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3 changes: 3 additions & 0 deletions index.html
Original file line number Diff line number Diff line change
Expand Up @@ -323,6 +323,9 @@
<events-display
class="w-full sm:w-auto pointer-events-auto"
></events-display>
<actionable-events
class="w-full sm:w-auto pointer-events-auto"
></actionable-events>
</div>
</div>

Expand Down
2 changes: 2 additions & 0 deletions resources/lang/en.json
Original file line number Diff line number Diff line change
Expand Up @@ -950,6 +950,8 @@
"betrayed_you": "{name} broke their alliance with you",
"about_to_expire": "Your alliance with {name} is about to expire!",
"alliance_expired": "Your alliance with {name} expired",
"atom_bomb_detonated": "{name} - atom bomb detonated",
"hydrogen_bomb_detonated": "{name} - hydrogen bomb detonated",
"attack_request": "{name} requests you attack {target}",
"sent_emoji": "Sent {name}: {emoji}",
"renew_alliance": "Request to renew",
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1 change: 1 addition & 0 deletions src/client/Utils.ts
Original file line number Diff line number Diff line change
Expand Up @@ -507,6 +507,7 @@ export function getMessageTypeClasses(type: MessageType): string {
case MessageType.ALLIANCE_BROKEN:
case MessageType.UNIT_CAPTURED_BY_ENEMY:
case MessageType.UNIT_DESTROYED:
case MessageType.NUKE_DETONATED:
return severityColors["fail"];
case MessageType.ATTACK_CANCELLED:
case MessageType.ATTACK_REQUEST:
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12 changes: 12 additions & 0 deletions src/client/graphics/GameRenderer.ts
Original file line number Diff line number Diff line change
Expand Up @@ -6,6 +6,7 @@ import { RefreshGraphicsEvent as RedrawGraphicsEvent } from "../InputHandler";
import { FrameProfiler } from "./FrameProfiler";
import { TransformHandler } from "./TransformHandler";
import { UIState } from "./UIState";
import { ActionableEvents } from "./layers/ActionableEvents";
import { AlertFrame } from "./layers/AlertFrame";
import { AttackingTroopsOverlay } from "./layers/AttackingTroopsOverlay";
import { AttacksDisplay } from "./layers/AttacksDisplay";
Expand Down Expand Up @@ -129,6 +130,16 @@ export function createRenderer(
eventsDisplay.game = game;
eventsDisplay.uiState = uiState;

const actionableEvents = document.querySelector(
"actionable-events",
) as ActionableEvents;
if (!(actionableEvents instanceof ActionableEvents)) {
console.error("actionable events not found");
}
actionableEvents.eventBus = eventBus;
actionableEvents.game = game;
actionableEvents.uiState = uiState;
Comment on lines +133 to +141
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⚠️ Potential issue | 🟠 Major | ⚡ Quick win

Guard actionableEvents before property writes and layer insertion.

The null/type check only logs, then Line 139 still dereferences the value. If the element is missing, renderer init crashes.

Suggested fix
-  const actionableEvents = document.querySelector(
+  const actionableEvents = document.querySelector(
     "actionable-events",
-  ) as ActionableEvents;
-  if (!(actionableEvents instanceof ActionableEvents)) {
+  ) as ActionableEvents | null;
+  if (!(actionableEvents instanceof ActionableEvents)) {
     console.error("actionable events not found");
-  }
-  actionableEvents.eventBus = eventBus;
-  actionableEvents.game = game;
-  actionableEvents.uiState = uiState;
+  } else {
+    actionableEvents.eventBus = eventBus;
+    actionableEvents.game = game;
+    actionableEvents.uiState = uiState;
+  }
@@
-    actionableEvents,
+    ...(actionableEvents instanceof ActionableEvents
+      ? [actionableEvents]
+      : []),

Also applies to: 304-305

🤖 Prompt for AI Agents
Verify each finding against current code. Fix only still-valid issues, skip the
rest with a brief reason, keep changes minimal, and validate.

In `@src/client/graphics/GameRenderer.ts` around lines 133 - 141, The code
currently logs if document.querySelector("actionable-events") is not an instance
of ActionableEvents but then continues to dereference actionableEvents (setting
actionableEvents.eventBus, .game, .uiState and later inserting layers), causing
a crash if missing; update the guard around actionableEvents in GameRenderer
(the variable actionableEvents and type ActionableEvents) to perform an early
return or throw after the console.error so no property writes or layer insertion
run when actionableEvents is falsy/incorrect, and apply the same guarded pattern
to the other occurrence around lines where layer insertion happens (the second
actionableEvents usage) to ensure eventBus, game and uiState are only assigned
when actionableEvents is a valid ActionableEvents instance.


const attacksDisplay = document.querySelector(
"attacks-display",
) as AttacksDisplay;
Expand Down Expand Up @@ -290,6 +301,7 @@ export function createRenderer(
new NameLayer(game, transformHandler, eventBus),
new AttackingTroopsOverlay(game, transformHandler, eventBus, userSettings),
eventsDisplay,
actionableEvents,
attacksDisplay,
chatDisplay,
buildMenu,
Expand Down
331 changes: 331 additions & 0 deletions src/client/graphics/layers/ActionableEvents.ts
Original file line number Diff line number Diff line change
@@ -0,0 +1,331 @@
import { html, LitElement } from "lit";
import { customElement, state } from "lit/decorators.js";
import { EventBus } from "../../../core/EventBus";
import { MessageType, Tick } from "../../../core/game/Game";
import {
AllianceExtensionUpdate,
AllianceRequestUpdate,
BrokeAllianceUpdate,
GameUpdateType,
} from "../../../core/game/GameUpdates";
import { GameView, PlayerView } from "../../../core/game/GameView";
import { PlaySoundEffectEvent } from "../../sound/Sounds";
import {
SendAllianceExtensionIntentEvent,
SendAllianceRejectIntentEvent,
SendAllianceRequestIntentEvent,
} from "../../Transport";
import { getMessageTypeClasses, translateText } from "../../Utils";
import { GoToPlayerEvent } from "../TransformHandler";
import { UIState } from "../UIState";
import { Layer } from "./Layer";

interface ActionableEvent {
description: string;
type: MessageType;
createdAt: number;
focusID: number;
buttons: {
text: string;
className: string;
action: () => void;
preventClose?: boolean;
}[];
priority?: number;
allianceID?: number;
duration?: Tick;
}

@customElement("actionable-events")
export class ActionableEvents extends LitElement implements Layer {
public eventBus: EventBus;
public game: GameView;
public uiState: UIState;

private active = false;
private events: ActionableEvent[] = [];
// allianceID -> last checked at tick
private alliancesCheckedAt = new Map<number, Tick>();
@state() private _isVisible = false;

private updateMap = [
[GameUpdateType.AllianceRequest, this.onAllianceRequestEvent.bind(this)],
[GameUpdateType.BrokeAlliance, this.onBrokeAllianceEvent.bind(this)],
[
GameUpdateType.AllianceExtension,
this.onAllianceExtensionEvent.bind(this),
],
] as const;

shouldTransform(): boolean {
return false;
}

renderLayer(): void {}

createRenderRoot() {
return this;
}

private addEvent(event: ActionableEvent) {
this.events = [...this.events, event];
this.requestUpdate();
}

private removeEvent(index: number) {
this.events = [
...this.events.slice(0, index),
...this.events.slice(index + 1),
];
}

private removeAllianceRenewalEvents(allianceID: number) {
this.events = this.events.filter(
(event) =>
!(
event.type === MessageType.RENEW_ALLIANCE &&
event.allianceID === allianceID
),
);
}

tick() {
this.active = true;

if (!this._isVisible && !this.game.inSpawnPhase()) {
this._isVisible = true;
this.requestUpdate();
}

const myPlayer = this.game.myPlayer();
if (!myPlayer || !myPlayer.isAlive()) {
if (this._isVisible) {
this._isVisible = false;
this.requestUpdate();
}
return;
}

this.checkForAllianceExpirations();

const updates = this.game.updatesSinceLastTick();
if (updates) {
for (const [ut, fn] of this.updateMap) {
updates[ut]?.forEach(fn as (event: unknown) => void);
}
}

const remainingEvents = this.events.filter(
(event) =>
event.duration === undefined ||
this.game.ticks() - event.createdAt < event.duration,
);

if (this.events.length !== remainingEvents.length) {
this.events = remainingEvents;
this.requestUpdate();
}
}

private checkForAllianceExpirations() {
const myPlayer = this.game.myPlayer();
if (!myPlayer?.isAlive()) return;

const currentAllianceIds = new Set<number>();

for (const alliance of myPlayer.alliances()) {
currentAllianceIds.add(alliance.id);

if (
alliance.expiresAt >
this.game.ticks() + this.game.config().allianceExtensionPromptOffset()
) {
continue;
}

if (
(this.alliancesCheckedAt.get(alliance.id) ?? 0) >=
this.game.ticks() - this.game.config().allianceExtensionPromptOffset()
) {
// Already prompted for this alliance in the current window.
continue;
}

this.alliancesCheckedAt.set(alliance.id, this.game.ticks());

const other = this.game.player(alliance.other) as PlayerView;

this.addEvent({
description: translateText("events_display.about_to_expire", {
name: other.displayName(),
}),
type: MessageType.RENEW_ALLIANCE,
buttons: [
{
text: translateText("events_display.focus"),
className: "btn-gray",
action: () => this.eventBus.emit(new GoToPlayerEvent(other)),
preventClose: true,
},
{
text: translateText("events_display.renew_alliance", {
name: other.displayName(),
}),
className: "btn",
action: () =>
this.eventBus.emit(new SendAllianceExtensionIntentEvent(other)),
},
{
text: translateText("events_display.ignore"),
className: "btn-info",
action: () => {},
},
],
createdAt: this.game.ticks(),
focusID: other.smallID(),
allianceID: alliance.id,
});
}

for (const [allianceId] of this.alliancesCheckedAt) {
if (!currentAllianceIds.has(allianceId)) {
this.removeAllianceRenewalEvents(allianceId);
this.alliancesCheckedAt.delete(allianceId);
}
}
}

onAllianceRequestEvent(update: AllianceRequestUpdate) {
const myPlayer = this.game.myPlayer();
if (!myPlayer || update.recipientID !== myPlayer.smallID()) {
return;
}

const requestor = this.game.playerBySmallID(
update.requestorID,
) as PlayerView;
const recipient = this.game.playerBySmallID(
update.recipientID,
) as PlayerView;

if (!requestor.isAlliedWith(recipient)) {
this.eventBus.emit(new PlaySoundEffectEvent("alliance-suggested"));
}
this.addEvent({
description: translateText("events_display.request_alliance", {
name: requestor.displayName(),
}),
buttons: [
{
text: translateText("events_display.focus"),
className: "btn-gray",
action: () => this.eventBus.emit(new GoToPlayerEvent(requestor)),
preventClose: true,
},
{
text: translateText("events_display.accept_alliance"),
className: "btn",
action: () =>
this.eventBus.emit(
new SendAllianceRequestIntentEvent(recipient, requestor),
),
},
{
text: translateText("events_display.reject_alliance"),
className: "btn-info",
action: () =>
this.eventBus.emit(new SendAllianceRejectIntentEvent(requestor)),
},
],
type: MessageType.ALLIANCE_REQUEST,
createdAt: this.game.ticks(),
priority: 0,
duration: this.game.config().allianceRequestDuration(),
focusID: update.requestorID,
});
}

onBrokeAllianceEvent(update: BrokeAllianceUpdate) {
// Cleanup-only: any open renewal prompt for this alliance is now moot.
this.removeAllianceRenewalEvents(update.allianceID);
this.alliancesCheckedAt.delete(update.allianceID);
this.requestUpdate();
}

private onAllianceExtensionEvent(update: AllianceExtensionUpdate) {
const myPlayer = this.game.myPlayer();
if (!myPlayer || myPlayer.smallID() !== update.playerID) return;
this.removeAllianceRenewalEvents(update.allianceID);
this.requestUpdate();
}

private emitGoToPlayerEvent(focusID: number) {
const target = this.game.playerBySmallID(focusID) as PlayerView;
if (!target) return;
this.eventBus.emit(new GoToPlayerEvent(target));
}

render() {
if (!this.active || !this._isVisible || this.events.length === 0) {
return html``;
}

const sorted = [...this.events].sort((a, b) => {
const aPrior = a.priority ?? 100000;
const bPrior = b.priority ?? 100000;
if (aPrior === bPrior) {
return a.createdAt - b.createdAt;
}
return bPrior - aPrior;
});

return html`
<div
class="flex flex-col gap-2 w-full min-[1200px]:w-96 pointer-events-auto mt-2"
>
${sorted.map(
(event) => html`
<div
class="bg-gray-800/92 backdrop-blur-sm rounded-lg shadow-lg border-l-4 border-yellow-400 p-3 lg:p-4 text-white"
>
<button
class="text-left text-sm lg:text-base font-semibold w-full cursor-pointer ${getMessageTypeClasses(
event.type,
)}"
@click=${() => this.emitGoToPlayerEvent(event.focusID)}
>
${event.description}
</button>
<div class="flex flex-wrap gap-1.5 mt-2">
${event.buttons.map(
(btn) => html`
<button
class="inline-block px-3 py-1 text-white rounded-sm text-xs lg:text-sm cursor-pointer transition-colors duration-300
${btn.className.includes("btn-info")
? "bg-blue-500 hover:bg-blue-600"
: btn.className.includes("btn-gray")
? "bg-gray-500 hover:bg-gray-600"
: "bg-green-600 hover:bg-green-700"}"
@click=${() => {
btn.action();
if (!btn.preventClose) {
const index = this.events.findIndex(
(e) => e === event,
);
if (index !== -1) this.removeEvent(index);
}
this.requestUpdate();
}}
>
${btn.text}
</button>
`,
)}
</div>
</div>
`,
)}
</div>
`;
}
}
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