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https://github.com/openfrontio/OpenFrontIO.git
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aa4b490e68
## Summary The WebGL renderer was adapted from an external extension and carried a lot of machinery this integration never uses (replay playback, its own input/event system, a GL radial menu). This PR is two mechanical cleanup passes with **no behavior change**: delete the dead code, then untangle the `GameView` naming collision. **78 files, +142 / −2,197.** ### Pass 1 — remove dead extension baggage - **Replay/copy mode**: `FrameData.tileMode` was hard-coded `"live"`; the copy branches in `frame/Upload.ts`, `UploadOptions` (never passed), `applyFullFrame`/`applyFullTiles`/`applyDelta` on the facade and `GPURenderer`, `HeatManager.resetForSeek`, and the seek-upload methods on `TerritoryPass`/`TrailPass` were all unreachable. Also deletes `types/Replay.ts`, `types/FrameSource.ts`, `types/GameUpdates.ts`, `types/Game.ts` (imported only by the types barrel). - **FrameEvents**: trimmed from 14 fields to the 3 actually populated and read (`deadUnits`, `conquestEvents`, `bonusEvents`). The other 11 fed the extension's stats system and were never written or read here. - **GL radial menu**: `RadialMenuPass`, its 4 shaders, and ~10 API methods on facade + renderer had zero callers — the game uses the DOM/d3 radial menu in `hud/layers/RadialMenu.ts`. The pass was constructed and drawn every frame for nothing. - **Facade event system**: `GameViewEventMap` defined 10 event types (`click`, `hover`, `scroll`, …) but only `contextrestored` was ever emitted — input actually flows through `InputHandler` → EventBus → controllers. Replaced the listener map with a single `onContextRestored` callback and deleted `Events.ts`. Also fixed the stale header comment claiming the facade handles user interaction. - **Unused API surface**: removed ~20 facade/renderer methods with zero callers (camera passthroughs like `panTo`/`zoomTo`/`fitMap`/`screenToWorld`, hit-testing queries, SAM replay setters, `setSelectedUnit`, `clearFx`/`setFxTimeFn`, `onFrame`/`afterRender`/fps tracking). Deliberately left alone: `Camera`'s pan/zoom primitives (building blocks for a possible future camera unification) and the `timeFn` plumbing inside the FX passes (deeply embedded as defaults; only the dead renderer-level wrappers were removed). ### Pass 2 — untangle the three GameViews - `render/gl/GameView.ts` → **`MapRenderer.ts`** (class `MapRenderer`). Every importer was already aliasing it as `WebGLGameView` to dodge the collision with the simulation-mirror `GameView` in `client/view/`, so this removes aliasing rather than adding churn. `render/CLAUDE.md` updated. - Deleted the `src/core/game/GameView.ts` back-compat shim (its own TODO asked for this). All 51 importers now import from `src/client/view/` directly via a new 3-line barrel `view/index.ts`. ## Test plan - `tsc --noEmit` clean, `eslint` clean - Full test suite passes (1,385 + 65 server tests) - Manual verification via headless Chromium: started a singleplayer game and confirmed the renderer works end-to-end — terrain draws, spawn-phase overlay shows, territories fill with borders after spawning, player names/flags render, no renderer console errors 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
194 lines
5.2 KiB
TypeScript
194 lines
5.2 KiB
TypeScript
import { LitElement } from "lit";
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import { customElement } from "lit/decorators.js";
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import { assetUrl } from "../../../core/AssetUrls";
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import { EventBus } from "../../../core/EventBus";
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import { PlayerActions } from "../../../core/game/Game";
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import { TileRef } from "../../../core/game/GameMap";
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import { Controller } from "../../Controller";
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import { TransformHandler } from "../../TransformHandler";
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import { UIState } from "../../UIState";
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import { GameView, PlayerView } from "../../view";
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import { BuildMenu } from "./BuildMenu";
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import { ChatIntegration } from "./ChatIntegration";
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import { EmojiTable } from "./EmojiTable";
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import { PlayerActionHandler } from "./PlayerActionHandler";
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import { PlayerPanel } from "./PlayerPanel";
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import { RadialMenu, RadialMenuConfig } from "./RadialMenu";
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import {
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centerButtonElement,
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COLORS,
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MenuElementParams,
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rootMenuElement,
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} from "./RadialMenuElements";
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const donateTroopIcon = assetUrl("images/DonateTroopIconWhite.svg");
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const swordIcon = assetUrl("images/SwordIconWhite.svg");
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import { ContextMenuEvent } from "../../InputHandler";
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@customElement("main-radial-menu")
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export class MainRadialMenu extends LitElement implements Controller {
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private radialMenu: RadialMenu;
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private playerActionHandler: PlayerActionHandler;
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private chatIntegration: ChatIntegration;
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private clickedTile: TileRef | null = null;
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getTickIntervalMs() {
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return 500;
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}
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constructor(
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private eventBus: EventBus,
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private game: GameView,
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private transformHandler: TransformHandler,
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private emojiTable: EmojiTable,
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private buildMenu: BuildMenu,
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private uiState: UIState,
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private playerPanel: PlayerPanel,
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) {
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super();
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const menuConfig: RadialMenuConfig = {
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centerButtonIcon: swordIcon,
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tooltipStyle: `
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.radial-tooltip .cost {
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margin-top: 4px;
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color: ${COLORS.tooltip.cost};
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}
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.radial-tooltip .count {
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color: ${COLORS.tooltip.count};
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}
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`,
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};
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this.radialMenu = new RadialMenu(
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this.eventBus,
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rootMenuElement,
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centerButtonElement,
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menuConfig,
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);
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this.playerActionHandler = new PlayerActionHandler(
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this.eventBus,
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this.uiState,
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);
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this.chatIntegration = new ChatIntegration(this.game, this.eventBus);
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}
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init() {
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this.radialMenu.init();
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this.eventBus.on(ContextMenuEvent, (event) => {
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const worldCoords = this.transformHandler.screenToWorldCoordinates(
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event.x,
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event.y,
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);
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if (!this.game.isValidCoord(worldCoords.x, worldCoords.y)) {
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return;
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}
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if (this.game.myPlayer() === null) {
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return;
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}
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this.clickedTile = this.game.ref(worldCoords.x, worldCoords.y);
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this.game
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.myPlayer()!
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.actions(this.clickedTile)
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.then((actions) => {
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this.updatePlayerActions(
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this.game.myPlayer()!,
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actions,
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this.clickedTile!,
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event.x,
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event.y,
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);
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});
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});
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}
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private async updatePlayerActions(
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myPlayer: PlayerView,
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actions: PlayerActions,
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tile: TileRef,
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screenX: number | null = null,
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screenY: number | null = null,
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) {
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this.buildMenu.playerBuildables = actions.buildableUnits;
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const tileOwner = this.game.owner(tile);
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const recipient = tileOwner.isPlayer() ? (tileOwner as PlayerView) : null;
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if (myPlayer && recipient) {
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this.chatIntegration.setupChatModal(myPlayer, recipient);
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}
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const params: MenuElementParams = {
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myPlayer,
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selected: recipient,
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tile,
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playerActions: actions,
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game: this.game,
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buildMenu: this.buildMenu,
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emojiTable: this.emojiTable,
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playerActionHandler: this.playerActionHandler,
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playerPanel: this.playerPanel,
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chatIntegration: this.chatIntegration,
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uiState: this.uiState,
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closeMenu: () => this.closeMenu(),
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eventBus: this.eventBus,
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};
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const isFriendlyTarget =
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recipient !== null &&
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recipient.isFriendly(myPlayer) &&
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!recipient.isDisconnected();
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this.radialMenu.setCenterButtonAppearance(
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isFriendlyTarget ? donateTroopIcon : swordIcon,
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isFriendlyTarget ? "#22d3ee" : "#0f2744",
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isFriendlyTarget
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? this.radialMenu.getDefaultCenterIconSize() * 0.75
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: this.radialMenu.getDefaultCenterIconSize(),
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);
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this.radialMenu.setParams(params);
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if (screenX !== null && screenY !== null) {
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this.radialMenu.showRadialMenu(screenX, screenY);
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} else {
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this.radialMenu.refresh();
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}
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}
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async tick() {
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if (!this.radialMenu.isMenuVisible() || this.clickedTile === null) return;
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this.game
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.myPlayer()!
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.actions(this.clickedTile)
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.then((actions) => {
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this.updatePlayerActions(
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this.game.myPlayer()!,
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actions,
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this.clickedTile!,
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);
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});
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}
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closeMenu() {
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if (this.radialMenu.isMenuVisible()) {
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this.radialMenu.hideRadialMenu();
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}
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if (this.buildMenu.isVisible) {
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this.buildMenu.hideMenu();
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}
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if (this.emojiTable.isVisible) {
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this.emojiTable.hideTable();
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}
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if (this.playerPanel.isVisible) {
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this.playerPanel.hide();
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}
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}
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}
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