Files
OpenFrontIO/src/client/graphics/layers/StructureIconsLayer.ts
T
2026-05-27 14:36:16 +02:00

950 lines
30 KiB
TypeScript

import { extend } from "colord";
import a11yPlugin from "colord/plugins/a11y";
import { OutlineFilter } from "pixi-filters";
import * as PIXI from "pixi.js";
import { assetUrl } from "../../../core/AssetUrls";
import { Theme } from "../../../core/configuration/Config";
import { EventBus } from "../../../core/EventBus";
import { wouldNukeBreakAlliance } from "../../../core/execution/Util";
import {
BuildableUnit,
Cell,
PlayerBuildableUnitType,
PlayerID,
Structures,
UnitType,
} from "../../../core/game/Game";
import { TileRef } from "../../../core/game/GameMap";
import { GameUpdateType } from "../../../core/game/GameUpdates";
import { GameView, UnitView } from "../../../core/game/GameView";
import {
ConfirmGhostStructureEvent,
GhostStructureChangedEvent,
MouseMoveEvent,
MouseUpEvent,
ToggleStructureEvent as ToggleStructuresEvent,
} from "../../InputHandler";
import {
BuildUnitIntentEvent,
SendUpgradeStructureIntentEvent,
} from "../../Transport";
import { renderNumber } from "../../Utils";
import { TransformHandler } from "../TransformHandler";
import { UIState } from "../UIState";
import { Layer } from "./Layer";
import {
DOTS_ZOOM_THRESHOLD,
ICON_SCALE_FACTOR_ZOOMED_IN,
ICON_SCALE_FACTOR_ZOOMED_OUT,
ICON_SIZE,
LEVEL_SCALE_FACTOR,
OFFSET_ZOOM_Y,
SpriteFactory,
STRUCTURE_SHAPES,
ZOOM_THRESHOLD,
} from "./StructureDrawingUtils";
const bitmapFont = assetUrl("fonts/round_6x6_modified.xml");
/** True for nuke types (AtomBomb, HydrogenBomb): ghost is preserved after placement so user can place multiple or keep selection (Enter/key confirm). */
export function shouldPreserveGhostAfterBuild(unitType: UnitType): boolean {
return unitType === UnitType.AtomBomb || unitType === UnitType.HydrogenBomb;
}
extend([a11yPlugin]);
class StructureRenderInfo {
public isOnScreen: boolean = false;
constructor(
public unit: UnitView,
public owner: PlayerID,
public iconContainer: PIXI.Container,
public levelContainer: PIXI.Container,
public dotContainer: PIXI.Container,
public level: number = 0,
public underConstruction: boolean = true,
) {}
}
export class StructureIconsLayer implements Layer {
private ghostUnit: {
container: PIXI.Container;
priceText: PIXI.BitmapText;
priceBg: PIXI.Graphics;
priceGroup: PIXI.Container;
priceBox: { height: number; y: number; paddingX: number; minWidth: number };
range: PIXI.Container | null;
rangeLevel?: number;
targetingAlly?: boolean;
buildableUnit: BuildableUnit;
} | null = null;
private pixicanvas: HTMLCanvasElement;
private iconsStage: PIXI.Container;
private ghostStage: PIXI.Container;
private levelsStage: PIXI.Container;
private rootStage: PIXI.Container = new PIXI.Container();
private dotsStage: PIXI.Container;
private readonly theme: Theme;
private renderer: PIXI.Renderer | null = null;
private rendererInitialized: boolean = false;
private readonly rendersByUnitId: Map<number, StructureRenderInfo> =
new Map();
private readonly seenUnitIds: Set<number> = new Set();
private readonly connectedAllySmallIds: Set<number> = new Set();
private readonly mousePos = { x: 0, y: 0 };
private renderSprites = true;
private factory: SpriteFactory;
private readonly structures: Map<
PlayerBuildableUnitType,
{ visible: boolean }
> = new Map(Structures.types.map((type) => [type, { visible: true }]));
private lastGhostQueryAt: number;
private visibilityStateDirty = true;
private pendingConfirm: MouseUpEvent | null = null;
private hasHiddenStructure = false;
private rebuildPending = false;
potentialUpgrade: StructureRenderInfo | undefined;
private filterRedArray: OutlineFilter[] = [];
private filterGreenArray: OutlineFilter[] = [];
private filterWhiteArray: OutlineFilter[] = [];
constructor(
private game: GameView,
private eventBus: EventBus,
public uiState: UIState,
private transformHandler: TransformHandler,
) {
this.theme = game.config().theme();
this.factory = new SpriteFactory(
this.theme,
game,
transformHandler,
this.renderSprites,
);
}
async setupRenderer() {
if (this.renderer) {
this.renderer.destroy(true);
this.rootStage.removeChildren();
}
try {
await PIXI.Assets.load(bitmapFont);
} catch (error) {
console.error("Failed to load bitmap font:", error);
}
this.pixicanvas = document.createElement("canvas");
const resolution = window.devicePixelRatio || 1;
this.resizePixiCanvasElement(resolution);
// This will prefer WebGL, eventually WebGPU, and fallback to Canvas
// Restrict using 'preferences: ["WebGPU", "WebGL"]' or
// 'preferences: "WebGPU"' later if needed
const renderer = await PIXI.autoDetectRenderer({
canvas: this.pixicanvas,
resolution,
width: window.innerWidth,
height: window.innerHeight,
antialias: false,
clearBeforeRender: true,
backgroundAlpha: 0,
backgroundColor: 0x00000000,
});
console.info(`Using ${renderer.name} for structure icons layer`);
this.iconsStage = new PIXI.Container();
this.iconsStage.position.set(0, 0);
this.iconsStage.setSize(this.pixicanvas.width, this.pixicanvas.height);
this.ghostStage = new PIXI.Container();
this.ghostStage.position.set(0, 0);
this.ghostStage.setSize(this.pixicanvas.width, this.pixicanvas.height);
this.levelsStage = new PIXI.Container();
this.levelsStage.position.set(0, 0);
this.levelsStage.setSize(this.pixicanvas.width, this.pixicanvas.height);
this.dotsStage = new PIXI.Container();
this.dotsStage.position.set(0, 0);
this.dotsStage.setSize(this.pixicanvas.width, this.pixicanvas.height);
this.rootStage.addChild(
this.dotsStage,
this.iconsStage,
this.levelsStage,
this.ghostStage,
);
this.rootStage.position.set(0, 0);
this.rootStage.setSize(this.pixicanvas.width, this.pixicanvas.height);
this.filterRedArray = [
new OutlineFilter({ thickness: 2, color: "rgba(255, 0, 0, 1)" }),
];
this.filterGreenArray = [
new OutlineFilter({ thickness: 2, color: "rgba(0, 255, 0, 1)" }),
];
this.filterWhiteArray = [
new OutlineFilter({ thickness: 2, color: "rgb(255, 255, 255)" }),
];
this.renderer = renderer;
if (this.renderer.name === "webgpu") {
// Listen to device loss as PixiJS doesn't handle WebGPU context loss itself
const gpuRenderer = this.renderer as PIXI.WebGPURenderer;
gpuRenderer.gpu.device.lost.then(() => {
this.redraw();
});
}
if (this.renderer.name === "webgl") {
this.renderer.runners.contextChange.add({
// Listen to contextChange as PixiJS handles WebGL context loss and restores itself.
// Don't listen to "webglcontextrestored" event directly as it can fire before PixiJS is ready.
contextChange: () => {
requestAnimationFrame(() => {
this.redraw();
});
},
});
}
this.rendererInitialized = true;
}
private rebuildAllIcons() {
this.clearGhostStructure();
this.factory.clearCache();
const allUnitIds = Array.from(this.seenUnitIds);
this.seenUnitIds.clear();
for (const unitId of allUnitIds) {
const render = this.rendersByUnitId.get(unitId);
if (render) {
render.iconContainer?.destroy({ children: true });
render.dotContainer?.destroy({ children: true });
render.levelContainer?.destroy({ children: true });
}
const unitView = this.game.unit(unitId);
if (unitView && unitView.isActive()) {
this.handleActiveUnit(unitView);
} else {
this.rendersByUnitId.delete(unitId);
}
}
}
shouldTransform(): boolean {
return false;
}
async redraw() {
if (this.rebuildPending) {
return;
}
if (this.rendererOrGLContextLost()) {
return;
}
this.rebuildPending = true;
try {
if (this.renderer?.name === "webgpu") {
this.rendererInitialized = false;
await this.setupRenderer();
}
this.resizeCanvas();
this.rebuildAllIcons();
} finally {
this.rebuildPending = false;
}
}
async init() {
this.eventBus.on(ToggleStructuresEvent, (e) =>
this.toggleStructures(e.structureTypes),
);
this.eventBus.on(MouseMoveEvent, (e) => this.moveGhost(e));
this.eventBus.on(MouseUpEvent, (e) => this.requestConfirmStructure(e));
this.eventBus.on(ConfirmGhostStructureEvent, () =>
this.requestConfirmStructure(
new MouseUpEvent(this.mousePos.x, this.mousePos.y),
),
);
window.addEventListener("resize", () => this.resizeCanvas());
await this.setupRenderer();
this.resizeCanvas();
}
private rendererOrGLContextLost(): boolean {
if (!this.renderer || !this.rendererInitialized) return true;
if (this.renderer.name === "webgl") {
// For WebGL, check isLost to prevent ungraceful handling by PixiJS:
// its GL > logPrettyShaderError throws, when getShaderSource returns null
// Needs to be fixed in PixiJS, in meantime prevent it from here
return (this.renderer as PIXI.WebGLRenderer).context?.isLost === true;
}
return false;
}
resizeCanvas() {
if (this.rendererOrGLContextLost()) {
return;
}
const resolution = window.devicePixelRatio || 1;
this.resizePixiCanvasElement(resolution);
this.renderer?.resize(window.innerWidth, window.innerHeight, resolution);
}
private resizePixiCanvasElement(resolution: number) {
this.pixicanvas.width = Math.ceil(window.innerWidth * resolution);
this.pixicanvas.height = Math.ceil(window.innerHeight * resolution);
this.pixicanvas.style.width = `${window.innerWidth}px`;
this.pixicanvas.style.height = `${window.innerHeight}px`;
}
tick() {
const unitUpdates = this.game.updatesSinceLastTick()?.[GameUpdateType.Unit];
if (unitUpdates) {
for (let i = 0, len = unitUpdates.length; i < len; i++) {
const unitView = this.game.unit(unitUpdates[i].id);
if (unitView === undefined) {
continue;
}
const unitId = unitView.id();
if (unitView.isActive()) {
this.handleActiveUnit(unitView);
} else if (this.seenUnitIds.has(unitId)) {
this.handleInactiveUnit(unitView);
}
}
}
this.renderSprites =
this.game.config().userSettings()?.structureSprites() ?? true;
}
renderLayer(mainContext: CanvasRenderingContext2D) {
if (this.rendererOrGLContextLost()) {
return;
}
if (this.ghostUnit) {
if (this.uiState.ghostStructure === null) {
this.removeGhostStructure();
} else if (
this.uiState.ghostStructure !== this.ghostUnit.buildableUnit.type
) {
this.clearGhostStructure();
}
} else if (this.uiState.ghostStructure !== null) {
this.createGhostStructure(this.uiState.ghostStructure);
}
this.renderGhost();
if (this.transformHandler.hasChanged()) {
for (const render of this.rendersByUnitId.values()) {
this.computeNewLocation(render);
}
}
const scale = this.transformHandler.scale;
this.dotsStage!.visible = scale <= DOTS_ZOOM_THRESHOLD;
this.iconsStage!.visible =
scale > DOTS_ZOOM_THRESHOLD &&
(scale <= ZOOM_THRESHOLD || !this.renderSprites);
this.levelsStage!.visible = scale > ZOOM_THRESHOLD && this.renderSprites;
if (this.renderer) {
this.renderer.render(this.rootStage);
mainContext.drawImage(
this.renderer.canvas,
0,
0,
this.renderer.canvas.width,
this.renderer.canvas.height,
0,
0,
mainContext.canvas.width,
mainContext.canvas.height,
);
}
}
renderGhost() {
if (!this.ghostUnit) return;
const now = performance.now();
if (now - this.lastGhostQueryAt < 50) {
return;
}
this.lastGhostQueryAt = now;
let tileRef: TileRef | undefined;
const tile = this.transformHandler.screenToWorldCoordinates(
this.mousePos.x,
this.mousePos.y,
);
if (this.game.isValidCoord(tile.x, tile.y)) {
tileRef = this.game.ref(tile.x, tile.y);
}
// Check if targeting an ally (for nuke warning visual)
// Uses shared logic with NukeExecution.maybeBreakAlliances()
let targetingAlly = false;
const myPlayer = this.game.myPlayer();
const nukeType = this.ghostUnit.buildableUnit.type;
if (
tileRef &&
myPlayer &&
(nukeType === UnitType.AtomBomb || nukeType === UnitType.HydrogenBomb)
) {
// Only check connected allies - nuking disconnected allies doesn't cause a traitor debuff
this.connectedAllySmallIds.clear();
const allies = myPlayer.allies();
for (let i = 0; i < allies.length; i++) {
const ally = allies[i];
if (!ally.isDisconnected()) {
this.connectedAllySmallIds.add(ally.smallID());
}
}
if (this.connectedAllySmallIds.size > 0) {
targetingAlly = wouldNukeBreakAlliance({
game: this.game,
targetTile: tileRef,
magnitude: this.game.config().nukeMagnitudes(nukeType),
allySmallIds: this.connectedAllySmallIds,
threshold: this.game.config().nukeAllianceBreakThreshold(),
});
}
}
this.game
?.myPlayer()
?.buildables(tileRef, [this.ghostUnit?.buildableUnit.type])
.then((buildables) => {
if (this.potentialUpgrade) {
this.potentialUpgrade.iconContainer.filters = [];
this.potentialUpgrade.dotContainer.filters = [];
}
if (this.ghostUnit?.container) {
this.ghostUnit.container.filters = [];
}
if (!this.ghostUnit) {
this.pendingConfirm = null;
return;
}
const unit = buildables.find(
(u) => u.type === this.ghostUnit!.buildableUnit.type,
);
const showPrice = this.game.config().userSettings().cursorCostLabel();
if (!unit) {
Object.assign(this.ghostUnit.buildableUnit, {
canBuild: false,
canUpgrade: false,
});
this.updateGhostPrice(0, showPrice);
this.ghostUnit.container.filters = this.filterRedArray;
this.pendingConfirm = null;
return;
}
this.ghostUnit.buildableUnit = unit;
this.updateGhostPrice(unit.cost ?? 0, showPrice);
const targetLevel = this.resolveGhostRangeLevel(unit);
this.updateGhostRange(targetLevel, targetingAlly);
if (unit.canUpgrade) {
this.potentialUpgrade = this.rendersByUnitId.get(unit.canUpgrade);
if (
this.potentialUpgrade &&
this.potentialUpgrade.unit.owner().id() !==
this.game.myPlayer()?.id()
) {
this.potentialUpgrade = undefined;
}
if (this.potentialUpgrade) {
this.potentialUpgrade.iconContainer.filters = this.filterGreenArray;
this.potentialUpgrade.dotContainer.filters = this.filterGreenArray;
}
// No overlapping when a structure is upgradable
this.uiState.overlappingRailroads = [];
this.uiState.ghostRailPaths = [];
} else if (unit.canBuild === false) {
this.ghostUnit.container.filters = this.filterRedArray;
this.uiState.overlappingRailroads = [];
this.uiState.ghostRailPaths = [];
} else {
this.uiState.overlappingRailroads = unit.overlappingRailroads;
this.uiState.ghostRailPaths = unit.ghostRailPaths;
}
const scale = this.transformHandler.scale;
const s =
scale >= ZOOM_THRESHOLD
? Math.max(1, scale / ICON_SCALE_FACTOR_ZOOMED_IN)
: Math.min(1, scale / ICON_SCALE_FACTOR_ZOOMED_OUT);
this.ghostUnit.container.scale.set(s);
this.ghostUnit.range?.scale.set(this.transformHandler.scale);
if (this.pendingConfirm !== null) {
const ev = this.pendingConfirm;
this.pendingConfirm = null;
if (this.isGhostReadyForConfirm()) {
this.createStructure(ev);
}
}
});
}
private updateGhostPrice(cost: bigint | number, showPrice: boolean) {
if (!this.ghostUnit) return;
const { priceText, priceBg, priceBox, priceGroup } = this.ghostUnit;
priceGroup.visible = showPrice;
if (!showPrice) return;
priceText.text = renderNumber(cost);
priceText.position.set(0, priceBox.y);
const textWidth = priceText.width;
const boxWidth = Math.max(
priceBox.minWidth,
textWidth + priceBox.paddingX * 2,
);
priceBg.clear();
priceBg
.roundRect(
-boxWidth / 2,
priceBox.y - priceBox.height / 2,
boxWidth,
priceBox.height,
4,
)
.fill({ color: 0x000000, alpha: 0.65 });
}
/**
* True when the ghost exists and buildableUnit has been refreshed (canBuild or canUpgrade set).
* Used to avoid running createStructure before renderGhost's async buildables() has updated the ghost.
*/
private isGhostReadyForConfirm(): boolean {
if (!this.ghostUnit) return false;
const bu = this.ghostUnit.buildableUnit;
return bu.canBuild !== false || bu.canUpgrade !== false;
}
/**
* Request confirm (place/upgrade): run createStructure now if ghost is ready, otherwise defer until
* renderGhost's buildables() callback has updated the ghost. Shared by Enter (ConfirmGhostStructureEvent)
* and mouse click (MouseUpEvent) so numpad-select-then-confirm works.
*/
private requestConfirmStructure(e: MouseUpEvent): void {
if (!this.ghostUnit && !this.uiState.ghostStructure) return;
if (this.isGhostReadyForConfirm()) {
this.createStructure(e);
} else {
this.pendingConfirm = e;
}
}
private createStructure(e: MouseUpEvent) {
if (!this.ghostUnit) return;
if (
this.ghostUnit.buildableUnit.canBuild === false &&
this.ghostUnit.buildableUnit.canUpgrade === false
) {
this.removeGhostStructure();
return;
}
const tile = this.transformHandler.screenToWorldCoordinates(e.x, e.y);
if (this.ghostUnit.buildableUnit.canUpgrade !== false) {
this.eventBus.emit(
new SendUpgradeStructureIntentEvent(
this.ghostUnit.buildableUnit.canUpgrade,
this.ghostUnit.buildableUnit.type,
),
);
this.removeGhostStructure();
} else if (this.ghostUnit.buildableUnit.canBuild) {
const unitType = this.ghostUnit.buildableUnit.type;
const rocketDirectionUp =
unitType === UnitType.AtomBomb || unitType === UnitType.HydrogenBomb
? this.uiState.rocketDirectionUp
: undefined;
this.eventBus.emit(
new BuildUnitIntentEvent(
unitType,
this.game.ref(tile.x, tile.y),
rocketDirectionUp,
),
);
if (!shouldPreserveGhostAfterBuild(unitType)) {
this.removeGhostStructure();
}
} else {
this.removeGhostStructure();
}
}
private moveGhost(e: MouseMoveEvent) {
this.mousePos.x = e.x;
this.mousePos.y = e.y;
if (!this.ghostUnit) return;
const local = this.transformHandler.screenToCanvasCoordinates(e.x, e.y);
this.ghostUnit.container.position.set(local.x, local.y);
this.ghostUnit.range?.position.set(local.x, local.y);
}
private createGhostStructure(type: PlayerBuildableUnitType | null) {
const player = this.game.myPlayer();
if (!player) return;
if (type === null) {
return;
}
const local = this.transformHandler.screenToCanvasCoordinates(
this.mousePos.x,
this.mousePos.y,
);
const ghost = this.factory.createGhostContainer(
player,
this.ghostStage,
{ x: local.x, y: local.y },
type,
);
this.ghostUnit = {
container: ghost.container,
priceText: ghost.priceText,
priceBg: ghost.priceBg,
priceGroup: ghost.priceGroup,
priceBox: ghost.priceBox,
range: null,
buildableUnit: {
type,
canBuild: false,
canUpgrade: false,
cost: 0n,
overlappingRailroads: [],
ghostRailPaths: [],
},
};
const showPrice = this.game.config().userSettings().cursorCostLabel();
this.updateGhostPrice(0, showPrice);
const baseLevel = this.resolveGhostRangeLevel(this.ghostUnit.buildableUnit);
this.updateGhostRange(baseLevel);
}
private clearGhostStructure() {
this.pendingConfirm = null;
if (this.ghostUnit) {
this.ghostUnit.container.destroy({ children: true });
this.ghostUnit.range?.destroy({ children: true });
this.ghostUnit = null;
}
if (this.potentialUpgrade) {
this.potentialUpgrade.iconContainer.filters = [];
this.potentialUpgrade.dotContainer.filters = [];
this.potentialUpgrade = undefined;
}
this.uiState.ghostRailPaths = [];
}
private removeGhostStructure() {
this.clearGhostStructure();
this.uiState.ghostStructure = null;
this.eventBus.emit(new GhostStructureChangedEvent(null));
}
private resolveGhostRangeLevel(
buildableUnit: BuildableUnit,
): number | undefined {
if (buildableUnit.type !== UnitType.SAMLauncher) {
return undefined;
}
if (buildableUnit.canUpgrade !== false) {
const existing = this.game.unit(buildableUnit.canUpgrade);
if (existing) {
return existing.level() + 1;
} else {
console.error("Failed to find existing SAMLauncher for upgrade");
}
}
return 1;
}
private updateGhostRange(level?: number, targetingAlly: boolean = false) {
if (!this.ghostUnit) {
return;
}
if (
this.ghostUnit.range &&
this.ghostUnit.rangeLevel === level &&
this.ghostUnit.targetingAlly === targetingAlly
) {
return;
}
this.ghostUnit.range?.destroy({ children: true });
this.ghostUnit.range = null;
this.ghostUnit.rangeLevel = level;
this.ghostUnit.targetingAlly = targetingAlly;
const position = this.ghostUnit.container.position;
const range = this.factory.createRange(
this.ghostUnit.buildableUnit.type,
this.ghostStage,
{ x: position.x, y: position.y },
level,
targetingAlly,
);
if (range) {
this.ghostUnit.range = range;
}
}
private toggleStructures(
toggleStructureType: PlayerBuildableUnitType[] | null,
): void {
for (const [structureType, infos] of this.structures) {
infos.visible =
toggleStructureType?.indexOf(structureType) !== -1 ||
toggleStructureType === null;
}
this.visibilityStateDirty = true;
for (const render of this.rendersByUnitId.values()) {
this.modifyVisibility(render);
}
}
private refreshVisibilityStateCache() {
if (!this.visibilityStateDirty) {
return;
}
this.hasHiddenStructure = false;
for (const infos of this.structures.values()) {
if (infos.visible === false) {
this.hasHiddenStructure = true;
break;
}
}
this.visibilityStateDirty = false;
}
private findRenderByUnit(
unitView: UnitView,
): StructureRenderInfo | undefined {
return this.rendersByUnitId.get(unitView.id());
}
private handleActiveUnit(unitView: UnitView) {
if (this.seenUnitIds.has(unitView.id())) {
const render = this.findRenderByUnit(unitView);
if (render) {
this.checkForConstructionState(render, unitView);
this.checkForDeletionState(render, unitView);
this.checkForOwnershipChange(render, unitView);
this.checkForLevelChange(render, unitView);
}
} else if (
this.structures.has(unitView.type() as PlayerBuildableUnitType)
) {
this.addNewStructure(unitView);
}
}
private handleInactiveUnit(unitView: UnitView) {
if (!this.seenUnitIds.has(unitView.id())) {
return;
}
const render = this.findRenderByUnit(unitView);
if (render) {
this.deleteStructure(render);
}
}
private modifyVisibility(render: StructureRenderInfo) {
this.refreshVisibilityStateCache();
const structureType = render.unit.type() as PlayerBuildableUnitType;
const structureInfos = this.structures.get(structureType);
if (structureInfos) {
render.iconContainer.alpha = structureInfos.visible ? 1 : 0.3;
render.dotContainer.alpha = structureInfos.visible ? 1 : 0.3;
if (structureInfos.visible && this.hasHiddenStructure) {
render.iconContainer.filters = this.filterWhiteArray;
render.dotContainer.filters = this.filterWhiteArray;
} else {
render.iconContainer.filters = [];
render.dotContainer.filters = [];
}
}
}
private checkForDeletionState(render: StructureRenderInfo, unit: UnitView) {
if (unit.markedForDeletion() !== false) {
render.iconContainer?.destroy({ children: true });
render.dotContainer?.destroy({ children: true });
render.iconContainer = this.createIconSprite(unit);
render.dotContainer = this.createDotSprite(unit);
this.modifyVisibility(render);
}
}
private checkForConstructionState(
render: StructureRenderInfo,
unit: UnitView,
) {
if (render.underConstruction && !unit.isUnderConstruction()) {
render.underConstruction = false;
render.iconContainer?.destroy({ children: true });
render.dotContainer?.destroy({ children: true });
render.iconContainer = this.createIconSprite(unit);
render.dotContainer = this.createDotSprite(unit);
this.modifyVisibility(render);
}
}
private checkForOwnershipChange(render: StructureRenderInfo, unit: UnitView) {
if (render.owner !== unit.owner().id()) {
render.owner = unit.owner().id();
render.iconContainer?.destroy({ children: true });
render.dotContainer?.destroy({ children: true });
render.iconContainer = this.createIconSprite(unit);
render.dotContainer = this.createDotSprite(unit);
this.modifyVisibility(render);
}
}
private checkForLevelChange(render: StructureRenderInfo, unit: UnitView) {
if (render.level !== unit.level()) {
render.level = unit.level();
render.iconContainer?.destroy({ children: true });
render.levelContainer?.destroy({ children: true });
render.dotContainer?.destroy({ children: true });
render.iconContainer = this.createIconSprite(unit);
render.levelContainer = this.createLevelSprite(unit);
render.dotContainer = this.createDotSprite(unit);
this.modifyVisibility(render);
}
}
private computeNewLocation(render: StructureRenderInfo) {
const tile = render.unit.tile();
const worldPos = new Cell(this.game.x(tile), this.game.y(tile));
const screenPos = this.transformHandler.worldToCanvasCoordinates(worldPos);
screenPos.x = Math.round(screenPos.x);
const scale = this.transformHandler.scale;
screenPos.y = Math.round(
scale >= ZOOM_THRESHOLD &&
this.game.config().userSettings()?.structureSprites()
? screenPos.y - scale * OFFSET_ZOOM_Y
: screenPos.y,
);
const type = render.unit.type();
const margin =
type !== undefined && STRUCTURE_SHAPES[type] !== undefined
? ICON_SIZE[STRUCTURE_SHAPES[type]]
: 28;
const onScreen =
screenPos.x + margin > 0 &&
screenPos.x - margin < this.pixicanvas.width &&
screenPos.y + margin > 0 &&
screenPos.y - margin < this.pixicanvas.height;
if (onScreen) {
if (scale > ZOOM_THRESHOLD) {
const target = this.game.config().userSettings()?.structureSprites()
? render.levelContainer
: render.iconContainer;
target.position.set(screenPos.x, screenPos.y);
target.scale.set(
Math.max(
1,
scale /
(target === render.levelContainer
? LEVEL_SCALE_FACTOR
: ICON_SCALE_FACTOR_ZOOMED_IN),
),
);
} else if (scale > DOTS_ZOOM_THRESHOLD) {
render.iconContainer.position.set(screenPos.x, screenPos.y);
render.iconContainer.scale.set(
Math.min(1, scale / ICON_SCALE_FACTOR_ZOOMED_OUT),
);
} else {
render.dotContainer.position.set(screenPos.x, screenPos.y);
}
}
if (render.isOnScreen !== onScreen) {
render.isOnScreen = onScreen;
render.iconContainer.visible = onScreen;
render.dotContainer.visible = onScreen;
render.levelContainer.visible = onScreen;
}
}
private addNewStructure(unitView: UnitView) {
this.seenUnitIds.add(unitView.id());
const render = new StructureRenderInfo(
unitView,
unitView.owner().id(),
this.createIconSprite(unitView),
this.createLevelSprite(unitView),
this.createDotSprite(unitView),
unitView.level(),
unitView.isUnderConstruction(),
);
this.rendersByUnitId.set(unitView.id(), render);
this.computeNewLocation(render);
this.modifyVisibility(render);
}
private createLevelSprite(unit: UnitView): PIXI.Container {
return this.factory.createUnitContainer(unit, {
type: "level",
stage: this.levelsStage,
});
}
private createDotSprite(unit: UnitView): PIXI.Container {
return this.factory.createUnitContainer(unit, {
type: "dot",
stage: this.dotsStage,
});
}
private createIconSprite(unit: UnitView): PIXI.Container {
return this.factory.createUnitContainer(unit, {
type: "icon",
stage: this.iconsStage,
});
}
private deleteStructure(render: StructureRenderInfo) {
render.iconContainer?.destroy({ children: true });
render.levelContainer?.destroy({ children: true });
render.dotContainer?.destroy({ children: true });
const unitId = render.unit.id();
this.rendersByUnitId.delete(unitId);
this.seenUnitIds.delete(unitId);
if (this.potentialUpgrade?.unit.id() === unitId) {
this.potentialUpgrade = undefined;
}
}
}