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master
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94ee71f822
| Author | SHA1 | Date | |
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94ee71f822 | ||
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bb1427754f | ||
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a547b6ede1 | ||
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084fce0a9b | ||
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83f28da5c1 | ||
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3c783056cf | ||
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6a2f94337e | ||
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416cc4511b | ||
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6eb18990a2 |
@@ -105,13 +105,7 @@ class GameState:
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if building.owner_id != player_id:
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if building.owner_id != player_id:
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return {"success": False, "error": "You don't own this building"}
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return {"success": False, "error": "You don't own this building"}
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# Validate name length (max 20 characters)
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building.name = name
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name = name.strip()
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if len(name) > 20:
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return {"success": False, "error": "Name too long (max 20 characters)"}
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# Empty name is allowed (removes the label)
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building.name = name if name else None
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logger.info(f"Player {player_id} renamed building at ({x},{y}) to '{name}'.")
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logger.info(f"Player {player_id} renamed building at ({x},{y}) to '{name}'.")
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return {"success": True}
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return {"success": True}
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+4
-20
@@ -22,17 +22,10 @@ def initialize_components(test_db_path=None):
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"""Initialize server components with optional test database"""
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"""Initialize server components with optional test database"""
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global game_state, ws_manager, economy_engine, database
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global game_state, ws_manager, economy_engine, database
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# Initialize database first
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database = Database(test_db_path) if test_db_path else Database()
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database.init_db()
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# Create game state and load data from database
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game_state = GameState()
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game_state = GameState()
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game_state.load_state(database.load_game_state())
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# Now create WebSocketManager (it will rebuild nickname mapping from loaded players)
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ws_manager = WebSocketManager(game_state)
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ws_manager = WebSocketManager(game_state)
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economy_engine = EconomyEngine(game_state)
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economy_engine = EconomyEngine(game_state)
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database = Database(test_db_path) if test_db_path else Database()
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return game_state, ws_manager, economy_engine, database
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return game_state, ws_manager, economy_engine, database
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@@ -91,7 +84,8 @@ async def lifespan(app: FastAPI):
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initialize_components()
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initialize_components()
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logger.info("Server starting up...")
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logger.info("Server starting up...")
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# Database and game state are already initialized in initialize_components()
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database.init_db()
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game_state.load_state(database.load_game_state())
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# Start the hybrid economy loop
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# Start the hybrid economy loop
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task = asyncio.create_task(economy_loop())
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task = asyncio.create_task(economy_loop())
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@@ -119,17 +113,9 @@ 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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player_id = await ws_manager.get_player_id(websocket)
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if player_id:
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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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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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await websocket.send_json({
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"type": "init",
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"type": "init",
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"player": updated_player.to_dict(),
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"player": player.to_dict(),
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"game_state": game_state.get_state()
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"game_state": game_state.get_state()
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})
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})
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while True:
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while True:
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@@ -181,8 +167,6 @@ async def handle_message(websocket: WebSocket, data: dict):
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if result["success"]:
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if result["success"]:
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await ws_manager.broadcast({"type": "building_updated", "x": data["x"], "y": data["y"], "name": data["name"]})
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await ws_manager.broadcast({"type": "building_updated", "x": data["x"], "y": data["y"], "name": data["name"]})
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database.save_game_state(game_state)
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database.save_game_state(game_state)
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else:
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await websocket.send_json({"type": "error", "message": result["error"]})
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elif msg_type == "chat":
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elif msg_type == "chat":
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nickname = await ws_manager.get_nickname(websocket)
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nickname = await ws_manager.get_nickname(websocket)
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@@ -13,17 +13,6 @@ class WebSocketManager:
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self.player_nicknames: Dict[str, str] = {}
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self.player_nicknames: Dict[str, str] = {}
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self.nickname_to_id: Dict[str, str] = {}
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self.nickname_to_id: Dict[str, str] = {}
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self.game_state = game_state
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self.game_state = game_state
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# Rebuild nickname-to-ID mapping from game state
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self._rebuild_nickname_mapping()
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def _rebuild_nickname_mapping(self):
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"""Rebuild the nickname-to-ID mapping from existing players in game state."""
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for player_id, player in self.game_state.players.items():
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self.nickname_to_id[player.nickname] = player_id
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if self.nickname_to_id:
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logger.info(f"Rebuilt nickname-to-ID mapping for {len(self.nickname_to_id)} players: {list(self.nickname_to_id.keys())}")
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async def connect(self, websocket: WebSocket, nickname: str):
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async def connect(self, websocket: WebSocket, nickname: str):
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"""Connect a new player, allowing multiple connections per nickname."""
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"""Connect a new player, allowing multiple connections per nickname."""
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+35
-840
@@ -15,7 +15,7 @@ export class GameRenderer {
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// Map of building labels
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// Map of building labels
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this.hoveredTile = null;
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this.hoveredTile = null;
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this.cameraPos = { x: 0, y: 0, z: 0 };
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this.cameraPos = { x: 0, y: 50, z: 50 };
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this.cameraZoom = 1; // Re-introduced for proper orthographic zoom
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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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this.TILE_SIZE = 2;
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@@ -33,8 +33,7 @@ export class GameRenderer {
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this.camera = new THREE.OrthographicCamera(
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this.camera = new THREE.OrthographicCamera(
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-40, 40, 30, -30, 0.1, 1000
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-40, 40, 30, -30, 0.1, 1000
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);
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);
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// Transport Tycoon style isometric view
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this.camera.position.set(0, 50, 50);
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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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this.camera.lookAt(0, 0, 0);
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// Create renderer
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// Create renderer
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@@ -44,36 +43,17 @@ export class GameRenderer {
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});
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});
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this.renderer.setSize(window.innerWidth, window.innerHeight);
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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.enabled = true;
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this.renderer.shadowMap.type = THREE.PCFSoftShadowMap; // Soft shadows
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// Add lights
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// Add lights
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const ambientLight = new THREE.AmbientLight(0xffffff, 0.4); // Reduced ambient for better shadows
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const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
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this.scene.add(ambientLight);
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this.scene.add(ambientLight);
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const directionalLight = new THREE.DirectionalLight(0xffffff, 1.0); // Increased intensity
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const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
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directionalLight.position.set(30, 40, 30); // Higher position for better shadows
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directionalLight.position.set(10, 20, 10);
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directionalLight.castShadow = true;
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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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this.scene.add(directionalLight);
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// Create ground
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// Create ground
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this.createGround();
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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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// Handle window resize
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window.addEventListener('resize', () => this.onResize());
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window.addEventListener('resize', () => this.onResize());
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}
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}
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@@ -87,49 +67,6 @@ export class GameRenderer {
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this.scene.add(ground);
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this.scene.add(ground);
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}
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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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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 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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const material = new THREE.MeshBasicMaterial({
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@@ -146,138 +83,35 @@ export class GameRenderer {
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createBuilding(buildingData) {
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createBuilding(buildingData) {
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const { type, x, y, owner_id, name } = buildingData;
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const { type, x, y, owner_id, name } = buildingData;
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// Get building height and color based on type
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let height = 1;
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let color = 0x808080;
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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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if (type.includes('house')) {
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buildingMesh = this.createHouse(type, playerColor, orientation);
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height = type === 'small_house' ?
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2 : type === 'medium_house' ? 3 : 4;
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color = 0xD2691E;
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} else if (type.includes('shop') || type === 'supermarket' || type === 'mall') {
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} else if (type.includes('shop') || type === 'supermarket' || type === 'mall') {
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buildingMesh = this.createCommercialBuilding(type, playerColor, orientation);
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height = 3;
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color = 0x4169E1;
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} else if (type.includes('factory')) {
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} else if (type.includes('factory')) {
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buildingMesh = this.createFactory(type, playerColor, orientation);
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height = 5;
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color = 0x696969;
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} else if (type === 'road') {
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} else if (type === 'road') {
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buildingMesh = this.createRoad();
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height = 0.1;
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color = 0x2F4F4F;
|
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} else if (type === 'park' || type === 'plaza') {
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} else if (type === 'park' || type === 'plaza') {
|
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buildingMesh = this.createPark(type, playerColor);
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height = 0.5;
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|
color = 0x32CD32;
|
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} else if (type === 'town_hall') {
|
} else if (type === 'town_hall') {
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buildingMesh = this.createTownHall(playerColor, orientation);
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height = 6;
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color = 0xFFD700;
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} else if (type === 'power_plant') {
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} else if (type === 'power_plant') {
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buildingMesh = this.createPowerPlant(playerColor, orientation);
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height = 8;
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} else {
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color = 0xFF4500;
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// Fallback to simple building
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buildingMesh = this.createSimpleBuilding(2, 0x808080);
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|
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}
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}
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|
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buildingGroup.add(buildingMesh);
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// Create building mesh
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|
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// Add name label if the building has a name
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|
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if (name) {
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const label = this.createBuildingLabel(name, playerColor);
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|
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buildingGroup.add(label);
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|
||||||
}
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|
||||||
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return buildingGroup;
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|
||||||
}
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|
||||||
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|
||||||
getPlayerColor(owner_id) {
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|
||||||
// Try to find the player color from game state or use default
|
|
||||||
if (this.gameState && this.gameState.players && this.gameState.players[owner_id]) {
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|
||||||
const color = this.gameState.players[owner_id].color;
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|
||||||
return new THREE.Color(color);
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|
||||||
}
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|
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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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|
||||||
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|
||||||
// Check adjacent tiles for roads
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|
||||||
const adjacentRoads = this.getAdjacentRoads(x, y);
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|
||||||
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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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|
||||||
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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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|
||||||
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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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|
||||||
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|
||||||
return 0; // Default to south
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|
||||||
}
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|
||||||
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|
||||||
getAdjacentRoads(x, y) {
|
|
||||||
const roads = [];
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|
||||||
if (!this.gameState || !this.gameState.buildings) return roads;
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|
||||||
|
|
||||||
const directions = [
|
|
||||||
{ dir: 'north', dx: 0, dy: -1 },
|
|
||||||
{ 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;
|
|
||||||
const key = `${checkX},${checkY}`;
|
|
||||||
const building = this.gameState.buildings[key];
|
|
||||||
|
|
||||||
if (building && building.type === 'road') {
|
|
||||||
roads.push(dir);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return roads;
|
|
||||||
}
|
|
||||||
|
|
||||||
createTileFoundation() {
|
|
||||||
// Create a full tile-sized foundation with road color
|
|
||||||
const geometry = new THREE.BoxGeometry(
|
|
||||||
this.TILE_SIZE,
|
|
||||||
0.05,
|
|
||||||
this.TILE_SIZE
|
|
||||||
);
|
|
||||||
const material = new THREE.MeshLambertMaterial({ color: 0x2F4F4F }); // Same as road color
|
|
||||||
const foundation = new THREE.Mesh(geometry, material);
|
|
||||||
foundation.position.y = 0.025; // Half the foundation height
|
|
||||||
foundation.castShadow = true;
|
|
||||||
foundation.receiveShadow = true;
|
|
||||||
return foundation;
|
|
||||||
}
|
|
||||||
|
|
||||||
createSimpleBuilding(height, color) {
|
|
||||||
const geometry = new THREE.BoxGeometry(
|
const geometry = new THREE.BoxGeometry(
|
||||||
this.TILE_SIZE - 0.2,
|
this.TILE_SIZE - 0.2,
|
||||||
height,
|
height,
|
||||||
@@ -285,563 +119,18 @@ export class GameRenderer {
|
|||||||
);
|
);
|
||||||
const material = new THREE.MeshLambertMaterial({ color: color });
|
const material = new THREE.MeshLambertMaterial({ color: color });
|
||||||
const building = new THREE.Mesh(geometry, material);
|
const building = new THREE.Mesh(geometry, material);
|
||||||
building.position.y = height / 2;
|
building.position.set(
|
||||||
|
x * this.TILE_SIZE,
|
||||||
|
height / 2,
|
||||||
|
y * this.TILE_SIZE
|
||||||
|
);
|
||||||
building.castShadow = true;
|
building.castShadow = true;
|
||||||
building.receiveShadow = true;
|
building.receiveShadow = true;
|
||||||
|
building.userData = { x, y, owner_id, type, name };
|
||||||
|
|
||||||
return building;
|
return building;
|
||||||
}
|
}
|
||||||
|
|
||||||
createHouse(type, playerColor, orientation = 0) {
|
|
||||||
const group = new THREE.Group();
|
|
||||||
|
|
||||||
// Determine house size and height
|
|
||||||
let houseWidth = 1.4;
|
|
||||||
let houseDepth = 1.2;
|
|
||||||
let wallHeight = 1.5;
|
|
||||||
let roofHeight = 0.8;
|
|
||||||
|
|
||||||
if (type === 'medium_house') {
|
|
||||||
houseWidth = 1.6;
|
|
||||||
houseDepth = 1.4;
|
|
||||||
wallHeight = 2.0;
|
|
||||||
roofHeight = 1.0;
|
|
||||||
} else if (type === 'large_house') {
|
|
||||||
houseWidth = 1.7;
|
|
||||||
houseDepth = 1.6;
|
|
||||||
wallHeight = 2.5;
|
|
||||||
roofHeight = 1.2;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Main house body
|
|
||||||
const wallGeometry = new THREE.BoxGeometry(houseWidth, wallHeight, houseDepth);
|
|
||||||
const wallMaterial = new THREE.MeshLambertMaterial({ color: 0xf4f4f4 });
|
|
||||||
const walls = new THREE.Mesh(wallGeometry, wallMaterial);
|
|
||||||
walls.position.y = wallHeight / 2;
|
|
||||||
walls.castShadow = true;
|
|
||||||
walls.receiveShadow = true;
|
|
||||||
group.add(walls);
|
|
||||||
|
|
||||||
// Roof (triangular prism) - player color
|
|
||||||
const roofGeometry = new THREE.CylinderGeometry(0, houseWidth * 0.8, roofHeight, 4);
|
|
||||||
const roofMaterial = new THREE.MeshLambertMaterial({ color: playerColor });
|
|
||||||
const roof = new THREE.Mesh(roofGeometry, roofMaterial);
|
|
||||||
roof.position.y = wallHeight + roofHeight / 2;
|
|
||||||
roof.rotation.y = Math.PI / 4; // Rotate 45 degrees to make it diamond-shaped
|
|
||||||
roof.castShadow = true;
|
|
||||||
group.add(roof);
|
|
||||||
|
|
||||||
// Door - position based on orientation (always faces road)
|
|
||||||
const doorGeometry = new THREE.BoxGeometry(0.3, 0.6, 0.05);
|
|
||||||
const doorMaterial = new THREE.MeshLambertMaterial({ color: 0x8b4513 });
|
|
||||||
const door = new THREE.Mesh(doorGeometry, doorMaterial);
|
|
||||||
|
|
||||||
// Position door based on orientation
|
|
||||||
switch (orientation) {
|
|
||||||
case 0: // Face south (positive Z)
|
|
||||||
door.position.set(0, 0.3, houseDepth / 2 + 0.02);
|
|
||||||
break;
|
|
||||||
case 90: // Face west (negative X)
|
|
||||||
door.position.set(-houseWidth / 2 - 0.02, 0.3, 0);
|
|
||||||
door.rotation.y = Math.PI / 2;
|
|
||||||
break;
|
|
||||||
case 180: // Face north (negative Z)
|
|
||||||
door.position.set(0, 0.3, -houseDepth / 2 - 0.02);
|
|
||||||
door.rotation.y = Math.PI;
|
|
||||||
break;
|
|
||||||
case 270: // Face east (positive X)
|
|
||||||
door.position.set(houseWidth / 2 + 0.02, 0.3, 0);
|
|
||||||
door.rotation.y = -Math.PI / 2;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
group.add(door);
|
|
||||||
|
|
||||||
// Windows with player color frames
|
|
||||||
const createWindow = (x, y, z) => {
|
|
||||||
const windowGroup = new THREE.Group();
|
|
||||||
|
|
||||||
// Window frame - player color
|
|
||||||
const frameGeometry = new THREE.BoxGeometry(0.35, 0.35, 0.05);
|
|
||||||
const frameMaterial = new THREE.MeshLambertMaterial({ color: playerColor });
|
|
||||||
const frame = new THREE.Mesh(frameGeometry, frameMaterial);
|
|
||||||
windowGroup.add(frame);
|
|
||||||
|
|
||||||
// Window glass
|
|
||||||
const glassGeometry = new THREE.BoxGeometry(0.25, 0.25, 0.02);
|
|
||||||
const glassMaterial = new THREE.MeshLambertMaterial({
|
|
||||||
color: 0x87ceeb,
|
|
||||||
transparent: true,
|
|
||||||
opacity: 0.7
|
|
||||||
});
|
|
||||||
const glass = new THREE.Mesh(glassGeometry, glassMaterial);
|
|
||||||
glass.position.z = 0.01;
|
|
||||||
windowGroup.add(glass);
|
|
||||||
|
|
||||||
windowGroup.position.set(x, y, z);
|
|
||||||
return windowGroup;
|
|
||||||
};
|
|
||||||
|
|
||||||
// Add windows - position based on orientation (front-facing)
|
|
||||||
switch (orientation) {
|
|
||||||
case 0: // Face south (positive Z)
|
|
||||||
group.add(createWindow(-houseWidth/3, wallHeight/2, houseDepth/2 + 0.02));
|
|
||||||
group.add(createWindow(houseWidth/3, wallHeight/2, houseDepth/2 + 0.02));
|
|
||||||
break;
|
|
||||||
case 90: // Face west (negative X)
|
|
||||||
group.add(createWindow(-houseWidth/2 - 0.02, wallHeight/2, -houseDepth/3));
|
|
||||||
group.add(createWindow(-houseWidth/2 - 0.02, wallHeight/2, houseDepth/3));
|
|
||||||
break;
|
|
||||||
case 180: // Face north (negative Z)
|
|
||||||
group.add(createWindow(-houseWidth/3, wallHeight/2, -houseDepth/2 - 0.02));
|
|
||||||
group.add(createWindow(houseWidth/3, wallHeight/2, -houseDepth/2 - 0.02));
|
|
||||||
break;
|
|
||||||
case 270: // Face east (positive X)
|
|
||||||
group.add(createWindow(houseWidth/2 + 0.02, wallHeight/2, -houseDepth/3));
|
|
||||||
group.add(createWindow(houseWidth/2 + 0.02, wallHeight/2, houseDepth/3));
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Chimney for medium and large houses
|
|
||||||
if (type !== 'small_house') {
|
|
||||||
const chimneyGeometry = new THREE.BoxGeometry(0.2, 0.6, 0.2);
|
|
||||||
const chimneyMaterial = new THREE.MeshLambertMaterial({ color: 0x696969 });
|
|
||||||
const chimney = new THREE.Mesh(chimneyGeometry, chimneyMaterial);
|
|
||||||
chimney.position.set(houseWidth/3, wallHeight + roofHeight/2 + 0.3, -houseDepth/4);
|
|
||||||
chimney.castShadow = true;
|
|
||||||
group.add(chimney);
|
|
||||||
}
|
|
||||||
|
|
||||||
return group;
|
|
||||||
}
|
|
||||||
|
|
||||||
createCommercialBuilding(type, playerColor, orientation = 0) {
|
|
||||||
const group = new THREE.Group();
|
|
||||||
|
|
||||||
let width = 1.6;
|
|
||||||
let height = 2.5;
|
|
||||||
let depth = 1.4;
|
|
||||||
let signColor = playerColor;
|
|
||||||
|
|
||||||
if (type === 'supermarket') {
|
|
||||||
width = 1.7;
|
|
||||||
height = 3.0;
|
|
||||||
depth = 1.6;
|
|
||||||
} else if (type === 'mall') {
|
|
||||||
width = 1.8;
|
|
||||||
height = 3.5;
|
|
||||||
depth = 1.7;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Main building
|
|
||||||
const buildingGeometry = new THREE.BoxGeometry(width, height, depth);
|
|
||||||
const buildingMaterial = new THREE.MeshLambertMaterial({ color: 0xe6e6e6 });
|
|
||||||
const building = new THREE.Mesh(buildingGeometry, buildingMaterial);
|
|
||||||
building.position.y = height / 2;
|
|
||||||
building.castShadow = true;
|
|
||||||
building.receiveShadow = true;
|
|
||||||
group.add(building);
|
|
||||||
|
|
||||||
// Storefront elements - position based on orientation
|
|
||||||
const signGeometry = new THREE.BoxGeometry(width * 0.9, 0.3, 0.05);
|
|
||||||
const signMaterial = new THREE.MeshLambertMaterial({ color: signColor });
|
|
||||||
const sign = new THREE.Mesh(signGeometry, signMaterial);
|
|
||||||
|
|
||||||
const windowGeometry = new THREE.BoxGeometry(width * 0.7, height * 0.4, 0.05);
|
|
||||||
const windowMaterial = new THREE.MeshLambertMaterial({
|
|
||||||
color: 0x4169e1,
|
|
||||||
transparent: true,
|
|
||||||
opacity: 0.6
|
|
||||||
});
|
|
||||||
const windows = new THREE.Mesh(windowGeometry, windowMaterial);
|
|
||||||
|
|
||||||
const doorGeometry = new THREE.BoxGeometry(0.4, 0.8, 0.05);
|
|
||||||
const doorMaterial = new THREE.MeshLambertMaterial({ color: playerColor });
|
|
||||||
const door = new THREE.Mesh(doorGeometry, doorMaterial);
|
|
||||||
|
|
||||||
// Position storefront based on orientation
|
|
||||||
switch (orientation) {
|
|
||||||
case 0: // Face south (positive Z)
|
|
||||||
sign.position.set(0, height * 0.8, depth / 2 + 0.02);
|
|
||||||
windows.position.set(0, height * 0.3, depth / 2 + 0.01);
|
|
||||||
door.position.set(0, 0.4, depth / 2 + 0.02);
|
|
||||||
break;
|
|
||||||
case 90: // Face west (negative X)
|
|
||||||
sign.position.set(-width / 2 - 0.02, height * 0.8, 0);
|
|
||||||
sign.rotation.y = Math.PI / 2;
|
|
||||||
windows.position.set(-width / 2 - 0.01, height * 0.3, 0);
|
|
||||||
windows.rotation.y = Math.PI / 2;
|
|
||||||
door.position.set(-width / 2 - 0.02, 0.4, 0);
|
|
||||||
door.rotation.y = Math.PI / 2;
|
|
||||||
break;
|
|
||||||
case 180: // Face north (negative Z)
|
|
||||||
sign.position.set(0, height * 0.8, -depth / 2 - 0.02);
|
|
||||||
sign.rotation.y = Math.PI;
|
|
||||||
windows.position.set(0, height * 0.3, -depth / 2 - 0.01);
|
|
||||||
windows.rotation.y = Math.PI;
|
|
||||||
door.position.set(0, 0.4, -depth / 2 - 0.02);
|
|
||||||
door.rotation.y = Math.PI;
|
|
||||||
break;
|
|
||||||
case 270: // Face east (positive X)
|
|
||||||
sign.position.set(width / 2 + 0.02, height * 0.8, 0);
|
|
||||||
sign.rotation.y = -Math.PI / 2;
|
|
||||||
windows.position.set(width / 2 + 0.01, height * 0.3, 0);
|
|
||||||
windows.rotation.y = -Math.PI / 2;
|
|
||||||
door.position.set(width / 2 + 0.02, 0.4, 0);
|
|
||||||
door.rotation.y = -Math.PI / 2;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
group.add(sign);
|
|
||||||
group.add(windows);
|
|
||||||
group.add(door);
|
|
||||||
|
|
||||||
// Air conditioning units on roof for larger buildings
|
|
||||||
if (type === 'supermarket' || type === 'mall') {
|
|
||||||
const acGeometry = new THREE.BoxGeometry(0.4, 0.2, 0.3);
|
|
||||||
const acMaterial = new THREE.MeshLambertMaterial({ color: 0x555555 });
|
|
||||||
const ac1 = new THREE.Mesh(acGeometry, acMaterial);
|
|
||||||
ac1.position.set(-width/3, height + 0.1, 0);
|
|
||||||
group.add(ac1);
|
|
||||||
|
|
||||||
const ac2 = new THREE.Mesh(acGeometry, acMaterial);
|
|
||||||
ac2.position.set(width/3, height + 0.1, 0);
|
|
||||||
group.add(ac2);
|
|
||||||
}
|
|
||||||
|
|
||||||
return group;
|
|
||||||
}
|
|
||||||
|
|
||||||
createFactory(type, playerColor, orientation = 0) {
|
|
||||||
const group = new THREE.Group();
|
|
||||||
|
|
||||||
let width = 1.6;
|
|
||||||
let height = 3.5;
|
|
||||||
let depth = 1.5;
|
|
||||||
|
|
||||||
if (type === 'large_factory') {
|
|
||||||
width = 1.8;
|
|
||||||
height = 4.5;
|
|
||||||
depth = 1.7;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Main factory building
|
|
||||||
const buildingGeometry = new THREE.BoxGeometry(width, height, depth);
|
|
||||||
const buildingMaterial = new THREE.MeshLambertMaterial({ color: 0x696969 });
|
|
||||||
const building = new THREE.Mesh(buildingGeometry, buildingMaterial);
|
|
||||||
building.position.y = height / 2;
|
|
||||||
building.castShadow = true;
|
|
||||||
building.receiveShadow = true;
|
|
||||||
group.add(building);
|
|
||||||
|
|
||||||
// Smokestack - player color stripe
|
|
||||||
const stackHeight = height + 1.5;
|
|
||||||
const stackGeometry = new THREE.CylinderGeometry(0.1, 0.15, stackHeight);
|
|
||||||
const stackMaterial = new THREE.MeshLambertMaterial({ color: 0x404040 });
|
|
||||||
const stack = new THREE.Mesh(stackGeometry, stackMaterial);
|
|
||||||
stack.position.set(width/3, stackHeight/2, -depth/4);
|
|
||||||
stack.castShadow = true;
|
|
||||||
group.add(stack);
|
|
||||||
|
|
||||||
// Player color stripe on smokestack
|
|
||||||
const stripeGeometry = new THREE.CylinderGeometry(0.12, 0.16, 0.3);
|
|
||||||
const stripeMaterial = new THREE.MeshLambertMaterial({ color: playerColor });
|
|
||||||
const stripe = new THREE.Mesh(stripeGeometry, stripeMaterial);
|
|
||||||
stripe.position.set(width/3, stackHeight * 0.7, -depth/4);
|
|
||||||
group.add(stripe);
|
|
||||||
|
|
||||||
// Factory windows
|
|
||||||
const createFactoryWindow = (x, y, z) => {
|
|
||||||
const windowGeometry = new THREE.BoxGeometry(0.3, 0.4, 0.05);
|
|
||||||
const windowMaterial = new THREE.MeshLambertMaterial({
|
|
||||||
color: 0xffff88,
|
|
||||||
transparent: true,
|
|
||||||
opacity: 0.8
|
|
||||||
});
|
|
||||||
const window = new THREE.Mesh(windowGeometry, windowMaterial);
|
|
||||||
window.position.set(x, y, z);
|
|
||||||
return window;
|
|
||||||
};
|
|
||||||
|
|
||||||
// Add multiple windows
|
|
||||||
for (let i = -1; i <= 1; i++) {
|
|
||||||
for (let j = 1; j <= 2; j++) {
|
|
||||||
group.add(createFactoryWindow(i * width/3, j * height/3, depth/2 + 0.01));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Loading dock - player color
|
|
||||||
const dockGeometry = new THREE.BoxGeometry(0.6, 0.1, 0.4);
|
|
||||||
const dockMaterial = new THREE.MeshLambertMaterial({ color: playerColor });
|
|
||||||
const dock = new THREE.Mesh(dockGeometry, dockMaterial);
|
|
||||||
dock.position.set(-width/3, 0.05, depth/2 + 0.2);
|
|
||||||
group.add(dock);
|
|
||||||
|
|
||||||
return group;
|
|
||||||
}
|
|
||||||
|
|
||||||
createRoad() {
|
|
||||||
const geometry = new THREE.BoxGeometry(
|
|
||||||
this.TILE_SIZE,
|
|
||||||
0.1,
|
|
||||||
this.TILE_SIZE
|
|
||||||
);
|
|
||||||
const material = new THREE.MeshLambertMaterial({ color: 0x2F4F4F });
|
|
||||||
const road = new THREE.Mesh(geometry, material);
|
|
||||||
road.position.y = 0.05;
|
|
||||||
road.castShadow = true;
|
|
||||||
road.receiveShadow = true;
|
|
||||||
|
|
||||||
return road;
|
|
||||||
}
|
|
||||||
|
|
||||||
createPark(type, playerColor) {
|
|
||||||
const group = new THREE.Group();
|
|
||||||
|
|
||||||
// Base green area
|
|
||||||
const baseGeometry = new THREE.BoxGeometry(this.TILE_SIZE - 0.1, 0.1, this.TILE_SIZE - 0.1);
|
|
||||||
const baseMaterial = new THREE.MeshLambertMaterial({ color: 0x32cd32 });
|
|
||||||
const base = new THREE.Mesh(baseGeometry, baseMaterial);
|
|
||||||
base.position.y = 0.05;
|
|
||||||
base.receiveShadow = true;
|
|
||||||
group.add(base);
|
|
||||||
|
|
||||||
if (type === 'park') {
|
|
||||||
// Add trees
|
|
||||||
const createTree = (x, z) => {
|
|
||||||
const treeGroup = new THREE.Group();
|
|
||||||
|
|
||||||
// Trunk
|
|
||||||
const trunkGeometry = new THREE.CylinderGeometry(0.05, 0.08, 0.5);
|
|
||||||
const trunkMaterial = new THREE.MeshLambertMaterial({ color: 0x8b4513 });
|
|
||||||
const trunk = new THREE.Mesh(trunkGeometry, trunkMaterial);
|
|
||||||
trunk.position.y = 0.25;
|
|
||||||
trunk.castShadow = true;
|
|
||||||
treeGroup.add(trunk);
|
|
||||||
|
|
||||||
// Leaves - player color accent
|
|
||||||
const leavesGeometry = new THREE.SphereGeometry(0.3, 8, 6);
|
|
||||||
const leavesMaterial = new THREE.MeshLambertMaterial({
|
|
||||||
color: playerColor.clone().lerp(new THREE.Color(0x228b22), 0.7)
|
|
||||||
});
|
|
||||||
const leaves = new THREE.Mesh(leavesGeometry, leavesMaterial);
|
|
||||||
leaves.position.y = 0.6;
|
|
||||||
leaves.castShadow = true;
|
|
||||||
treeGroup.add(leaves);
|
|
||||||
|
|
||||||
treeGroup.position.set(x, 0, z);
|
|
||||||
return treeGroup;
|
|
||||||
};
|
|
||||||
|
|
||||||
group.add(createTree(-0.4, -0.4));
|
|
||||||
group.add(createTree(0.4, 0.4));
|
|
||||||
} else { // plaza
|
|
||||||
// Add fountain with player color accents
|
|
||||||
const fountainGeometry = new THREE.CylinderGeometry(0.3, 0.4, 0.3);
|
|
||||||
const fountainMaterial = new THREE.MeshLambertMaterial({ color: 0xd3d3d3 });
|
|
||||||
const fountain = new THREE.Mesh(fountainGeometry, fountainMaterial);
|
|
||||||
fountain.position.y = 0.25;
|
|
||||||
fountain.castShadow = true;
|
|
||||||
group.add(fountain);
|
|
||||||
|
|
||||||
// Water with player color tint
|
|
||||||
const waterGeometry = new THREE.CylinderGeometry(0.25, 0.25, 0.05);
|
|
||||||
const waterMaterial = new THREE.MeshLambertMaterial({
|
|
||||||
color: playerColor.clone().lerp(new THREE.Color(0x4169e1), 0.5),
|
|
||||||
transparent: true,
|
|
||||||
opacity: 0.7
|
|
||||||
});
|
|
||||||
const water = new THREE.Mesh(waterGeometry, waterMaterial);
|
|
||||||
water.position.y = 0.35;
|
|
||||||
group.add(water);
|
|
||||||
}
|
|
||||||
|
|
||||||
return group;
|
|
||||||
}
|
|
||||||
|
|
||||||
createTownHall(playerColor, orientation = 0) {
|
|
||||||
const group = new THREE.Group();
|
|
||||||
|
|
||||||
// Main building
|
|
||||||
const mainGeometry = new THREE.BoxGeometry(1.7, 4.0, 1.6);
|
|
||||||
const mainMaterial = new THREE.MeshLambertMaterial({ color: 0xf5f5dc });
|
|
||||||
const main = new THREE.Mesh(mainGeometry, mainMaterial);
|
|
||||||
main.position.y = 2.0;
|
|
||||||
main.castShadow = true;
|
|
||||||
main.receiveShadow = true;
|
|
||||||
group.add(main);
|
|
||||||
|
|
||||||
// Clock tower
|
|
||||||
const towerGeometry = new THREE.BoxGeometry(0.6, 1.5, 0.6);
|
|
||||||
const towerMaterial = new THREE.MeshLambertMaterial({ color: 0xe6e6e6 });
|
|
||||||
const tower = new THREE.Mesh(towerGeometry, towerMaterial);
|
|
||||||
tower.position.y = 4.75;
|
|
||||||
tower.castShadow = true;
|
|
||||||
group.add(tower);
|
|
||||||
|
|
||||||
// Clock face - player color
|
|
||||||
const clockGeometry = new THREE.CylinderGeometry(0.2, 0.2, 0.05);
|
|
||||||
const clockMaterial = new THREE.MeshLambertMaterial({ color: playerColor });
|
|
||||||
const clock = new THREE.Mesh(clockGeometry, clockMaterial);
|
|
||||||
clock.position.set(0, 4.5, 0.3);
|
|
||||||
clock.rotation.x = Math.PI / 2;
|
|
||||||
group.add(clock);
|
|
||||||
|
|
||||||
// Flag pole with player color flag
|
|
||||||
const poleGeometry = new THREE.CylinderGeometry(0.02, 0.02, 1.0);
|
|
||||||
const poleMaterial = new THREE.MeshLambertMaterial({ color: 0x555555 });
|
|
||||||
const pole = new THREE.Mesh(poleGeometry, poleMaterial);
|
|
||||||
pole.position.set(0.6, 5.5, 0);
|
|
||||||
group.add(pole);
|
|
||||||
|
|
||||||
const flagGeometry = new THREE.PlaneGeometry(0.3, 0.2);
|
|
||||||
const flagMaterial = new THREE.MeshLambertMaterial({ color: playerColor });
|
|
||||||
const flag = new THREE.Mesh(flagGeometry, flagMaterial);
|
|
||||||
flag.position.set(0.75, 5.7, 0);
|
|
||||||
group.add(flag);
|
|
||||||
|
|
||||||
// Steps with player color carpet
|
|
||||||
const stepsGeometry = new THREE.BoxGeometry(1.8, 0.2, 0.6);
|
|
||||||
const stepsMaterial = new THREE.MeshLambertMaterial({ color: 0xd3d3d3 });
|
|
||||||
const steps = new THREE.Mesh(stepsGeometry, stepsMaterial);
|
|
||||||
steps.position.set(0, 0.1, 0.8);
|
|
||||||
group.add(steps);
|
|
||||||
|
|
||||||
const carpetGeometry = new THREE.BoxGeometry(0.4, 0.01, 0.6);
|
|
||||||
const carpetMaterial = new THREE.MeshLambertMaterial({ color: playerColor });
|
|
||||||
const carpet = new THREE.Mesh(carpetGeometry, carpetMaterial);
|
|
||||||
carpet.position.set(0, 0.21, 0.8);
|
|
||||||
group.add(carpet);
|
|
||||||
|
|
||||||
return group;
|
|
||||||
}
|
|
||||||
|
|
||||||
createPowerPlant(playerColor, orientation = 0) {
|
|
||||||
const group = new THREE.Group();
|
|
||||||
|
|
||||||
// Main building
|
|
||||||
const mainGeometry = new THREE.BoxGeometry(1.8, 3.0, 1.7);
|
|
||||||
const mainMaterial = new THREE.MeshLambertMaterial({ color: 0x555555 });
|
|
||||||
const main = new THREE.Mesh(mainGeometry, mainMaterial);
|
|
||||||
main.position.y = 1.5;
|
|
||||||
main.castShadow = true;
|
|
||||||
main.receiveShadow = true;
|
|
||||||
group.add(main);
|
|
||||||
|
|
||||||
// Cooling towers
|
|
||||||
const createCoolingTower = (x, z) => {
|
|
||||||
const towerGeometry = new THREE.CylinderGeometry(0.2, 0.3, 4.0);
|
|
||||||
const towerMaterial = new THREE.MeshLambertMaterial({ color: 0x888888 });
|
|
||||||
const tower = new THREE.Mesh(towerGeometry, towerMaterial);
|
|
||||||
tower.position.set(x, 2.0, z);
|
|
||||||
tower.castShadow = true;
|
|
||||||
|
|
||||||
// Player color stripe on tower
|
|
||||||
const stripeGeometry = new THREE.CylinderGeometry(0.22, 0.32, 0.3);
|
|
||||||
const stripeMaterial = new THREE.MeshLambertMaterial({ color: playerColor });
|
|
||||||
const stripe = new THREE.Mesh(stripeGeometry, stripeMaterial);
|
|
||||||
stripe.position.set(x, 3.0, z);
|
|
||||||
group.add(stripe);
|
|
||||||
|
|
||||||
return tower;
|
|
||||||
};
|
|
||||||
|
|
||||||
group.add(createCoolingTower(-0.5, -0.3));
|
|
||||||
group.add(createCoolingTower(0.5, -0.3));
|
|
||||||
|
|
||||||
// Control room with player color accents
|
|
||||||
const controlGeometry = new THREE.BoxGeometry(0.8, 1.0, 0.6);
|
|
||||||
const controlMaterial = new THREE.MeshLambertMaterial({ color: 0x777777 });
|
|
||||||
const control = new THREE.Mesh(controlGeometry, controlMaterial);
|
|
||||||
control.position.set(0, 3.5, 0.4);
|
|
||||||
control.castShadow = true;
|
|
||||||
group.add(control);
|
|
||||||
|
|
||||||
// Control room windows - player color frames
|
|
||||||
const windowGeometry = new THREE.BoxGeometry(0.6, 0.3, 0.05);
|
|
||||||
const windowMaterial = new THREE.MeshLambertMaterial({ color: playerColor });
|
|
||||||
const windows = new THREE.Mesh(windowGeometry, windowMaterial);
|
|
||||||
windows.position.set(0, 3.5, 0.7);
|
|
||||||
group.add(windows);
|
|
||||||
|
|
||||||
// Power lines
|
|
||||||
const lineGeometry = new THREE.CylinderGeometry(0.01, 0.01, 2.0);
|
|
||||||
const lineMaterial = new THREE.MeshLambertMaterial({ color: 0x000000 });
|
|
||||||
const line = new THREE.Mesh(lineGeometry, lineMaterial);
|
|
||||||
line.position.set(0.8, 4.0, 0);
|
|
||||||
line.rotation.z = Math.PI / 6;
|
|
||||||
group.add(line);
|
|
||||||
|
|
||||||
return group;
|
|
||||||
}
|
|
||||||
|
|
||||||
createBuildingLabel(name, playerColor) {
|
|
||||||
// Create canvas for text rendering
|
|
||||||
const canvas = document.createElement('canvas');
|
|
||||||
const ctx = canvas.getContext('2d');
|
|
||||||
|
|
||||||
// Much larger canvas for better visibility
|
|
||||||
canvas.width = 1024;
|
|
||||||
canvas.height = 256;
|
|
||||||
|
|
||||||
// Clear background
|
|
||||||
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
|
||||||
|
|
||||||
// Much bigger text for better visibility
|
|
||||||
const fontSize = 120;
|
|
||||||
ctx.font = `bold ${fontSize}px Arial`;
|
|
||||||
ctx.textAlign = 'center';
|
|
||||||
ctx.textBaseline = 'middle';
|
|
||||||
|
|
||||||
// Draw colored background
|
|
||||||
const padding = 32;
|
|
||||||
const textWidth = ctx.measureText(name).width;
|
|
||||||
const bgWidth = Math.max(textWidth + padding * 2, 300);
|
|
||||||
const bgHeight = fontSize + padding * 2;
|
|
||||||
|
|
||||||
// Fill with player color
|
|
||||||
ctx.fillStyle = `rgb(${Math.floor(playerColor.r * 255)}, ${Math.floor(playerColor.g * 255)}, ${Math.floor(playerColor.b * 255)})`;
|
|
||||||
ctx.fillRect(
|
|
||||||
(canvas.width - bgWidth) / 2,
|
|
||||||
(canvas.height - bgHeight) / 2,
|
|
||||||
bgWidth,
|
|
||||||
bgHeight
|
|
||||||
);
|
|
||||||
|
|
||||||
// Draw black text
|
|
||||||
ctx.fillStyle = 'black';
|
|
||||||
ctx.fillText(name, canvas.width / 2, canvas.height / 2);
|
|
||||||
|
|
||||||
// Create texture and material
|
|
||||||
const texture = new THREE.CanvasTexture(canvas);
|
|
||||||
const material = new THREE.MeshBasicMaterial({
|
|
||||||
map: texture,
|
|
||||||
transparent: true,
|
|
||||||
side: THREE.DoubleSide,
|
|
||||||
depthTest: false // Always render on top
|
|
||||||
});
|
|
||||||
|
|
||||||
// Much larger geometry - 2x bigger than before
|
|
||||||
const geometry = new THREE.PlaneGeometry(8, 2);
|
|
||||||
const labelMesh = new THREE.Mesh(geometry, material);
|
|
||||||
|
|
||||||
// Position above building
|
|
||||||
labelMesh.position.set(0, 4.5, 0);
|
|
||||||
|
|
||||||
// Make labels always face camera (billboard effect) and appear horizontal
|
|
||||||
// This will be updated in the render loop to always face the camera
|
|
||||||
labelMesh.userData.isBillboard = true;
|
|
||||||
|
|
||||||
// Initial rotation to face the isometric camera
|
|
||||||
// Camera is positioned at (cameraPos.x + 50, 50, cameraPos.z + 50)
|
|
||||||
// We want labels to face northeast towards camera but remain horizontal
|
|
||||||
labelMesh.rotation.y = -Math.PI / 4; // Face camera direction
|
|
||||||
labelMesh.rotation.x = 0; // Keep horizontal (no tilt)
|
|
||||||
|
|
||||||
// Mark as building label
|
|
||||||
labelMesh.userData.isBuildingLabel = true;
|
|
||||||
|
|
||||||
return labelMesh;
|
|
||||||
}
|
|
||||||
|
|
||||||
createCursor(playerId, color) {
|
createCursor(playerId, color) {
|
||||||
const geometry = new THREE.RingGeometry(0.5, 0.7, 16);
|
const geometry = new THREE.RingGeometry(0.5, 0.7, 16);
|
||||||
const material = new THREE.MeshBasicMaterial({
|
const material = new THREE.MeshBasicMaterial({
|
||||||
@@ -855,9 +144,6 @@ export class GameRenderer {
|
|||||||
}
|
}
|
||||||
|
|
||||||
updateGameState(gameState) {
|
updateGameState(gameState) {
|
||||||
// Store game state for player color access
|
|
||||||
this.gameState = gameState;
|
|
||||||
|
|
||||||
// Clear existing buildings
|
// Clear existing buildings
|
||||||
this.buildings.forEach(mesh => this.scene.remove(mesh));
|
this.buildings.forEach(mesh => this.scene.remove(mesh));
|
||||||
this.buildings.clear();
|
this.buildings.clear();
|
||||||
@@ -879,35 +165,6 @@ export class GameRenderer {
|
|||||||
const building = this.createBuilding(buildingData);
|
const building = this.createBuilding(buildingData);
|
||||||
this.buildings.set(key, building);
|
this.buildings.set(key, building);
|
||||||
this.scene.add(building);
|
this.scene.add(building);
|
||||||
|
|
||||||
// If this is a road, update adjacent building orientations
|
|
||||||
if (buildingData.type === 'road') {
|
|
||||||
this.updateAdjacentBuildingOrientations(buildingData.x, buildingData.y);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
updateAdjacentBuildingOrientations(roadX, roadY) {
|
|
||||||
if (!this.gameState || !this.gameState.buildings) return;
|
|
||||||
|
|
||||||
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},${checkY}`;
|
|
||||||
const buildingData = this.gameState.buildings[key];
|
|
||||||
|
|
||||||
if (buildingData && buildingData.type !== 'road') {
|
|
||||||
// Rebuild this building with new orientation
|
|
||||||
this.removeBuilding(checkX, checkY);
|
|
||||||
this.addBuilding(buildingData);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
removeBuilding(x, y) {
|
removeBuilding(x, y) {
|
||||||
@@ -921,37 +178,8 @@ export class GameRenderer {
|
|||||||
updateBuildingName(x, y, name) {
|
updateBuildingName(x, y, name) {
|
||||||
const key = `${x},${y}`;
|
const key = `${x},${y}`;
|
||||||
const building = this.buildings.get(key);
|
const building = this.buildings.get(key);
|
||||||
|
if (building) {
|
||||||
if (!building) {
|
building.userData.name = name;
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Update building userData
|
|
||||||
building.userData.name = name;
|
|
||||||
|
|
||||||
// Remove all existing labels
|
|
||||||
const labelsToRemove = [];
|
|
||||||
building.children.forEach((child, index) => {
|
|
||||||
if (child.userData && child.userData.isBuildingLabel) {
|
|
||||||
labelsToRemove.push(child);
|
|
||||||
}
|
|
||||||
});
|
|
||||||
|
|
||||||
labelsToRemove.forEach(label => {
|
|
||||||
building.remove(label);
|
|
||||||
// Clean up resources
|
|
||||||
if (label.material) {
|
|
||||||
if (label.material.map) label.material.map.dispose();
|
|
||||||
label.material.dispose();
|
|
||||||
}
|
|
||||||
if (label.geometry) label.geometry.dispose();
|
|
||||||
});
|
|
||||||
|
|
||||||
// Add new label if name provided
|
|
||||||
if (name && name.trim()) {
|
|
||||||
const playerColor = this.getPlayerColor(building.userData.owner_id);
|
|
||||||
const newLabel = this.createBuildingLabel(name.trim(), playerColor);
|
|
||||||
building.add(newLabel);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -1025,53 +253,20 @@ export class GameRenderer {
|
|||||||
}
|
}
|
||||||
|
|
||||||
updateCameraPosition() {
|
updateCameraPosition() {
|
||||||
// Transport Tycoon style isometric positioning
|
|
||||||
this.camera.position.set(
|
this.camera.position.set(
|
||||||
this.cameraPos.x + 50,
|
this.cameraPos.x, this.cameraPos.y, this.cameraPos.z
|
||||||
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() {
|
startRenderLoop() {
|
||||||
const animate = () => {
|
const animate = () => {
|
||||||
requestAnimationFrame(animate);
|
requestAnimationFrame(animate);
|
||||||
|
|
||||||
// Update billboard labels to face camera
|
|
||||||
this.updateBillboards();
|
|
||||||
|
|
||||||
this.renderer.render(this.scene, this.camera);
|
this.renderer.render(this.scene, this.camera);
|
||||||
};
|
};
|
||||||
animate();
|
animate();
|
||||||
}
|
}
|
||||||
|
|
||||||
updateBillboards() {
|
|
||||||
// Make every billboard label face the camera horizontally (yaw only)
|
|
||||||
const camPos = this.camera.position;
|
|
||||||
this.buildings.forEach(building => {
|
|
||||||
building.traverse(child => {
|
|
||||||
if (child.userData && child.userData.isBillboard) {
|
|
||||||
// Get world position of label
|
|
||||||
const worldPos = new THREE.Vector3();
|
|
||||||
child.getWorldPosition(worldPos);
|
|
||||||
|
|
||||||
// Compute angle to camera on XZ plane
|
|
||||||
const dx = camPos.x - worldPos.x;
|
|
||||||
const dz = camPos.z - worldPos.z;
|
|
||||||
const angle = Math.atan2(dx, dz); // radians
|
|
||||||
|
|
||||||
// Apply rotation: yaw = angle, keep flat (no pitch/roll)
|
|
||||||
child.rotation.set(0, angle, 0);
|
|
||||||
}
|
|
||||||
});
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
onResize() {
|
onResize() {
|
||||||
const aspect = window.innerWidth / window.innerHeight;
|
const aspect = window.innerWidth / window.innerHeight;
|
||||||
this.camera.left = -40 * aspect;
|
this.camera.left = -40 * aspect;
|
||||||
|
|||||||
+17
-79
@@ -21,21 +21,7 @@ export class InputHandler {
|
|||||||
this.canvas.addEventListener('mouseup', (e) => this.onMouseUp(e));
|
this.canvas.addEventListener('mouseup', (e) => this.onMouseUp(e));
|
||||||
this.canvas.addEventListener('mousemove', (e) => this.onMouseMove(e));
|
this.canvas.addEventListener('mousemove', (e) => this.onMouseMove(e));
|
||||||
this.canvas.addEventListener('wheel', (e) => this.onWheel(e));
|
this.canvas.addEventListener('wheel', (e) => this.onWheel(e));
|
||||||
// Prevent context menu on canvas and document
|
this.canvas.addEventListener('contextmenu', (e) => e.preventDefault());
|
||||||
this.canvas.addEventListener('contextmenu', (e) => {
|
|
||||||
e.preventDefault();
|
|
||||||
e.stopPropagation();
|
|
||||||
return false;
|
|
||||||
});
|
|
||||||
|
|
||||||
// Also prevent on document level for better coverage
|
|
||||||
document.addEventListener('contextmenu', (e) => {
|
|
||||||
if (e.target === this.canvas || this.canvas.contains(e.target)) {
|
|
||||||
e.preventDefault();
|
|
||||||
e.stopPropagation();
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
});
|
|
||||||
// Keyboard events
|
// Keyboard events
|
||||||
document.addEventListener('keydown', (e) => this.onKeyDown(e));
|
document.addEventListener('keydown', (e) => this.onKeyDown(e));
|
||||||
}
|
}
|
||||||
@@ -70,16 +56,16 @@ export class InputHandler {
|
|||||||
const dx = Math.abs(event.clientX - this.lastMouseX);
|
const dx = Math.abs(event.clientX - this.lastMouseX);
|
||||||
const dy = Math.abs(event.clientY - this.lastMouseY);
|
const dy = Math.abs(event.clientY - this.lastMouseY);
|
||||||
if (dx < dragThreshold && dy < dragThreshold) {
|
if (dx < dragThreshold && dy < dragThreshold) {
|
||||||
// Right click on tile - show context menu with improved hit detection
|
// Right click on tile - show context menu
|
||||||
const tile = this.app.renderer.screenToWorld(event.clientX, event.clientY);
|
const tile = this.app.renderer.screenToWorld(event.clientX, event.clientY);
|
||||||
const buildingInfo = this.findBuildingNearTile(tile.x, tile.y);
|
const building = this.app.gameState.buildings[`${tile.x},${tile.y}`];
|
||||||
|
|
||||||
if (buildingInfo && buildingInfo.building.owner_id === this.app.player.player_id) {
|
if (building && building.owner_id === this.app.player.player_id) {
|
||||||
this.app.uiManager.showContextMenu(
|
this.app.uiManager.showContextMenu(
|
||||||
event.clientX,
|
event.clientX,
|
||||||
event.clientY,
|
event.clientY,
|
||||||
buildingInfo.x,
|
tile.x,
|
||||||
buildingInfo.y
|
tile.y
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -93,17 +79,8 @@ export class InputHandler {
|
|||||||
this.currentTileX = tile.x;
|
this.currentTileX = tile.x;
|
||||||
this.currentTileY = tile.y;
|
this.currentTileY = tile.y;
|
||||||
|
|
||||||
// Highlight tile with building detection feedback
|
// Highlight tile
|
||||||
const buildingInfo = this.findBuildingNearTile(tile.x, tile.y);
|
this.app.renderer.highlightTile(tile.x, tile.y);
|
||||||
if (buildingInfo && buildingInfo.building.owner_id === this.app.player?.player_id) {
|
|
||||||
// Highlight the actual building tile if we found one nearby
|
|
||||||
this.app.renderer.highlightTile(buildingInfo.x, buildingInfo.y);
|
|
||||||
this.canvas.style.cursor = 'pointer'; // Show pointer cursor over owned buildings
|
|
||||||
} else {
|
|
||||||
// Normal tile highlight
|
|
||||||
this.app.renderer.highlightTile(tile.x, tile.y);
|
|
||||||
this.canvas.style.cursor = this.isRightMouseDown ? 'grabbing' : 'default';
|
|
||||||
}
|
|
||||||
// Send cursor position to server (throttled)
|
// Send cursor position to server (throttled)
|
||||||
const now = Date.now();
|
const now = Date.now();
|
||||||
if (now - this.lastCursorUpdate > this.cursorUpdateThrottle) {
|
if (now - this.lastCursorUpdate > this.cursorUpdateThrottle) {
|
||||||
@@ -114,11 +91,11 @@ export class InputHandler {
|
|||||||
|
|
||||||
// Handle camera panning
|
// Handle camera panning
|
||||||
if (this.isRightMouseDown) {
|
if (this.isRightMouseDown) {
|
||||||
const dx = (this.lastMouseX - event.clientX) * 0.3;
|
const dx = (event.clientX - this.lastMouseX) * 0.1;
|
||||||
const dy = (this.lastMouseY - event.clientY) * 0.3;
|
const dy = (event.clientY - this.lastMouseY) * 0.1;
|
||||||
|
|
||||||
this.app.renderer.moveCamera(dx, dy);
|
this.app.renderer.moveCamera(-dx, dy);
|
||||||
|
|
||||||
this.lastMouseX = event.clientX;
|
this.lastMouseX = event.clientX;
|
||||||
this.lastMouseY = event.clientY;
|
this.lastMouseY = event.clientY;
|
||||||
}
|
}
|
||||||
@@ -142,19 +119,19 @@ export class InputHandler {
|
|||||||
|
|
||||||
switch (event.key) {
|
switch (event.key) {
|
||||||
case 'ArrowUp':
|
case 'ArrowUp':
|
||||||
this.app.renderer.moveCamera(0, -s); // Move straight up in world coordinates
|
this.app.renderer.moveCamera(s, -s); // Move diagonally to pan straight up
|
||||||
moved = true;
|
moved = true;
|
||||||
break;
|
break;
|
||||||
case 'ArrowDown':
|
case 'ArrowDown':
|
||||||
this.app.renderer.moveCamera(0, s); // Move straight down in world coordinates
|
this.app.renderer.moveCamera(-s, s); // Move diagonally to pan straight down
|
||||||
moved = true;
|
moved = true;
|
||||||
break;
|
break;
|
||||||
case 'ArrowLeft':
|
case 'ArrowLeft':
|
||||||
this.app.renderer.moveCamera(-s, 0); // Move straight left in world coordinates
|
this.app.renderer.moveCamera(-s, -s); // Move diagonally to pan straight left
|
||||||
moved = true;
|
moved = true;
|
||||||
break;
|
break;
|
||||||
case 'ArrowRight':
|
case 'ArrowRight':
|
||||||
this.app.renderer.moveCamera(s, 0); // Move straight right in world coordinates
|
this.app.renderer.moveCamera(s, s); // Move diagonally to pan straight right
|
||||||
moved = true;
|
moved = true;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
@@ -163,43 +140,4 @@ export class InputHandler {
|
|||||||
event.preventDefault(); // Prevents the browser from scrolling
|
event.preventDefault(); // Prevents the browser from scrolling
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
findBuildingNearTile(centerX, centerY) {
|
|
||||||
/**
|
|
||||||
* Improved building hit detection with expanded click area.
|
|
||||||
*
|
|
||||||
* Problem: Previously, users had to click exactly on the building's ground tile
|
|
||||||
* which was frustrating and imprecise, especially for 3D buildings.
|
|
||||||
*
|
|
||||||
* Solution: This function checks a 3x3 grid around the clicked point,
|
|
||||||
* making buildings much easier to target by expanding the effective click area.
|
|
||||||
*
|
|
||||||
* Search order: exact tile first, then adjacent tiles, then diagonal tiles
|
|
||||||
* to ensure the closest building is selected when multiple are nearby.
|
|
||||||
*/
|
|
||||||
|
|
||||||
// First try exact tile (for precision when needed)
|
|
||||||
let building = this.app.gameState.buildings[`${centerX},${centerY}`];
|
|
||||||
if (building) {
|
|
||||||
return { building, x: centerX, y: centerY };
|
|
||||||
}
|
|
||||||
|
|
||||||
// Then check a 3x3 area around the clicked tile for easier targeting
|
|
||||||
// Check closer tiles first for better UX
|
|
||||||
const searchOrder = [
|
|
||||||
[0, -1], [0, 1], [-1, 0], [1, 0], // Adjacent tiles (distance 1)
|
|
||||||
[-1, -1], [-1, 1], [1, -1], [1, 1] // Diagonal tiles (distance 1.41)
|
|
||||||
];
|
|
||||||
|
|
||||||
for (const [dx, dy] of searchOrder) {
|
|
||||||
const x = centerX + dx;
|
|
||||||
const y = centerY + dy;
|
|
||||||
building = this.app.gameState.buildings[`${x},${y}`];
|
|
||||||
if (building) {
|
|
||||||
return { building, x, y };
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return null; // No building found in area
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -22,7 +22,7 @@ class ContextMenu extends HTMLElement {
|
|||||||
id="nameInput"
|
id="nameInput"
|
||||||
placeholder="Building name..."
|
placeholder="Building name..."
|
||||||
style="width: 100%; margin-bottom: 8px;"
|
style="width: 100%; margin-bottom: 8px;"
|
||||||
maxlength="20"
|
maxlength="30"
|
||||||
/>
|
/>
|
||||||
</div>
|
</div>
|
||||||
`;
|
`;
|
||||||
@@ -69,13 +69,6 @@ class ContextMenu extends HTMLElement {
|
|||||||
this.currentX = tileX;
|
this.currentX = tileX;
|
||||||
this.currentY = tileY;
|
this.currentY = tileY;
|
||||||
|
|
||||||
// Store current building info for editing
|
|
||||||
this.currentBuilding = null;
|
|
||||||
if (this.app && this.app.gameState && this.app.gameState.buildings) {
|
|
||||||
const key = `${tileX},${tileY}`;
|
|
||||||
this.currentBuilding = this.app.gameState.buildings[key];
|
|
||||||
}
|
|
||||||
|
|
||||||
this.style.left = x + 'px';
|
this.style.left = x + 'px';
|
||||||
this.style.top = y + 'px';
|
this.style.top = y + 'px';
|
||||||
this.style.display = 'block';
|
this.style.display = 'block';
|
||||||
@@ -94,10 +87,8 @@ class ContextMenu extends HTMLElement {
|
|||||||
this.querySelector('#editForm').style.display = 'block';
|
this.querySelector('#editForm').style.display = 'block';
|
||||||
|
|
||||||
const input = this.querySelector('#nameInput');
|
const input = this.querySelector('#nameInput');
|
||||||
// Pre-fill with current building name if it exists
|
input.value = '';
|
||||||
input.value = (this.currentBuilding && this.currentBuilding.name) ? this.currentBuilding.name : '';
|
|
||||||
input.focus();
|
input.focus();
|
||||||
input.select(); // Select all text for easy replacement
|
|
||||||
} else if (action === 'delete') {
|
} else if (action === 'delete') {
|
||||||
if (confirm('Delete this building?')) {
|
if (confirm('Delete this building?')) {
|
||||||
if (this.app) {
|
if (this.app) {
|
||||||
|
|||||||
Reference in New Issue
Block a user