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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>
308 lines
9.9 KiB
TypeScript
308 lines
9.9 KiB
TypeScript
import { html, 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 {
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BuildableUnit,
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BuildMenus,
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Gold,
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PlayerBuildableUnitType,
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UnitType,
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} from "../../../core/game/Game";
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import { UserSettings } from "../../../core/game/UserSettings";
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import { Controller } from "../../Controller";
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import { ToggleStructureEvent } from "../../InputHandler";
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import { UIState } from "../../UIState";
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import { renderNumber, translateText } from "../../Utils";
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import { GameView } from "../../view";
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const warshipIcon = assetUrl("images/BattleshipIconWhite.svg");
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const cityIcon = assetUrl("images/CityIconWhite.svg");
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const factoryIcon = assetUrl("images/FactoryIconWhite.svg");
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const goldCoinIcon = assetUrl("images/GoldCoinIcon.svg");
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const mirvIcon = assetUrl("images/MIRVIcon.svg");
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const missileSiloIcon = assetUrl("images/MissileSiloIconWhite.svg");
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const hydrogenBombIcon = assetUrl("images/MushroomCloudIconWhite.svg");
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const atomBombIcon = assetUrl("images/NukeIconWhite.svg");
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const portIcon = assetUrl("images/PortIcon.svg");
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const samLauncherIcon = assetUrl("images/SamLauncherIconWhite.svg");
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const defensePostIcon = assetUrl("images/ShieldIconWhite.svg");
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@customElement("unit-display")
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export class UnitDisplay extends LitElement implements Controller {
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public game: GameView;
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public eventBus: EventBus;
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public uiState: UIState;
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private playerBuildables: BuildableUnit[] | null = null;
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private keybinds: Record<string, { value: string; key: string }> = {};
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private _cities = 0;
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private _warships = 0;
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private _factories = 0;
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private _missileSilo = 0;
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private _port = 0;
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private _defensePost = 0;
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private _samLauncher = 0;
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private allDisabled = false;
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private _hoveredUnit: PlayerBuildableUnitType | null = null;
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createRenderRoot() {
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return this;
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}
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init() {
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const config = this.game.config();
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const userSettings = new UserSettings();
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this.keybinds = userSettings.parsedUserKeybinds();
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this.allDisabled = BuildMenus.types.every((u) => config.isUnitDisabled(u));
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this.requestUpdate();
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}
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private cost(item: UnitType): Gold {
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for (const bu of this.playerBuildables ?? []) {
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if (bu.type === item) {
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return bu.cost;
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}
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}
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return 0n;
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}
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private canBuild(item: UnitType): boolean {
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if (this.game?.config().isUnitDisabled(item)) return false;
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const player = this.game?.myPlayer();
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switch (item) {
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case UnitType.AtomBomb:
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case UnitType.HydrogenBomb:
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case UnitType.MIRV:
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return (
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this.cost(item) <= (player?.gold() ?? 0n) &&
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(player?.units(UnitType.MissileSilo).length ?? 0) > 0
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);
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case UnitType.Warship:
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return (
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this.cost(item) <= (player?.gold() ?? 0n) &&
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(player?.units(UnitType.Port).length ?? 0) > 0
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);
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default:
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return this.cost(item) <= (player?.gold() ?? 0n);
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}
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}
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tick() {
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const player = this.game?.myPlayer();
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if (!player) return;
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player.buildables(undefined, BuildMenus.types).then((buildables) => {
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this.playerBuildables = buildables;
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});
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this._cities = player.totalUnitLevels(UnitType.City);
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this._missileSilo = player.totalUnitLevels(UnitType.MissileSilo);
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this._port = player.totalUnitLevels(UnitType.Port);
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this._defensePost = player.totalUnitLevels(UnitType.DefensePost);
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this._samLauncher = player.totalUnitLevels(UnitType.SAMLauncher);
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this._factories = player.totalUnitLevels(UnitType.Factory);
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this._warships = player.totalUnitLevels(UnitType.Warship);
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this.requestUpdate();
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}
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render() {
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const myPlayer = this.game?.myPlayer();
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if (
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!this.game ||
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!myPlayer ||
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this.game.inSpawnPhase() ||
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!myPlayer.isAlive()
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) {
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return null;
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}
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if (this.allDisabled) {
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return null;
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}
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return html`
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<div class="border-t border-white/10 p-0.5 w-full">
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<div
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class="grid grid-rows-1 auto-cols-max grid-flow-col gap-0.5 w-fit mx-auto"
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>
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${this.renderUnitItem(
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cityIcon,
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this._cities,
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UnitType.City,
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"city",
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this.keybinds["buildCity"]?.key ?? "1",
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)}
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${this.renderUnitItem(
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factoryIcon,
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this._factories,
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UnitType.Factory,
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"factory",
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this.keybinds["buildFactory"]?.key ?? "2",
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)}
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${this.renderUnitItem(
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portIcon,
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this._port,
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UnitType.Port,
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"port",
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this.keybinds["buildPort"]?.key ?? "3",
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)}
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${this.renderUnitItem(
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defensePostIcon,
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this._defensePost,
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UnitType.DefensePost,
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"defense_post",
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this.keybinds["buildDefensePost"]?.key ?? "4",
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)}
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${this.renderUnitItem(
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missileSiloIcon,
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this._missileSilo,
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UnitType.MissileSilo,
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"missile_silo",
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this.keybinds["buildMissileSilo"]?.key ?? "5",
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)}
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${this.renderUnitItem(
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samLauncherIcon,
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this._samLauncher,
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UnitType.SAMLauncher,
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"sam_launcher",
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this.keybinds["buildSamLauncher"]?.key ?? "6",
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)}
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${this.renderUnitItem(
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warshipIcon,
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this._warships,
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UnitType.Warship,
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"warship",
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this.keybinds["buildWarship"]?.key ?? "7",
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)}
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${this.renderUnitItem(
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atomBombIcon,
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null,
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UnitType.AtomBomb,
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"atom_bomb",
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this.keybinds["buildAtomBomb"]?.key ?? "8",
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)}
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${this.renderUnitItem(
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hydrogenBombIcon,
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null,
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UnitType.HydrogenBomb,
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"hydrogen_bomb",
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this.keybinds["buildHydrogenBomb"]?.key ?? "9",
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)}
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${this.renderUnitItem(
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mirvIcon,
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null,
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UnitType.MIRV,
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"mirv",
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this.keybinds["buildMIRV"]?.key ?? "0",
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)}
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</div>
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</div>
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`;
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}
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private renderUnitItem(
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icon: string,
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number: number | null,
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unitType: PlayerBuildableUnitType,
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structureKey: string,
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hotkey: string,
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) {
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if (this.game.config().isUnitDisabled(unitType)) {
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return html``;
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}
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const selected = this.uiState.ghostStructure === unitType;
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const hovered = this._hoveredUnit === unitType;
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const displayHotkey = hotkey
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.replace("Digit", "")
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.replace("Key", "")
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.toUpperCase();
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return html`
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<div
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class="flex flex-col items-center relative"
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@mouseenter=${() => {
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this._hoveredUnit = unitType;
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this.requestUpdate();
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}}
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@mouseleave=${() => {
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this._hoveredUnit = null;
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this.requestUpdate();
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}}
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>
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${hovered
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? html`
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<div
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class="absolute bottom-full left-1/2 -translate-x-1/2 mb-1 text-gray-200 text-center w-max text-xs bg-gray-800/90 backdrop-blur-xs rounded-sm p-1 z-[100] shadow-lg pointer-events-none"
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>
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<div class="font-bold text-sm mb-1">
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${translateText(
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"unit_type." + structureKey,
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)}${` [${displayHotkey}]`}
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</div>
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<div class="p-2">
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${translateText("build_menu.desc." + structureKey)}
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</div>
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${unitType === UnitType.Warship
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? html`<div
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class="mt-1 px-2 py-1 text-[10px] text-cyan-300 border-t border-white/10"
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>
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⇧ ${translateText("build_menu.warship_shift_hint")}
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</div>`
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: null}
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<div class="flex items-center justify-center gap-1">
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<img src=${goldCoinIcon} width="13" height="13" />
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<span class="text-yellow-300"
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>${renderNumber(this.cost(unitType))}</span
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>
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</div>
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</div>
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`
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: null}
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<div
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class="${this.canBuild(unitType)
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? ""
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: "opacity-40"} border border-slate-500 rounded-sm px-0.5 pb-0.5 flex items-center gap-0.5 cursor-pointer
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${selected ? "hover:bg-gray-400/10" : "hover:bg-gray-800"}
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rounded-sm text-white ${selected ? "bg-slate-400/20" : ""}"
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@click=${() => {
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if (selected) {
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this.uiState.ghostStructure = null;
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} else if (this.canBuild(unitType)) {
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this.uiState.ghostStructure = unitType;
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}
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this.requestUpdate();
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}}
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@mouseenter=${() => {
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switch (unitType) {
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case UnitType.AtomBomb:
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case UnitType.HydrogenBomb:
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this.eventBus?.emit(
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new ToggleStructureEvent([
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UnitType.MissileSilo,
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UnitType.SAMLauncher,
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]),
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);
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break;
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case UnitType.Warship:
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this.eventBus?.emit(new ToggleStructureEvent([UnitType.Port]));
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break;
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default:
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this.eventBus?.emit(new ToggleStructureEvent([unitType]));
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}
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}}
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@mouseleave=${() =>
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this.eventBus?.emit(new ToggleStructureEvent(null))}
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>
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${html`<div class="ml-0.5 text-[10px] relative -top-1 text-gray-400">
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${displayHotkey}
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</div>`}
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<div class="flex items-center gap-0.5 pt-0.5">
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<img src=${icon} alt=${structureKey} class="align-middle size-5" />
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${number !== null
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? html`<span class="text-xs">${renderNumber(number)}</span>`
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: null}
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</div>
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</div>
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</div>
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`;
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}
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}
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