Files
OpenFrontIO/src/client/hud/layers/ControlPanel.ts
T
evanpelle 66ecbabac2 rename client/graphics → client/hud
The contents (Lit web components for in-game chat, build menu, leaderboard,
attack displays, etc.) are HUD, not graphics — the actual graphics is in
client/render/.
2026-05-18 22:27:23 +02:00

393 lines
12 KiB
TypeScript

import { LitElement, html } from "lit";
import { customElement, state } from "lit/decorators.js";
import { assetUrl } from "../../../core/AssetUrls";
import { EventBus } from "../../../core/EventBus";
import { Gold } from "../../../core/game/Game";
import { GameView } from "../../../core/game/GameView";
import { UserSettings } from "../../../core/game/UserSettings";
import { ClientID } from "../../../core/Schemas";
import { Controller } from "../../Controller";
import { AttackRatioEvent } from "../../InputHandler";
import { UIState } from "../../UIState";
import { renderNumber, renderTroops } from "../../Utils";
const goldCoinIcon = assetUrl("images/GoldCoinIcon.svg");
const soldierIcon = assetUrl("images/SoldierIcon.svg");
const swordIcon = assetUrl("images/SwordIcon.svg");
@customElement("control-panel")
export class ControlPanel extends LitElement implements Controller {
public game: GameView;
public clientID: ClientID;
public eventBus: EventBus;
public uiState: UIState;
@state()
private attackRatio: number = 0.2;
@state()
private _maxTroops: number;
@state()
private troopRate: number;
@state()
private _troops: number;
@state()
private _isVisible = false;
@state()
private _gold: Gold;
@state()
private _attackingTroops: number = 0;
private _troopRateIsIncreasing: boolean = true;
private _lastTroopIncreaseRate: number;
getTickIntervalMs() {
return 100;
}
init() {
this.attackRatio = new UserSettings().attackRatio();
this.uiState.attackRatio = this.attackRatio;
this.eventBus.on(AttackRatioEvent, (event) => {
let newAttackRatio = this.attackRatio + event.attackRatio / 100;
if (newAttackRatio < 0.01) {
newAttackRatio = 0.01;
}
if (newAttackRatio > 1) {
newAttackRatio = 1;
}
if (newAttackRatio === 0.11 && this.attackRatio === 0.01) {
// If we're changing the ratio from 1%, then set it to 10% instead of 11% to keep a consistency
newAttackRatio = 0.1;
}
this.attackRatio = newAttackRatio;
this.onAttackRatioChange(this.attackRatio);
});
}
tick() {
if (!this._isVisible && !this.game.inSpawnPhase()) {
this.setVisibile(true);
}
const player = this.game.myPlayer();
if (player === null || !player.isAlive()) {
this.setVisibile(false);
return;
}
this.updateTroopIncrease();
this._maxTroops = this.game.config().maxTroops(player);
this._gold = player.gold();
this._troops = player.troops();
this._attackingTroops = player
.outgoingAttacks()
.map((a) => a.troops)
.reduce((a, b) => a + b, 0);
this.troopRate = this.game.config().troopIncreaseRate(player) * 10;
this.requestUpdate();
}
private updateTroopIncrease() {
const player = this.game?.myPlayer();
if (player === null) return;
const troopIncreaseRate = this.game.config().troopIncreaseRate(player);
this._troopRateIsIncreasing =
troopIncreaseRate >= this._lastTroopIncreaseRate;
this._lastTroopIncreaseRate = troopIncreaseRate;
}
onAttackRatioChange(newRatio: number) {
this.uiState.attackRatio = newRatio;
}
setVisibile(visible: boolean) {
this._isVisible = visible;
this.requestUpdate();
}
private handleRatioSliderInput(e: Event) {
const input = e.target as HTMLInputElement;
const value = Number(input.value);
this.attackRatio = value / 100;
this.onAttackRatioChange(this.attackRatio);
}
private handleRatioSliderPointerUp(e: Event) {
(e.target as HTMLInputElement).blur();
}
private calculateTroopBar(): { greenPercent: number; orangePercent: number } {
const base = Math.max(this._maxTroops, 1);
const greenPercentRaw = (this._troops / base) * 100;
const orangePercentRaw = (this._attackingTroops / base) * 100;
const greenPercent = Math.max(0, Math.min(100, greenPercentRaw));
const orangePercent = Math.max(
0,
Math.min(100 - greenPercent, orangePercentRaw),
);
return { greenPercent, orangePercent };
}
private renderMobileTroopBar() {
const { greenPercent, orangePercent } = this.calculateTroopBar();
return html`
<div
class="w-full h-6 border border-gray-600 rounded-md bg-gray-900/60 overflow-hidden relative"
>
<div class="h-full flex">
${greenPercent > 0
? html`<div
class="h-full bg-malibu-blue transition-[width] duration-200"
style="width: ${greenPercent}%;"
></div>`
: ""}
${orangePercent > 0
? html`<div
class="h-full bg-aquarius transition-[width] duration-200"
style="width: ${orangePercent}%;"
></div>`
: ""}
</div>
<div
class="absolute inset-0 flex items-center justify-between px-1.5 text-xs font-bold leading-none pointer-events-none"
translate="no"
>
<span class="text-white drop-shadow-[0_1px_1px_rgba(0,0,0,0.8)]"
>${renderTroops(this._troops)}</span
>
<span class="text-white drop-shadow-[0_1px_1px_rgba(0,0,0,0.8)]"
>${renderTroops(this._maxTroops)}</span
>
</div>
<div
class="absolute inset-0 flex items-center justify-center gap-0.5 pointer-events-none"
translate="no"
>
<img
src=${soldierIcon}
alt=""
aria-hidden="true"
width="12"
height="12"
class="brightness-0 invert drop-shadow-[0_1px_1px_rgba(0,0,0,0.8)]"
/>
<span
class="text-[10px] font-bold drop-shadow-[0_1px_1px_rgba(0,0,0,0.8)] ${this
._troopRateIsIncreasing
? "text-green-400"
: "text-orange-400"}"
>+${renderTroops(this.troopRate)}/s</span
>
</div>
</div>
`;
}
private renderDesktopTroopBar() {
const { greenPercent, orangePercent } = this.calculateTroopBar();
return html`
<div
class="w-full h-6 border border-gray-600 rounded-md bg-gray-900/60 overflow-hidden relative"
>
<div class="h-full flex">
${greenPercent > 0
? html`<div
class="h-full bg-malibu-blue transition-[width] duration-200"
style="width: ${greenPercent}%;"
></div>`
: ""}
${orangePercent > 0
? html`<div
class="h-full bg-aquarius transition-[width] duration-200"
style="width: ${orangePercent}%;"
></div>`
: ""}
</div>
<div
class="absolute inset-0 flex items-center text-lg font-bold leading-none pointer-events-none"
translate="no"
>
<span class="flex-1 flex justify-end h-full items-center pr-0.5">
<span class="text-white drop-shadow-[0_1px_1px_rgba(0,0,0,0.8)]"
>${renderTroops(this._troops)}</span
>
</span>
<span
class="h-full flex items-center px-0.5 text-white drop-shadow-[0_1px_1px_rgba(0,0,0,0.8)]"
>/</span
>
<span
class="flex-1 flex justify-start h-full items-center pl-0.5 gap-0.5"
>
<span
class="text-white tabular-nums w-[3.5rem] drop-shadow-[0_1px_1px_rgba(0,0,0,0.8)]"
>${renderTroops(this._maxTroops)}</span
>
<img
src=${soldierIcon}
alt=""
aria-hidden="true"
width="22"
height="22"
class="shrink-0 brightness-0 invert drop-shadow-[0_1px_1px_rgba(0,0,0,0.8)] ml-1.5"
/>
</span>
</div>
</div>
`;
}
private renderDesktop() {
return html`
<!-- Row 1: troop rate | troop bar | gold -->
<div class="flex gap-1.5 items-center mb-1">
<!-- Troop rate -->
<div
class="flex items-center gap-1 shrink-0 border rounded-md font-bold text-sm py-0.5 px-1 w-[5.5rem] ${this
._troopRateIsIncreasing
? "border-green-400"
: "border-orange-400"}"
translate="no"
>
<img
src=${soldierIcon}
alt=""
aria-hidden="true"
width="13"
height="13"
class="shrink-0"
style="filter: ${this._troopRateIsIncreasing
? "brightness(0) saturate(100%) invert(74%) sepia(44%) saturate(500%) hue-rotate(83deg) brightness(103%)"
: "brightness(0) saturate(100%) invert(65%) sepia(60%) saturate(600%) hue-rotate(330deg) brightness(105%)"}"
/>
<span
class="text-sm font-bold tabular-nums ${this._troopRateIsIncreasing
? "text-green-400"
: "text-orange-400"}"
>+${renderTroops(this.troopRate)}/s</span
>
</div>
<!-- Troop bar -->
<div class="flex-1">${this.renderDesktopTroopBar()}</div>
<!-- Gold -->
<div
class="flex items-center gap-1 shrink-0 border rounded-md border-yellow-400 font-bold text-yellow-400 text-sm py-0.5 px-1 w-[4.5rem]"
translate="no"
>
<img src=${goldCoinIcon} width="13" height="13" class="shrink-0" />
<span class="tabular-nums">${renderNumber(this._gold)}</span>
</div>
</div>
<!-- Row 2: attack ratio | slider -->
<div class="flex items-center gap-1.5" translate="no">
<div
class="flex items-center gap-1 shrink-0 border border-gray-600 rounded-md px-1 py-0.5 text-sm font-bold text-white cursor-pointer w-[8rem]"
>
<img
src=${swordIcon}
alt=""
aria-hidden="true"
width="12"
height="12"
style="filter: brightness(0) invert(1);"
/>
<span
>${(this.attackRatio * 100).toFixed(0)}%
(${renderTroops(
(this.game?.myPlayer()?.troops() ?? 0) * this.attackRatio,
)})</span
>
</div>
<input
type="range"
min="1"
max="100"
.value=${String(Math.round(this.attackRatio * 100))}
@input=${(e: Event) => this.handleRatioSliderInput(e)}
@pointerup=${(e: Event) => this.handleRatioSliderPointerUp(e)}
class="flex-1 h-1.5 accent-aquarius cursor-pointer"
/>
</div>
`;
}
private renderMobile() {
return html`
<div class="flex gap-2 items-center">
<!-- Gold -->
<div
class="flex items-center justify-center p-1 gap-0.5 border rounded-md border-yellow-400 font-bold text-yellow-400 text-xs w-1/5 shrink-0"
translate="no"
>
<img src=${goldCoinIcon} width="13" height="13" />
<span class="px-0.5">${renderNumber(this._gold)}</span>
</div>
<!-- Troop bar -->
<div class="w-[40%] shrink-0 flex items-center">
${this.renderMobileTroopBar()}
</div>
<!-- Sword + % label -->
<div
class="flex flex-col items-center shrink-0 gap-0.5 w-8"
translate="no"
>
<img
src=${swordIcon}
alt=""
aria-hidden="true"
width="10"
height="10"
style="filter: brightness(0) invert(1);"
/>
<span class="text-white text-xs font-bold tabular-nums"
>${(this.attackRatio * 100).toFixed(0)}%</span
>
</div>
<!-- Attack ratio slider -->
<div class="flex-1" translate="no">
<input
type="range"
min="1"
max="100"
.value=${String(Math.round(this.attackRatio * 100))}
@input=${(e: Event) => this.handleRatioSliderInput(e)}
@pointerup=${(e: Event) => this.handleRatioSliderPointerUp(e)}
class="w-full h-1.5 accent-aquarius cursor-pointer"
/>
</div>
</div>
`;
}
render() {
return html`
<div
class="relative pointer-events-auto ${this._isVisible
? "relative w-full text-sm px-2 py-1"
: "hidden"}"
@contextmenu=${(e: MouseEvent) => e.preventDefault()}
>
<div class="lg:hidden">${this.renderMobile()}</div>
<div class="hidden lg:block">${this.renderDesktop()}</div>
</div>
`;
}
createRenderRoot() {
return this; // Disable shadow DOM to allow Tailwind styles
}
}