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Battle-for-Tismo/client/js/map_view.js
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JavaScript

// The world map view. It owns no game logic: the server generates and
// simulates the world, and this class rebuilds the terrain once from the shared
// seed and mirrors units, cities, territory and fog from each snapshot, then
// turns pointer input into selection and move orders. All rendering is done
// with ordinary DOM elements, as required.
//
// The behaviour is split across the modules in ./map_view/ and composed onto the
// prototype below, so each concern (terrain, entities, motion, input) stays in
// its own file.
import { terrainMethods } from "./map_view/terrain.js";
import { entityMethods } from "./map_view/entities.js";
import { motionMethods } from "./map_view/motion.js";
import { inputMethods } from "./map_view/input.js";
import { politicalMethods } from "./map_view/political.js";
import { modeMethods } from "./map_view/modes.js";
import { createGLMapRenderer } from "./map_view/webgl.js";
import { detectCapabilities } from "./capabilities.js";
import { CAMERA_TILT } from "./map_view/constants.js";
// Re-exported for tests and callers that use the border geometry directly.
export { inwardOffset } from "./map_view/utils.js";
export class MapView {
constructor($viewport, $world, layers, options = {}) {
this.$viewport = $viewport;
this.$world = $world;
this.$terrain = layers.terrain;
this.$roads = layers.roads && layers.roads.length
? layers.roads
: $("#layer-roads");
this.$borders = layers.borders;
this.$fog = layers.fog;
// The outline drawn over the selected or inspected tile. It sits above the
// terrain and fog but below the unit, target and city icons.
this.$highlight = layers.highlight && layers.highlight.length
? layers.highlight
: $("#layer-highlight");
if (!this.$highlight.length) {
this.$highlight = $('<div id="layer-highlight" class="layer"></div>');
if (this.$fog && this.$fog.length) this.$fog.after(this.$highlight);
else this.$world.append(this.$highlight);
}
this.$paths = layers.paths;
// Bombardment target lines and rings, drawn over the terrain and paths but
// under the unit and city icons.
this.$targets = layers.targets && layers.targets.length
? layers.targets
: $("#layer-targets");
// Resource storage nodes and delivery legs, drawn in the economic map
// modes so the delivery graph is never visible on the political map.
this.$resources = layers.resources && layers.resources.length
? layers.resources
: $("#layer-resources");
if (!this.$resources.length) {
this.$resources = $('<div id="layer-resources" class="layer"></div>');
if (this.$targets && this.$targets.length) this.$targets.after(this.$resources);
else this.$world.append(this.$resources);
}
this.resourceGraph = { nodes: [], links: [], edges: [] };
// The merchandise icons riding the delivery legs, repositioned every frame.
this._deliveryMovers = [];
// Sibling containers that mirror each icon layer at whole-period offsets so
// a cylindrical world is drawn repeated (see `_syncWrapCopies`).
this._wrapCopies = [];
// City-to-city migration over the last month, drawn instead of the delivery
// graph while the population map is active.
this.migrationGraph = { links: [] };
this.$entities = layers.entities;
// City names live on their own layer above the entities so they are never
// hidden behind a unit or city marker.
this.$labels = layers.labels && layers.labels.length
? layers.labels
: $("#layer-labels");
if (!this.$labels.length) {
this.$labels = $('<div id="layer-labels" class="layer city-label-layer"></div>');
this.$world.append(this.$labels);
}
// Country names for the political map live below the city labels, so a city
// name is never hidden behind a (much larger) country name.
this.$politicalLabels = layers.politicalLabels && layers.politicalLabels.length
? layers.politicalLabels
: $("#layer-political-labels");
if (!this.$politicalLabels.length) {
this.$politicalLabels = $('<div id="layer-political-labels" class="layer country-label-layer"></div>');
// Keep the names under the icon layers even when the layer was missing
// from the page: insert before the first overlay rather than on top.
if (this.$highlight && this.$highlight.length) {
this.$politicalLabels.insertBefore(this.$highlight);
} else {
this.$world.append(this.$politicalLabels);
}
}
// The orthographic camera tilts the ground plane, so the terrain and every
// ground overlay are scaled on Y while the sprite layers stay upright.
this.$viewport[0].style.setProperty("--camera-tilt", String(CAMERA_TILT));
for (const $layer of [
this.$terrain, this.$roads, this.$borders, this.$fog,
this.$highlight, this.$paths, this.$targets, this.$resources,
]) {
if ($layer && $layer.length) $layer.addClass("tilted");
}
this.seed = -1;
// Signature of the terrain currently built, so a snapshot with the same
// seed and config does not rebuild the world.
this._terrainSignature = null;
this.mapConfig = null;
this.topology = null;
this.tiles = {};
this.terrainStats = null;
this.explored = new Set();
this.visible = new Set();
this.territory = new Map();
// Each land tile's region, keyed "x,y" and mapped to the region's city id.
this.regions = new Map();
// Pre-generated and player-built road tiles, keyed "x,y".
this.roads = new Set();
// Player-built railway tiles, keyed "x,y". A tile is a road or a railway.
this.railways = new Set();
// Trenches, and military improvements keyed "x,y" -> { id, owner, hp }.
this.trenches = new Set();
this.tileImprovements = new Map();
this._warfareSignature = null;
this._warfareViews = new Map();
this.civilisations = [];
this.localCiv = -1;
this.protoUnits = [];
// Battlefield tiles, keyed "x,y" and mapped to { defender, attacker }.
this._battles = new Map();
// The active map mode, plus the effective fills derived from it. `political`
// is also true while terrain mode is zoomed far out; `economic` is true for
// the GDP/population modes and comes with a per-tile value map and range.
this.mapMode = options.mapMode || "terrain";
this.political = false;
this.economic = false;
this.economicKind = null;
this.economicValues = new Map();
this.economicRange = { min: 0, max: 0 };
// Value transform for the active economic mode (population reads logs).
this.economicScale = null;
// The viewer's trains-technology rail bonus, mirrored so predicted movement
// along railways matches the server.
this.railSpeed = 0;
this._economicSignatureDone = null;
// WebGL fog is rebuilt from the frame loop, coalesced (see `_flushFog`),
// and only for the band of rows on screen.
this._fogDirty = false;
this._fogBuiltAt = 0;
// The row band the fog mesh currently covers, so a pan inside it needs no
// rebuild.
this._fogCover = undefined;
// Tiles whose visibility changed since the last flush, patched per tile.
this._fogChanged = null;
// The colour scale shown while an economic mode is active.
this.$legend = $("#map-legend");
this.$legendGraph = $("#map-legend-graph");
this.$legendGraphTitle = $("#map-legend-graph-title");
this.$legendResources = $("#map-legend-resources");
this._labelSvg = null;
this._labelEntries = [];
this._countryLabels = [];
this.camera = { x: 0, y: 0, zoom: 1.0 };
this._centered = false;
this._selectedUnitIds = new Set();
this._selectedTile = null;
// Region (city id) of the selected/inspected tile, highlighted as a whole.
this._selectedRegion = null;
// Lazily built SVG outline for the selected/inspected tile.
this._highlightEl = null;
this._highlightPoly = null;
this._highlightSolid = null;
this._highlightHidden = null;
this._unitViews = new Map();
this._unitMotion = new Map();
this._unitData = new Map();
this._cityViews = new Map();
this._cityCiv = new Map();
this._battleViews = new Map();
// Reused nodes for the bombardment overlay, plus the throttle state that
// keeps it from being rebuilt every animation frame (see `_drawStrikeTargets`).
this._targetViews = new Map();
this._targetSvg = null;
this._strikeTick = null;
this._strikeSignature = "";
// In-flight pathfinding job, cancelled when a newer request supersedes it.
this._pathToken = null;
this._maxStepLength = 1.0;
this._territorySignature = "";
this._regionsSignature = null;
this._territoryVersion = undefined;
this._regionsVersion = undefined;
this._improvementsSignature = null;
this._exploredCount = -1;
this._visibleSignature = null;
// Cylindrical wrap state. `_period` is the horizontal pixel period (0 on a
// flat map); every entity is shifted to the copy nearest the camera.
this._period = 0;
this._textureRepeat = 0;
this._worldWidth = 0;
this._worldHeight = 0;
this._worldMinX = 0;
this._worldMinY = 0;
// Chunked detailed layers: only the chunks near the viewport exist as DOM.
// The tile wrappers are pooled so panning recycles nodes instead of
// allocating a fresh one for every tile that scrolls in.
this._chunkSize = 0;
this._chunkCols = 0;
this._chunkRows = 0;
this._chunks = new Map();
this._chunkCache = new Map();
this._chunkCacheLimit = 0;
this._chunkOriginCache = new Map();
this._chunkView = { x: null, y: null, zoom: null };
this._chunkDirty = true;
this._hexPool = [];
this._borderPool = [];
this._roadPool = [];
this._wrapperPool = [];
this.onUnitSelected = () => {};
this.onCitySelected = () => {};
this.onCityOpened = () => {};
this.onTileRequested = () => {};
this.onMoveOrdered = () => {};
this.onAttackOrdered = () => {};
this.onScheduleOrdered = () => {};
this.onStackMenu = () => {};
// The map (terrain, roads, borders, fog) is drawn on a WebGL canvas when
// the browser provides a context; the icon layers stay DOM.
// "dom" forces the classic renderer (tests, benchmark, troubleshooting).
this.glRenderer = null;
this.glCanvas = null;
this.rendererMode = options.renderer || "auto";
// Set when the GPU renderer is not used: "webgl-unavailable" (no context, a
// shader/limit failure) or "software" (a CPU rasteriser, slower than DOM).
this.rendererFallback = null;
// Lazily built capability report for the fallback notice (see
// `capabilityReport`); null until asked for.
this.capabilities = null;
if (this.rendererMode !== "dom") this._setupGLRenderer();
// The repeat copies are icon-layer siblings; set them up once the renderer
// (and therefore whether the ground repeats on its own) is known.
this._setupWrapCopies();
this._setupCameraInput();
}
_setupGLRenderer() {
// The viewport element survives between games; drop any canvas a previous
// MapView left behind so contexts do not accumulate.
const previous = this.$viewport[0].querySelector("#map-canvas");
if (previous) previous.remove();
const canvas = document.createElement("canvas");
canvas.id = "map-canvas";
const world = this.$world[0];
if (world.parentNode) world.parentNode.insertBefore(canvas, world);
const renderer = createGLMapRenderer(canvas);
if (!renderer) {
if (canvas.parentNode) canvas.parentNode.removeChild(canvas);
this.rendererFallback = "webgl-unavailable";
return;
}
// A CPU rasteriser (no usable GPU) can be slower than the DOM renderer.
// In auto mode, keep the DOM path there; "webgl" forces the canvas.
if (this.rendererMode === "auto" && renderer.softwareRenderer()) {
renderer.dispose();
if (canvas.parentNode) canvas.parentNode.removeChild(canvas);
this.rendererFallback = "software";
return;
}
this.glRenderer = renderer;
this.glCanvas = canvas;
this.$world.addClass("gl-render");
}
// A detailed, cached report of every WebGL/WASM feature this client needs.
// Only meaningful when the GPU renderer was not used; it probes a throwaway
// context, so it is built on demand (when the fallback notice appears) rather
// than in the constructor. `mapSize` sharpens the texture-size requirement to
// the map being played; it falls back to the world already built, if any.
capabilityReport(mapSize) {
if (!this.capabilities) {
const size = mapSize || (this.mapConfig && this.mapConfig.mapSize) || null;
this.capabilities = detectCapabilities({ mapSize: size });
}
return this.capabilities;
}
// Draws the map canvas from the current view state, if WebGL is active. Safe
// to call every frame: the renderer skips untouched camera/content state.
_glRender() {
if (!this.glRenderer) return;
this.glRenderer.render(this, this.$viewport.width(), this.$viewport.height());
}
// Whether the map is fully loaded and safe to reveal. The DOM renderer is
// ready as soon as its chunks are synced; the WebGL renderer waits until its
// terrain textures have finished uploading, so the loading screen does not
// lift onto a half-drawn map.
isReady() {
return !this.glRenderer || this.glRenderer.isReady();
}
// Texture-upload progress for the loading log, or null on the DOM renderer.
loadingProgress() {
if (!this.glRenderer) return null;
return { loaded: this.glRenderer.texLoaded, total: this.glRenderer.texTotal };
}
}
Object.assign(
MapView.prototype,
terrainMethods,
entityMethods,
motionMethods,
inputMethods,
politicalMethods,
modeMethods
);