Files
OpenFrontIO/src/core/Util.ts
T
Aotumuri 0402e609a4 replaces player names with randomized name (#340)
This PR replaces player names with randomized name
The goal is to reduce exposure to inappropriate or offensive names.
Additionally, content creators no longer need to worry about displaying
other players’ usernames.
<img width="1276" alt="スクリーンショット 2025-03-25 23 03 37"
src="https://github.com/user-attachments/assets/3d396bb0-336f-41a0-8d56-ff5229fe05f8"
/>
<img width="1048" alt="スクリーンショット 2025-03-25 23 03 48"
src="https://github.com/user-attachments/assets/a72711cf-9743-4879-8f2f-b8187b10a272"
/>
Use the upper left button (Ninja) to change settings.
<img width="1173" alt="スクリーンショット 2025-03-25 23 04 03"
src="https://github.com/user-attachments/assets/2d2fcbbd-7342-40b0-97c1-ecc184e5fbb6"
/>

Fixes #489

---------

Co-authored-by: evanpelle <evanpelle@gmail.com>
2025-04-22 20:26:45 -07:00

310 lines
7.6 KiB
TypeScript

import DOMPurify from "dompurify";
import { customAlphabet } from "nanoid";
import twemoji from "twemoji";
import { Cell, Team, Unit } from "./game/Game";
import { GameMap, TileRef } from "./game/GameMap";
import {
AllPlayersStats,
ClientID,
GameID,
GameRecord,
GameStartInfo,
PlayerRecord,
Turn,
} from "./Schemas";
import {
BOT_NAME_PREFIXES,
BOT_NAME_SUFFIXES,
} from "./execution/utils/BotNames";
export function manhattanDistWrapped(
c1: Cell,
c2: Cell,
width: number,
): number {
// Calculate x distance
let dx = Math.abs(c1.x - c2.x);
// Check if wrapping around the x-axis is shorter
dx = Math.min(dx, width - dx);
// Calculate y distance (no wrapping for y-axis)
const dy = Math.abs(c1.y - c2.y);
// Return the sum of x and y distances
return dx + dy;
}
export function within(value: number, min: number, max: number): number {
return Math.min(Math.max(value, min), max);
}
export function distSort(
gm: GameMap,
target: TileRef,
): (a: TileRef, b: TileRef) => number {
return (a: TileRef, b: TileRef) => {
return gm.manhattanDist(a, target) - gm.manhattanDist(b, target);
};
}
export function distSortUnit(
gm: GameMap,
target: Unit | TileRef,
): (a: Unit, b: Unit) => number {
const targetRef = typeof target === "number" ? target : target.tile();
return (a: Unit, b: Unit) => {
return (
gm.manhattanDist(a.tile(), targetRef) -
gm.manhattanDist(b.tile(), targetRef)
);
};
}
export function simpleHash(str: string): number {
let hash = 0;
for (let i = 0; i < str.length; i++) {
const char = str.charCodeAt(i);
hash = (hash << 5) - hash + char;
hash = hash & hash; // Convert to 32-bit integer
}
return Math.abs(hash);
}
export function calculateBoundingBox(
gm: GameMap,
borderTiles: ReadonlySet<TileRef>,
): { min: Cell; max: Cell } {
let minX = Infinity,
minY = Infinity,
maxX = -Infinity,
maxY = -Infinity;
borderTiles.forEach((tile: TileRef) => {
const cell = gm.cell(tile);
minX = Math.min(minX, cell.x);
minY = Math.min(minY, cell.y);
maxX = Math.max(maxX, cell.x);
maxY = Math.max(maxY, cell.y);
});
return { min: new Cell(minX, minY), max: new Cell(maxX, maxY) };
}
export function calculateBoundingBoxCenter(
gm: GameMap,
borderTiles: ReadonlySet<TileRef>,
): Cell {
const { min, max } = calculateBoundingBox(gm, borderTiles);
return new Cell(
min.x + Math.floor((max.x - min.x) / 2),
min.y + Math.floor((max.y - min.y) / 2),
);
}
export function inscribed(
outer: { min: Cell; max: Cell },
inner: { min: Cell; max: Cell },
): boolean {
return (
outer.min.x <= inner.min.x &&
outer.min.y <= inner.min.y &&
outer.max.x >= inner.max.x &&
outer.max.y >= inner.max.y
);
}
export function getMode(list: Set<number>): number {
// Count occurrences
const counts = new Map<number, number>();
for (const item of list) {
counts.set(item, (counts.get(item) || 0) + 1);
}
// Find the item with the highest count
let mode = 0;
let maxCount = 0;
for (const [item, count] of counts) {
if (count > maxCount) {
maxCount = count;
mode = item;
}
}
return mode;
}
export function sanitize(name: string): string {
return Array.from(name)
.join("")
.replace(/[^\p{L}\p{N}\s\p{Emoji}\p{Emoji_Component}\[\]_]/gu, "");
}
export function processName(name: string): string {
// First sanitize the raw input - strip everything except text and emojis
const sanitizedName = sanitize(name);
// Process emojis with twemoji
const withEmojis = twemoji.parse(sanitizedName, {
base: "https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/",
folder: "svg",
ext: ".svg",
});
// Add CSS styles inline to the wrapper span
const styledHTML = `
<span class="player-name" style="
display: inline-flex;
align-items: center;
gap: 0.25rem;
font-weight: 500;
vertical-align: middle;
">
${withEmojis}
</span>
`;
// Add CSS for the emoji images
const withEmojiStyles = styledHTML.replace(
/<img/g,
'<img style="height: 1.2em; width: 1.2em; vertical-align: -0.2em; margin: 0 0.05em 0 0.1em;"',
);
// Sanitize the final HTML, allowing styles and specific attributes
return onlyImages(withEmojiStyles);
}
export function onlyImages(html: string) {
return DOMPurify.sanitize(html, {
ALLOWED_TAGS: ["span", "img"],
ALLOWED_ATTR: ["src", "alt", "class", "style"],
ALLOWED_URI_REGEXP: /^https:\/\/cdn\.jsdelivr\.net\/gh\/twitter\/twemoji/,
ADD_ATTR: ["style"],
});
}
export function createGameRecord(
id: GameID,
gameStart: GameStartInfo,
// username does not need to be set.
players: PlayerRecord[],
turns: Turn[],
start: number,
end: number,
winner: ClientID | Team | null,
winnerType: "player" | "team" | null,
allPlayersStats: AllPlayersStats,
): GameRecord {
const record: GameRecord = {
id: id,
gameStartInfo: gameStart,
startTimestampMS: start,
endTimestampMS: end,
date: new Date().toISOString().split("T")[0],
turns: [],
allPlayersStats,
version: "v0.0.1",
};
for (const turn of turns) {
if (turn.intents.length != 0 || turn.hash != undefined) {
record.turns.push(turn);
for (const intent of turn.intents) {
if (intent.type == "spawn") {
for (const playerRecord of players) {
if (playerRecord.clientID == intent.clientID) {
playerRecord.username = intent.name;
}
}
}
}
}
}
record.players = players;
record.durationSeconds = Math.floor(
(record.endTimestampMS - record.startTimestampMS) / 1000,
);
record.num_turns = turns.length;
record.winner = winner;
record.winnerType = winnerType;
return record;
}
export function decompressGameRecord(gameRecord: GameRecord) {
const turns = [];
let lastTurnNum = -1;
for (const turn of gameRecord.turns) {
while (lastTurnNum < turn.turnNumber - 1) {
lastTurnNum++;
turns.push({
gameID: gameRecord.id,
turnNumber: lastTurnNum,
intents: [],
});
}
turns.push(turn);
lastTurnNum = turn.turnNumber;
}
const turnLength = turns.length;
for (let i = turnLength; i < gameRecord.num_turns; i++) {
turns.push({
gameID: gameRecord.id,
turnNumber: i,
intents: [],
});
}
gameRecord.turns = turns;
return gameRecord;
}
export function assertNever(x: never): never {
throw new Error("Unexpected value: " + x);
}
export function generateID(): GameID {
const nanoid = customAlphabet(
"0123456789abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ",
8,
);
return nanoid();
}
export function toInt(num: number): bigint {
if (num === Infinity) {
return BigInt(Number.MAX_SAFE_INTEGER);
}
if (num === -Infinity) {
return BigInt(Number.MIN_SAFE_INTEGER);
}
return BigInt(Math.floor(num));
}
export function maxInt(a: bigint, b: bigint): bigint {
return a > b ? a : b;
}
export function minInt(a: bigint, b: bigint): bigint {
return a < b ? a : b;
}
export function withinInt(num: bigint, min: bigint, max: bigint): bigint {
const atLeastMin = maxInt(num, min);
return minInt(atLeastMin, max);
}
export function createRandomName(
name: string,
playerType: string,
): string | null {
let randomName = null;
if (playerType === "HUMAN") {
const hash = simpleHash(name);
const prefixIndex = hash % BOT_NAME_PREFIXES.length;
const suffixIndex =
Math.floor(hash / BOT_NAME_PREFIXES.length) % BOT_NAME_SUFFIXES.length;
randomName = `👤 ${BOT_NAME_PREFIXES[prefixIndex]} ${BOT_NAME_SUFFIXES[suffixIndex]}`;
}
return randomName;
}