quill/val Public Public: anyone can read this; nobody can change it.

forked from benjivers/val

workbenchthis machine
Files 67bc3f098ea6832d15a90e6534b7fd9a4d872bfd
700 lines · 25.5 KB · ~7.5k tok Raw History
1
/**
2
 * val, in a browser. It draws what the server sends and sends what the
3
 * person does — nothing else. There is no position here the server did not
4
 * hand over, and no enemy in a snapshot the server decided you cannot see,
5
 * so a patched client learns nothing a plain one does not.
6
 *
7
 * This file is the wiring: the socket, the keys and the pointer, the HUD.
8
 * The drawing lives beside it — `scene.js` for the first-person view,
9
 * `topdown.js` for the map, `gun.js` for the crosshair, `prompt.js` for the
10
 * line of advice and `raycast.js` for the maths all of it stands on.
11
 */
12
"use strict";
13
14
import { makeBeeper } from "./beep.js";
15
import { BODY_R, moveSpeed } from "../src/glide.ts";
16
import { drawGun, gunSnapshot, gunTick, makeGun } from "./gun.js";
17
import { advance, anchor, holdBack, insideWall, makeLocal, project, reconcile } from "./predict.js";
18
import { choosePrompt, REACH } from "./prompt.js";
19
import { roster, rosterKey } from "./roster.js";
20
import { AGENT_COLOUR, drawScene, makeScene } from "./scene.js";
21
import { moveVector } from "./steer.js";
22
import { drawTopdown } from "./topdown.js";
23
import { aim as aimAt, makeYaw, settle, told, turn } from "./yaw.js";
24
25
const $ = (id) => document.getElementById(id);
26
const view = $("view");
27
const ctx = view.getContext("2d");
28
29
const KEY_SLOT = { KeyC: "c", KeyQ: "q", KeyE: "e", KeyX: "x" };
30
const COARSE = matchMedia("(pointer: coarse)").matches;
31
const LOOK = 0.0022; // radians per pixel of mouse travel
32
const HELP_SEEN = "val.help.seen";
33
34
let map = null;
35
let solid = () => true;
36
let world = null; // what predict.js slides against: the grid, from map.json
37
let snap = null;
38
let socket = null;
39
let agents = null;
40
const shown = new Map(); // smoothed positions, so 15 frames a second look like 60
41
const keys = new Set();
42
// Where this person is looking: the browser's between snapshots, and the
43
// server's word taken only when it is saying something we did not. See
44
// yaw.js — a snapshot that stomps this is what made looking around choppy.
45
const head = makeYaw();
46
let locked = false;
47
let firing = false;
48
let mode = COARSE ? "top" : "fp"; // a raycaster with touch look is miserable
49
let mapOpen = false;
50
let pointer = null; // aim target in canvas pixels, top-down only
51
let stick = null; // { id, ox, oy, mx, my }
52
let aimTouch = null;
53
let helpShown = false;
54
let last = performance.now();
55
let snapAt = last; // when the last snapshot landed: how stale the answer is
56
57
const walk = { x: 0, y: 0 };
58
// What this person is doing right now, read once a frame for the drawing and
59
// once every 50ms for the server. The same object either way: no allocation
60
// in a loop that runs sixty times a second.
61
const intent = { mx: 0, my: 0, angle: 0, fire: false, use: false, reload: false };
62
// Your own body, run forward from your own keys between snapshots, and the
63
// object the drawing is handed for it.
64
const local = makeLocal();
65
const drawnMe = { id: "", x: 0, y: 0, angle: 0 };
66
const scene = makeScene();
67
const gun = makeGun();
68
const beeper = makeBeeper();
69
70
// ------------------------------------------------------------------ socket
71
72
function connect() {
73
  const url = (location.protocol === "https:" ? "wss://" : "ws://") + location.host + "/ws";
74
  socket = new WebSocket(url);
75
  socket.onopen = () => ($("conn").textContent = "live");
76
  socket.onclose = () => {
77
    $("conn").textContent = "reconnecting…";
78
    setTimeout(connect, 1500);
79
  };
80
  socket.onmessage = (event) => {
81
    const data = JSON.parse(event.data);
82
    if (data.t !== "s") return;
83
    snap = data;
84
    snapAt = performance.now();
85
    // The server's angle is taken only when it is a correction, never as the
86
    // routine echo of the angle we sent it a moment ago.
87
    settle(head, data.me, snapAt / 1000);
88
    gunSnapshot(gun, data);
89
    paintHud(data);
90
    maybeHelp(data);
91
  };
92
}
93
94
const send = (message) => {
95
  if (socket && socket.readyState === 1) socket.send(JSON.stringify(message));
96
};
97
98
// ------------------------------------------------------------------- input
99
100
function setMode(next) {
101
  mode = next;
102
  $("stage").dataset.mode = next;
103
  if (next !== "fp" && document.pointerLockElement === view) document.exitPointerLock();
104
  // The two views share one facing: whichever you leave, you keep looking
105
  // the way you were looking. The server has nothing to add to that.
106
}
107
108
addEventListener("keydown", (event) => {
109
  if (event.target instanceof HTMLInputElement) return;
110
  if (event.code === "Tab") {
111
    mapOpen = true;
112
    event.preventDefault();
113
    return;
114
  }
115
  if (event.code === "KeyH" || event.key === "?") {
116
    toggleHelp();
117
    event.preventDefault();
118
    return;
119
  }
120
  if (event.code === "KeyV") {
121
    setMode(mode === "fp" ? "top" : "fp");
122
    event.preventDefault();
123
    return;
124
  }
125
  if (event.code === "KeyB") {
126
    toggleBuy();
127
    event.preventDefault();
128
    return;
129
  }
130
  if (KEY_SLOT[event.code]) {
131
    send({ t: "i", c: KEY_SLOT[event.code] });
132
    event.preventDefault();
133
    return;
134
  }
135
  keys.add(event.code);
136
  if (["KeyW", "KeyA", "KeyS", "KeyD", "Space", "KeyF", "KeyR", "ArrowLeft", "ArrowRight"].includes(event.code))
137
    event.preventDefault();
138
});
139
addEventListener("keyup", (event) => {
140
  if (event.code === "Tab") mapOpen = false;
141
  keys.delete(event.code);
142
});
143
addEventListener("blur", () => {
144
  keys.clear();
145
  mapOpen = false;
146
  firing = false;
147
});
148
149
// Aiming is pointer lock: click the canvas to capture the mouse, move to
150
// look, Escape gives it back. The angle sent is the same angle as ever.
151
view.addEventListener("click", () => {
152
  beeper.wake();
153
  if (mode !== "fp" || locked) return;
154
  if (!view.requestPointerLock) return setMode("top"); // no lock, no first person
155
  // Asked for too soon after the last release, a browser rejects this; that
156
  // is a shrug, not an error, and the hint stays up until it takes.
157
  const asked = view.requestPointerLock();
158
  if (asked && asked.catch) asked.catch(() => {});
159
});
160
document.addEventListener("pointerlockchange", () => {
161
  locked = document.pointerLockElement === view;
162
  if (!locked) firing = false;
163
  $("stage").dataset.locked = locked ? "1" : "";
164
});
165
addEventListener("mousemove", (event) => {
166
  if (locked) turn(head, event.movementX * LOOK);
167
});
168
addEventListener("mousedown", (event) => {
169
  if (locked && event.button === 0) firing = true;
170
});
171
addEventListener("mouseup", (event) => {
172
  if (locked && event.button === 0) firing = false;
173
});
174
175
// The top-down view keeps the pointer aim it always had: it is the phone
176
// control scheme, and the fallback when the first-person view is not wanted.
177
const canvasPoint = (event) => {
178
  const box = view.getBoundingClientRect();
179
  return {
180
    x: ((event.clientX - box.left) / box.width) * view.width,
181
    y: ((event.clientY - box.top) / box.height) * view.height,
182
  };
183
};
184
view.addEventListener("pointermove", (event) => {
185
  if (mode !== "top" || event.pointerType === "touch") return;
186
  pointer = canvasPoint(event);
187
});
188
view.addEventListener("pointerdown", (event) => {
189
  beeper.wake();
190
  if (mode !== "top") return;
191
  view.setPointerCapture(event.pointerId);
192
  const box = view.getBoundingClientRect();
193
  if (event.pointerType === "touch") {
194
    if (event.clientX - box.left < box.width / 2)
195
      stick = { id: event.pointerId, ox: event.clientX, oy: event.clientY, mx: 0, my: 0 };
196
    else {
197
      aimTouch = { id: event.pointerId, ...canvasPoint(event) };
198
      firing = true;
199
    }
200
    event.preventDefault();
201
    return;
202
  }
203
  pointer = canvasPoint(event);
204
  firing = true;
205
});
206
view.addEventListener("pointermove", (event) => {
207
  if (stick && event.pointerId === stick.id) {
208
    const dx = event.clientX - stick.ox;
209
    const dy = event.clientY - stick.oy;
210
    const len = Math.hypot(dx, dy) || 1;
211
    const reach = Math.min(len, 48) / 48;
212
    stick.mx = (dx / len) * reach;
213
    stick.my = (dy / len) * reach;
214
  }
215
  if (aimTouch && event.pointerId === aimTouch.id) Object.assign(aimTouch, canvasPoint(event));
216
});
217
const endPointer = (event) => {
218
  if (stick && event.pointerId === stick.id) stick = null;
219
  else if (aimTouch && event.pointerId === aimTouch.id) {
220
    aimTouch = null;
221
    firing = false;
222
  } else firing = false;
223
};
224
view.addEventListener("pointerup", endPointer);
225
view.addEventListener("pointercancel", endPointer);
226
view.addEventListener("contextmenu", (event) => event.preventDefault());
227
228
// What this person is doing, in the world's terms. In the first-person view
229
// the keys are read against the way you are facing; in the top-down view they
230
// are the compass, the way they always were.
231
function readIntent() {
232
  let ax = 0;
233
  let ay = 0;
234
  if (keys.has("KeyW")) ay -= 1;
235
  if (keys.has("KeyS")) ay += 1;
236
  if (keys.has("KeyA")) ax -= 1;
237
  if (keys.has("KeyD")) ax += 1;
238
  if (stick) {
239
    ax = stick.mx;
240
    ay = stick.my;
241
  }
242
  intent.mx = ax;
243
  intent.my = ay;
244
  if (mode === "fp") {
245
    intent.angle = head.angle;
246
    moveVector(ax, ay, head.angle, walk);
247
    intent.mx = walk.x;
248
    intent.my = walk.y;
249
  } else {
250
    const aim = aimTouch || pointer;
251
    const me = worldToScreen(drawnMe.id ? drawnMe : snap.me);
252
    // The pointer is this view's aim, and it is ours the same way the mouse
253
    // is: with no pointer yet, keep the facing rather than the stale answer.
254
    if (aim) aimAt(head, Math.atan2(aim.y - me.y, aim.x - me.x));
255
    intent.angle = head.angle;
256
  }
257
  intent.fire = firing || keys.has("Space");
258
  intent.use = keys.has("KeyF");
259
  intent.reload = keys.has("KeyR");
260
  return intent;
261
}
262
263
// Twenty times a second the server hears it. Intent only — a direction, an
264
// angle, a held key — never a position: the guess below is for drawing.
265
setInterval(() => {
266
  if (!snap || !map) return;
267
  const now = readIntent();
268
  send({ t: "i", mx: now.mx, my: now.my, a: now.angle, f: now.fire, u: now.use, r: now.reload });
269
  // What we told it, so its echo is recognisable as ours when it comes back.
270
  told(head, now.angle, performance.now() / 1000);
271
}, 50);
272
273
// ------------------------------------------------------------------ drawing
274
275
function resize() {
276
  const box = view.getBoundingClientRect();
277
  const dpr = Math.min(devicePixelRatio || 1, 2);
278
  view.width = Math.round(box.width * dpr);
279
  view.height = Math.round(box.height * dpr);
280
}
281
addEventListener("resize", resize);
282
283
const scale = () => (map ? view.width / (map.rows[0].length * map.tile) : 1);
284
const worldToScreen = (p) => ({ x: p.x * scale(), y: p.y * scale() });
285
286
function smooth(id, x, y, angle) {
287
  const now = shown.get(id);
288
  if (!now) {
289
    const fresh = { x, y, angle };
290
    shown.set(id, fresh);
291
    return fresh;
292
  }
293
  now.x += (x - now.x) * 0.35;
294
  now.y += (y - now.y) * 0.35;
295
  const turn = ((angle - now.angle + Math.PI * 3) % (Math.PI * 2)) - Math.PI;
296
  now.angle += turn * 0.4;
297
  return now;
298
}
299
300
/**
301
 * Everybody else is smoothed toward the last position the server sent.
302
 * You are not: your own body is the one this browser can run forward
303
 * honestly, and smoothing it is what dragged the camera backwards.
304
 */
305
const look = (p) => (predicting() && p.id === snap.me.id ? drawnMe : smooth(p.id, p.x, p.y, p.angle));
306
307
/**
308
 * Your own movement is only guessed at while the round is live and you are
309
 * alive. The buy phase pens everybody in their own spawn — a rule of the
310
 * match, not of the map — and a guess that does not know it would spend the
311
 * phase being pulled back through the door.
312
 */
313
const predicting = () => snap !== null && world !== null && snap.phase !== "buy" && snap.me.alive;
314
315
/** The server's answer, caught up to now, then this frame of your own keys. */
316
function predict(dt, now) {
317
  if (!predicting()) {
318
    local.ready = false;
319
    drawnMe.id = "";
320
    return;
321
  }
322
  const held = readIntent();
323
  const speed = moveSpeed({
324
    haste: snap.me.haste > 0,
325
    slow: snap.me.slow > 0,
326
    stopped: snap.me.planting > 0 || snap.me.defusing,
327
    heavy: snap.me.weapon === "operator",
328
  });
329
  // The snapshot is a moment old and the keys held since have not reached
330
  // it; carry it that far forward and lean the drawn body onto it.
331
  const target = project(snap.me, held.mx, held.my, speed, (now - snapAt) / 1000, world);
332
  reconcile(local, target, dt);
333
  advance(local, held.mx, held.my, speed, dt, world);
334
  holdBack(local, target, held.mx, held.my);
335
  // A lean across a corner could put the drawn body in a wall; the server's
336
  // answer is never wrong, so take it rather than draw from inside one.
337
  if (insideWall(local, world)) anchor(local, snap.me);
338
  drawnMe.id = snap.me.id;
339
  drawnMe.x = local.x;
340
  drawnMe.y = local.y;
341
  drawnMe.angle = mode === "fp" ? head.angle : snap.me.angle;
342
}
343
344
function frame(now) {
345
  requestAnimationFrame(frame);
346
  const dt = Math.min(0.1, (now - last) / 1000);
347
  last = now;
348
  if (!map) return;
349
  gunTick(gun, dt);
350
  ctx.clearRect(0, 0, view.width, view.height);
351
352
  if (!snap) {
353
    drawTopdown(ctx, map, null, look, { x: 0, y: 0, w: view.width, h: view.height });
354
    return;
355
  }
356
  // Turning with the arrow keys belongs to the frame, at a rate a second,
357
  // rather than to whatever the input timer happens to do.
358
  if (mode === "fp" && keys.has("ArrowLeft")) turn(head, -0.9 * dt);
359
  if (mode === "fp" && keys.has("ArrowRight")) turn(head, 0.9 * dt);
360
  predict(dt, now);
361
  beeper.update(snap.spike.planted, snap.spike.fuse, now / 1000);
362
  const eye = look(snap.me);
363
  const facing = mode === "fp" ? head.angle : eye.angle;
364
365
  if (mode === "fp" && !mapOpen) {
366
    drawScene(ctx, scene, { solid, tile: map.tile }, { x: eye.x, y: eye.y, angle: facing }, snap, {
367
      width: view.width,
368
      height: view.height,
369
      look,
370
    });
371
    drawGun(ctx, gun, view.width, view.height, snap);
372
    drawMinimap();
373
  } else {
374
    drawTopdown(ctx, map, snap, look, { x: 0, y: 0, w: view.width, h: view.height });
375
  }
376
377
  if (snap.me.planting > 0) bar(snap.me.planting / 4, "#e0a040", "planting");
378
  else if (snap.spike.planted && snap.spike.defuse > 0 && snap.me.side === "def")
379
    bar(snap.spike.defuse / 7, "#4fd6a0", "defusing");
380
  $("flash").style.opacity = Math.min(0.95, snap.me.blind * 0.8);
381
  $("dead").style.display = snap.me.alive ? "none" : "grid";
382
  $("aimhint").style.display = mode === "fp" && !locked && !COARSE ? "grid" : "none";
383
}
384
385
/** The same top-down drawing, small, in the corner, with you as an arrow. */
386
function drawMinimap() {
387
  const w = Math.min(view.width * 0.3, 260 * (view.width / 900));
388
  const h = (w * map.rows.length) / map.rows[0].length;
389
  const pad = 8;
390
  ctx.save();
391
  ctx.globalAlpha = 0.85;
392
  ctx.fillStyle = "#0b0d11";
393
  ctx.fillRect(pad - 2, pad - 2, w + 4, h + 4);
394
  drawTopdown(ctx, map, snap, look, { x: pad, y: pad, w, h }, { labels: false });
395
  ctx.restore();
396
  ctx.strokeStyle = "rgba(255,255,255,0.18)";
397
  ctx.lineWidth = 1;
398
  ctx.strokeRect(pad - 2, pad - 2, w + 4, h + 4);
399
}
400
401
function bar(fraction, colour, label) {
402
  const w = view.width * 0.4;
403
  const x = view.width / 2 - w / 2;
404
  const y = view.height * 0.86;
405
  ctx.fillStyle = "#0009";
406
  ctx.fillRect(x, y, w, 16);
407
  ctx.fillStyle = colour;
408
  ctx.fillRect(x, y, w * Math.min(1, fraction), 16);
409
  ctx.fillStyle = "#fff";
410
  ctx.font = "12px system-ui, sans-serif";
411
  ctx.textAlign = "center";
412
  ctx.fillText(label, view.width / 2, y + 12);
413
  ctx.textAlign = "left";
414
}
415
416
// --------------------------------------------------------------------- hud
417
418
// The buy opens itself every buy phase; closing it is remembered until the
419
// next one, so nobody has to fight the panel to watch the round start.
420
function toggleBuy() {
421
  const open = $("buy").classList.toggle("on");
422
  $("buy").dataset.closed = open ? "" : "1";
423
}
424
$("buytoggle").addEventListener("click", toggleBuy);
425
$("viewtoggle").addEventListener("click", () => setMode(mode === "fp" ? "top" : "fp"));
426
$("helptoggle").addEventListener("click", () => toggleHelp());
427
$("helpclose").addEventListener("click", () => toggleHelp(false));
428
for (const button of document.querySelectorAll("[data-buy]"))
429
  button.addEventListener("click", () => send({ t: "buy", what: button.dataset.buy }));
430
for (const button of document.querySelectorAll("[data-agent]"))
431
  button.addEventListener("click", () => send({ t: "agent", id: button.dataset.agent }));
432
433
function toggleHelp(force) {
434
  const open = force === undefined ? $("help").style.display !== "grid" : force;
435
  $("help").style.display = open ? "grid" : "none";
436
  if (!open) {
437
    helpShown = true;
438
    try {
439
      localStorage.setItem(HELP_SEEN, "1");
440
    } catch {
441
      // A browser that refuses storage still gets the card, every visit.
442
    }
443
  }
444
}
445
446
/** The first-run card, once per browser, and never over a round in progress. */
447
function maybeHelp(s) {
448
  if (helpShown) return;
449
  try {
450
    if (localStorage.getItem(HELP_SEEN) === "1") {
451
      helpShown = true;
452
      return;
453
    }
454
  } catch {
455
    /* no storage: show it and move on */
456
  }
457
  if (s.phase === "live" && s.me.alive) return;
458
  helpShown = true;
459
  $("help").style.display = "grid";
460
}
461
462
const KITS = {};
463
464
function paintHud(s) {
465
  $("clock").textContent = Math.ceil(s.phase === "live" && s.spike.planted ? s.spike.fuse : s.clock);
466
  document.querySelector("#scoreline .red").textContent = "red " + s.score.red;
467
  document.querySelector("#scoreline .blue").textContent = s.score.blue + " blue";
468
  $("phase").textContent =
469
    `round ${s.round} · ${s.phase === "buy" ? "buy phase" : s.phase === "live" ? (s.spike.planted ? "spike down" : "live") : s.phase === "end" ? "round over" : "match over"} · ${s.attackers} attacking · you are ${s.me.side === "atk" ? "attacking" : "defending"}${s.result ? " · " + s.result : ""}`;
470
  $("hp").textContent = `${s.me.hp} hp${s.me.armour ? " +" + s.me.armour : ""}`;
471
  $("gun").textContent = `${s.me.weapon}${s.me.reloading ? " reloading" : " " + s.me.ammo}`;
472
  $("creds").textContent = `${s.me.credits} cr`;
473
  $("ultmeter").textContent = `ult ${s.me.ult}/${s.me.ultNeeds}`;
474
  $("buy").classList.toggle("on", s.phase === "buy" && $("buy").dataset.closed !== "1");
475
  if (s.phase !== "buy") $("buy").dataset.closed = "";
476
477
  const text = choosePrompt(s, {
478
    onSite: onSite(s.me),
479
    nearSpike: s.spike.x !== null && Math.hypot(s.spike.x - s.me.x, s.spike.y - s.me.y) < REACH,
480
  });
481
  if ($("prompt").textContent !== text) $("prompt").textContent = text;
482
483
  paintKit(s);
484
  paintBuy(s);
485
  paintRoster(s);
486
  paintFeed(s);
487
488
  const log = $("log");
489
  const lines = s.events.slice(0, 3).join("\n");
490
  if (log.dataset.text !== lines) {
491
    log.dataset.text = lines;
492
    log.replaceChildren();
493
    for (const line of s.events.slice(0, 3)) {
494
      const div = document.createElement("div");
495
      div.textContent = line;
496
      log.append(div);
497
    }
498
  }
499
500
  for (const side of ["atk", "def"]) {
501
    const body = $(side + "board");
502
    const rows = s.board.filter((p) => p.side === side).sort((a, b) => b.kills - a.kills);
503
    const key = rows.map((p) => `${p.name}${p.kills}${p.deaths}${p.alive}${p.credits}`).join();
504
    if (body.dataset.key === key) continue;
505
    body.dataset.key = key;
506
    body.replaceChildren();
507
    for (const player of rows) {
508
      const tr = document.createElement("tr");
509
      const cells = [
510
        player.name + (player.bot ? " (bot)" : "") + (player.alive ? "" : " ✕"),
511
        player.agent + (player.credits !== null ? ` · ${player.credits}cr` : ""),
512
        String(player.kills),
513
        String(player.deaths),
514
      ];
515
      for (const value of cells) {
516
        const td = document.createElement("td");
517
        td.textContent = value;
518
        tr.append(td);
519
      }
520
      if (player.id === s.me.id) tr.style.fontWeight = "700";
521
      body.append(tr);
522
    }
523
  }
524
}
525
526
/** Is this player standing where the spike arms? The grid says so. */
527
function onSite(me) {
528
  if (!map) return false;
529
  const row = map.rows[Math.floor(me.y / map.tile)];
530
  const cell = row ? row[Math.floor(me.x / map.tile)] : "";
531
  return cell === "A" || cell === "B";
532
}
533
534
/**
535
 * What just happened to whom: newest first, and gone a few seconds later.
536
 * The server sends names and a gun and nothing else, so there is nothing
537
 * here to read a position out of.
538
 */
539
function paintFeed(s) {
540
  const box = $("feed");
541
  const lines = (s.feed ?? []).slice().reverse();
542
  // The age is bucketed into the key: an entry fades once on its way out
543
  // rather than rebuilding the panel every frame.
544
  const key = lines.map((l) => `${l.k}>${l.v}:${l.w}:${l.h}:${l.t > 6 ? "old" : "new"}`).join("|");
545
  if (box.dataset.key === key) return;
546
  box.dataset.key = key;
547
  box.replaceChildren();
548
  for (const line of lines) {
549
    const row = document.createElement("div");
550
    row.style.opacity = line.t > 6 ? "0.5" : "1";
551
    const killer = document.createElement("span");
552
    killer.className = "k";
553
    killer.textContent = line.k ?? "—";
554
    const victim = document.createElement("span");
555
    victim.className = "v";
556
    victim.textContent = line.v;
557
    const how = document.createElement("span");
558
    how.className = "w";
559
    how.textContent = `${line.w ? " " + line.w : " ability"}${line.h ? " ✧" : ""}`;
560
    const arrow = document.createElement("span");
561
    arrow.textContent = " ▸ ";
562
    row.append(killer, arrow, victim, how);
563
    box.append(row);
564
  }
565
}
566
567
/**
568
 * Your team, always on screen: five slots, health, and struck through when
569
 * somebody is dead. The one place both questions — who is with me, who is
570
 * still up — are answered whether anybody is in sight or not.
571
 */
572
function paintRoster(s) {
573
  const rows = roster(s);
574
  const panel = $("roster");
575
  const key = rosterKey(rows);
576
  if (panel.dataset.key === key) return;
577
  panel.dataset.key = key;
578
  panel.replaceChildren();
579
  for (const row of rows) {
580
    const slot = document.createElement("div");
581
    slot.className = `slot${row.mine ? " mine" : ""}${row.alive ? "" : " down"}`;
582
    slot.style.borderLeftColor = AGENT_COLOUR[row.agent] || "#4a5162";
583
    const who = document.createElement("span");
584
    who.className = "who";
585
    who.textContent = row.name;
586
    const agent = document.createElement("span");
587
    agent.className = "agent";
588
    agent.textContent = row.alive ? row.agent : `${row.agent} · dead`;
589
    if (row.spike) {
590
      const spike = document.createElement("span");
591
      spike.className = "spike";
592
      spike.textContent = " spike";
593
      agent.append(spike);
594
    }
595
    const bar = document.createElement("span");
596
    bar.className = "hp";
597
    const fill = document.createElement("i");
598
    fill.style.width = `${row.hp}%`;
599
    fill.style.background = row.hp > 40 ? "#6fcf6f" : "#e0a040";
600
    bar.append(fill);
601
    slot.append(who, agent, bar);
602
    panel.append(slot);
603
  }
604
}
605
606
const kitOf = (id) => (agents ? agents.find((a) => a.id === id) : null);
607
608
/** The four ability buttons, each saying what it does and what it has left. */
609
function paintKit(s) {
610
  const kit = $("kit");
611
  const agent = kitOf(s.me.agent);
612
  const shape =
613
    ["c", "q", "e", "x"].map((slot) => `${slot}${s.me.charges[slot]}${Math.ceil(s.me.cooldown[slot])}`).join("|") +
614
    s.me.agent +
615
    s.me.ult +
616
    (agent ? "k" : "");
617
  if (KITS.shape === shape) return;
618
  KITS.shape = shape;
619
  kit.replaceChildren();
620
  for (const slot of ["c", "q", "e", "x"]) {
621
    const ability = agent ? agent.abilities[slot] : null;
622
    const button = document.createElement("button");
623
    const ready = slot === "x" ? s.me.ult >= s.me.ultNeeds : s.me.charges[slot] > 0 && s.me.cooldown[slot] <= 0;
624
    button.disabled = !ready;
625
    button.type = "button";
626
    const count =
627
      slot === "x"
628
        ? `${s.me.ult}/${s.me.ultNeeds}`
629
        : s.me.cooldown[slot] > 0
630
          ? `${Math.ceil(s.me.cooldown[slot])}s`
631
          : s.me.charges[slot];
632
    const name = document.createElement("span");
633
    name.textContent = `${slot.toUpperCase()}${ability ? " " + ability.name : ""}`;
634
    const tally = document.createElement("b");
635
    tally.textContent = String(count);
636
    button.append(name, tally);
637
    if (ability) button.title = `${ability.name} — ${ability.text}`;
638
    button.addEventListener("click", () => send({ t: "i", c: slot }));
639
    kit.append(button);
640
  }
641
}
642
643
/** Prices on every button, greyed when you cannot afford it. */
644
function paintBuy(s) {
645
  const agent = kitOf(s.me.agent);
646
  for (const button of document.querySelectorAll("[data-buy]")) {
647
    const what = button.dataset.buy;
648
    let cost = Number(button.dataset.cost ?? 0);
649
    if ((what === "c" || what === "q") && agent) {
650
      const ability = agent.abilities[what];
651
      cost = ability.cost;
652
      button.replaceChildren();
653
      const name = document.createElement("span");
654
      name.textContent = `${what.toUpperCase()} ${ability.name}`;
655
      const price = document.createElement("b");
656
      price.textContent = `${ability.cost} · ${s.me.charges[what]}/${ability.charges}`;
657
      button.append(name, price);
658
      button.title = `${ability.text} (${ability.charges} charge${ability.charges === 1 ? "" : "s"} a round)`;
659
    }
660
    button.disabled = cost > s.me.credits;
661
  }
662
  for (const button of document.querySelectorAll("[data-agent]")) {
663
    const picked = button.dataset.agent === s.me.agent;
664
    button.style.outline = picked ? "2px solid #6fcf9f" : "";
665
  }
666
}
667
668
// ------------------------------------------------------------------- start
669
670
Promise.all([fetch("/map.json").then((r) => r.json()), fetch("/agents.json").then((r) => r.json())])
671
  .then(([mapData, kit]) => {
672
    map = mapData;
673
    agents = kit.agents;
674
    const rows = map.rows;
675
    const cols = rows[0].length;
676
    solid = (col, row) =>
677
      col < 0 || row < 0 || row >= rows.length || col >= cols || rows[row][col] === "#";
678
    // The same grid the server collides against, so a guess about your own
679
    // movement lands where the server's answer is about to.
680
    world = { solid, tile: map.tile, r: BODY_R };
681
    $("stage").dataset.mode = mode;
682
    fillHelp();
683
    resize();
684
    connect();
685
  })
686
  .catch(() => ($("conn").textContent = "offline"));
687
688
/** The card says the round, the sides, the keys and the kit, in that order. */
689
function fillHelp() {
690
  const list = $("helpagents");
691
  if (!list || !agents) return;
692
  list.replaceChildren();
693
  for (const agent of agents) {
694
    const li = document.createElement("li");
695
    li.textContent = `${agent.name} (${agent.role}) — ${agent.blurb}`;
696
    list.append(li);
697
  }
698
}
699
700
requestAnimationFrame(frame);
↑↓ navigate ↵ open esc close
↑↓ navigate ↵ open esc close

Keyboard shortcuts