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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>
251 lines
8.0 KiB
TypeScript
251 lines
8.0 KiB
TypeScript
import { LitElement, html } from "lit";
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import { customElement, property } from "lit/decorators.js";
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import { EventBus } from "../../../core/EventBus";
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import { GameMode, Team, UnitType } from "../../../core/game/Game";
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import { Controller } from "../../Controller";
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import {
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formatPercentage,
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renderNumber,
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renderTroops,
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translateText,
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} from "../../Utils";
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import { GameView, PlayerView } from "../../view";
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interface TeamEntry {
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teamName: string;
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isMyTeam: boolean;
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totalScoreStr: string;
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totalGold: string;
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totalMaxTroops: string;
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totalSAMs: string;
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totalLaunchers: string;
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totalWarShips: string;
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totalCities: string;
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totalScoreSort: number;
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players: PlayerView[];
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}
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@customElement("team-stats")
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export class TeamStats extends LitElement implements Controller {
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public game: GameView;
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public eventBus: EventBus;
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@property({ type: Boolean }) visible = false;
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teams: TeamEntry[] = [];
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private _shownOnInit = false;
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private showUnits = false;
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private _myTeam: Team | null = null;
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createRenderRoot() {
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return this; // use light DOM for Tailwind
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}
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init() {}
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getTickIntervalMs() {
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return 1000;
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}
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tick() {
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if (this.game.config().gameConfig().gameMode !== GameMode.Team) return;
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if (!this._shownOnInit && !this.game.inSpawnPhase()) {
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this._shownOnInit = true;
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this.updateTeamStats();
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}
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if (!this.visible) return;
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this.updateTeamStats();
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}
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private updateTeamStats() {
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const players = this.game.playerViews();
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const grouped: Record<Team, PlayerView[]> = {};
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if (this._myTeam === null) {
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const myPlayer = this.game.myPlayer();
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this._myTeam = myPlayer?.team() ?? null;
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}
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for (const player of players) {
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const rawTeam = player.team();
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if (rawTeam === null) continue;
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grouped[rawTeam] ??= [];
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grouped[rawTeam].push(player);
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}
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this.teams = Object.entries(grouped)
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.map(([rawTeam, teamPlayers]) => {
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const key = `team_colors.${rawTeam.toLowerCase()}`;
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const translated = translateText(key);
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const teamName = translated !== key ? translated : rawTeam;
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let totalGold = 0n;
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let totalMaxTroops = 0;
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let totalScoreSort = 0;
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let totalSAMs = 0;
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let totalLaunchers = 0;
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let totalWarShips = 0;
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let totalCities = 0;
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for (const p of teamPlayers) {
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if (p.isAlive()) {
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totalMaxTroops += this.game.config().maxTroops(p);
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totalGold += p.gold();
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totalScoreSort += p.numTilesOwned();
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totalLaunchers += p.totalUnitLevels(UnitType.MissileSilo);
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totalSAMs += p.totalUnitLevels(UnitType.SAMLauncher);
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totalWarShips += p.totalUnitLevels(UnitType.Warship);
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totalCities += p.totalUnitLevels(UnitType.City);
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}
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}
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const numTilesWithoutFallout =
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this.game.numLandTiles() - this.game.numTilesWithFallout();
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const totalScorePercent = totalScoreSort / numTilesWithoutFallout;
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return {
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teamName,
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isMyTeam: rawTeam === this._myTeam,
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totalScoreStr: formatPercentage(totalScorePercent),
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totalScoreSort,
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totalGold: renderNumber(totalGold),
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totalMaxTroops: renderTroops(totalMaxTroops),
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players: teamPlayers,
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totalLaunchers: renderNumber(totalLaunchers),
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totalSAMs: renderNumber(totalSAMs),
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totalWarShips: renderNumber(totalWarShips),
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totalCities: renderNumber(totalCities),
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};
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})
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.sort((a, b) => b.totalScoreSort - a.totalScoreSort);
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this.requestUpdate();
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}
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render() {
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if (!this.visible) return html``;
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return html`
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<div
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class="max-h-[30vh] overflow-x-hidden overflow-y-auto grid bg-slate-800/85 w-full text-white text-xs md:text-sm mt-2 rounded-lg"
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@contextmenu=${(e: MouseEvent) => e.preventDefault()}
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>
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<div
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class="grid w-full grid-cols-[repeat(var(--cols),1fr)]"
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style="--cols:${this.showUnits ? 5 : 4};"
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>
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<!-- Header -->
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<div class="contents font-bold bg-slate-700/60">
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<div class="p-1.5 md:p-2.5 text-center border-b border-slate-500">
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${translateText("leaderboard.team")}
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</div>
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${this.showUnits
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? html`
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<div
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class="p-1.5 md:p-2.5 text-center border-b border-slate-500"
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>
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${translateText("leaderboard.launchers")}
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</div>
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<div
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class="p-1.5 md:p-2.5 text-center border-b border-slate-500"
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>
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${translateText("leaderboard.sams")}
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</div>
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<div
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class="p-1.5 md:p-2.5 text-center border-b border-slate-500"
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>
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${translateText("leaderboard.warships")}
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</div>
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<div
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class="p-1.5 md:p-2.5 text-center border-b border-slate-500"
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>
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${translateText("leaderboard.cities")}
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</div>
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`
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: html`
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<div
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class="p-1.5 md:p-2.5 text-center border-b border-slate-500"
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>
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${translateText("leaderboard.owned")}
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</div>
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<div
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class="p-1.5 md:p-2.5 text-center border-b border-slate-500"
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>
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${translateText("leaderboard.gold")}
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</div>
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<div
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class="p-1.5 md:p-2.5 text-center border-b border-slate-500"
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>
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${translateText("leaderboard.maxtroops")}
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</div>
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`}
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</div>
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<!-- Data rows -->
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${this.teams.map((team) =>
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this.showUnits
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? html`
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<div
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class="contents hover:bg-slate-600/60 text-center cursor-pointer ${team.isMyTeam
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? "font-bold"
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: ""}"
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>
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<div class="py-1.5 border-b border-slate-500">
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${team.teamName}
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</div>
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<div class="py-1.5 border-b border-slate-500">
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${team.totalLaunchers}
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</div>
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<div class="py-1.5 border-b border-slate-500">
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${team.totalSAMs}
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</div>
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<div class="py-1.5 border-b border-slate-500">
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${team.totalWarShips}
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</div>
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<div class="py-1.5 border-b border-slate-500">
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${team.totalCities}
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</div>
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</div>
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`
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: html`
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<div
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class="contents hover:bg-slate-600/60 text-center cursor-pointer ${team.isMyTeam
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? "font-bold"
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: ""}"
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>
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<div class="py-1.5 border-b border-slate-500">
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${team.teamName}
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</div>
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<div class="py-1.5 border-b border-slate-500">
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${team.totalScoreStr}
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</div>
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<div class="py-1.5 border-b border-slate-500">
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${team.totalGold}
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</div>
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<div class="py-1.5 border-b border-slate-500">
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${team.totalMaxTroops}
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</div>
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</div>
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`,
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)}
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</div>
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<button
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class="team-stats-button"
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aria-pressed=${String(this.showUnits)}
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@click=${() => {
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this.showUnits = !this.showUnits;
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this.requestUpdate();
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}}
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>
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${this.showUnits
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? translateText("leaderboard.show_control")
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: translateText("leaderboard.show_units")}
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</button>
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</div>
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`;
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}
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}
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