update
This commit is contained in:
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c39ab3ac41
commit
e9585f8570
@ -113,9 +113,17 @@ async def websocket_endpoint(websocket: WebSocket, nickname: str):
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player_id = await ws_manager.get_player_id(websocket)
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if player_id:
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player = game_state.get_or_create_player(nickname, player_id)
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# Trigger economy update on login to ensure player stats are current
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# This is especially important after server restarts
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logger.info(f"Player {player_id} connected, triggering economy update to sync stats.")
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await trigger_economy_update_and_save()
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# Send updated player data after economy sync
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updated_player = game_state.players.get(player_id, player)
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await websocket.send_json({
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"type": "init",
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"player": player.to_dict(),
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"player": updated_player.to_dict(),
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"game_state": game_state.get_state()
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})
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while True:
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@ -15,7 +15,7 @@ export class GameRenderer {
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// Map of building labels
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this.hoveredTile = null;
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this.cameraPos = { x: 0, y: 50, z: 50 };
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this.cameraPos = { x: 0, y: 0, z: 0 };
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this.cameraZoom = 1; // Re-introduced for proper orthographic zoom
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this.TILE_SIZE = 2;
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@ -33,7 +33,8 @@ export class GameRenderer {
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this.camera = new THREE.OrthographicCamera(
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-40, 40, 30, -30, 0.1, 1000
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);
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this.camera.position.set(0, 50, 50);
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// Transport Tycoon style isometric view
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this.camera.position.set(50, 50, 50);
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this.camera.lookAt(0, 0, 0);
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// Create renderer
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@ -43,17 +44,36 @@ export class GameRenderer {
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});
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this.renderer.setSize(window.innerWidth, window.innerHeight);
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this.renderer.shadowMap.enabled = true;
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this.renderer.shadowMap.type = THREE.PCFSoftShadowMap; // Soft shadows
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// Add lights
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const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
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const ambientLight = new THREE.AmbientLight(0xffffff, 0.4); // Reduced ambient for better shadows
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this.scene.add(ambientLight);
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const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
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directionalLight.position.set(10, 20, 10);
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const directionalLight = new THREE.DirectionalLight(0xffffff, 1.0); // Increased intensity
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directionalLight.position.set(30, 40, 30); // Higher position for better shadows
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directionalLight.castShadow = true;
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// Configure shadow properties for better quality
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directionalLight.shadow.mapSize.width = 2048;
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directionalLight.shadow.mapSize.height = 2048;
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directionalLight.shadow.camera.near = 0.5;
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directionalLight.shadow.camera.far = 200;
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// Set shadow camera bounds to cover the play area
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const shadowDistance = 50;
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directionalLight.shadow.camera.left = -shadowDistance;
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directionalLight.shadow.camera.right = shadowDistance;
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directionalLight.shadow.camera.top = shadowDistance;
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directionalLight.shadow.camera.bottom = -shadowDistance;
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directionalLight.shadow.bias = -0.0001; // Reduce shadow acne
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this.scene.add(directionalLight);
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// Create ground
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this.createGround();
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// Create grid
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this.createGrid();
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// Handle window resize
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window.addEventListener('resize', () => this.onResize());
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}
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@ -67,6 +87,49 @@ export class GameRenderer {
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this.scene.add(ground);
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}
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createGrid() {
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const gridGroup = new THREE.Group();
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const gridSize = 200; // Grid extends from -100 to +100
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const divisions = gridSize / this.TILE_SIZE; // Number of divisions
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// Create grid lines material - subtle gray
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const gridMaterial = new THREE.LineBasicMaterial({
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color: 0x666666,
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transparent: true,
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opacity: 0.3
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});
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// Create vertical lines (parallel to Z axis)
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// Offset by half tile size so grid squares are centered on buildings
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for (let i = -divisions/2; i <= divisions/2; i++) {
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const geometry = new THREE.BufferGeometry();
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const x = (i * this.TILE_SIZE) - (this.TILE_SIZE / 2);
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const vertices = new Float32Array([
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x, 0.02, -gridSize/2, // Start point
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x, 0.02, gridSize/2 // End point
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]);
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geometry.setAttribute('position', new THREE.BufferAttribute(vertices, 3));
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const line = new THREE.Line(geometry, gridMaterial);
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gridGroup.add(line);
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}
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// Create horizontal lines (parallel to X axis)
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// Offset by half tile size so grid squares are centered on buildings
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for (let i = -divisions/2; i <= divisions/2; i++) {
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const geometry = new THREE.BufferGeometry();
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const z = (i * this.TILE_SIZE) - (this.TILE_SIZE / 2);
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const vertices = new Float32Array([
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-gridSize/2, 0.02, z, // Start point
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gridSize/2, 0.02, z // End point
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]);
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geometry.setAttribute('position', new THREE.BufferAttribute(vertices, 3));
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const line = new THREE.Line(geometry, gridMaterial);
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gridGroup.add(line);
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}
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this.scene.add(gridGroup);
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}
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createTile(x, y, color = 0x90EE90) {
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const geometry = new THREE.PlaneGeometry(this.TILE_SIZE - 0.1, this.TILE_SIZE - 0.1);
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const material = new THREE.MeshBasicMaterial({
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@ -87,27 +150,36 @@ export class GameRenderer {
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// Get player color for accents
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const playerColor = this.getPlayerColor(owner_id);
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// Determine building orientation based on adjacent roads
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const orientation = this.getBuildingOrientation(x, y, type);
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// Create building group
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const buildingGroup = new THREE.Group();
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buildingGroup.position.set(x * this.TILE_SIZE, 0, y * this.TILE_SIZE);
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buildingGroup.userData = { x, y, owner_id, type, name };
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// Add foundation/base for all non-road buildings
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if (type !== 'road') {
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const foundation = this.createTileFoundation();
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buildingGroup.add(foundation);
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}
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// Create building based on type
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let buildingMesh;
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if (type.includes('house')) {
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buildingMesh = this.createHouse(type, playerColor);
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buildingMesh = this.createHouse(type, playerColor, orientation);
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} else if (type.includes('shop') || type === 'supermarket' || type === 'mall') {
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buildingMesh = this.createCommercialBuilding(type, playerColor);
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buildingMesh = this.createCommercialBuilding(type, playerColor, orientation);
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} else if (type.includes('factory')) {
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buildingMesh = this.createFactory(type, playerColor);
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buildingMesh = this.createFactory(type, playerColor, orientation);
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} else if (type === 'road') {
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buildingMesh = this.createRoad();
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} else if (type === 'park' || type === 'plaza') {
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buildingMesh = this.createPark(type, playerColor);
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} else if (type === 'town_hall') {
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buildingMesh = this.createTownHall(playerColor);
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buildingMesh = this.createTownHall(playerColor, orientation);
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} else if (type === 'power_plant') {
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buildingMesh = this.createPowerPlant(playerColor);
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buildingMesh = this.createPowerPlant(playerColor, orientation);
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} else {
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// Fallback to simple building
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buildingMesh = this.createSimpleBuilding(2, 0x808080);
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@ -126,6 +198,78 @@ export class GameRenderer {
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return new THREE.Color(0xff6b6b); // Default reddish color
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}
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getBuildingOrientation(x, y, buildingType) {
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// Roads and parks don't need orientation
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if (buildingType === 'road' || buildingType === 'park' || buildingType === 'plaza') {
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return 0;
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}
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// Check adjacent tiles for roads
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const adjacentRoads = this.getAdjacentRoads(x, y);
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// If no roads, face south (default)
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if (adjacentRoads.length === 0) {
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return 0; // 0 = south, 90 = west, 180 = north, 270 = east
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}
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// Priority order: south, east, north, west
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// Buildings prefer to face south, then east, etc.
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const priorities = ['south', 'east', 'north', 'west'];
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for (const direction of priorities) {
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if (adjacentRoads.includes(direction)) {
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switch (direction) {
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case 'south': return 0; // Face south (positive Z)
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case 'east': return 270; // Face east (positive X)
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case 'north': return 180; // Face north (negative Z)
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case 'west': return 90; // Face west (negative X)
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}
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}
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}
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return 0; // Default to south
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}
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getAdjacentRoads(x, y) {
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const roads = [];
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if (!this.gameState || !this.gameState.buildings) return roads;
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const directions = [
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{ dir: 'north', dx: 0, dy: -1 },
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{ dir: 'south', dx: 0, dy: 1 },
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{ dir: 'east', dx: 1, dy: 0 },
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{ dir: 'west', dx: -1, dy: 0 }
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];
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for (const { dir, dx, dy } of directions) {
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const checkX = x + dx;
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const checkY = y + dy;
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const key = `${checkX},${checkY}`;
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const building = this.gameState.buildings[key];
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if (building && building.type === 'road') {
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roads.push(dir);
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}
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}
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return roads;
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}
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createTileFoundation() {
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// Create a full tile-sized foundation with road color
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const geometry = new THREE.BoxGeometry(
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this.TILE_SIZE,
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0.05,
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this.TILE_SIZE
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);
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const material = new THREE.MeshLambertMaterial({ color: 0x2F4F4F }); // Same as road color
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const foundation = new THREE.Mesh(geometry, material);
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foundation.position.y = 0.025; // Half the foundation height
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foundation.castShadow = true;
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foundation.receiveShadow = true;
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return foundation;
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}
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createSimpleBuilding(height, color) {
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const geometry = new THREE.BoxGeometry(
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this.TILE_SIZE - 0.2,
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@ -140,7 +284,7 @@ export class GameRenderer {
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return building;
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}
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createHouse(type, playerColor) {
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createHouse(type, playerColor, orientation = 0) {
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const group = new THREE.Group();
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// Determine house size and height
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@ -179,11 +323,29 @@ export class GameRenderer {
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roof.castShadow = true;
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group.add(roof);
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// Door
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// Door - position based on orientation (always faces road)
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const doorGeometry = new THREE.BoxGeometry(0.3, 0.6, 0.05);
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const doorMaterial = new THREE.MeshLambertMaterial({ color: 0x8b4513 });
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const door = new THREE.Mesh(doorGeometry, doorMaterial);
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door.position.set(0, 0.3, houseDepth / 2 + 0.02);
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// Position door based on orientation
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switch (orientation) {
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case 0: // Face south (positive Z)
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door.position.set(0, 0.3, houseDepth / 2 + 0.02);
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break;
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case 90: // Face west (negative X)
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door.position.set(-houseWidth / 2 - 0.02, 0.3, 0);
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door.rotation.y = Math.PI / 2;
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break;
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case 180: // Face north (negative Z)
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door.position.set(0, 0.3, -houseDepth / 2 - 0.02);
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door.rotation.y = Math.PI;
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break;
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case 270: // Face east (positive X)
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door.position.set(houseWidth / 2 + 0.02, 0.3, 0);
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door.rotation.y = -Math.PI / 2;
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break;
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}
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group.add(door);
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// Windows with player color frames
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@ -211,9 +373,25 @@ export class GameRenderer {
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return windowGroup;
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};
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// Add windows
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group.add(createWindow(-houseWidth/3, wallHeight/2, houseDepth/2 + 0.02));
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group.add(createWindow(houseWidth/3, wallHeight/2, houseDepth/2 + 0.02));
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// Add windows - position based on orientation (front-facing)
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switch (orientation) {
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case 0: // Face south (positive Z)
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group.add(createWindow(-houseWidth/3, wallHeight/2, houseDepth/2 + 0.02));
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group.add(createWindow(houseWidth/3, wallHeight/2, houseDepth/2 + 0.02));
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break;
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case 90: // Face west (negative X)
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group.add(createWindow(-houseWidth/2 - 0.02, wallHeight/2, -houseDepth/3));
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group.add(createWindow(-houseWidth/2 - 0.02, wallHeight/2, houseDepth/3));
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break;
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case 180: // Face north (negative Z)
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group.add(createWindow(-houseWidth/3, wallHeight/2, -houseDepth/2 - 0.02));
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group.add(createWindow(houseWidth/3, wallHeight/2, -houseDepth/2 - 0.02));
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break;
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case 270: // Face east (positive X)
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group.add(createWindow(houseWidth/2 + 0.02, wallHeight/2, -houseDepth/3));
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group.add(createWindow(houseWidth/2 + 0.02, wallHeight/2, houseDepth/3));
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break;
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}
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// Chimney for medium and large houses
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if (type !== 'small_house') {
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@ -228,7 +406,7 @@ export class GameRenderer {
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return group;
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}
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createCommercialBuilding(type, playerColor) {
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createCommercialBuilding(type, playerColor, orientation = 0) {
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const group = new THREE.Group();
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let width = 1.6;
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@ -255,14 +433,11 @@ export class GameRenderer {
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building.receiveShadow = true;
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group.add(building);
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// Storefront sign - player color
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// Storefront elements - position based on orientation
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const signGeometry = new THREE.BoxGeometry(width * 0.9, 0.3, 0.05);
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const signMaterial = new THREE.MeshLambertMaterial({ color: signColor });
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const sign = new THREE.Mesh(signGeometry, signMaterial);
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sign.position.set(0, height * 0.8, depth / 2 + 0.02);
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group.add(sign);
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// Large windows
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const windowGeometry = new THREE.BoxGeometry(width * 0.7, height * 0.4, 0.05);
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const windowMaterial = new THREE.MeshLambertMaterial({
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color: 0x4169e1,
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@ -270,14 +445,46 @@ export class GameRenderer {
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opacity: 0.6
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});
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const windows = new THREE.Mesh(windowGeometry, windowMaterial);
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windows.position.set(0, height * 0.3, depth / 2 + 0.01);
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group.add(windows);
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// Entrance door
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const doorGeometry = new THREE.BoxGeometry(0.4, 0.8, 0.05);
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const doorMaterial = new THREE.MeshLambertMaterial({ color: playerColor });
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const door = new THREE.Mesh(doorGeometry, doorMaterial);
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door.position.set(0, 0.4, depth / 2 + 0.02);
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// Position storefront based on orientation
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switch (orientation) {
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case 0: // Face south (positive Z)
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sign.position.set(0, height * 0.8, depth / 2 + 0.02);
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windows.position.set(0, height * 0.3, depth / 2 + 0.01);
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door.position.set(0, 0.4, depth / 2 + 0.02);
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break;
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case 90: // Face west (negative X)
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sign.position.set(-width / 2 - 0.02, height * 0.8, 0);
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sign.rotation.y = Math.PI / 2;
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windows.position.set(-width / 2 - 0.01, height * 0.3, 0);
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windows.rotation.y = Math.PI / 2;
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door.position.set(-width / 2 - 0.02, 0.4, 0);
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door.rotation.y = Math.PI / 2;
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break;
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case 180: // Face north (negative Z)
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sign.position.set(0, height * 0.8, -depth / 2 - 0.02);
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sign.rotation.y = Math.PI;
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windows.position.set(0, height * 0.3, -depth / 2 - 0.01);
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windows.rotation.y = Math.PI;
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door.position.set(0, 0.4, -depth / 2 - 0.02);
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door.rotation.y = Math.PI;
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break;
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case 270: // Face east (positive X)
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sign.position.set(width / 2 + 0.02, height * 0.8, 0);
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sign.rotation.y = -Math.PI / 2;
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windows.position.set(width / 2 + 0.01, height * 0.3, 0);
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windows.rotation.y = -Math.PI / 2;
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door.position.set(width / 2 + 0.02, 0.4, 0);
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door.rotation.y = -Math.PI / 2;
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break;
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}
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group.add(sign);
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group.add(windows);
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group.add(door);
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// Air conditioning units on roof for larger buildings
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@ -296,7 +503,7 @@ export class GameRenderer {
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return group;
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}
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createFactory(type, playerColor) {
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createFactory(type, playerColor, orientation = 0) {
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const group = new THREE.Group();
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let width = 1.6;
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@ -373,6 +580,7 @@ export class GameRenderer {
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const material = new THREE.MeshLambertMaterial({ color: 0x2F4F4F });
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const road = new THREE.Mesh(geometry, material);
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road.position.y = 0.05;
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road.castShadow = true;
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road.receiveShadow = true;
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return road;
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@ -442,7 +650,7 @@ export class GameRenderer {
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return group;
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}
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createTownHall(playerColor) {
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createTownHall(playerColor, orientation = 0) {
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const group = new THREE.Group();
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// Main building
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@ -499,7 +707,7 @@ export class GameRenderer {
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return group;
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}
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createPowerPlant(playerColor) {
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createPowerPlant(playerColor, orientation = 0) {
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const group = new THREE.Group();
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// Main building
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@ -595,6 +803,35 @@ export class GameRenderer {
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const building = this.createBuilding(buildingData);
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this.buildings.set(key, building);
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this.scene.add(building);
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// If this is a road, update adjacent building orientations
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if (buildingData.type === 'road') {
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this.updateAdjacentBuildingOrientations(buildingData.x, buildingData.y);
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}
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}
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updateAdjacentBuildingOrientations(roadX, roadY) {
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if (!this.gameState || !this.gameState.buildings) return;
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const directions = [
|
||||
{ dx: 0, dy: -1 }, // North
|
||||
{ dx: 0, dy: 1 }, // South
|
||||
{ dx: 1, dy: 0 }, // East
|
||||
{ dx: -1, dy: 0 } // West
|
||||
];
|
||||
|
||||
for (const { dx, dy } of directions) {
|
||||
const checkX = roadX + dx;
|
||||
const checkY = roadY + dy;
|
||||
const key = `${checkX},${checkY}`;
|
||||
const buildingData = this.gameState.buildings[key];
|
||||
|
||||
if (buildingData && buildingData.type !== 'road') {
|
||||
// Rebuild this building with new orientation
|
||||
this.removeBuilding(checkX, checkY);
|
||||
this.addBuilding(buildingData);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
removeBuilding(x, y) {
|
||||
@ -683,10 +920,17 @@ export class GameRenderer {
|
||||
}
|
||||
|
||||
updateCameraPosition() {
|
||||
// Transport Tycoon style isometric positioning
|
||||
this.camera.position.set(
|
||||
this.cameraPos.x, this.cameraPos.y, this.cameraPos.z
|
||||
this.cameraPos.x + 50,
|
||||
50,
|
||||
this.cameraPos.z + 50
|
||||
);
|
||||
this.camera.lookAt(
|
||||
this.cameraPos.x,
|
||||
0,
|
||||
this.cameraPos.z
|
||||
);
|
||||
this.camera.lookAt(this.cameraPos.x, 0, this.cameraPos.z - 50);
|
||||
}
|
||||
|
||||
startRenderLoop() {
|
||||
|
||||
@ -119,19 +119,19 @@ export class InputHandler {
|
||||
|
||||
switch (event.key) {
|
||||
case 'ArrowUp':
|
||||
this.app.renderer.moveCamera(s, -s); // Move diagonally to pan straight up
|
||||
this.app.renderer.moveCamera(0, -s); // Move straight up in world coordinates
|
||||
moved = true;
|
||||
break;
|
||||
case 'ArrowDown':
|
||||
this.app.renderer.moveCamera(-s, s); // Move diagonally to pan straight down
|
||||
this.app.renderer.moveCamera(0, s); // Move straight down in world coordinates
|
||||
moved = true;
|
||||
break;
|
||||
case 'ArrowLeft':
|
||||
this.app.renderer.moveCamera(-s, -s); // Move diagonally to pan straight left
|
||||
this.app.renderer.moveCamera(-s, 0); // Move straight left in world coordinates
|
||||
moved = true;
|
||||
break;
|
||||
case 'ArrowRight':
|
||||
this.app.renderer.moveCamera(s, s); // Move diagonally to pan straight right
|
||||
this.app.renderer.moveCamera(s, 0); // Move straight right in world coordinates
|
||||
moved = true;
|
||||
break;
|
||||
}
|
||||
|
||||
Loading…
Reference in New Issue
Block a user