Files
OpenFrontIO/src/client/graphics/layers/TerritoryLayer.ts
T

803 lines
24 KiB
TypeScript

import { PriorityQueue } from "@datastructures-js/priority-queue";
import { Colord } from "colord";
import { Theme } from "../../../core/configuration/Config";
import { EventBus } from "../../../core/EventBus";
import {
Cell,
ColoredTeams,
PlayerType,
Team,
UnitType,
} from "../../../core/game/Game";
import { euclDistFN, TileRef } from "../../../core/game/GameMap";
import { GameUpdateType } from "../../../core/game/GameUpdates";
import { GameView, PlayerView } from "../../../core/game/GameView";
import { UserSettings } from "../../../core/game/UserSettings";
import { PseudoRandom } from "../../../core/PseudoRandom";
import {
AlternateViewEvent,
ContextMenuEvent,
DragEvent,
MouseOverEvent,
TerritoryWebGLStatusEvent,
ToggleTerritoryWebGLDebugBordersEvent,
ToggleTerritoryWebGLEvent,
} from "../../InputHandler";
import { FrameProfiler } from "../FrameProfiler";
import { resolveHoverTarget } from "../HoverTargetResolver";
import { TransformHandler } from "../TransformHandler";
import { BorderRenderer, NullBorderRenderer } from "./BorderRenderer";
import { Layer } from "./Layer";
import { WebGLBorderRenderer } from "./WebGLBorderRenderer";
export class TerritoryLayer implements Layer {
private userSettings: UserSettings;
private canvas: HTMLCanvasElement;
private context: CanvasRenderingContext2D;
private imageData: ImageData;
private alternativeImageData: ImageData;
private borderAnimTime = 0;
private cachedTerritoryPatternsEnabled: boolean | undefined;
private tileToRenderQueue: PriorityQueue<{
tile: TileRef;
lastUpdate: number;
}> = new PriorityQueue((a, b) => {
return a.lastUpdate - b.lastUpdate;
});
private random = new PseudoRandom(123);
private theme: Theme;
// Used for spawn highlighting
private highlightCanvas: HTMLCanvasElement;
private highlightContext: CanvasRenderingContext2D;
private highlightedTerritory: PlayerView | null = null;
private borderRenderer: BorderRenderer = new NullBorderRenderer();
private alternativeView = false;
private lastDragTime = 0;
private nodrawDragDuration = 200;
private lastMousePosition: { x: number; y: number } | null = null;
private refreshRate = 10; //refresh every 10ms
private lastRefresh = 0;
private lastFocusedPlayer: PlayerView | null = null;
private lastMyPlayerSmallId: number | null = null;
private useWebGL: boolean;
private webglSupported = true;
constructor(
private game: GameView,
private eventBus: EventBus,
private transformHandler: TransformHandler,
userSettings: UserSettings,
) {
this.userSettings = userSettings;
this.theme = game.config().theme();
this.cachedTerritoryPatternsEnabled = undefined;
this.lastMyPlayerSmallId = game.myPlayer()?.smallID() ?? null;
this.useWebGL = this.userSettings.territoryWebGL();
}
shouldTransform(): boolean {
return true;
}
async paintPlayerBorder(player: PlayerView) {
const tiles = await player.borderTiles();
tiles.borderTiles.forEach((tile: TileRef) => {
this.paintTerritory(tile, true); // Immediately paint the tile instead of enqueueing
});
}
tick() {
if (this.game.inSpawnPhase()) {
this.spawnHighlight();
}
this.game.recentlyUpdatedTiles().forEach((t) => this.enqueueTile(t));
const updates = this.game.updatesSinceLastTick();
const unitUpdates = updates !== null ? updates[GameUpdateType.Unit] : [];
unitUpdates.forEach((update) => {
if (update.unitType === UnitType.DefensePost) {
const tile = update.pos;
this.game
.bfs(tile, euclDistFN(tile, this.game.config().defensePostRange()))
.forEach((t) => {
if (
this.game.isBorder(t) &&
(this.game.ownerID(t) === update.ownerID ||
this.game.ownerID(t) === update.lastOwnerID)
) {
this.enqueueTile(t);
}
});
}
});
// Detect alliance mutations
const myPlayer = this.game.myPlayer();
if (myPlayer) {
updates?.[GameUpdateType.BrokeAlliance]?.forEach((update) => {
const territory = this.game.playerBySmallID(update.betrayedID);
if (territory && territory instanceof PlayerView) {
this.redrawBorder(territory);
}
});
updates?.[GameUpdateType.AllianceRequestReply]?.forEach((update) => {
if (
update.accepted &&
(update.request.requestorID === myPlayer.smallID() ||
update.request.recipientID === myPlayer.smallID())
) {
const territoryId =
update.request.requestorID === myPlayer.smallID()
? update.request.recipientID
: update.request.requestorID;
const territory = this.game.playerBySmallID(territoryId);
if (territory && territory instanceof PlayerView) {
this.redrawBorder(territory);
}
}
});
updates?.[GameUpdateType.EmbargoEvent]?.forEach((update) => {
const player = this.game.playerBySmallID(update.playerID) as PlayerView;
const embargoed = this.game.playerBySmallID(
update.embargoedID,
) as PlayerView;
if (
player.id() === myPlayer?.id() ||
embargoed.id() === myPlayer?.id()
) {
this.redrawBorder(player, embargoed);
}
});
}
const focusedPlayer = this.game.focusedPlayer();
if (focusedPlayer !== this.lastFocusedPlayer) {
if (!this.borderRenderer.drawsOwnBorders()) {
if (this.lastFocusedPlayer) {
this.paintPlayerBorder(this.lastFocusedPlayer);
}
if (focusedPlayer) {
this.paintPlayerBorder(focusedPlayer);
}
}
this.lastFocusedPlayer = focusedPlayer;
}
const currentMyPlayer = this.game.myPlayer()?.smallID() ?? null;
if (currentMyPlayer !== this.lastMyPlayerSmallId) {
this.redraw();
}
}
private spawnHighlight() {
if (this.game.ticks() % 5 === 0) {
return;
}
this.highlightContext.clearRect(
0,
0,
this.game.width(),
this.game.height(),
);
this.drawFocusedPlayerHighlight();
const humans = this.game
.playerViews()
.filter((p) => p.type() === PlayerType.Human);
const focusedPlayer = this.game.focusedPlayer();
const teamColors = Object.values(ColoredTeams);
for (const human of humans) {
if (human === focusedPlayer) {
continue;
}
const center = human.nameLocation();
if (!center) {
continue;
}
const centerTile = this.game.ref(center.x, center.y);
if (!centerTile) {
continue;
}
let color = this.theme.spawnHighlightColor();
const myPlayer = this.game.myPlayer();
if (myPlayer !== null && myPlayer !== human && myPlayer.team() === null) {
// In FFA games (when team === null), use default yellow spawn highlight color
color = this.theme.spawnHighlightColor();
} else if (myPlayer !== null && myPlayer !== human) {
// In Team games, the spawn highlight color becomes that player's team color
// Optionally, this could be broken down to teammate or enemy and simplified to green and red, respectively
const team = human.team();
if (team !== null && teamColors.includes(team)) {
color = this.theme.teamColor(team);
} else {
if (myPlayer.isFriendly(human)) {
color = this.theme.spawnHighlightTeamColor();
} else {
color = this.theme.spawnHighlightColor();
}
}
}
for (const tile of this.game.bfs(
centerTile,
euclDistFN(centerTile, 9, true),
)) {
if (!this.game.hasOwner(tile)) {
this.paintHighlightTile(tile, color, 255);
}
}
}
}
private drawFocusedPlayerHighlight() {
const focusedPlayer = this.game.focusedPlayer();
if (!focusedPlayer) {
return;
}
const center = focusedPlayer.nameLocation();
if (!center) {
return;
}
// Breathing border animation
this.borderAnimTime += 0.5;
const minRad = 8;
const maxRad = 24;
// Range: [minPadding..maxPadding]
const radius =
minRad + (maxRad - minRad) * (0.5 + 0.5 * Math.sin(this.borderAnimTime));
const baseColor = this.theme.spawnHighlightSelfColor(); //white
let teamColor: Colord | null = null;
const team: Team | null = focusedPlayer.team();
if (team !== null && Object.values(ColoredTeams).includes(team)) {
teamColor = this.theme.teamColor(team).alpha(0.5);
} else {
teamColor = baseColor;
}
this.drawBreathingRing(
center.x,
center.y,
minRad,
maxRad,
radius,
baseColor, // Always draw white static semi-transparent ring
teamColor, // Pass the breathing ring color. White for FFA, Duos, Trios, Quads. Transparent team color for TEAM games.
);
}
init() {
this.eventBus.on(MouseOverEvent, (e) => this.onMouseOver(e));
this.eventBus.on(ContextMenuEvent, (e) => this.onMouseOver(e));
this.eventBus.on(AlternateViewEvent, (e) => {
this.alternativeView = e.alternateView;
this.borderRenderer.setAlternativeView(this.alternativeView);
if (this.borderRenderer instanceof WebGLBorderRenderer) {
this.borderRenderer.setHoverHighlightOptions(
this.hoverHighlightOptions(),
);
}
});
this.eventBus.on(ToggleTerritoryWebGLEvent, () => {
this.userSettings.toggleTerritoryWebGL();
this.useWebGL = this.userSettings.territoryWebGL();
this.redraw();
});
this.eventBus.on(ToggleTerritoryWebGLDebugBordersEvent, (e) => {
if (this.borderRenderer instanceof WebGLBorderRenderer) {
this.borderRenderer.setDebugPulseEnabled(e.enabled);
}
});
this.eventBus.on(DragEvent, (e) => {
// TODO: consider re-enabling this on mobile or low end devices for smoother dragging.
// this.lastDragTime = Date.now();
});
this.redraw();
}
onMouseOver(event: MouseOverEvent) {
this.lastMousePosition = { x: event.x, y: event.y };
this.updateHighlightedTerritory();
}
private updateHighlightedTerritory() {
const supportsHover =
this.alternativeView || this.borderRenderer.drawsOwnBorders();
if (!supportsHover) {
return;
}
if (!this.lastMousePosition) {
return;
}
const cell = this.transformHandler.screenToWorldCoordinates(
this.lastMousePosition.x,
this.lastMousePosition.y,
);
if (!this.game.isValidCoord(cell.x, cell.y)) {
return;
}
const previousTerritory = this.highlightedTerritory;
const territory = resolveHoverTarget(this.game, cell).player;
if (territory) {
this.highlightedTerritory = territory;
} else {
this.highlightedTerritory = null;
}
if (previousTerritory?.id() !== this.highlightedTerritory?.id()) {
if (this.borderRenderer.drawsOwnBorders()) {
this.borderRenderer.setHoveredPlayerId(
this.highlightedTerritory?.smallID() ?? null,
);
} else {
const territories: PlayerView[] = [];
if (previousTerritory) {
territories.push(previousTerritory);
}
if (this.highlightedTerritory) {
territories.push(this.highlightedTerritory);
}
this.redrawBorder(...territories);
}
}
}
redraw() {
console.log("redrew territory layer");
this.lastMyPlayerSmallId = this.game.myPlayer()?.smallID() ?? null;
this.canvas = document.createElement("canvas");
const context = this.canvas.getContext("2d");
if (context === null) throw new Error("2d context not supported");
this.context = context;
this.canvas.width = this.game.width();
this.canvas.height = this.game.height();
this.imageData = this.context.getImageData(
0,
0,
this.canvas.width,
this.canvas.height,
);
this.alternativeImageData = this.context.getImageData(
0,
0,
this.canvas.width,
this.canvas.height,
);
this.initImageData();
this.context.putImageData(
this.alternativeView ? this.alternativeImageData : this.imageData,
0,
0,
);
this.configureBorderRenderer();
// Add a second canvas for highlights
this.highlightCanvas = document.createElement("canvas");
const highlightContext = this.highlightCanvas.getContext("2d", {
alpha: true,
});
if (highlightContext === null) throw new Error("2d context not supported");
this.highlightContext = highlightContext;
this.highlightCanvas.width = this.game.width();
this.highlightCanvas.height = this.game.height();
this.game.forEachTile((t) => {
this.paintTerritory(t);
});
}
private configureBorderRenderer() {
if (!this.useWebGL) {
this.borderRenderer = new NullBorderRenderer();
this.webglSupported = true;
this.emitWebGLStatus(
false,
false,
this.webglSupported,
"WebGL territory layer hidden.",
);
return;
}
const renderer = new WebGLBorderRenderer(this.game, this.theme);
this.webglSupported = renderer.isSupported();
if (renderer.isActive()) {
this.borderRenderer = renderer;
this.borderRenderer.setAlternativeView(this.alternativeView);
this.borderRenderer.setHoveredPlayerId(
this.highlightedTerritory?.smallID() ?? null,
);
renderer.setHoverHighlightOptions(this.hoverHighlightOptions());
this.emitWebGLStatus(true, true, this.webglSupported);
} else {
this.borderRenderer = new NullBorderRenderer();
this.emitWebGLStatus(
true,
false,
this.webglSupported,
"WebGL not available. Using canvas fallback for borders.",
);
}
}
/**
* Central configuration for WebGL border hover styling.
* Keeps main view and alternate view behavior explicit and tweakable.
*/
private hoverHighlightOptions() {
const baseColor = this.theme.spawnHighlightSelfColor();
if (this.alternativeView) {
// Alternate view: borders are the primary visual, so make hover stronger
return {
color: baseColor,
strength: 0.8,
pulseStrength: 0.45,
pulseSpeed: Math.PI * 2,
};
}
// Main view: keep highlight noticeable but a bit subtler
return {
color: baseColor,
strength: 0.6,
pulseStrength: 0.35,
pulseSpeed: Math.PI * 2,
};
}
private emitWebGLStatus(
enabled: boolean,
active: boolean,
supported: boolean,
message?: string,
) {
this.eventBus.emit(
new TerritoryWebGLStatusEvent(enabled, active, supported, message),
);
}
redrawBorder(...players: PlayerView[]) {
return Promise.all(
players.map(async (player) => {
const tiles = await player.borderTiles();
tiles.borderTiles.forEach((tile: TileRef) => {
this.paintTerritory(tile, true);
});
}),
);
}
initImageData() {
this.game.forEachTile((tile) => {
const cell = new Cell(this.game.x(tile), this.game.y(tile));
const index = cell.y * this.game.width() + cell.x;
const offset = index * 4;
this.imageData.data[offset + 3] = 0;
this.alternativeImageData.data[offset + 3] = 0;
});
}
renderLayer(context: CanvasRenderingContext2D) {
const now = Date.now();
const skipTerritoryCanvas =
this.alternativeView && this.borderRenderer.drawsOwnBorders();
if (
now > this.lastDragTime + this.nodrawDragDuration &&
now > this.lastRefresh + this.refreshRate
) {
this.lastRefresh = now;
const renderTerritoryStart = FrameProfiler.start();
this.renderTerritory();
FrameProfiler.end("TerritoryLayer:renderTerritory", renderTerritoryStart);
const [topLeft, bottomRight] = this.transformHandler.screenBoundingRect();
const vx0 = Math.max(0, topLeft.x);
const vy0 = Math.max(0, topLeft.y);
const vx1 = Math.min(this.game.width() - 1, bottomRight.x);
const vy1 = Math.min(this.game.height() - 1, bottomRight.y);
const w = vx1 - vx0 + 1;
const h = vy1 - vy0 + 1;
// When WebGL borders are active and we're in alternative view, the 2D
// territory buffer (alternativeImageData) is effectively transparent and
// all visible work is done by the WebGL layer. Skip putImageData in that
// case to avoid unnecessary CPU work each frame.
const shouldBlitTerritories = !skipTerritoryCanvas;
if (w > 0 && h > 0 && shouldBlitTerritories) {
const putImageStart = FrameProfiler.start();
this.context.putImageData(
this.alternativeView ? this.alternativeImageData : this.imageData,
0,
0,
vx0,
vy0,
w,
h,
);
FrameProfiler.end("TerritoryLayer:putImageData", putImageStart);
}
}
if (!skipTerritoryCanvas) {
const drawCanvasStart = FrameProfiler.start();
context.drawImage(
this.canvas,
-this.game.width() / 2,
-this.game.height() / 2,
this.game.width(),
this.game.height(),
);
FrameProfiler.end("TerritoryLayer:drawCanvas", drawCanvasStart);
}
const borderRenderStart = FrameProfiler.start();
this.borderRenderer.render(context);
FrameProfiler.end(
"TerritoryLayer:borderRenderer.render",
borderRenderStart,
);
if (this.game.inSpawnPhase()) {
const highlightDrawStart = FrameProfiler.start();
context.drawImage(
this.highlightCanvas,
-this.game.width() / 2,
-this.game.height() / 2,
this.game.width(),
this.game.height(),
);
FrameProfiler.end(
"TerritoryLayer:drawHighlightCanvas",
highlightDrawStart,
);
}
}
renderTerritory() {
let numToRender = Math.floor(this.tileToRenderQueue.size() / 10);
if (numToRender === 0 || this.game.inSpawnPhase()) {
numToRender = this.tileToRenderQueue.size();
}
while (numToRender > 0) {
numToRender--;
const entry = this.tileToRenderQueue.pop();
if (!entry) {
break;
}
const tile = entry.tile;
this.paintTerritory(tile);
for (const neighbor of this.game.neighbors(tile)) {
this.paintTerritory(neighbor, true); //this is a misuse of the _Border parameter, making it a maybe stale border
}
}
}
paintTerritory(tile: TileRef, _maybeStaleBorder: boolean = false) {
const cpuStart = FrameProfiler.start();
const hasOwner = this.game.hasOwner(tile);
const owner = hasOwner ? (this.game.owner(tile) as PlayerView) : null;
const isBorderTile = this.game.isBorder(tile);
const hasFallout = this.game.hasFallout(tile);
let isDefended = false;
const rendererHandlesBorders = this.borderRenderer.drawsOwnBorders();
if (!owner) {
if (hasFallout) {
this.paintTile(this.imageData, tile, this.theme.falloutColor(), 150);
this.paintTile(
this.alternativeImageData,
tile,
this.theme.falloutColor(),
150,
);
} else {
this.clearTile(tile);
}
} else {
const myPlayer = this.game.myPlayer();
if (isBorderTile) {
isDefended = this.game.hasUnitNearby(
tile,
this.game.config().defensePostRange(),
UnitType.DefensePost,
owner.id(),
);
if (rendererHandlesBorders) {
this.paintTile(this.imageData, tile, owner.territoryColor(tile), 150);
} else {
if (myPlayer) {
const alternativeColor = this.alternateViewColor(owner);
this.paintTile(
this.alternativeImageData,
tile,
alternativeColor,
255,
);
}
this.paintTile(
this.imageData,
tile,
owner.borderColor(tile, isDefended),
255,
);
}
} else {
if (!rendererHandlesBorders) {
// Alternative view only shows borders.
this.clearAlternativeTile(tile);
}
this.paintTile(this.imageData, tile, owner.territoryColor(tile), 150);
}
}
FrameProfiler.end("TerritoryLayer:paintTerritory.cpu", cpuStart);
if (rendererHandlesBorders) {
if (_maybeStaleBorder && !isBorderTile) {
this.borderRenderer.clearTile(tile);
} else {
const borderUpdateStart = FrameProfiler.start();
this.borderRenderer.updateBorder(
tile,
owner,
isBorderTile,
isDefended,
hasFallout,
);
FrameProfiler.end(
"TerritoryLayer:borderRenderer.updateBorder",
borderUpdateStart,
);
}
}
}
alternateViewColor(other: PlayerView): Colord {
const myPlayer = this.game.myPlayer();
if (!myPlayer) {
return this.theme.neutralColor();
}
if (other.smallID() === myPlayer.smallID()) {
return this.theme.selfColor();
}
if (other.isFriendly(myPlayer)) {
return this.theme.allyColor();
}
if (!other.hasEmbargo(myPlayer)) {
return this.theme.neutralColor();
}
return this.theme.enemyColor();
}
paintAlternateViewTile(tile: TileRef, other: PlayerView) {
const color = this.alternateViewColor(other);
this.paintTile(this.alternativeImageData, tile, color, 255);
}
paintTile(imageData: ImageData, tile: TileRef, color: Colord, alpha: number) {
const offset = tile * 4;
imageData.data[offset] = color.rgba.r;
imageData.data[offset + 1] = color.rgba.g;
imageData.data[offset + 2] = color.rgba.b;
imageData.data[offset + 3] = alpha;
}
clearTile(tile: TileRef) {
this.borderRenderer.clearTile(tile);
const offset = tile * 4;
this.imageData.data[offset + 3] = 0; // Set alpha to 0 (fully transparent)
this.alternativeImageData.data[offset + 3] = 0; // Set alpha to 0 (fully transparent)
}
clearAlternativeTile(tile: TileRef) {
const offset = tile * 4;
this.alternativeImageData.data[offset + 3] = 0; // Set alpha to 0 (fully transparent)
}
enqueueTile(tile: TileRef) {
this.tileToRenderQueue.push({
tile: tile,
lastUpdate: this.game.ticks() + this.random.nextFloat(0, 0.5),
});
}
async enqueuePlayerBorder(player: PlayerView) {
const playerBorderTiles = await player.borderTiles();
playerBorderTiles.borderTiles.forEach((tile: TileRef) => {
this.enqueueTile(tile);
});
}
paintHighlightTile(tile: TileRef, color: Colord, alpha: number) {
this.clearTile(tile);
const x = this.game.x(tile);
const y = this.game.y(tile);
this.highlightContext.fillStyle = color.alpha(alpha / 255).toRgbString();
this.highlightContext.fillRect(x, y, 1, 1);
}
clearHighlightTile(tile: TileRef) {
const x = this.game.x(tile);
const y = this.game.y(tile);
this.highlightContext.clearRect(x, y, 1, 1);
}
private drawBreathingRing(
cx: number,
cy: number,
minRad: number,
maxRad: number,
radius: number,
transparentColor: Colord,
breathingColor: Colord,
) {
const ctx = this.highlightContext;
if (!ctx) return;
// Draw a semi-transparent ring around the starting location
ctx.beginPath();
// Transparency matches the highlight color provided
const transparent = transparentColor.alpha(0);
const radGrad = ctx.createRadialGradient(cx, cy, minRad, cx, cy, maxRad);
// Pixels with radius < minRad are transparent
radGrad.addColorStop(0, transparent.toRgbString());
// The ring then starts with solid highlight color
radGrad.addColorStop(0.01, transparentColor.toRgbString());
radGrad.addColorStop(0.1, transparentColor.toRgbString());
// The outer edge of the ring is transparent
radGrad.addColorStop(1, transparent.toRgbString());
// Draw an arc at the max radius and fill with the created radial gradient
ctx.arc(cx, cy, maxRad, 0, Math.PI * 2);
ctx.fillStyle = radGrad;
ctx.closePath();
ctx.fill();
const breatheInner = breathingColor.alpha(0);
// Draw a solid ring around the starting location with outer radius = the breathing radius
ctx.beginPath();
const radGrad2 = ctx.createRadialGradient(cx, cy, minRad, cx, cy, radius);
// Pixels with radius < minRad are transparent
radGrad2.addColorStop(0, breatheInner.toRgbString());
// The ring then starts with solid highlight color
radGrad2.addColorStop(0.01, breathingColor.toRgbString());
// The ring is solid throughout
radGrad2.addColorStop(1, breathingColor.toRgbString());
// Draw an arc at the current breathing radius and fill with the created "gradient"
ctx.arc(cx, cy, radius, 0, Math.PI * 2);
ctx.fillStyle = radGrad2;
ctx.fill();
}
}