Files
OpenFrontIO/src/client/graphics/SpriteLoader.ts
T
Arkadiusz Sygulski ab5b044362 Fix train was destroyed message spam (#2774)
## Description:

Trains are made of a primary unit (`TrainExecution.train`) followed by 6
cars (`TrainExecution.cars`). Currently when any of the units is
destroyed, a message "Your Train was destroyed" is shown. In worst case
scenario, when all cars are blasted by a nuke, 7 messages are displayed
to the user, but the train continues.

Since the actual logic is unaffected as long as the primary unit stays
alive, displaying messages is confusing. This PR fixes it. The message
is only displayed when the primary unit is destroyed. The following cars
are only there for fancy visuals.



## Screencast

##### Current - multiple messages for single train


https://github.com/user-attachments/assets/3df04c71-d899-4f68-af83-36c9d0ffa730

First nuke was a test.
Second nuke destroyed the entire train, prompting 7 messages.
Third nuke destroyed one full train and then some. Prompting many too
many messages.

##### Fixed - one message, only if train was fully destroyed


https://github.com/user-attachments/assets/1f3840a7-6c62-487d-af3a-82de39dad9e8

First train was only partially destroyed, no message was shown, delivery
mission completed A+.
Following 2 trains had the front engine destroyed and therefore were
promptly decommissioned.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [ ] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [ ] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

moleole
2026-01-02 18:53:24 -08:00

205 lines
6.1 KiB
TypeScript

import { Colord } from "colord";
import { Theme } from "../../core/configuration/Config";
import { TrainType, UnitType } from "../../core/game/Game";
import { UnitView } from "../../core/game/GameView";
import atomBombSprite from "/sprites/atombomb.png?url";
import hydrogenBombSprite from "/sprites/hydrogenbomb.png?url";
import mirvSprite from "/sprites/mirv2.png?url";
import samMissileSprite from "/sprites/samMissile.png?url";
import tradeShipSprite from "/sprites/tradeship.png?url";
import trainCarriageSprite from "/sprites/trainCarriage.png?url";
import trainLoadedCarriageSprite from "/sprites/trainCarriageLoaded.png?url";
import trainEngineSprite from "/sprites/trainEngine.png?url";
import transportShipSprite from "/sprites/transportship.png?url";
import warshipSprite from "/sprites/warship.png?url";
// Can't reuse TrainType because "loaded" is not a type, just an attribute
const TrainTypeSprite = {
Engine: "Engine",
Carriage: "Carriage",
LoadedCarriage: "LoadedCarriage",
} as const;
type TrainTypeSprite = (typeof TrainTypeSprite)[keyof typeof TrainTypeSprite];
const SPRITE_CONFIG: Partial<Record<UnitType | TrainTypeSprite, string>> = {
[UnitType.TransportShip]: transportShipSprite,
[UnitType.Warship]: warshipSprite,
[UnitType.SAMMissile]: samMissileSprite,
[UnitType.AtomBomb]: atomBombSprite,
[UnitType.HydrogenBomb]: hydrogenBombSprite,
[UnitType.TradeShip]: tradeShipSprite,
[UnitType.MIRV]: mirvSprite,
[TrainTypeSprite.Engine]: trainEngineSprite,
[TrainTypeSprite.Carriage]: trainCarriageSprite,
[TrainTypeSprite.LoadedCarriage]: trainLoadedCarriageSprite,
};
const spriteMap: Map<UnitType | TrainTypeSprite, ImageBitmap> = new Map();
// preload all images
export const loadAllSprites = async (): Promise<void> => {
const entries = Object.entries(SPRITE_CONFIG);
const totalSprites = entries.length;
let loadedCount = 0;
await Promise.all(
entries.map(async ([unitType, url]) => {
const typedUnitType = unitType as UnitType | TrainTypeSprite;
if (!url || url === "") {
console.warn(`No sprite URL for ${typedUnitType}, skipping...`);
return;
}
try {
const img = new Image();
img.crossOrigin = "anonymous";
img.src = url;
await new Promise<void>((resolve, reject) => {
img.onload = () => resolve();
img.onerror = (err) => reject(err);
});
const bitmap = await createImageBitmap(img);
spriteMap.set(typedUnitType, bitmap);
loadedCount++;
if (loadedCount === totalSprites) {
console.log("All sprites loaded.");
}
} catch (err) {
console.error(`Failed to load sprite for ${typedUnitType}:`, err);
}
}),
);
};
/**
* The train sprites rely on the train attributes and not only on its type
*/
function trainTypeToSpriteType(unit: UnitView): TrainTypeSprite {
const trainType = unit.trainType();
switch (trainType) {
case TrainType.Engine:
case TrainType.TailEngine:
return TrainTypeSprite.Engine;
case TrainType.Carriage:
default:
return unit.isLoaded()
? TrainTypeSprite.LoadedCarriage
: TrainTypeSprite.Carriage;
}
}
const getSpriteForUnit = (unit: UnitView): ImageBitmap | null => {
const unitType = unit.type();
if (unitType === UnitType.Train) {
const trainType = trainTypeToSpriteType(unit);
return spriteMap.get(trainType) ?? null;
}
return spriteMap.get(unitType) ?? null;
};
export const isSpriteReady = (unit: UnitView): boolean => {
const unitType = unit.type();
if (unitType === UnitType.Train) {
const trainType = trainTypeToSpriteType(unit);
return spriteMap.has(trainType);
}
return spriteMap.has(unitType);
};
const coloredSpriteCache: Map<string, HTMLCanvasElement> = new Map();
/**
* Load a canvas and replace grayscale with border colors
*/
export const colorizeCanvas = (
source: CanvasImageSource & { width: number; height: number },
colorA: Colord,
colorB: Colord,
colorC: Colord,
): HTMLCanvasElement => {
const canvas = document.createElement("canvas");
canvas.width = source.width;
canvas.height = source.height;
const ctx = canvas.getContext("2d")!;
ctx.drawImage(source, 0, 0);
const imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
const data = imageData.data;
const colorARgb = colorA.toRgb();
const colorBRgb = colorB.toRgb();
const colorCRgb = colorC.toRgb();
for (let i = 0; i < data.length; i += 4) {
const r = data[i],
g = data[i + 1],
b = data[i + 2];
if (r === 180 && g === 180 && b === 180) {
data[i] = colorARgb.r;
data[i + 1] = colorARgb.g;
data[i + 2] = colorARgb.b;
} else if (r === 70 && g === 70 && b === 70) {
data[i] = colorBRgb.r;
data[i + 1] = colorBRgb.g;
data[i + 2] = colorBRgb.b;
} else if (r === 130 && g === 130 && b === 130) {
data[i] = colorCRgb.r;
data[i + 1] = colorCRgb.g;
data[i + 2] = colorCRgb.b;
}
}
ctx.putImageData(imageData, 0, 0);
return canvas;
};
function computeSpriteKey(
unit: UnitView,
territoryColor: Colord,
borderColor: Colord,
): string {
const owner = unit.owner();
const type = `${unit.type()}-${unit.trainType()}-${unit.isLoaded()}`;
const key = `${type}-${owner.id()}-${territoryColor.toRgbString()}-${borderColor.toRgbString()}`;
return key;
}
export const getColoredSprite = (
unit: UnitView,
theme: Theme,
customTerritoryColor?: Colord,
customBorderColor?: Colord,
): HTMLCanvasElement => {
const territoryColor: Colord =
customTerritoryColor ?? unit.owner().territoryColor();
const borderColor: Colord = customBorderColor ?? unit.owner().borderColor();
const spawnHighlightColor = theme.spawnHighlightColor();
const key = computeSpriteKey(unit, territoryColor, borderColor);
if (coloredSpriteCache.has(key)) {
return coloredSpriteCache.get(key)!;
}
const sprite = getSpriteForUnit(unit);
if (sprite === null) {
throw new Error(`Failed to load sprite for ${unit.type()}`);
}
const coloredCanvas = colorizeCanvas(
sprite,
territoryColor,
borderColor,
spawnHighlightColor,
);
coloredSpriteCache.set(key, coloredCanvas);
return coloredCanvas;
};