mirror of
https://github.com/openfrontio/OpenFrontIO.git
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eeeb7e4b4e
## Description: Current SAM behavior is to shoot a missile as soon as a nuke is in range. Players can exploit it by overshooting behind the SAM, so the SAM missile will take way longer to reach the nuke, usually too late to prevent its explosion. This PR introduces a "smart" targeting system that allows SAM to calculate an optimal interception tile along the nuke's trajectory. They can also preshot before the nuke becomes vulnerable, as long as the interception tile will be within the vulnerable window. This change makes SAM range enforcement much more strict. Changes: - Nukes now precompute their full trajectory on creation and update their current position index every tick. - SAMs use this trajectory data and their own missile speed to calculate the ideal interception tile. - SAM missiles now aim directly at that interception point rather than chasing the nuke. Small changes on the fly: - `BezierCurve` now uses a provided increment so the curve LUT is the optimal size - Increased nuke opacity when untargetable: 0.4 → 0.5 - Slightly extended nuke vulnerability range to SAMs: 120 → 150 === Preshot an incoming nuke still in the unfocusable state. Notice how the nuke is destroyed as soon as becomes focusable: https://github.com/user-attachments/assets/9fbf1ae4-33b4-4fa0-9b53-cb53f3adc17b Shooting right at the range limit: https://github.com/user-attachments/assets/d68793ac-b249-45fe-88bf-e20f70758449 Shooting behind the SAM: https://github.com/user-attachments/assets/800cd7ff-d9d9-40f3-aba8-fa3ab526b3b2 ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced - [x] I have read and accepted the CLA agreement (only required once). ## Please put your Discord username so you can be contacted if a bug or regression is found: IngloriousTom
563 lines
15 KiB
TypeScript
563 lines
15 KiB
TypeScript
import { colord, Colord } from "colord";
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import { EventBus } from "../../../core/EventBus";
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import { Theme } from "../../../core/configuration/Config";
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import { UnitType } from "../../../core/game/Game";
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import { TileRef } from "../../../core/game/GameMap";
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import { GameView, UnitView } from "../../../core/game/GameView";
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import { BezenhamLine } from "../../../core/utilities/Line";
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import {
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AlternateViewEvent,
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MouseUpEvent,
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UnitSelectionEvent,
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} from "../../InputHandler";
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import { MoveWarshipIntentEvent } from "../../Transport";
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import { TransformHandler } from "../TransformHandler";
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import { Layer } from "./Layer";
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import { GameUpdateType } from "../../../core/game/GameUpdates";
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import {
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getColoredSprite,
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isSpriteReady,
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loadAllSprites,
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} from "../SpriteLoader";
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enum Relationship {
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Self,
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Ally,
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Enemy,
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}
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export class UnitLayer implements Layer {
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private canvas: HTMLCanvasElement;
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private context: CanvasRenderingContext2D;
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private transportShipTrailCanvas: HTMLCanvasElement;
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private unitTrailContext: CanvasRenderingContext2D;
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private unitToTrail = new Map<UnitView, TileRef[]>();
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private theme: Theme;
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private alternateView = false;
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private oldShellTile = new Map<UnitView, TileRef>();
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private transformHandler: TransformHandler;
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// Selected unit property as suggested in the review comment
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private selectedUnit: UnitView | null = null;
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// Configuration for unit selection
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private readonly WARSHIP_SELECTION_RADIUS = 10; // Radius in game cells for warship selection hit zone
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constructor(
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private game: GameView,
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private eventBus: EventBus,
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transformHandler: TransformHandler,
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) {
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this.theme = game.config().theme();
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this.transformHandler = transformHandler;
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}
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shouldTransform(): boolean {
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return true;
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}
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tick() {
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const unitIds = this.game
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.updatesSinceLastTick()
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?.[GameUpdateType.Unit]?.map((unit) => unit.id);
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this.updateUnitsSprites(unitIds ?? []);
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}
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init() {
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this.eventBus.on(AlternateViewEvent, (e) => this.onAlternativeViewEvent(e));
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this.eventBus.on(MouseUpEvent, (e) => this.onMouseUp(e));
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this.eventBus.on(UnitSelectionEvent, (e) => this.onUnitSelectionChange(e));
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this.redraw();
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loadAllSprites();
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}
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/**
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* Find player-owned warships near the given cell within a configurable radius
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* @param cell The cell to check
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* @returns Array of player's warships in range, sorted by distance (closest first)
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*/
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private findWarshipsNearCell(cell: { x: number; y: number }): UnitView[] {
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if (!this.game.isValidCoord(cell.x, cell.y)) {
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// The cell coordinate were invalid (user probably clicked outside the map), therefore no warships can be found
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return [];
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}
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const clickRef = this.game.ref(cell.x, cell.y);
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// Only select warships owned by the player
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return this.game
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.units(UnitType.Warship)
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.filter(
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(unit) =>
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unit.isActive() &&
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unit.owner() === this.game.myPlayer() && // Only allow selecting own warships
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this.game.manhattanDist(unit.tile(), clickRef) <=
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this.WARSHIP_SELECTION_RADIUS,
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)
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.sort((a, b) => {
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// Sort by distance (closest first)
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const distA = this.game.manhattanDist(a.tile(), clickRef);
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const distB = this.game.manhattanDist(b.tile(), clickRef);
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return distA - distB;
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});
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}
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private onMouseUp(event: MouseUpEvent) {
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// Convert screen coordinates to world coordinates
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const cell = this.transformHandler.screenToWorldCoordinates(
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event.x,
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event.y,
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);
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// Find warships near this cell, sorted by distance
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const nearbyWarships = this.findWarshipsNearCell(cell);
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if (this.selectedUnit) {
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const clickRef = this.game.ref(cell.x, cell.y);
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if (this.game.isOcean(clickRef)) {
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this.eventBus.emit(
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new MoveWarshipIntentEvent(this.selectedUnit.id(), clickRef),
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);
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}
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// Deselect
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this.eventBus.emit(new UnitSelectionEvent(this.selectedUnit, false));
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} else if (nearbyWarships.length > 0) {
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// Toggle selection of the closest warship
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const clickedUnit = nearbyWarships[0];
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this.eventBus.emit(new UnitSelectionEvent(clickedUnit, true));
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}
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}
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/**
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* Handle unit selection changes
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*/
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private onUnitSelectionChange(event: UnitSelectionEvent) {
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if (event.isSelected) {
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this.selectedUnit = event.unit;
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} else if (this.selectedUnit === event.unit) {
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this.selectedUnit = null;
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}
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}
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/**
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* Handle unit deactivation or destruction
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* If the selected unit is removed from the game, deselect it
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*/
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private handleUnitDeactivation(unit: UnitView) {
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if (this.selectedUnit === unit && !unit.isActive()) {
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this.eventBus.emit(new UnitSelectionEvent(unit, false));
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}
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}
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renderLayer(context: CanvasRenderingContext2D) {
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context.drawImage(
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this.transportShipTrailCanvas,
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-this.game.width() / 2,
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-this.game.height() / 2,
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this.game.width(),
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this.game.height(),
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);
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context.drawImage(
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this.canvas,
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-this.game.width() / 2,
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-this.game.height() / 2,
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this.game.width(),
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this.game.height(),
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);
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}
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onAlternativeViewEvent(event: AlternateViewEvent) {
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this.alternateView = event.alternateView;
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this.redraw();
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}
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redraw() {
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this.canvas = document.createElement("canvas");
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const context = this.canvas.getContext("2d");
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if (context === null) throw new Error("2d context not supported");
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this.context = context;
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this.transportShipTrailCanvas = document.createElement("canvas");
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const trailContext = this.transportShipTrailCanvas.getContext("2d");
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if (trailContext === null) throw new Error("2d context not supported");
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this.unitTrailContext = trailContext;
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this.canvas.width = this.game.width();
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this.canvas.height = this.game.height();
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this.transportShipTrailCanvas.width = this.game.width();
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this.transportShipTrailCanvas.height = this.game.height();
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this.updateUnitsSprites(this.game.units().map((unit) => unit.id()));
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this.unitToTrail.forEach((trail, unit) => {
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for (const t of trail) {
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this.paintCell(
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this.game.x(t),
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this.game.y(t),
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this.relationship(unit),
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this.theme.territoryColor(unit.owner()),
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150,
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this.unitTrailContext,
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);
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}
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});
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}
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private updateUnitsSprites(unitIds: number[]) {
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const unitsToUpdate = unitIds
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?.map((id) => this.game.unit(id))
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.filter((unit) => unit !== undefined);
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if (unitsToUpdate) {
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// the clearing and drawing of unit sprites need to be done in 2 passes
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// otherwise the sprite of a unit can be drawn on top of another unit
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this.clearUnitsCells(unitsToUpdate);
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this.drawUnitsCells(unitsToUpdate);
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}
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}
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private clearUnitsCells(unitViews: UnitView[]) {
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unitViews
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.filter((unitView) => isSpriteReady(unitView))
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.forEach((unitView) => {
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const sprite = getColoredSprite(unitView, this.theme);
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const clearsize = sprite.width + 1;
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const lastX = this.game.x(unitView.lastTile());
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const lastY = this.game.y(unitView.lastTile());
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this.context.clearRect(
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lastX - clearsize / 2,
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lastY - clearsize / 2,
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clearsize,
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clearsize,
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);
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});
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}
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private drawUnitsCells(unitViews: UnitView[]) {
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unitViews.forEach((unitView) => this.onUnitEvent(unitView));
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}
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private relationship(unit: UnitView): Relationship {
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const myPlayer = this.game.myPlayer();
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if (myPlayer === null) {
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return Relationship.Enemy;
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}
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if (myPlayer === unit.owner()) {
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return Relationship.Self;
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}
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if (myPlayer.isFriendly(unit.owner())) {
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return Relationship.Ally;
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}
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return Relationship.Enemy;
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}
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onUnitEvent(unit: UnitView) {
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// Check if unit was deactivated
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if (!unit.isActive()) {
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this.handleUnitDeactivation(unit);
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}
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switch (unit.type()) {
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case UnitType.TransportShip:
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this.handleBoatEvent(unit);
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break;
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case UnitType.Warship:
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this.handleWarShipEvent(unit);
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break;
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case UnitType.Shell:
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this.handleShellEvent(unit);
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break;
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case UnitType.SAMMissile:
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this.handleMissileEvent(unit);
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break;
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case UnitType.TradeShip:
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this.handleTradeShipEvent(unit);
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break;
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case UnitType.Train:
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this.handleTrainEvent(unit);
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break;
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case UnitType.MIRVWarhead:
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this.handleMIRVWarhead(unit);
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break;
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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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this.handleNuke(unit);
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break;
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}
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}
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private handleWarShipEvent(unit: UnitView) {
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if (unit.targetUnitId()) {
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this.drawSprite(unit, colord({ r: 200, b: 0, g: 0 }));
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} else {
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this.drawSprite(unit);
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}
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}
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private handleShellEvent(unit: UnitView) {
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const rel = this.relationship(unit);
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// Clear current and previous positions
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this.clearCell(this.game.x(unit.lastTile()), this.game.y(unit.lastTile()));
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const oldTile = this.oldShellTile.get(unit);
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if (oldTile !== undefined) {
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this.clearCell(this.game.x(oldTile), this.game.y(oldTile));
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}
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this.oldShellTile.set(unit, unit.lastTile());
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if (!unit.isActive()) {
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return;
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}
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// Paint current and previous positions
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this.paintCell(
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this.game.x(unit.tile()),
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this.game.y(unit.tile()),
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rel,
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this.theme.borderColor(unit.owner()),
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255,
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);
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this.paintCell(
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this.game.x(unit.lastTile()),
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this.game.y(unit.lastTile()),
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rel,
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this.theme.borderColor(unit.owner()),
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255,
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);
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}
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// interception missle from SAM
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private handleMissileEvent(unit: UnitView) {
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this.drawSprite(unit);
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}
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private drawTrail(trail: number[], color: Colord, rel: Relationship) {
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// Paint new trail
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for (const t of trail) {
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this.paintCell(
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this.game.x(t),
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this.game.y(t),
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rel,
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color,
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150,
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this.unitTrailContext,
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);
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}
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}
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private clearTrail(unit: UnitView) {
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const trail = this.unitToTrail.get(unit) ?? [];
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const rel = this.relationship(unit);
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for (const t of trail) {
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this.clearCell(this.game.x(t), this.game.y(t), this.unitTrailContext);
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}
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this.unitToTrail.delete(unit);
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// Repaint overlapping trails
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const trailSet = new Set(trail);
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for (const [other, trail] of this.unitToTrail) {
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for (const t of trail) {
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if (trailSet.has(t)) {
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this.paintCell(
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this.game.x(t),
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this.game.y(t),
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rel,
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this.theme.territoryColor(other.owner()),
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150,
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this.unitTrailContext,
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);
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}
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}
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}
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}
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private handleNuke(unit: UnitView) {
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const rel = this.relationship(unit);
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if (!this.unitToTrail.has(unit)) {
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this.unitToTrail.set(unit, []);
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}
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let newTrailSize = 1;
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const trail = this.unitToTrail.get(unit) ?? [];
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// It can move faster than 1 pixel, draw a line for the trail or else it will be dotted
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if (trail.length >= 1) {
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const cur = {
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x: this.game.x(unit.lastTile()),
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y: this.game.y(unit.lastTile()),
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};
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const prev = {
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x: this.game.x(trail[trail.length - 1]),
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y: this.game.y(trail[trail.length - 1]),
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};
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const line = new BezenhamLine(prev, cur);
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let point = line.increment();
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while (point !== true) {
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trail.push(this.game.ref(point.x, point.y));
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point = line.increment();
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}
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newTrailSize = line.size();
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} else {
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trail.push(unit.lastTile());
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}
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this.drawTrail(
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trail.slice(-newTrailSize),
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this.theme.territoryColor(unit.owner()),
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rel,
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);
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this.drawSprite(unit);
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if (!unit.isActive()) {
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this.clearTrail(unit);
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}
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}
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private handleMIRVWarhead(unit: UnitView) {
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const rel = this.relationship(unit);
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this.clearCell(this.game.x(unit.lastTile()), this.game.y(unit.lastTile()));
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if (unit.isActive()) {
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// Paint area
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this.paintCell(
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this.game.x(unit.tile()),
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this.game.y(unit.tile()),
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rel,
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this.theme.borderColor(unit.owner()),
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255,
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);
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}
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}
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private handleTradeShipEvent(unit: UnitView) {
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this.drawSprite(unit);
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}
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private handleTrainEvent(unit: UnitView) {
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this.drawSprite(unit);
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}
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private handleBoatEvent(unit: UnitView) {
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const rel = this.relationship(unit);
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if (!this.unitToTrail.has(unit)) {
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this.unitToTrail.set(unit, []);
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}
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const trail = this.unitToTrail.get(unit) ?? [];
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trail.push(unit.lastTile());
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// Paint trail
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this.drawTrail(
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trail.slice(-1),
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this.theme.territoryColor(unit.owner()),
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rel,
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);
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this.drawSprite(unit);
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if (!unit.isActive()) {
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this.clearTrail(unit);
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}
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}
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paintCell(
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x: number,
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y: number,
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relationship: Relationship,
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color: Colord,
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alpha: number,
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context: CanvasRenderingContext2D = this.context,
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) {
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this.clearCell(x, y, context);
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if (this.alternateView) {
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switch (relationship) {
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case Relationship.Self:
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context.fillStyle = this.theme.selfColor().toRgbString();
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break;
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case Relationship.Ally:
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context.fillStyle = this.theme.allyColor().toRgbString();
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break;
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case Relationship.Enemy:
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context.fillStyle = this.theme.enemyColor().toRgbString();
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break;
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}
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} else {
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context.fillStyle = color.alpha(alpha / 255).toRgbString();
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}
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context.fillRect(x, y, 1, 1);
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}
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clearCell(
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x: number,
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y: number,
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context: CanvasRenderingContext2D = this.context,
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) {
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context.clearRect(x, y, 1, 1);
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}
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drawSprite(unit: UnitView, customTerritoryColor?: Colord) {
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const x = this.game.x(unit.tile());
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const y = this.game.y(unit.tile());
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let alternateViewColor: Colord | null = null;
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if (this.alternateView) {
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let rel = this.relationship(unit);
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const dstPortId = unit.targetUnitId();
|
|
if (unit.type() === UnitType.TradeShip && dstPortId !== undefined) {
|
|
const target = this.game.unit(dstPortId)?.owner();
|
|
const myPlayer = this.game.myPlayer();
|
|
if (myPlayer !== null && target !== undefined) {
|
|
if (myPlayer === target) {
|
|
rel = Relationship.Self;
|
|
} else if (myPlayer.isFriendly(target)) {
|
|
rel = Relationship.Ally;
|
|
}
|
|
}
|
|
}
|
|
switch (rel) {
|
|
case Relationship.Self:
|
|
alternateViewColor = this.theme.selfColor();
|
|
break;
|
|
case Relationship.Ally:
|
|
alternateViewColor = this.theme.allyColor();
|
|
break;
|
|
case Relationship.Enemy:
|
|
alternateViewColor = this.theme.enemyColor();
|
|
break;
|
|
}
|
|
}
|
|
|
|
const sprite = getColoredSprite(
|
|
unit,
|
|
this.theme,
|
|
alternateViewColor ?? customTerritoryColor,
|
|
alternateViewColor ?? undefined,
|
|
);
|
|
|
|
if (unit.isActive()) {
|
|
const targetable = unit.targetable();
|
|
if (!targetable) {
|
|
this.context.save();
|
|
this.context.globalAlpha = 0.5;
|
|
}
|
|
this.context.drawImage(
|
|
sprite,
|
|
Math.round(x - sprite.width / 2),
|
|
Math.round(y - sprite.height / 2),
|
|
sprite.width,
|
|
sprite.width,
|
|
);
|
|
if (!targetable) {
|
|
this.context.restore();
|
|
}
|
|
}
|
|
}
|
|
}
|