
public open() {
this.modalEl?.open();
this.useRandomMap = false;
}
public close() {
this.modalEl?.close();
}
private handleRandomMapToggle() {
this.useRandomMap = true;
}
private handleMapSelection(value: GameMapType) {
this.selectedMap = value;
this.useRandomMap = false;
}
private handleDifficultySelection(value: Difficulty) {
this.selectedDifficulty = value;
}
private handleBotsChange(e: Event) {
const value = parseInt((e.target as HTMLInputElement).value);
if (isNaN(value) || value < 0 || value > 400) {
return;
}
this.bots = value;
}
private handleInstantBuildChange(e: Event) {
this.instantBuild = Boolean((e.target as HTMLInputElement).checked);
}
private handleInfiniteGoldChange(e: Event) {
this.infiniteGold = Boolean((e.target as HTMLInputElement).checked);
}
private handleInfiniteTroopsChange(e: Event) {
this.infiniteTroops = Boolean((e.target as HTMLInputElement).checked);
}
private handleDisableNPCsChange(e: Event) {
this.disableNPCs = Boolean((e.target as HTMLInputElement).checked);
}
private handleDisableNukesChange(e: Event) {
this.disableNukes = Boolean((e.target as HTMLInputElement).checked);
}
private getRandomMap(): GameMapType {
const maps = Object.values(GameMapType);
const randIdx = Math.floor(Math.random() * maps.length);
return maps[randIdx] as GameMapType;
}
private startGame() {
// If random map is selected, choose a random map now
if (this.useRandomMap) {
this.selectedMap = this.getRandomMap();
}
consolex.log(
`Starting single player game with map: ${GameMapType[this.selectedMap]}${this.useRandomMap ? " (Randomly selected)" : ""}`,
);
this.dispatchEvent(
new CustomEvent("join-lobby", {
detail: {
gameID: generateID(),
gameConfig: {
gameMap: this.selectedMap,
gameType: GameType.Singleplayer,
difficulty: this.selectedDifficulty,
disableNPCs: this.disableNPCs,
disableNukes: this.disableNukes,
bots: this.bots,
infiniteGold: this.infiniteGold,
infiniteTroops: this.infiniteTroops,
instantBuild: this.instantBuild,
},
} as JoinLobbyEvent,
bubbles: true,
composed: true,
}),
);
this.close();
}
}