Files
OpenFrontIO/src/client/graphics/layers/AttacksDisplay.ts
T
2026-03-18 19:29:42 -07:00

451 lines
14 KiB
TypeScript

import { html, LitElement } from "lit";
import { customElement, state } from "lit/decorators.js";
import { EventBus } from "../../../core/EventBus";
import { MessageType, PlayerType, UnitType } from "../../../core/game/Game";
import {
AttackUpdate,
GameUpdateType,
UnitIncomingUpdate,
} from "../../../core/game/GameUpdates";
import { GameView, PlayerView, UnitView } from "../../../core/game/GameView";
import {
CancelAttackIntentEvent,
CancelBoatIntentEvent,
SendAttackIntentEvent,
} from "../../Transport";
import { renderTroops, translateText } from "../../Utils";
import { getColoredSprite } from "../SpriteLoader";
import { UIState } from "../UIState";
import { Layer } from "./Layer";
import {
GoToPlayerEvent,
GoToPositionEvent,
GoToUnitEvent,
} from "./Leaderboard";
import soldierIcon from "/images/SoldierIcon.svg?url";
import swordIcon from "/images/SwordIcon.svg?url";
@customElement("attacks-display")
export class AttacksDisplay extends LitElement implements Layer {
public eventBus: EventBus;
public game: GameView;
public uiState: UIState;
private active: boolean = false;
private incomingBoatIDs: Set<number> = new Set();
private spriteDataURLCache: Map<string, string> = new Map();
@state() private _isVisible: boolean = false;
@state() private incomingAttacks: AttackUpdate[] = [];
@state() private outgoingAttacks: AttackUpdate[] = [];
@state() private outgoingLandAttacks: AttackUpdate[] = [];
@state() private outgoingBoats: UnitView[] = [];
@state() private incomingBoats: UnitView[] = [];
createRenderRoot() {
return this;
}
init() {}
tick() {
this.active = true;
if (!this._isVisible && !this.game.inSpawnPhase()) {
this._isVisible = true;
}
const myPlayer = this.game.myPlayer();
if (!myPlayer || !myPlayer.isAlive()) {
if (this._isVisible) {
this._isVisible = false;
}
return;
}
// Track incoming boat unit IDs from UnitIncoming events
const updates = this.game.updatesSinceLastTick();
if (updates) {
for (const event of updates[
GameUpdateType.UnitIncoming
] as UnitIncomingUpdate[]) {
if (
event.playerID === myPlayer.smallID() &&
event.messageType === MessageType.NAVAL_INVASION_INBOUND
) {
this.incomingBoatIDs.add(event.unitID);
}
}
}
// Resolve incoming boats from tracked IDs, remove inactive ones
const resolvedIncomingBoats: UnitView[] = [];
for (const unitID of this.incomingBoatIDs) {
const unit = this.game.unit(unitID);
if (unit && unit.isActive() && unit.type() === UnitType.TransportShip) {
resolvedIncomingBoats.push(unit);
} else {
this.incomingBoatIDs.delete(unitID);
}
}
this.incomingBoats = resolvedIncomingBoats;
this.incomingAttacks = myPlayer.incomingAttacks().filter((a) => {
const t = (this.game.playerBySmallID(a.attackerID) as PlayerView).type();
return t !== PlayerType.Bot;
});
this.outgoingAttacks = myPlayer
.outgoingAttacks()
.filter((a) => a.targetID !== 0);
this.outgoingLandAttacks = myPlayer
.outgoingAttacks()
.filter((a) => a.targetID === 0);
this.outgoingBoats = myPlayer
.units()
.filter((u) => u.type() === UnitType.TransportShip);
this.requestUpdate();
}
shouldTransform(): boolean {
return false;
}
renderLayer(): void {}
private renderButton(options: {
content: any;
onClick?: () => void;
className?: string;
disabled?: boolean;
translate?: boolean;
hidden?: boolean;
}) {
const {
content,
onClick,
className = "",
disabled = false,
translate = true,
hidden = false,
} = options;
if (hidden) {
return html``;
}
return html`
<button
class="${className}"
@click=${onClick}
?disabled=${disabled}
?translate=${translate}
>
${content}
</button>
`;
}
private emitCancelAttackIntent(id: string) {
const myPlayer = this.game.myPlayer();
if (!myPlayer) return;
this.eventBus.emit(new CancelAttackIntentEvent(id));
}
private emitBoatCancelIntent(id: number) {
const myPlayer = this.game.myPlayer();
if (!myPlayer) return;
this.eventBus.emit(new CancelBoatIntentEvent(id));
}
private emitGoToPlayerEvent(attackerID: number) {
const attacker = this.game.playerBySmallID(attackerID) as PlayerView;
this.eventBus.emit(new GoToPlayerEvent(attacker));
}
private getBoatSpriteDataURL(unit: UnitView): string {
const owner = unit.owner();
const key = `boat-${owner.id()}`;
const cached = this.spriteDataURLCache.get(key);
if (cached) return cached;
try {
const canvas = getColoredSprite(unit, this.game.config().theme());
const dataURL = canvas.toDataURL();
this.spriteDataURLCache.set(key, dataURL);
return dataURL;
} catch {
return "";
}
}
private async attackWarningOnClick(attack: AttackUpdate) {
const playerView = this.game.playerBySmallID(attack.attackerID);
if (playerView !== undefined) {
if (playerView instanceof PlayerView) {
const averagePosition = await playerView.attackAveragePosition(
attack.attackerID,
attack.id,
);
if (averagePosition === null) {
this.emitGoToPlayerEvent(attack.attackerID);
} else {
this.eventBus.emit(
new GoToPositionEvent(averagePosition.x, averagePosition.y),
);
}
}
} else {
this.emitGoToPlayerEvent(attack.attackerID);
}
}
private handleRetaliate(attack: AttackUpdate) {
const attacker = this.game.playerBySmallID(attack.attackerID) as PlayerView;
if (!attacker) return;
const myPlayer = this.game.myPlayer();
if (!myPlayer) return;
const counterTroops = Math.min(
attack.troops,
this.uiState.attackRatio * myPlayer.troops(),
);
this.eventBus.emit(new SendAttackIntentEvent(attacker.id(), counterTroops));
}
private renderIncomingAttacks() {
if (this.incomingAttacks.length === 0) return html``;
return this.incomingAttacks.map(
(attack) => html`
<div
class="flex items-center gap-0.5 w-full bg-gray-800/92 backdrop-blur-sm sm:rounded-lg px-1.5 py-0.5 overflow-hidden"
>
${this.renderButton({
content: html`<span class="inline-flex items-center"
><img
src="${soldierIcon}"
class="h-4 w-4"
style="filter: brightness(0) saturate(100%) invert(27%) sepia(91%) saturate(4551%) hue-rotate(348deg) brightness(89%) contrast(97%)"
/>↓</span
><span class="ml-1">${renderTroops(attack.troops)}</span>
<span class="truncate ml-1"
>${(
this.game.playerBySmallID(attack.attackerID) as PlayerView
)?.displayName()}</span
>
${attack.retreating
? `(${translateText("events_display.retreating")}...)`
: ""} `,
onClick: () => this.attackWarningOnClick(attack),
className:
"text-left text-red-400 inline-flex items-center gap-0.5 lg:gap-1 min-w-0",
translate: false,
})}
${!attack.retreating
? this.renderButton({
content: html`<img
src="${swordIcon}"
class="h-4 w-4"
style="filter: brightness(0) saturate(100%) invert(27%) sepia(91%) saturate(4551%) hue-rotate(348deg) brightness(89%) contrast(97%)"
/>`,
onClick: () => this.handleRetaliate(attack),
className:
"ml-auto inline-flex items-center justify-center cursor-pointer bg-red-900/50 hover:bg-red-800/70 sm:rounded-lg px-1.5 py-1 border border-red-700/50",
translate: false,
})
: ""}
</div>
`,
);
}
private renderOutgoingAttacks() {
if (this.outgoingAttacks.length === 0) return html``;
return this.outgoingAttacks.map(
(attack) => html`
<div
class="flex items-center gap-0.5 w-full bg-gray-800/92 backdrop-blur-sm sm:rounded-lg px-1.5 py-0.5 overflow-hidden"
>
${this.renderButton({
content: html`<span class="inline-flex items-center"
><img
src="${soldierIcon}"
class="h-4 w-4"
style="filter: brightness(0) saturate(100%) invert(62%) sepia(80%) saturate(500%) hue-rotate(175deg) brightness(100%)"
/>↑</span
><span class="ml-1">${renderTroops(attack.troops)}</span>
<span class="truncate ml-1"
>${(
this.game.playerBySmallID(attack.targetID) as PlayerView
)?.displayName()}</span
> `,
onClick: async () => this.attackWarningOnClick(attack),
className:
"text-left text-sky-400 inline-flex items-center gap-0.5 lg:gap-1 min-w-0",
translate: false,
})}
${!attack.retreating
? this.renderButton({
content: "❌",
onClick: () => this.emitCancelAttackIntent(attack.id),
className: "ml-auto text-left shrink-0",
disabled: attack.retreating,
})
: html`<span class="ml-auto truncate text-blue-400"
>(${translateText("events_display.retreating")}...)</span
>`}
</div>
`,
);
}
private renderOutgoingLandAttacks() {
if (this.outgoingLandAttacks.length === 0) return html``;
return this.outgoingLandAttacks.map(
(landAttack) => html`
<div
class="flex items-center gap-0.5 w-full bg-gray-800/92 backdrop-blur-sm sm:rounded-lg px-1.5 py-0.5 overflow-hidden"
>
${this.renderButton({
content: html`<span class="inline-flex items-center"
><img
src="${soldierIcon}"
class="h-4 w-4"
style="filter: brightness(0) saturate(100%) invert(62%) sepia(80%) saturate(500%) hue-rotate(175deg) brightness(100%)"
/>↑</span
><span class="ml-1">${renderTroops(landAttack.troops)}</span>
${translateText("help_modal.ui_wilderness")}`,
className:
"text-left text-sky-400 inline-flex items-center gap-0.5 lg:gap-1 min-w-0",
translate: false,
})}
${!landAttack.retreating
? this.renderButton({
content: "❌",
onClick: () => this.emitCancelAttackIntent(landAttack.id),
className: "ml-auto text-left shrink-0",
disabled: landAttack.retreating,
})
: html`<span class="ml-auto truncate text-blue-400"
>(${translateText("events_display.retreating")}...)</span
>`}
</div>
`,
);
}
private getBoatTargetName(boat: UnitView): string {
const target = boat.targetTile();
if (target === undefined) return "";
const ownerID = this.game.ownerID(target);
if (ownerID === 0) return "";
const player = this.game.playerBySmallID(ownerID) as PlayerView;
return player?.displayName() ?? "";
}
private renderBoatIcon(boat: UnitView) {
const dataURL = this.getBoatSpriteDataURL(boat);
if (!dataURL) return html``;
return html`<img
src="${dataURL}"
class="h-5 w-5 inline-block"
style="image-rendering: pixelated"
/>`;
}
private renderBoats() {
if (this.outgoingBoats.length === 0) return html``;
return this.outgoingBoats.map(
(boat) => html`
<div
class="flex items-center gap-0.5 w-full bg-gray-800/92 backdrop-blur-sm sm:rounded-lg px-1.5 py-0.5 overflow-hidden"
>
${this.renderButton({
content: html`${this.renderBoatIcon(boat)}
<span class="inline-block min-w-[3rem] text-right"
>${renderTroops(boat.troops())}</span
>
<span class="truncate text-xs ml-1"
>${this.getBoatTargetName(boat)}</span
>`,
onClick: () => this.eventBus.emit(new GoToUnitEvent(boat)),
className:
"text-left text-blue-400 inline-flex items-center gap-0.5 lg:gap-1 min-w-0",
translate: false,
})}
${!boat.retreating()
? this.renderButton({
content: "❌",
onClick: () => this.emitBoatCancelIntent(boat.id()),
className: "ml-auto text-left shrink-0",
disabled: boat.retreating(),
})
: html`<span class="ml-auto truncate text-blue-400"
>(${translateText("events_display.retreating")}...)</span
>`}
</div>
`,
);
}
private renderIncomingBoats() {
if (this.incomingBoats.length === 0) return html``;
return this.incomingBoats.map(
(boat) => html`
<div
class="flex items-center gap-0.5 w-full bg-gray-800/92 backdrop-blur-sm sm:rounded-lg px-1.5 py-0.5 overflow-hidden"
>
${this.renderButton({
content: html`${this.renderBoatIcon(boat)}
<span class="inline-block min-w-[3rem] text-right"
>${renderTroops(boat.troops())}</span
>
<span class="truncate text-xs ml-1"
>${boat.owner()?.displayName()}</span
>`,
onClick: () => this.eventBus.emit(new GoToUnitEvent(boat)),
className:
"text-left text-red-400 inline-flex items-center gap-0.5 lg:gap-1 min-w-0",
translate: false,
})}
</div>
`,
);
}
render() {
if (!this.active || !this._isVisible) {
return html``;
}
const hasAnything =
this.outgoingAttacks.length > 0 ||
this.outgoingLandAttacks.length > 0 ||
this.outgoingBoats.length > 0 ||
this.incomingAttacks.length > 0 ||
this.incomingBoats.length > 0;
if (!hasAnything) {
return html``;
}
return html`
<div
class="w-full mb-1 mt-1 sm:mt-0 pointer-events-auto grid grid-cols-2 gap-1 text-white text-sm lg:text-base max-h-[7rem] overflow-y-auto"
>
${this.renderOutgoingAttacks()} ${this.renderOutgoingLandAttacks()}
${this.renderBoats()} ${this.renderIncomingAttacks()}
${this.renderIncomingBoats()}
</div>
`;
}
}