Files
OpenFrontIO/src/core/game/GameView.ts
T

774 lines
19 KiB
TypeScript

import { Colord, colord } from "colord";
import { base64url } from "jose";
import { Config } from "../configuration/Config";
import { ColorPalette } from "../CosmeticSchemas";
import { PatternDecoder } from "../PatternDecoder";
import { ClientID, GameID, Player, PlayerCosmetics } from "../Schemas";
import { createRandomName } from "../Util";
import { WorkerClient } from "../worker/WorkerClient";
import {
Cell,
EmojiMessage,
GameUpdates,
Gold,
NameViewData,
PlayerActions,
PlayerBorderTiles,
PlayerID,
PlayerProfile,
PlayerType,
Team,
TerrainType,
TerraNullius,
Tick,
TrainType,
UnitInfo,
UnitType,
} from "./Game";
import { GameMap, TileRef, TileUpdate } from "./GameMap";
import {
AllianceView,
AttackUpdate,
GameUpdateType,
GameUpdateViewData,
PlayerUpdate,
UnitUpdate,
} from "./GameUpdates";
import { TerrainMapData } from "./TerrainMapLoader";
import { TerraNulliusImpl } from "./TerraNulliusImpl";
import { UnitGrid, UnitPredicate } from "./UnitGrid";
import { UserSettings } from "./UserSettings";
const userSettings: UserSettings = new UserSettings();
export class UnitView {
public _wasUpdated = true;
public lastPos: TileRef[] = [];
private _createdAt: Tick;
constructor(
private gameView: GameView,
private data: UnitUpdate,
) {
this.lastPos.push(data.pos);
this._createdAt = this.gameView.ticks();
}
createdAt(): Tick {
return this._createdAt;
}
wasUpdated(): boolean {
return this._wasUpdated;
}
lastTiles(): TileRef[] {
return this.lastPos;
}
lastTile(): TileRef {
if (this.lastPos.length === 0) {
return this.data.pos;
}
return this.lastPos[0];
}
update(data: UnitUpdate) {
this.lastPos.push(data.pos);
this._wasUpdated = true;
this.data = data;
}
id(): number {
return this.data.id;
}
targetable(): boolean {
return this.data.targetable;
}
type(): UnitType {
return this.data.unitType;
}
troops(): number {
return this.data.troops;
}
retreating(): boolean {
if (this.type() !== UnitType.TransportShip) {
throw Error("Must be a transport ship");
}
return this.data.retreating;
}
tile(): TileRef {
return this.data.pos;
}
owner(): PlayerView {
return this.gameView.playerBySmallID(this.data.ownerID)! as PlayerView;
}
isActive(): boolean {
return this.data.isActive;
}
reachedTarget(): boolean {
return this.data.reachedTarget;
}
hasHealth(): boolean {
return this.data.health !== undefined;
}
health(): number {
return this.data.health ?? 0;
}
constructionType(): UnitType | undefined {
return this.data.constructionType;
}
targetUnitId(): number | undefined {
return this.data.targetUnitId;
}
targetTile(): TileRef | undefined {
return this.data.targetTile;
}
// How "ready" this unit is from 0 to 1.
missileReadinesss(): number {
const maxMissiles = this.data.level;
const missilesReloading = this.data.missileTimerQueue.length;
if (missilesReloading === 0) {
return 1;
}
const missilesReady = maxMissiles - missilesReloading;
if (missilesReady === 0 && maxMissiles > 1) {
// Unless we have just one missile (level 1),
// show 0% readiness so user knows no missiles are ready.
return 0;
}
let readiness = missilesReady / maxMissiles;
const cooldownDuration =
this.data.unitType === UnitType.SAMLauncher
? this.gameView.config().SAMCooldown()
: this.gameView.config().SiloCooldown();
for (const cooldown of this.data.missileTimerQueue) {
const cooldownProgress = this.gameView.ticks() - cooldown;
const cooldownRatio = cooldownProgress / cooldownDuration;
const adjusted = cooldownRatio / maxMissiles;
readiness += adjusted;
}
return readiness;
}
level(): number {
return this.data.level;
}
hasTrainStation(): boolean {
return this.data.hasTrainStation;
}
trainType(): TrainType | undefined {
return this.data.trainType;
}
isLoaded(): boolean | undefined {
return this.data.loaded;
}
}
export class PlayerView {
public anonymousName: string | null = null;
private decoder?: PatternDecoder;
private _territoryColor: Colord;
private _borderColor: Colord;
private _defendedBorderColors: { light: Colord; dark: Colord };
constructor(
private game: GameView,
public data: PlayerUpdate,
public nameData: NameViewData,
public cosmetics: PlayerCosmetics,
) {
if (data.clientID === game.myClientID()) {
this.anonymousName = this.data.name;
} else {
this.anonymousName = createRandomName(
this.data.name,
this.data.playerType,
);
}
const defaultTerritoryColor = this.game
.config()
.theme()
.territoryColor(this);
const defaultBorderColor = this.game
.config()
.theme()
.borderColor(defaultTerritoryColor);
const pattern = this.cosmetics.pattern;
if (pattern) {
pattern.colorPalette ??= {
name: "",
primaryColor: defaultTerritoryColor.toHex(),
secondaryColor: defaultBorderColor.toHex(),
} satisfies ColorPalette;
}
if (this.team() === null) {
this._territoryColor = colord(
this.cosmetics.color?.color ??
this.cosmetics.pattern?.colorPalette?.primaryColor ??
defaultTerritoryColor.toHex(),
);
} else {
this._territoryColor = defaultTerritoryColor;
}
const maybeFocusedBorderColor =
this.game.myClientID() === this.data.clientID
? this.game.config().theme().focusedBorderColor()
: defaultBorderColor;
this._borderColor = new Colord(
pattern?.colorPalette?.secondaryColor ??
this.cosmetics.color?.color ??
maybeFocusedBorderColor.toHex(),
);
this._defendedBorderColors = this.game
.config()
.theme()
.defendedBorderColors(this._borderColor);
this.decoder =
this.cosmetics.pattern === undefined
? undefined
: new PatternDecoder(this.cosmetics.pattern, base64url.decode);
}
territoryColor(tile?: TileRef): Colord {
if (tile === undefined || this.decoder === undefined) {
return this._territoryColor;
}
const isPrimary = this.decoder.isPrimary(
this.game.x(tile),
this.game.y(tile),
);
return isPrimary ? this._territoryColor : this._borderColor;
}
borderColor(tile?: TileRef, isDefended: boolean = false): Colord {
if (tile === undefined || !isDefended) {
return this._borderColor;
}
const x = this.game.x(tile);
const y = this.game.y(tile);
const lightTile =
(x % 2 === 0 && y % 2 === 0) || (y % 2 === 1 && x % 2 === 1);
return lightTile
? this._defendedBorderColors.light
: this._defendedBorderColors.dark;
}
async actions(tile?: TileRef): Promise<PlayerActions> {
return this.game.worker.playerInteraction(
this.id(),
tile && this.game.x(tile),
tile && this.game.y(tile),
);
}
async borderTiles(): Promise<PlayerBorderTiles> {
return this.game.worker.playerBorderTiles(this.id());
}
outgoingAttacks(): AttackUpdate[] {
return this.data.outgoingAttacks;
}
incomingAttacks(): AttackUpdate[] {
return this.data.incomingAttacks;
}
async attackAveragePosition(
playerID: number,
attackID: string,
): Promise<Cell | null> {
return this.game.worker.attackAveragePosition(playerID, attackID);
}
units(...types: UnitType[]): UnitView[] {
return this.game
.units(...types)
.filter((u) => u.owner().smallID() === this.smallID());
}
nameLocation(): NameViewData {
return this.nameData;
}
smallID(): number {
return this.data.smallID;
}
name(): string {
return this.anonymousName !== null && userSettings.anonymousNames()
? this.anonymousName
: this.data.name;
}
displayName(): string {
return this.anonymousName !== null && userSettings.anonymousNames()
? this.anonymousName
: this.data.name;
}
clientID(): ClientID | null {
return this.data.clientID;
}
id(): PlayerID {
return this.data.id;
}
team(): Team | null {
return this.data.team ?? null;
}
type(): PlayerType {
return this.data.playerType;
}
isAlive(): boolean {
return this.data.isAlive;
}
isPlayer(): this is PlayerView {
return true;
}
numTilesOwned(): number {
return this.data.tilesOwned;
}
allies(): PlayerView[] {
return this.data.allies.map(
(a) => this.game.playerBySmallID(a) as PlayerView,
);
}
targets(): PlayerView[] {
return this.data.targets.map(
(id) => this.game.playerBySmallID(id) as PlayerView,
);
}
gold(): Gold {
return this.data.gold;
}
troops(): number {
return this.data.troops;
}
totalUnitLevels(type: UnitType): number {
return this.units(type)
.map((unit) => unit.level())
.reduce((a, b) => a + b, 0);
}
isAlliedWith(other: PlayerView): boolean {
return this.data.allies.some((n) => other.smallID() === n);
}
isOnSameTeam(other: PlayerView): boolean {
return this.data.team !== undefined && this.data.team === other.data.team;
}
isFriendly(other: PlayerView): boolean {
return this.isAlliedWith(other) || this.isOnSameTeam(other);
}
isRequestingAllianceWith(other: PlayerView) {
return this.data.outgoingAllianceRequests.some((id) => other.id() === id);
}
alliances(): AllianceView[] {
return this.data.alliances;
}
hasEmbargoAgainst(other: PlayerView): boolean {
return this.data.embargoes.has(other.id());
}
hasEmbargo(other: PlayerView): boolean {
return this.hasEmbargoAgainst(other) || other.hasEmbargoAgainst(this);
}
profile(): Promise<PlayerProfile> {
return this.game.worker.playerProfile(this.smallID());
}
bestTransportShipSpawn(targetTile: TileRef): Promise<TileRef | false> {
return this.game.worker.transportShipSpawn(this.id(), targetTile);
}
transitiveTargets(): PlayerView[] {
return [...this.targets(), ...this.allies().flatMap((p) => p.targets())];
}
isTraitor(): boolean {
return this.data.isTraitor;
}
getTraitorRemainingTicks(): number {
return Math.max(0, this.data.traitorRemainingTicks ?? 0);
}
outgoingEmojis(): EmojiMessage[] {
return this.data.outgoingEmojis;
}
hasSpawned(): boolean {
return this.data.hasSpawned;
}
isDisconnected(): boolean {
return this.data.isDisconnected;
}
lastDeleteUnitTick(): Tick {
return this.data.lastDeleteUnitTick;
}
canDeleteUnit(): boolean {
return (
this.game.ticks() + 1 - this.lastDeleteUnitTick() >=
this.game.config().deleteUnitCooldown()
);
}
}
export class GameView implements GameMap {
private lastUpdate: GameUpdateViewData | null;
private smallIDToID = new Map<number, PlayerID>();
private _players = new Map<PlayerID, PlayerView>();
private _units = new Map<number, UnitView>();
private updatedTiles: TileRef[] = [];
private _myPlayer: PlayerView | null = null;
private unitGrid: UnitGrid;
private toDelete = new Set<number>();
private _cosmetics: Map<string, PlayerCosmetics> = new Map();
private _map: GameMap;
constructor(
public worker: WorkerClient,
private _config: Config,
private _mapData: TerrainMapData,
private _myClientID: ClientID,
private _gameID: GameID,
private humans: Player[],
) {
this._map = this._mapData.gameMap;
this.lastUpdate = null;
this.unitGrid = new UnitGrid(this._map);
this._cosmetics = new Map(
this.humans.map((h) => [h.clientID, h.cosmetics ?? {}]),
);
for (const nation of this._mapData.nations) {
// Nations don't have client ids, so we use their name as the key instead.
this._cosmetics.set(nation.name, {
flag: nation.flag,
} satisfies PlayerCosmetics);
}
}
isOnEdgeOfMap(ref: TileRef): boolean {
return this._map.isOnEdgeOfMap(ref);
}
public updatesSinceLastTick(): GameUpdates | null {
return this.lastUpdate?.updates ?? null;
}
public update(gu: GameUpdateViewData) {
this.toDelete.forEach((id) => this._units.delete(id));
this.toDelete.clear();
this.lastUpdate = gu;
this.updatedTiles = [];
this.lastUpdate.packedTileUpdates.forEach((tu) => {
this.updatedTiles.push(this.updateTile(tu));
});
if (gu.updates === null) {
throw new Error("lastUpdate.updates not initialized");
}
gu.updates[GameUpdateType.Player].forEach((pu) => {
this.smallIDToID.set(pu.smallID, pu.id);
const player = this._players.get(pu.id);
if (player !== undefined) {
player.data = pu;
player.nameData = gu.playerNameViewData[pu.id];
} else {
this._players.set(
pu.id,
new PlayerView(
this,
pu,
gu.playerNameViewData[pu.id],
// First check human by clientID, then check nation by name.
this._cosmetics.get(pu.clientID ?? "") ??
this._cosmetics.get(pu.name) ??
{},
),
);
}
});
this._myPlayer ??= this.playerByClientID(this._myClientID);
for (const unit of this._units.values()) {
unit._wasUpdated = false;
unit.lastPos = unit.lastPos.slice(-1);
}
gu.updates[GameUpdateType.Unit].forEach((update) => {
let unit = this._units.get(update.id);
if (unit !== undefined) {
unit.update(update);
} else {
unit = new UnitView(this, update);
this._units.set(update.id, unit);
this.unitGrid.addUnit(unit);
}
if (!update.isActive) {
this.unitGrid.removeUnit(unit);
} else if (unit.tile() !== unit.lastTile()) {
this.unitGrid.updateUnitCell(unit);
}
if (!unit.isActive()) {
// Wait until next tick to delete the unit.
this.toDelete.add(unit.id());
}
});
}
recentlyUpdatedTiles(): TileRef[] {
return this.updatedTiles;
}
nearbyUnits(
tile: TileRef,
searchRange: number,
types: UnitType | UnitType[],
predicate?: UnitPredicate,
): Array<{ unit: UnitView; distSquared: number }> {
return this.unitGrid.nearbyUnits(
tile,
searchRange,
types,
predicate,
) as Array<{
unit: UnitView;
distSquared: number;
}>;
}
hasUnitNearby(
tile: TileRef,
searchRange: number,
type: UnitType,
playerId: PlayerID,
) {
return this.unitGrid.hasUnitNearby(tile, searchRange, type, playerId);
}
myClientID(): ClientID {
return this._myClientID;
}
myPlayer(): PlayerView | null {
return this._myPlayer;
}
player(id: PlayerID): PlayerView {
const player = this._players.get(id);
if (player === undefined) {
throw Error(`player id ${id} not found`);
}
return player;
}
players(): PlayerView[] {
return Array.from(this._players.values());
}
playerBySmallID(id: number): PlayerView | TerraNullius {
if (id === 0) {
return new TerraNulliusImpl();
}
const playerId = this.smallIDToID.get(id);
if (playerId === undefined) {
throw new Error(`small id ${id} not found`);
}
return this.player(playerId);
}
playerByClientID(id: ClientID): PlayerView | null {
const player =
Array.from(this._players.values()).filter(
(p) => p.clientID() === id,
)[0] ?? null;
if (player === null) {
return null;
}
return player;
}
hasPlayer(id: PlayerID): boolean {
return false;
}
playerViews(): PlayerView[] {
return Array.from(this._players.values());
}
owner(tile: TileRef): PlayerView | TerraNullius {
return this.playerBySmallID(this.ownerID(tile));
}
ticks(): Tick {
if (this.lastUpdate === null) return 0;
return this.lastUpdate.tick;
}
inSpawnPhase(): boolean {
return this.ticks() <= this._config.numSpawnPhaseTurns();
}
inPreparationPhase(): boolean {
const spawn = this._config.numSpawnPhaseTurns();
const prep = this._config.numPreparationPhaseTurns();
return this.ticks() > spawn && this.ticks() <= spawn + prep;
}
config(): Config {
return this._config;
}
units(...types: UnitType[]): UnitView[] {
if (types.length === 0) {
return Array.from(this._units.values()).filter((u) => u.isActive());
}
return Array.from(this._units.values()).filter(
(u) => u.isActive() && types.includes(u.type()),
);
}
unit(id: number): UnitView | undefined {
return this._units.get(id);
}
unitInfo(type: UnitType): UnitInfo {
return this._config.unitInfo(type);
}
ref(x: number, y: number): TileRef {
return this._map.ref(x, y);
}
isValidRef(ref: TileRef): boolean {
return this._map.isValidRef(ref);
}
x(ref: TileRef): number {
return this._map.x(ref);
}
y(ref: TileRef): number {
return this._map.y(ref);
}
cell(ref: TileRef): Cell {
return this._map.cell(ref);
}
width(): number {
return this._map.width();
}
height(): number {
return this._map.height();
}
numLandTiles(): number {
return this._map.numLandTiles();
}
isValidCoord(x: number, y: number): boolean {
return this._map.isValidCoord(x, y);
}
isLand(ref: TileRef): boolean {
return this._map.isLand(ref);
}
isOceanShore(ref: TileRef): boolean {
return this._map.isOceanShore(ref);
}
isOcean(ref: TileRef): boolean {
return this._map.isOcean(ref);
}
isShoreline(ref: TileRef): boolean {
return this._map.isShoreline(ref);
}
magnitude(ref: TileRef): number {
return this._map.magnitude(ref);
}
ownerID(ref: TileRef): number {
return this._map.ownerID(ref);
}
hasOwner(ref: TileRef): boolean {
return this._map.hasOwner(ref);
}
setOwnerID(ref: TileRef, playerId: number): void {
return this._map.setOwnerID(ref, playerId);
}
hasFallout(ref: TileRef): boolean {
return this._map.hasFallout(ref);
}
setFallout(ref: TileRef, value: boolean): void {
return this._map.setFallout(ref, value);
}
isBorder(ref: TileRef): boolean {
return this._map.isBorder(ref);
}
neighbors(ref: TileRef): TileRef[] {
return this._map.neighbors(ref);
}
isWater(ref: TileRef): boolean {
return this._map.isWater(ref);
}
isLake(ref: TileRef): boolean {
return this._map.isLake(ref);
}
isShore(ref: TileRef): boolean {
return this._map.isShore(ref);
}
cost(ref: TileRef): number {
return this._map.cost(ref);
}
terrainType(ref: TileRef): TerrainType {
return this._map.terrainType(ref);
}
forEachTile(fn: (tile: TileRef) => void): void {
return this._map.forEachTile(fn);
}
manhattanDist(c1: TileRef, c2: TileRef): number {
return this._map.manhattanDist(c1, c2);
}
euclideanDistSquared(c1: TileRef, c2: TileRef): number {
return this._map.euclideanDistSquared(c1, c2);
}
bfs(
tile: TileRef,
filter: (gm: GameMap, tile: TileRef) => boolean,
): Set<TileRef> {
return this._map.bfs(tile, filter);
}
toTileUpdate(tile: TileRef): bigint {
return this._map.toTileUpdate(tile);
}
updateTile(tu: TileUpdate): TileRef {
return this._map.updateTile(tu);
}
numTilesWithFallout(): number {
return this._map.numTilesWithFallout();
}
gameID(): GameID {
return this._gameID;
}
focusedPlayer(): PlayerView | null {
return this.myPlayer();
}
}