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261 changes: 261 additions & 0 deletions src/client/controllers/AttackingTroopsController.ts
Original file line number Diff line number Diff line change
@@ -0,0 +1,261 @@
/**
* AttackingTroopsController — pushes attack troop labels to the WebGL
* WorldTextPass. Replaces the DOM-based AttackingTroopsOverlay.
*
* Per-tick (200ms) it polls the worker for clustered front-line positions of
* each active attack involving the local player. Between polls it interpolates
* smoothly from the previously-rendered position to the new target — the
* worker poll cadence (200ms) and the animation duration (250ms) are matched
* to what the old CSS transition did.
*/
import { EventBus } from "../../core/EventBus";
import { Cell, PlayerType } from "../../core/game/Game";
import { GameView } from "../../core/game/GameView";
import { UserSettings } from "../../core/game/UserSettings";
import { Controller } from "../Controller";
import { AlternateViewEvent } from "../InputHandler";
import { GameView as WebGLGameView } from "../render/gl";
import type { AttackTroopLabel } from "../render/gl/passes/WorldTextPass";
import { renderTroops } from "../Utils";

// Aquarius (#3fa9f5) for outgoing, red-400 (#f87171) for incoming.
const OUTGOING_R = 0x3f / 255;
const OUTGOING_G = 0xa9 / 255;
const OUTGOING_B = 0xf5 / 255;
const INCOMING_R = 0xf8 / 255;
const INCOMING_G = 0x71 / 255;
const INCOMING_B = 0x71 / 255;

/** Animation duration for cluster shifts — matches old CSS transition. */
const ANIM_MS = 250;
/** Snap (no animation) when the worker reports a jump larger than this. */
const SNAP_DISTANCE = 200;

export interface Slot {
/** Last-rendered (interpolated) position. */
curX: number;
curY: number;
/** Animation start position. */
srcX: number;
srcY: number;
/** Animation target position. */
dstX: number;
dstY: number;
/** Animation start time (performance.now). */
startMs: number;
}

interface AttackEntry {
text: string;
isIncoming: boolean;
slots: Slot[];
}

export function alignClusterOrder(next: Cell[], prev: Slot[]): void {
if (next.length !== 2 || prev.length !== 2) return;
const dist = (a: number, b: number, c: Cell) =>
Math.abs(c.x - a) + Math.abs(c.y - b);
const direct =
dist(prev[0].dstX, prev[0].dstY, next[0]) +
dist(prev[1].dstX, prev[1].dstY, next[1]);
const swapped =
dist(prev[0].dstX, prev[0].dstY, next[1]) +
dist(prev[1].dstX, prev[1].dstY, next[0]);
if (swapped < direct) [next[0], next[1]] = [next[1], next[0]];
}

export class AttackingTroopsController implements Controller {
private attacks = new Map<string, AttackEntry>();
private inFlightRequest = false;
private alternateView = false;
/** Reused buffer pushed to the view each frame. */
private labelBuf: AttackTroopLabel[] = [];

constructor(
private readonly game: GameView,
private readonly eventBus: EventBus,
private readonly userSettings: UserSettings,
private readonly view: WebGLGameView,
) {}

init() {
this.eventBus.on(AlternateViewEvent, (e) => {
this.alternateView = e.alternateView;
});

const drive = () => {
this.pushLabels();
requestAnimationFrame(drive);
};
requestAnimationFrame(drive);
}
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getTickIntervalMs() {
return 200;
}

tick() {
if (!this.userSettings.attackingTroopsOverlay() || this.alternateView) {
if (this.attacks.size > 0) this.attacks.clear();
return;
}

const myPlayer = this.game.myPlayer();
if (!myPlayer) {
this.attacks.clear();
return;
}

const activeIDs = new Set<string>();

// Outgoing: only label attacks targeting another player.
for (const attack of myPlayer.outgoingAttacks()) {
if (!attack.targetID) continue;
const defender = this.game.playerBySmallID(attack.targetID);
if (!defender || !defender.isPlayer()) continue;
activeIDs.add(attack.id);
this.ensureEntry(attack.id, attack.troops, false);
}

// Incoming: only label attacks coming from another player; skip tribes.
for (const attack of myPlayer.incomingAttacks()) {
const attacker = this.game.playerBySmallID(attack.attackerID);
if (
!attacker ||
!attacker.isPlayer() ||
attacker.type() === PlayerType.Bot
) {
continue;
}
activeIDs.add(attack.id);
this.ensureEntry(attack.id, attack.troops, true);
}

for (const id of this.attacks.keys()) {
if (!activeIDs.has(id)) this.attacks.delete(id);
}

// Single worker request per tick; skip if the previous one is still in flight.
if (this.inFlightRequest) return;
this.inFlightRequest = true;

void myPlayer
.attackClusteredPositions()
.then((attacks) => {
const now = performance.now();
for (const { id, positions } of attacks) {
const entry = this.attacks.get(id);
if (!entry) continue;
this.reconcileSlots(entry, positions, now);
}
})
.catch(() => {
// On error, hide all labels until the next successful response.
this.attacks.clear();
})
.finally(() => {
this.inFlightRequest = false;
});
}

private ensureEntry(attackID: string, troops: number, isIncoming: boolean) {
const text = renderTroops(troops);
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const existing = this.attacks.get(attackID);
if (existing) {
existing.text = text;
existing.isIncoming = isIncoming;
return;
}
this.attacks.set(attackID, { text, isIncoming, slots: [] });
}

private reconcileSlots(
entry: AttackEntry,
positions: Cell[],
now: number,
): void {
alignClusterOrder(positions, entry.slots);

// Trim extra slots.
if (entry.slots.length > positions.length) {
entry.slots.length = positions.length;
}

for (let i = 0; i < positions.length; i++) {
const next = positions[i];
const slot = entry.slots[i];
if (!slot) {
// New slot — snap to position (no animation).
entry.slots.push({
curX: next.x,
curY: next.y,
srcX: next.x,
srcY: next.y,
dstX: next.x,
dstY: next.y,
startMs: now,
});
continue;
}
// Compute the current (interpolated) position so animations chain from
// wherever the label is right now, not from the previous target.
const t = Math.min(1, (now - slot.startMs) / ANIM_MS);
const curX = slot.srcX + (slot.dstX - slot.srcX) * t;
const curY = slot.srcY + (slot.dstY - slot.srcY) * t;

const jump = Math.hypot(next.x - curX, next.y - curY);
if (jump > SNAP_DISTANCE) {
slot.curX = next.x;
slot.curY = next.y;
slot.srcX = next.x;
slot.srcY = next.y;
slot.dstX = next.x;
slot.dstY = next.y;
slot.startMs = now;
} else {
slot.srcX = curX;
slot.srcY = curY;
slot.curX = curX;
slot.curY = curY;
slot.dstX = next.x;
slot.dstY = next.y;
slot.startMs = now;
}
}
}

private pushLabels(): void {
if (this.alternateView || this.attacks.size === 0) {
if (this.labelBuf.length > 0) {
this.labelBuf = [];
this.view.setAttackTroopLabels(this.labelBuf);
}
return;
}

const now = performance.now();
const out: AttackTroopLabel[] = [];

for (const entry of this.attacks.values()) {
const r = entry.isIncoming ? INCOMING_R : OUTGOING_R;
const g = entry.isIncoming ? INCOMING_G : OUTGOING_G;
const b = entry.isIncoming ? INCOMING_B : OUTGOING_B;
for (const slot of entry.slots) {
const t = Math.min(1, (now - slot.startMs) / ANIM_MS);
slot.curX = slot.srcX + (slot.dstX - slot.srcX) * t;
slot.curY = slot.srcY + (slot.dstY - slot.srcY) * t;
out.push({
x: slot.curX,
y: slot.curY,
text: entry.text,
colorR: r,
colorG: g,
colorB: b,
});
}
}

this.labelBuf = out;
this.view.setAttackTroopLabels(out);
}
}
4 changes: 2 additions & 2 deletions src/client/hud/GameRenderer.ts
Original file line number Diff line number Diff line change
Expand Up @@ -5,6 +5,7 @@ import { Controller } from "../Controller";
import { GameStartingModal } from "../GameStartingModal";
import { TransformHandler } from "../TransformHandler";
import { UIState } from "../UIState";
import { AttackingTroopsController } from "../controllers/AttackingTroopsController";
import { BuildPreviewController } from "../controllers/BuildPreviewController";
import { HoverHighlightController } from "../controllers/HoverHighlightController";
import { StructureHighlightController } from "../controllers/StructureHighlightController";
Expand All @@ -14,7 +15,6 @@ import { GameView as WebGLGameView } from "../render/gl";
import { FrameProfiler } from "./FrameProfiler";
import { ActionableEvents } from "./layers/ActionableEvents";
import { AlertFrame } from "./layers/AlertFrame";
import { AttackingTroopsOverlay } from "./layers/AttackingTroopsOverlay";
import { AttacksDisplay } from "./layers/AttacksDisplay";
import { BuildMenu } from "./layers/BuildMenu";
import { ChatDisplay } from "./layers/ChatDisplay";
Expand Down Expand Up @@ -283,7 +283,7 @@ export function createRenderer(
new HoverHighlightController(game, eventBus, transformHandler, view),
new StructureHighlightController(eventBus, view),
new ViewModeController(eventBus, view),
new AttackingTroopsOverlay(game, transformHandler, eventBus, userSettings),
new AttackingTroopsController(game, eventBus, userSettings, view),
eventsDisplay,
actionableEvents,
attacksDisplay,
Expand Down
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