Files
OpenFrontIO/src/client/graphics/layers/RailroadLayer.ts
T
Restart2008 db4a815390 oil oil baby
2026-02-20 15:55:44 -08:00

481 lines
14 KiB
TypeScript

import { colord } from "colord";
import { EventBus, GameEvent } from "../../../core/EventBus";
import { PlayerID, UnitType } from "../../../core/game/Game";
import { TileRef } from "../../../core/game/GameMap";
import {
GameUpdateType,
RailroadConstructionUpdate,
RailroadDestructionUpdate,
RailroadSnapUpdate,
} from "../../../core/game/GameUpdates";
import { GameView } from "../../../core/game/GameView";
import { AlternateViewEvent } from "../../InputHandler";
import { TransformHandler } from "../TransformHandler";
import { UIState } from "../UIState";
import { Layer } from "./Layer";
import { getBridgeRects, getRailroadRects } from "./RailroadSprites";
import {
computeRailTiles,
RailroadView,
RailTile,
RailType,
} from "./RailroadView";
type RailRef = {
tile: RailTile;
numOccurence: number;
lastOwnerId: PlayerID | null;
};
const SNAPPABLE_STRUCTURES: UnitType[] = [
UnitType.Port,
UnitType.City,
UnitType.OilRig,
];
export class RailTileChangedEvent implements GameEvent {
constructor(public tile: TileRef) {}
}
export class RailroadLayer implements Layer {
private canvas: HTMLCanvasElement;
private context: CanvasRenderingContext2D;
private alternativeView = false;
// Save the number of railroads per tiles. Delete when it reaches 0
private existingRailroads = new Map<TileRef, RailRef>();
private railroads = new Map<number, RailroadView>();
// Railroads under construction
private pendingRailroads = new Set<number>();
private nextRailIndexToCheck = 0;
private railTileList: TileRef[] = [];
private railTileIndex = new Map<TileRef, number>();
private lastRailColorUpdate = 0;
private readonly railColorIntervalMs = 50;
constructor(
private game: GameView,
private eventBus: EventBus,
private transformHandler: TransformHandler,
private uiState: UIState,
) {}
shouldTransform(): boolean {
return true;
}
tick() {
this.updatePendingRailroads();
const updates = this.game.updatesSinceLastTick();
if (!updates) return;
// The event has to be handled in this specific order: construction / snap / destruction
// Otherwise some ID may not be available yet/anymore
updates[GameUpdateType.RailroadConstructionEvent]?.forEach((update) => {
if (update === undefined) return;
this.onRailroadConstruction(update);
});
updates[GameUpdateType.RailroadSnapEvent]?.forEach((update) => {
if (update === undefined) return;
this.onRailroadSnapEvent(update);
});
updates[GameUpdateType.RailroadDestructionEvent]?.forEach((update) => {
if (update === undefined) return;
this.onRailroadDestruction(update);
});
}
updatePendingRailroads() {
for (const id of this.pendingRailroads) {
const pending = this.railroads.get(id);
if (pending === undefined) {
// Rail deleted or snapped before the end of the animation
this.pendingRailroads.delete(id);
continue;
}
const newTiles = pending.tick();
if (newTiles.length === 0) {
// Animation complete
this.pendingRailroads.delete(id);
continue;
}
for (const railTile of newTiles) {
this.paintRailTile(railTile);
this.eventBus.emit(new RailTileChangedEvent(railTile.tile));
}
}
}
updateRailColors() {
if (this.railTileList.length === 0) {
return;
}
// Throttle color checks so we do not re-evaluate on every frame
const now = performance.now();
if (now - this.lastRailColorUpdate < this.railColorIntervalMs) {
return;
}
this.lastRailColorUpdate = now;
// Spread work over multiple frames to avoid large bursts when many rails exist
const maxTilesPerFrame = Math.max(
1,
Math.ceil(this.railTileList.length / 120),
);
let checked = 0;
while (checked < maxTilesPerFrame && this.railTileList.length > 0) {
const tile = this.railTileList[this.nextRailIndexToCheck];
const railRef = this.existingRailroads.get(tile);
if (railRef) {
const currentOwner = this.game.owner(tile)?.id() ?? null;
if (railRef.lastOwnerId !== currentOwner) {
// Repaint only when the owner changed to keep colors in sync
railRef.lastOwnerId = currentOwner;
this.paintRail(railRef.tile);
}
}
this.nextRailIndexToCheck =
(this.nextRailIndexToCheck + 1) % this.railTileList.length;
checked++;
}
}
init() {
this.eventBus.on(AlternateViewEvent, (e) => {
this.alternativeView = e.alternateView;
for (const { tile } of this.existingRailroads.values()) {
this.paintRail(tile);
}
});
this.redraw();
}
redraw() {
this.canvas = document.createElement("canvas");
const context = this.canvas.getContext("2d", { alpha: true });
if (context === null) throw new Error("2d context not supported");
this.context = context;
// Enable smooth scaling
this.context.imageSmoothingEnabled = true;
this.context.imageSmoothingQuality = "high";
this.canvas.width = this.game.width() * 2;
this.canvas.height = this.game.height() * 2;
// eslint-disable-next-line @typescript-eslint/no-unused-vars
for (const [_, rail] of this.existingRailroads) {
this.paintRail(rail.tile);
}
}
private highlightOverlappingRailroads(context: CanvasRenderingContext2D) {
if (
this.uiState.ghostStructure === null ||
!SNAPPABLE_STRUCTURES.includes(this.uiState.ghostStructure)
)
return;
if (
this.uiState.overlappingRailroads === undefined ||
this.uiState.overlappingRailroads.length === 0
)
return;
const offsetX = -this.game.width() / 2;
const offsetY = -this.game.height() / 2;
context.fillStyle = "rgba(0, 255, 0, 0.4)";
for (const id of this.uiState.overlappingRailroads) {
const rail = this.railroads.get(id);
if (rail) {
for (const railTile of rail.drawnTiles()) {
const x = this.game.x(railTile.tile);
const y = this.game.y(railTile.tile);
context.fillRect(x + offsetX - 1, y + offsetY - 1, 2.5, 2.5);
}
}
}
}
renderLayer(context: CanvasRenderingContext2D) {
const scale = this.transformHandler.scale;
if (scale <= 1) {
return;
}
this.updateRailColors();
const rawAlpha = (scale - 1) / (2 - 1); // maps 1->0, 2->1
const alpha = Math.max(0, Math.min(1, rawAlpha));
const [topLeft, bottomRight] = this.transformHandler.screenBoundingRect();
const padding = 2; // small margin so edges do not pop
const visLeft = Math.max(0, topLeft.x - padding);
const visTop = Math.max(0, topLeft.y - padding);
const visRight = Math.min(this.game.width(), bottomRight.x + padding);
const visBottom = Math.min(this.game.height(), bottomRight.y + padding);
const visWidth = Math.max(0, visRight - visLeft);
const visHeight = Math.max(0, visBottom - visTop);
if (visWidth === 0 || visHeight === 0) {
return;
}
const srcX = visLeft * 2;
const srcY = visTop * 2;
const srcW = visWidth * 2;
const srcH = visHeight * 2;
const dstX = -this.game.width() / 2 + visLeft;
const dstY = -this.game.height() / 2 + visTop;
context.save();
context.globalAlpha = alpha;
this.renderGhostRailroads(context);
if (this.existingRailroads.size > 0) {
this.highlightOverlappingRailroads(context);
context.drawImage(
this.canvas,
srcX,
srcY,
srcW,
srcH,
dstX,
dstY,
visWidth,
visHeight,
);
}
context.restore();
}
private renderGhostRailroads(context: CanvasRenderingContext2D) {
if (
this.uiState.ghostStructure !== UnitType.City &&
this.uiState.ghostStructure !== UnitType.Port
)
return;
if (this.uiState.ghostRailPaths.length === 0) return;
const offsetX = -this.game.width() / 2;
const offsetY = -this.game.height() / 2;
context.fillStyle = "rgba(0, 0, 0, 0.4)";
for (const path of this.uiState.ghostRailPaths) {
const railTiles = computeRailTiles(this.game, path);
for (const railTile of railTiles) {
const x = this.game.x(railTile.tile);
const y = this.game.y(railTile.tile);
if (this.game.isWater(railTile.tile)) {
context.save();
context.fillStyle = "rgba(197, 69, 72, 0.4)";
const bridgeRects = getBridgeRects(railTile.type);
for (const [dx, dy, w, h] of bridgeRects) {
context.fillRect(
x + offsetX + dx / 2,
y + offsetY + dy / 2,
w / 2,
h / 2,
);
}
context.restore();
}
const railRects = getRailroadRects(railTile.type);
for (const [dx, dy, w, h] of railRects) {
context.fillRect(
x + offsetX + dx / 2,
y + offsetY + dy / 2,
w / 2,
h / 2,
);
}
}
}
}
private onRailroadSnapEvent(update: RailroadSnapUpdate) {
const original = this.railroads.get(update.originalId);
if (!original) {
console.warn("Could not snap railroad: ", update.originalId);
return;
}
if (!original.isComplete()) {
// The animation is not complete but we don't want to compute where the animation should resume
// Just draw every remaining rails at once
this.drawRemainingTiles(original);
}
// No need to compute the directions here, the rails are already painted
const directions1: RailTile[] = update.tiles1.map((tile) => ({
tile,
type: RailType.HORIZONTAL,
}));
const directions2: RailTile[] = update.tiles2.map((tile) => ({
tile,
type: RailType.HORIZONTAL,
}));
// The rails are already painted, consider them complete
this.railroads.set(
update.newId1,
new RailroadView(update.newId1, directions1, true),
);
this.railroads.set(
update.newId2,
new RailroadView(update.newId2, directions2, true),
);
this.railroads.delete(update.originalId);
}
private drawRemainingTiles(railroad: RailroadView) {
for (const tile of railroad.remainingTiles()) {
this.paintRail(tile);
}
this.pendingRailroads.delete(railroad.id);
}
private onRailroadConstruction(railUpdate: RailroadConstructionUpdate) {
const railTiles = computeRailTiles(this.game, railUpdate.tiles);
const rail = new RailroadView(railUpdate.id, railTiles);
this.addRailroad(rail);
}
private onRailroadDestruction(railUpdate: RailroadDestructionUpdate) {
const railroad = this.railroads.get(railUpdate.id);
if (!railroad) {
console.warn("Can't remove unexisting railroad: ", railUpdate.id);
return;
}
this.removeRailroad(railroad);
}
private addRailroad(railroad: RailroadView) {
this.railroads.set(railroad.id, railroad);
this.pendingRailroads.add(railroad.id);
}
private removeRailroad(railroad: RailroadView) {
this.pendingRailroads.delete(railroad.id);
for (const railTile of railroad.drawnTiles()) {
this.clearRailroad(railTile.tile);
this.eventBus.emit(new RailTileChangedEvent(railTile.tile));
}
this.railroads.delete(railroad.id);
}
private paintRailTile(railTile: RailTile) {
const currentOwner = this.game.owner(railTile.tile)?.id() ?? null;
const railRef = this.existingRailroads.get(railTile.tile);
if (railRef) {
railRef.numOccurence++;
railRef.tile = railTile;
railRef.lastOwnerId = currentOwner;
} else {
this.existingRailroads.set(railTile.tile, {
tile: railTile,
numOccurence: 1,
lastOwnerId: currentOwner,
});
this.railTileIndex.set(railTile.tile, this.railTileList.length);
this.railTileList.push(railTile.tile);
this.paintRail(railTile);
}
}
private clearRailroad(railroad: TileRef) {
const ref = this.existingRailroads.get(railroad);
if (ref) ref.numOccurence--;
if (!ref || ref.numOccurence <= 0) {
this.existingRailroads.delete(railroad);
this.removeRailTile(railroad);
if (this.context === undefined) throw new Error("Not initialized");
if (this.game.isWater(railroad)) {
this.context.clearRect(
this.game.x(railroad) * 2 - 2,
this.game.y(railroad) * 2 - 2,
5,
6,
);
} else {
this.context.clearRect(
this.game.x(railroad) * 2 - 1,
this.game.y(railroad) * 2 - 1,
3,
3,
);
}
}
}
private removeRailTile(tile: TileRef) {
const idx = this.railTileIndex.get(tile);
if (idx === undefined) return;
const lastIndex = this.railTileList.length - 1;
const lastTile = this.railTileList[lastIndex];
this.railTileList[idx] = lastTile;
this.railTileIndex.set(lastTile, idx);
this.railTileList.pop();
this.railTileIndex.delete(tile);
if (this.nextRailIndexToCheck >= this.railTileList.length) {
this.nextRailIndexToCheck = 0;
}
}
paintRail(railTile: RailTile) {
if (this.context === undefined) throw new Error("Not initialized");
const { tile } = railTile;
const { type } = railTile;
const x = this.game.x(tile);
const y = this.game.y(tile);
// If rail tile is over water, paint a bridge underlay first
if (this.game.isWater(tile)) {
this.paintBridge(this.context, x, y, type);
}
const owner = this.game.owner(tile);
const recipient = owner.isPlayer() ? owner : null;
let color = recipient
? recipient.borderColor()
: colord("rgba(255,255,255,1)");
if (this.alternativeView && recipient?.isMe()) {
color = colord("#00ff00");
}
this.context.fillStyle = color.toRgbString();
this.paintRailRects(this.context, x, y, type);
}
private paintRailRects(
context: CanvasRenderingContext2D,
x: number,
y: number,
direction: RailType,
) {
const railRects = getRailroadRects(direction);
for (const [dx, dy, w, h] of railRects) {
context.fillRect(x * 2 + dx, y * 2 + dy, w, h);
}
}
private paintBridge(
context: CanvasRenderingContext2D,
x: number,
y: number,
direction: RailType,
) {
context.save();
context.fillStyle = "rgb(197,69,72)";
const bridgeRects = getBridgeRects(direction);
for (const [dx, dy, w, h] of bridgeRects) {
context.fillRect(x * 2 + dx, y * 2 + dy, w, h);
}
context.restore();
}
}