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## What
Renders the `transportShipTrail` cosmetic effect in-game. Transport
ships already left a trail, but it was always drawn in the player's
**territory color** — this wires the selected effect through to the
renderer so the trail shows the player's chosen **gradient**.
## How
- **Per-player effect texture** (`RGBA32F`, mirrors the palette texture)
keyed by `smallID`, sampled by the trail fragment shader. Each row holds
a gradient color; spare alpha channels carry the color count,
`colorSize`, and `movementSpeed`.
- **Shader**
([trail.frag.glsl](src/client/render/gl/shaders/map-overlay/trail.frag.glsl))
cycles a flowing gradient through the color list: 1 color → flat, 2+ →
animated bands scrolling along the trail. No effect (count 0) falls back
to the territory color; alt-view keeps affiliation colors.
- **WebGLFrameBuilder** resolves each player's catalog attributes (the
in-game cosmetic is only `{ name, effectType }`; the style/colors live
in the catalog) and encodes them. Resolution is decoupled from the
first-seen palette path so it retries until the catalog loads, and
unparseable colors are dropped so bad catalog data degrades to the
territory color rather than rendering black.
## Schema
Collapses the trail attributes to a single gradient shape:
```ts
{ type: "gradient", colors: string[], colorSize: number, movementSpeed: number }
```
- `colors` — solid = one color, rainbow = the spectrum, gradient = two
or more.
- `colorSize` — band width (tiles per color band; `1` is the default, ~4
tiles).
- `movementSpeed` — scroll rate along the trail (tiles/sec; `0` =
static).
## Notes
- Animation is render-only (local time), no simulation/determinism
impact.
- The catalog (`cosmetics.json`, served by the closed-source API) must
ship effects in this `{ type: "gradient", colors, colorSize,
movementSpeed }` shape.
- Band thickness (`4.0` base in the shader) and the gradient frequency
are visual constants picked without in-game verification — easy to tune.
## Testing
- `tsc --noEmit`, ESLint, Prettier, `build-prod` all clean.
- Schema + Privilege test suites updated for the gradient shape (92
tests pass).
- Not yet visually verified in a running game (effect selection is
flare-gated).
🤖 Generated with [Claude Code](https://claude.com/claude-code)
---------
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
28 lines
916 B
TypeScript
28 lines
916 B
TypeScript
import { html, TemplateResult } from "lit";
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import { TransportShipTrailAttributes } from "../../core/CosmeticSchemas";
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// Neutral fallback when a trail has no usable colors.
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const EMPTY_BG = "#444";
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/**
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* Render a swatch preview of a transport-ship-trail's attributes, filling its
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* container. A trail is a list of colors: one color renders as a flat swatch,
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* two or more as a left-to-right gradient (a multi-color list reads as a
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* rainbow). An empty list renders a neutral swatch.
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*/
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export function renderTransportShipTrailSwatch(
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attributes: TransportShipTrailAttributes,
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): TemplateResult {
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const colors = attributes.colors;
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const background =
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colors.length === 0
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? EMPTY_BG
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: colors.length === 1
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? colors[0]
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: `linear-gradient(90deg,${colors.join(",")})`;
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return html`<div
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class="w-full h-full rounded-md"
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style="background:${background};"
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></div>`;
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}
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