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