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

314 lines
9.2 KiB
TypeScript

import { LitElement, html } from "lit";
import { customElement, state } from "lit/decorators.js";
import { translateText } from "../../../client/Utils";
import { EventBus } from "../../../core/EventBus";
import { Gold } from "../../../core/game/Game";
import { GameView } from "../../../core/game/GameView";
import { AttackRatioEvent } from "../../InputHandler";
import { SendSetTargetTroopRatioEvent } from "../../Transport";
import { renderNumber, renderTroops } from "../../Utils";
import { UIState } from "../UIState";
import { Layer } from "./Layer";
@customElement("control-panel")
export class ControlPanel extends LitElement implements Layer {
public game: GameView;
public eventBus: EventBus;
public uiState: UIState;
@state()
private attackRatio: number = 0.2;
@state()
private targetTroopRatio = 0.95;
@state()
private currentTroopRatio = 0.95;
@state()
private _population: number;
@state()
private _maxPopulation: number;
@state()
private popRate: number;
@state()
private _troops: number;
@state()
private _workers: number;
@state()
private _isVisible = false;
@state()
private _manpower: number = 0;
@state()
private _gold: Gold;
@state()
private _goldPerSecond: Gold;
private _lastPopulationIncreaseRate: number;
private _popRateIsIncreasing: boolean = true;
private init_: boolean = false;
init() {
this.attackRatio = Number(
localStorage.getItem("settings.attackRatio") ?? "0.2",
);
this.targetTroopRatio = Number(
localStorage.getItem("settings.troopRatio") ?? "0.95",
);
this.init_ = true;
this.uiState.attackRatio = this.attackRatio;
this.currentTroopRatio = this.targetTroopRatio;
this.eventBus.on(AttackRatioEvent, (event) => {
let newAttackRatio =
(parseInt(
(document.getElementById("attack-ratio") as HTMLInputElement).value,
) +
event.attackRatio) /
100;
if (newAttackRatio < 0.01) {
newAttackRatio = 0.01;
}
if (newAttackRatio > 1) {
newAttackRatio = 1;
}
if (newAttackRatio === 0.11 && this.attackRatio === 0.01) {
// If we're changing the ratio from 1%, then set it to 10% instead of 11% to keep a consistency
newAttackRatio = 0.1;
}
this.attackRatio = newAttackRatio;
this.onAttackRatioChange(this.attackRatio);
});
}
tick() {
if (this.init_) {
this.eventBus.emit(
new SendSetTargetTroopRatioEvent(this.targetTroopRatio),
);
this.init_ = false;
}
if (!this._isVisible && !this.game.inSpawnPhase()) {
this.setVisibile(true);
}
const player = this.game.myPlayer();
if (player === null || !player.isAlive()) {
this.setVisibile(false);
return;
}
const popIncreaseRate = player.population() - this._population;
if (this.game.ticks() % 5 === 0) {
this._popRateIsIncreasing =
popIncreaseRate >= this._lastPopulationIncreaseRate;
this._lastPopulationIncreaseRate = popIncreaseRate;
}
this._population = player.population();
this._maxPopulation = this.game.config().maxPopulation(player);
this._gold = player.gold();
this._troops = player.troops();
this._workers = player.workers();
this.popRate = this.game.config().populationIncreaseRate(player) * 10;
this._goldPerSecond = this.game.config().goldAdditionRate(player) * 10n;
this.currentTroopRatio = player.troops() / player.population();
this.requestUpdate();
}
onAttackRatioChange(newRatio: number) {
this.uiState.attackRatio = newRatio;
}
renderLayer(context: CanvasRenderingContext2D) {
// Render any necessary canvas elements
}
shouldTransform(): boolean {
return false;
}
setVisibile(visible: boolean) {
this._isVisible = visible;
this.requestUpdate();
}
targetTroops(): number {
return this._manpower * this.targetTroopRatio;
}
onTroopChange(newRatio: number) {
this.eventBus.emit(new SendSetTargetTroopRatioEvent(newRatio));
}
delta(): number {
const d = this._population - this.targetTroops();
return d;
}
render() {
return html`
<style>
input[type="range"] {
-webkit-appearance: none;
background: transparent;
outline: none;
}
input[type="range"]::-webkit-slider-thumb {
-webkit-appearance: none;
appearance: none;
width: 16px;
height: 16px;
background: white;
border-width: 2px;
border-style: solid;
border-radius: 50%;
cursor: pointer;
}
input[type="range"]::-moz-range-thumb {
width: 16px;
height: 16px;
background: white;
border-width: 2px;
border-style: solid;
border-radius: 50%;
cursor: pointer;
}
.targetTroopRatio::-webkit-slider-thumb {
border-color: rgb(59 130 246);
}
.targetTroopRatio::-moz-range-thumb {
border-color: rgb(59 130 246);
}
.attackRatio::-webkit-slider-thumb {
border-color: rgb(239 68 68);
}
.attackRatio::-moz-range-thumb {
border-color: rgb(239 68 68);
}
</style>
<div
class="${this._isVisible
? "w-[320px] text-sm lg:text-m bg-gray-800/70 p-2 pr-3 lg:p-4 shadow-lg lg:rounded-lg backdrop-blur safe-pb"
: "hidden"}"
@contextmenu=${(e) => e.preventDefault()}
>
<div class="hidden lg:block bg-black/30 text-white mb-4 p-2 rounded">
<div class="flex justify-between mb-1">
<span class="font-bold"
>${translateText("control_panel.pop")}:</span
>
<span translate="no"
>${renderTroops(this._population)} /
${renderTroops(this._maxPopulation)}
<span
class="${this._popRateIsIncreasing
? "text-green-500"
: "text-yellow-500"}"
translate="no"
>(+${renderTroops(this.popRate)})</span
></span
>
</div>
<div class="flex justify-between">
<span class="font-bold"
>${translateText("control_panel.gold")}:</span
>
<span translate="no"
>${renderNumber(this._gold)}
(+${renderNumber(this._goldPerSecond)})</span
>
</div>
</div>
<div class="relative mb-4 lg:mb-4">
<label class="block text-white mb-1" translate="no"
>${translateText("control_panel.troops")}:
<span translate="no">${renderTroops(this._troops)}</span> |
${translateText("control_panel.workers")}:
<span translate="no">${renderTroops(this._workers)}</span></label
>
<div class="relative h-8">
<!-- Background track -->
<div
class="absolute left-0 right-0 top-3 h-2 bg-white/20 rounded"
></div>
<!-- Fill track -->
<div
class="absolute left-0 top-3 h-2 bg-blue-500/60 rounded transition-all duration-300"
style="width: ${this.currentTroopRatio * 100}%"
></div>
<!-- Range input - exactly overlaying the visual elements -->
<input
type="range"
min="1"
max="100"
.value=${(this.targetTroopRatio * 100).toString()}
@input=${(e: Event) => {
this.targetTroopRatio =
parseInt((e.target as HTMLInputElement).value) / 100;
this.onTroopChange(this.targetTroopRatio);
}}
class="absolute left-0 right-0 top-2 m-0 h-4 cursor-pointer targetTroopRatio"
/>
</div>
</div>
<div class="relative mb-0 lg:mb-4">
<label class="block text-white mb-1" translate="no"
>${translateText("control_panel.attack_ratio")}:
${(this.attackRatio * 100).toFixed(0)}%
(${renderTroops(
(this.game?.myPlayer()?.troops() ?? 0) * this.attackRatio,
)})</label
>
<div class="relative h-8">
<!-- Background track -->
<div
class="absolute left-0 right-0 top-3 h-2 bg-white/20 rounded"
></div>
<!-- Fill track -->
<div
class="absolute left-0 top-3 h-2 bg-red-500/60 rounded transition-all duration-300"
style="width: ${this.attackRatio * 100}%"
></div>
<!-- Range input - exactly overlaying the visual elements -->
<input
id="attack-ratio"
type="range"
min="1"
max="100"
.value=${(this.attackRatio * 100).toString()}
@input=${(e: Event) => {
this.attackRatio =
parseInt((e.target as HTMLInputElement).value) / 100;
this.onAttackRatioChange(this.attackRatio);
}}
class="absolute left-0 right-0 top-2 m-0 h-4 cursor-pointer attackRatio"
/>
</div>
</div>
</div>
`;
}
createRenderRoot() {
return this; // Disable shadow DOM to allow Tailwind styles
}
}