Files
OpenFrontIO/src/client/graphics/layers/PlayerInfoOverlay.ts
T
VariableVince 1d1b076672 Rename/fix: change Bots to Tribes (#3290)
## Description:

Resolves #3285. As discussed on Discord.

However, in at least one instance "Tribes" feels a bit off: in Humans vs
Nations, team "Tribes" feels as human too while they are just bots.

This PR changes Bots to Tribes outwardly by 
- Changing default EN translation.
- Changing (untranslated) alt text in PlayerPanel.
- To change "Team Bot" into "Team Tribes" too in PlayerInfoOverlay and
TeamStats (team leaderboard in-game), translate team names in there from
now on too.
- This way we also fix a bug where team names were not translated yet in
there. To add to that fix, also translate team names in LobbyPlayerView
in the same way. For this we re-use the existing
getTranslatedPlayerTeamLabel function from GameLeftSideBar by moving it
to Utils.
- No translation key was present yet for Humans and Nations teams, so
added those to now be used in PlayerInfoOverlay, LobbyPlayerView and
TeamStats for completeness.
- No internal code changes so nothing breaks.

**BEFORE (showing old team name Bot and also that team names weren't
translated yet in TeamStats)**
![No translation yet in
TeamStats](https://github.com/user-attachments/assets/38f465bc-ef82-4474-806c-015bb640d233)

![No translation yet in TeamStats
2](https://github.com/user-attachments/assets/a4387f1e-0e80-491d-b57d-e52b3c616e2b)


**AFTER** (translations in Dutch only shown as proof here, did not
include nl.json in the PR)
![AFTER translated in TeamStats for Humans vs Nations as an example in
NL
json](https://github.com/user-attachments/assets/1a7dcf4e-4263-4d6b-a992-58cb08a4fa7b)
![AFTER Tribe as player type in
PlayerInfoPanel](https://github.com/user-attachments/assets/6fd09686-320e-4fee-9c0d-397e581aa676)
![AFTER translated Team name PlayerInfoPanel as an
example](https://github.com/user-attachments/assets/1b4bc684-9ef4-47a9-b91c-4ed5cda65e9e)
![AFTER Tribes in EN now that it is translated in TeamStats so fetched
from EN
json](https://github.com/user-attachments/assets/5ea6528b-7e3c-4c6e-abeb-2769fb0aedee)
![AFTER Instructions example of changed text
](https://github.com/user-attachments/assets/6c7a7ab7-1dea-4f11-bacf-3e2edcdb074b)



## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] 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:

tryout33
2026-03-02 18:20:10 -08:00

518 lines
16 KiB
TypeScript

import { LitElement, TemplateResult, html } from "lit";
import { ref } from "lit-html/directives/ref.js";
import { customElement, property, state } from "lit/decorators.js";
import { renderPlayerFlag } from "../../../core/CustomFlag";
import { EventBus } from "../../../core/EventBus";
import {
PlayerProfile,
PlayerType,
Relation,
Unit,
UnitType,
} from "../../../core/game/Game";
import { TileRef } from "../../../core/game/GameMap";
import { AllianceView } from "../../../core/game/GameUpdates";
import { GameView, PlayerView, UnitView } from "../../../core/game/GameView";
import {
ContextMenuEvent,
MouseMoveEvent,
TouchEvent,
} from "../../InputHandler";
import {
getTranslatedPlayerTeamLabel,
renderDuration,
renderNumber,
renderTroops,
translateText,
} from "../../Utils";
import { getFirstPlacePlayer, getPlayerIcons } from "../PlayerIcons";
import { TransformHandler } from "../TransformHandler";
import { ImmunityBarVisibleEvent } from "./ImmunityTimer";
import { Layer } from "./Layer";
import { CloseRadialMenuEvent } from "./RadialMenu";
import { SpawnBarVisibleEvent } from "./SpawnTimer";
import allianceIcon from "/images/AllianceIcon.svg?url";
import warshipIcon from "/images/BattleshipIconWhite.svg?url";
import cityIcon from "/images/CityIconWhite.svg?url";
import factoryIcon from "/images/FactoryIconWhite.svg?url";
import goldCoinIcon from "/images/GoldCoinIcon.svg?url";
import missileSiloIcon from "/images/MissileSiloIconWhite.svg?url";
import portIcon from "/images/PortIcon.svg?url";
import samLauncherIcon from "/images/SamLauncherIconWhite.svg?url";
import soldierIcon from "/images/SoldierIcon.svg?url";
function euclideanDistWorld(
coord: { x: number; y: number },
tileRef: TileRef,
game: GameView,
): number {
const x = game.x(tileRef);
const y = game.y(tileRef);
const dx = coord.x - x;
const dy = coord.y - y;
return Math.sqrt(dx * dx + dy * dy);
}
function distSortUnitWorld(coord: { x: number; y: number }, game: GameView) {
return (a: Unit | UnitView, b: Unit | UnitView) => {
const distA = euclideanDistWorld(coord, a.tile(), game);
const distB = euclideanDistWorld(coord, b.tile(), game);
return distA - distB;
};
}
@customElement("player-info-overlay")
export class PlayerInfoOverlay extends LitElement implements Layer {
@property({ type: Object })
public game!: GameView;
@property({ type: Object })
public eventBus!: EventBus;
@property({ type: Object })
public transform!: TransformHandler;
@state()
private player: PlayerView | null = null;
@state()
private playerProfile: PlayerProfile | null = null;
@state()
private unit: UnitView | null = null;
@state()
private _isInfoVisible: boolean = false;
@state()
private spawnBarVisible = false;
@state()
private immunityBarVisible = false;
private _isActive = false;
private get barOffset(): number {
return (this.spawnBarVisible ? 7 : 0) + (this.immunityBarVisible ? 7 : 0);
}
private lastMouseUpdate = 0;
init() {
this.eventBus.on(MouseMoveEvent, (e: MouseMoveEvent) =>
this.onMouseEvent(e),
);
this.eventBus.on(ContextMenuEvent, (e: ContextMenuEvent) =>
this.maybeShow(e.x, e.y),
);
this.eventBus.on(TouchEvent, (e: TouchEvent) => this.maybeShow(e.x, e.y));
this.eventBus.on(CloseRadialMenuEvent, () => this.hide());
this.eventBus.on(SpawnBarVisibleEvent, (e) => {
this.spawnBarVisible = e.visible;
});
this.eventBus.on(ImmunityBarVisibleEvent, (e) => {
this.immunityBarVisible = e.visible;
});
this._isActive = true;
}
private onMouseEvent(event: MouseMoveEvent) {
const now = Date.now();
if (now - this.lastMouseUpdate < 100) {
return;
}
this.lastMouseUpdate = now;
this.maybeShow(event.x, event.y);
}
public hide() {
this.setVisible(false);
this.unit = null;
this.player = null;
}
public maybeShow(x: number, y: number) {
this.hide();
const worldCoord = this.transform.screenToWorldCoordinates(x, y);
if (!this.game.isValidCoord(worldCoord.x, worldCoord.y)) {
return;
}
const tile = this.game.ref(worldCoord.x, worldCoord.y);
if (!tile) return;
const owner = this.game.owner(tile);
if (owner && owner.isPlayer()) {
this.player = owner as PlayerView;
this.player.profile().then((p) => {
this.playerProfile = p;
});
this.setVisible(true);
} else if (!this.game.isLand(tile)) {
const units = this.game
.units(UnitType.Warship, UnitType.TradeShip, UnitType.TransportShip)
.filter((u) => euclideanDistWorld(worldCoord, u.tile(), this.game) < 50)
.sort(distSortUnitWorld(worldCoord, this.game));
if (units.length > 0) {
this.unit = units[0];
this.setVisible(true);
}
}
}
tick() {
this.requestUpdate();
}
renderLayer(context: CanvasRenderingContext2D) {
// Implementation for Layer interface
}
shouldTransform(): boolean {
return false;
}
setVisible(visible: boolean) {
this._isInfoVisible = visible;
this.requestUpdate();
}
private getPlayerNameColor(
player: PlayerView,
myPlayer: PlayerView | null | undefined,
isFriendly: boolean,
): string {
if (isFriendly) return "text-green-500";
if (
myPlayer &&
myPlayer !== player &&
player.type() === PlayerType.Nation
) {
const relation =
this.playerProfile?.relations[myPlayer.smallID()] ?? Relation.Neutral;
return this.getRelationClass(relation);
}
return "text-white";
}
private getRelationClass(relation: Relation): string {
switch (relation) {
case Relation.Hostile:
return "text-red-500";
case Relation.Distrustful:
return "text-red-300";
case Relation.Neutral:
return "text-white";
case Relation.Friendly:
return "text-green-500";
default:
return "text-white";
}
}
private getRelationName(relation: Relation): string {
switch (relation) {
case Relation.Hostile:
return translateText("relation.hostile");
case Relation.Distrustful:
return translateText("relation.distrustful");
case Relation.Neutral:
return translateText("relation.neutral");
case Relation.Friendly:
return translateText("relation.friendly");
default:
return translateText("relation.default");
}
}
private displayUnitCount(player: PlayerView, type: UnitType, icon: string) {
return !this.game.config().isUnitDisabled(type)
? html`<div
class="flex items-center justify-center gap-0.5 lg:gap-1 p-0.5 lg:p-1 border rounded-md border-gray-500 text-[10px] lg:text-xs w-9 lg:w-12 h-6 lg:h-7"
translate="no"
>
<img
src=${icon}
class="w-3 h-3 lg:w-4 lg:h-4 object-contain shrink-0"
/>
<span>${player.totalUnitLevels(type)}</span>
</div>`
: "";
}
private allianceExpirationText(alliance: AllianceView) {
const { expiresAt } = alliance;
const remainingTicks = expiresAt - this.game.ticks();
let remainingSeconds = 0;
if (remainingTicks > 0) {
remainingSeconds = Math.max(0, Math.floor(remainingTicks / 10)); // 10 ticks per second
}
return renderDuration(remainingSeconds);
}
private renderPlayerNameIcons(player: PlayerView) {
const firstPlace = getFirstPlacePlayer(this.game);
const icons = getPlayerIcons({
game: this.game,
player,
// Because we already show the alliance icon next to the alliance expiration timer, we don't need to show it a second time in this render
includeAllianceIcon: false,
firstPlace,
});
if (icons.length === 0) {
return html``;
}
return html`<span class="flex items-center gap-1 ml-1 shrink-0">
${icons.map((icon) =>
icon.kind === "emoji" && icon.text
? html`<span class="text-sm shrink-0" translate="no"
>${icon.text}</span
>`
: icon.kind === "image" && icon.src
? html`<img src=${icon.src} alt="" class="w-4 h-4 shrink-0" />`
: html``,
)}
</span>`;
}
private renderPlayerInfo(player: PlayerView) {
const myPlayer = this.game.myPlayer();
const isFriendly = myPlayer?.isFriendly(player);
const isAllied = myPlayer?.isAlliedWith(player);
let allianceHtml: TemplateResult | null = null;
const maxTroops = this.game.config().maxTroops(player);
const attackingTroops = player
.outgoingAttacks()
.map((a) => a.troops)
.reduce((a, b) => a + b, 0);
const totalTroops = player.troops();
if (isAllied) {
const alliance = myPlayer
?.alliances()
.find((alliance) => alliance.other === player.id());
if (alliance !== undefined) {
allianceHtml = html` <div
class="flex items-center ml-auto mr-0 gap-1 text-sm font-bold leading-tight"
>
<img src=${allianceIcon} width="20" height="20" />
${this.allianceExpirationText(alliance)}
</div>`;
}
}
let playerType = "";
switch (player.type()) {
case PlayerType.Bot:
playerType = translateText("player_type.bot");
break;
case PlayerType.Nation:
playerType = translateText("player_type.nation");
break;
case PlayerType.Human:
playerType = translateText("player_type.player");
break;
}
const playerTeam = getTranslatedPlayerTeamLabel(player.team());
return html`
<div class="flex items-start gap-2 lg:gap-3 p-1.5 lg:p-2">
<!-- Left: Gold & Troop bar -->
<div class="flex flex-col gap-1 shrink-0 w-28">
<div
class="flex items-center justify-center p-1 border rounded-md border-yellow-400 font-bold text-yellow-400 text-xs w-28 lg:gap-1"
translate="no"
>
<img src=${goldCoinIcon} width="13" height="13" />
<span class="px-0.5">${renderNumber(player.gold())}</span>
</div>
<div class="w-28" translate="no">
${this.renderTroopBar(totalTroops, attackingTroops, maxTroops)}
</div>
</div>
<!-- Right: Player identity + Units below -->
<div class="flex flex-col justify-between self-stretch">
<div
class="flex items-center gap-2 font-bold text-sm lg:text-lg ${this.getPlayerNameColor(
player,
myPlayer,
isFriendly ?? false,
)}"
>
${player.cosmetics.flag
? player.cosmetics.flag!.startsWith("!")
? html`<div
class="h-6 aspect-3/4 player-flag"
${ref((el) => {
if (el instanceof HTMLElement) {
requestAnimationFrame(() => {
renderPlayerFlag(player.cosmetics.flag!, el);
});
}
})}
></div>`
: html`<img
class="h-6 aspect-3/4"
src=${"/flags/" + player.cosmetics.flag! + ".svg"}
/>`
: html``}
<span>${player.name()}</span>
${playerTeam !== "" && player.type() !== PlayerType.Bot
? html`<div class="flex flex-col leading-tight">
<span class="text-gray-400 text-xs font-normal"
>${playerType}</span
>
<span class="text-xs font-normal text-gray-400"
>[<span
style="color: ${this.game
.config()
.theme()
.teamColor(player.team()!)
.toHex()}"
>${playerTeam}</span
>]</span
>
</div>`
: html`<span class="text-gray-400 text-xs font-normal"
>${playerType}</span
>`}
${this.renderPlayerNameIcons(player)} ${allianceHtml ?? ""}
</div>
<div class="flex gap-0.5 lg:gap-1 items-center mt-1">
${this.displayUnitCount(player, UnitType.City, cityIcon)}
${this.displayUnitCount(player, UnitType.Factory, factoryIcon)}
${this.displayUnitCount(player, UnitType.Port, portIcon)}
${this.displayUnitCount(
player,
UnitType.MissileSilo,
missileSiloIcon,
)}
${this.displayUnitCount(
player,
UnitType.SAMLauncher,
samLauncherIcon,
)}
${this.displayUnitCount(player, UnitType.Warship, warshipIcon)}
</div>
</div>
</div>
`;
}
private renderTroopBar(
totalTroops: number,
attackingTroops: number,
maxTroops: number,
) {
const base = Math.max(maxTroops, 1);
const greenPercentRaw = (totalTroops / base) * 100;
const orangePercentRaw = (attackingTroops / base) * 100;
const greenPercent = Math.max(0, Math.min(100, greenPercentRaw));
const orangePercent = Math.max(
0,
Math.min(100 - greenPercent, orangePercentRaw),
);
return html`
<div
class="w-full mt-1 lg:mt-2 h-5 lg:h-6 border border-gray-600 rounded-md bg-gray-900/60 overflow-hidden relative"
>
<div class="h-full flex">
${greenPercent > 0
? html`<div
class="h-full bg-green-500 transition-[width] duration-200"
style="width: ${greenPercent}%;"
></div>`
: ""}
${orangePercent > 0
? html`<div
class="h-full bg-orange-400 transition-[width] duration-200"
style="width: ${orangePercent}%;"
></div>`
: ""}
</div>
<div
class="absolute inset-0 flex items-center justify-between px-1.5 text-xs font-bold leading-none pointer-events-none"
translate="no"
>
<span class="text-white drop-shadow-[0_1px_1px_rgba(0,0,0,0.8)]"
>${renderTroops(totalTroops)}</span
>
<span class="text-white drop-shadow-[0_1px_1px_rgba(0,0,0,0.8)]"
>${renderTroops(maxTroops)}</span
>
</div>
<img
src=${soldierIcon}
alt=""
aria-hidden="true"
width="14"
height="14"
class="absolute top-1/2 left-1/2 -translate-x-1/2 -translate-y-1/2 brightness-0 invert drop-shadow-[0_1px_1px_rgba(0,0,0,0.8)] pointer-events-none"
/>
</div>
`;
}
private renderUnitInfo(unit: UnitView) {
const isAlly =
(unit.owner() === this.game.myPlayer() ||
this.game.myPlayer()?.isFriendly(unit.owner())) ??
false;
return html`
<div class="p-2">
<div class="font-bold mb-1 ${isAlly ? "text-green-500" : "text-white"}">
${unit.owner().name()}
</div>
<div class="mt-1">
<div class="text-sm opacity-80">${unit.type()}</div>
${unit.hasHealth()
? html` <div class="text-sm">Health: ${unit.health()}</div> `
: ""}
${unit.type() === UnitType.TransportShip
? html`
<div class="text-sm">
Troops: ${renderTroops(unit.troops())}
</div>
`
: ""}
</div>
</div>
`;
}
render() {
if (!this._isActive) {
return html``;
}
const containerClasses = this._isInfoVisible
? "opacity-100 visible"
: "opacity-0 invisible pointer-events-none";
return html`
<div
class="fixed top-0 min-[1200px]:top-4 left-0 right-0 sm:left-1/2 sm:right-auto sm:-translate-x-1/2 z-[1001]"
style="margin-top: ${this.barOffset}px;"
@click=${() => this.hide()}
@contextmenu=${(e: MouseEvent) => e.preventDefault()}
>
<div
class="bg-gray-800/70 backdrop-blur-xs shadow-xs min-[1200px]:rounded-lg sm:rounded-b-lg shadow-lg text-white text-lg lg:text-base w-full sm:w-auto sm:min-w-[400px] overflow-hidden ${containerClasses}"
>
${this.player !== null ? this.renderPlayerInfo(this.player) : ""}
${this.unit !== null ? this.renderUnitInfo(this.unit) : ""}
</div>
</div>
`;
}
createRenderRoot() {
return this; // Disable shadow DOM to allow Tailwind styles
}
}