t2-mapper/src/components/PlayerHUD.tsx

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import { useRecording } from "./RecordingProvider";
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import { useEngineSelector } from "../state";
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import { textureToUrl } from "../loaders";
import type {
ChatSegment,
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ChatMessage,
StreamEntity,
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TeamScore,
WeaponsHudSlot,
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} from "../stream/types";
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import styles from "./PlayerHUD.module.css";
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// ── Compass ──
const COMPASS_URL = textureToUrl("gui/hud_new_compass");
const NSEW_URL = textureToUrl("gui/hud_new_NSEW");
function Compass({ yaw }: { yaw: number | undefined }) {
if (yaw == null) return null;
// The ring notch is the fixed heading indicator (always "forward" at top).
// The NSEW letters rotate to show world cardinal directions relative to
// the player's heading. Positive Torque yaw = turning right (clockwise
// from above), so N moves counter-clockwise on the display.
const deg = (yaw * 180) / Math.PI;
return (
<div className={styles.Compass}>
<img src={COMPASS_URL} alt="" className={styles.CompassRing} />
<img
src={NSEW_URL}
alt=""
className={styles.CompassNSEW}
style={{ transform: `rotate(${-deg}deg)` }}
/>
</div>
);
}
// ── Health / Energy bars ──
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function HealthBar({ value }: { value: number }) {
const pct = Math.max(0, Math.min(100, value * 100));
return (
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<div className={styles.BarTrack}>
<div className={styles.BarFillHealth} style={{ width: `${pct}%` }} />
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</div>
);
}
function EnergyBar({ value }: { value: number }) {
const pct = Math.max(0, Math.min(100, value * 100));
return (
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<div className={styles.BarTrack}>
<div className={styles.BarFillEnergy} style={{ width: `${pct}%` }} />
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</div>
);
}
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// ── Reticle ──
const RETICLE_TEXTURES: Record<string, string> = {
weapon_sniper: "gui/hud_ret_sniper",
weapon_shocklance: "gui/hud_ret_shocklance",
weapon_targeting: "gui/hud_ret_targlaser",
};
function normalizeWeaponName(shape: string | undefined): string {
if (!shape) return "";
return shape.replace(/\.dts$/i, "").toLowerCase();
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}
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function Reticle() {
const weaponShape = useEngineSelector((state) => {
const snap = state.playback.streamSnapshot;
if (!snap || snap.camera?.mode !== "first-person") return undefined;
const ctrl = snap.controlPlayerGhostId;
if (!ctrl) return undefined;
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return snap.entities.find((e: StreamEntity) => e.id === ctrl)
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?.weaponShape;
});
if (weaponShape === undefined) return null;
const weapon = normalizeWeaponName(weaponShape);
const textureName = RETICLE_TEXTURES[weapon];
if (textureName) {
return (
<div className={styles.Reticle}>
{/* eslint-disable-next-line @next/next/no-img-element */}
<img
src={textureToUrl(textureName)}
alt=""
className={styles.ReticleImage}
/>
</div>
);
}
return (
<div className={styles.Reticle}>
<div className={styles.ReticleDot} />
</div>
);
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}
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// ── Weapon HUD (right side weapon list) ──
/** Maps $WeaponsHudData indices to simple icon textures (no baked background)
* and labels. Mortar uses hud_new_ because no simple variant exists. */
const WEAPON_HUD_SLOTS: Record<number, { icon: string; label: string }> = {
0: { icon: "gui/hud_blaster", label: "Blaster" },
1: { icon: "gui/hud_plasma", label: "Plasma" },
2: { icon: "gui/hud_chaingun", label: "Chaingun" },
3: { icon: "gui/hud_disc", label: "Spinfusor" },
4: { icon: "gui/hud_grenlaunch", label: "GL" },
5: { icon: "gui/hud_sniper", label: "Laser Rifle" },
6: { icon: "gui/hud_elfgun", label: "ELF Gun" },
7: { icon: "gui/hud_new_mortar", label: "Mortar" },
8: { icon: "gui/hud_missiles", label: "Missile" },
9: { icon: "gui/hud_targetlaser", label: "Targeting" },
10: { icon: "gui/hud_shocklance", label: "Shocklance" },
// TR2 variants reuse the same icons.
11: { icon: "gui/hud_disc", label: "Spinfusor" },
12: { icon: "gui/hud_grenlaunch", label: "GL" },
13: { icon: "gui/hud_chaingun", label: "Chaingun" },
14: { icon: "gui/hud_targetlaser", label: "Targeting" },
15: { icon: "gui/hud_targetlaser", label: "Targeting" },
16: { icon: "gui/hud_shocklance", label: "Shocklance" },
17: { icon: "gui/hud_new_mortar", label: "Mortar" },
};
// Precompute URLs so we don't call textureToUrl on every render.
const WEAPON_HUD_ICON_URLS = new Map(
Object.entries(WEAPON_HUD_SLOTS).map(([idx, w]) => [
Number(idx),
textureToUrl(w.icon),
]),
);
/** Targeting laser HUD indices (standard + TR2 variants). */
const TARGETING_LASER_INDICES = new Set([9, 14, 15]);
const INFINITY_ICON_URL = textureToUrl("gui/hud_infinity");
function WeaponSlotIcon({
slot,
isSelected,
}: {
slot: WeaponsHudSlot;
isSelected: boolean;
}) {
const info = WEAPON_HUD_SLOTS[slot.index];
if (!info) return null;
const isInfinite = slot.ammo < 0;
return (
<div
className={`${styles.PackInvItem} ${isSelected ? styles.PackInvItemActive : styles.PackInvItemDim}`}
>
{/* eslint-disable-next-line @next/next/no-img-element */}
<img
src={WEAPON_HUD_ICON_URLS.get(slot.index)!}
alt={info.label}
className={styles.PackInvIcon}
/>
{isInfinite ? (
// eslint-disable-next-line @next/next/no-img-element
<img
src={INFINITY_ICON_URL}
alt="\u221E"
className={styles.PackInvInfinity}
/>
) : (
<span className={styles.PackInvCount}>{slot.ammo}</span>
)}
</div>
);
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}
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function WeaponHUD() {
const weaponsHud = useEngineSelector(
(state) => state.playback.streamSnapshot?.weaponsHud,
);
if (!weaponsHud || !weaponsHud.slots.length) return null;
const weapons: WeaponsHudSlot[] = [];
const targeting: WeaponsHudSlot[] = [];
for (const slot of weaponsHud.slots) {
if (TARGETING_LASER_INDICES.has(slot.index)) {
targeting.push(slot);
} else {
weapons.push(slot);
}
}
return (
<div className={styles.WeaponHUD}>
{weapons.map((slot) => (
<WeaponSlotIcon
key={slot.index}
slot={slot}
isSelected={slot.index === weaponsHud.activeIndex}
/>
))}
{targeting.length > 0 && <div className={styles.WeaponSeparator} />}
{targeting.map((slot) => (
<WeaponSlotIcon
key={slot.index}
slot={slot}
isSelected={slot.index === weaponsHud.activeIndex}
/>
))}
</div>
);
}
// ── Team Scores (bottom-left) ──
/** Default team names from serverDefaults.cs. */
const DEFAULT_TEAM_NAMES: Record<number, string> = {
1: "Storm",
2: "Inferno",
3: "Starwolf",
4: "Diamond Sword",
5: "Blood Eagle",
6: "Phoenix",
};
function TeamScores() {
const teamScores = useEngineSelector(
(state) => state.playback.streamSnapshot?.teamScores,
);
const playerSensorGroup = useEngineSelector(
(state) => state.playback.streamSnapshot?.playerSensorGroup,
);
if (!teamScores?.length) return null;
// Sort: friendly team first (if known), then by teamId.
const sorted = [...teamScores].sort((a, b) => {
if (playerSensorGroup) {
if (a.teamId === playerSensorGroup) return -1;
if (b.teamId === playerSensorGroup) return 1;
}
return a.teamId - b.teamId;
});
return (
<div className={styles.TeamScores}>
{sorted.map((team: TeamScore) => {
const isFriendly =
playerSensorGroup > 0 && team.teamId === playerSensorGroup;
const name =
team.name ||
(DEFAULT_TEAM_NAMES[team.teamId] ?? `Team ${team.teamId}`);
return (
<div key={team.teamId} className={styles.TeamRow}>
<span
className={
isFriendly ? styles.TeamNameFriendly : styles.TeamNameEnemy
}
>
{name}
</span>
<span className={styles.TeamScore}>{team.score}</span>
<span className={styles.TeamCount}>({team.playerCount})</span>
</div>
);
})}
</div>
);
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}
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// ── Chat Window (top-left) ──
/** Map a colorCode to a CSS module class name (c0c9 GuiChatHudProfile). */
const CHAT_COLOR_CLASSES: Record<number, string> = {
0: styles.ChatColor0,
1: styles.ChatColor1,
2: styles.ChatColor2,
3: styles.ChatColor3,
4: styles.ChatColor4,
5: styles.ChatColor5,
6: styles.ChatColor6,
7: styles.ChatColor7,
8: styles.ChatColor8,
9: styles.ChatColor9,
};
function segmentColorClass(colorCode: number): string {
return CHAT_COLOR_CLASSES[colorCode] ?? CHAT_COLOR_CLASSES[0];
}
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function chatColorClass(msg: ChatMessage): string {
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if (msg.colorCode != null && CHAT_COLOR_CLASSES[msg.colorCode]) {
return CHAT_COLOR_CLASSES[msg.colorCode];
}
// Fallback: default to \c0 (teal). Messages with detected codes (like \c2
// for flag events) will match above; \c0 kill messages may lose their null
// byte color code, so the correct default for server messages is c0.
return CHAT_COLOR_CLASSES[0];
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}
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function ChatWindow() {
const messages = useEngineSelector(
(state) => state.playback.streamSnapshot?.chatMessages,
);
const timeSec = useEngineSelector(
(state) => state.playback.streamSnapshot?.timeSec,
);
if (!messages || !messages.length || timeSec == null) return null;
const fadeStart = 6;
const fadeDuration = 1.5;
const cutoff = timeSec - (fadeStart + fadeDuration);
const visible = messages.filter(
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(m: ChatMessage) => m.timeSec > cutoff && m.text.trim() !== "",
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);
if (!visible.length) return null;
return (
<div className={styles.ChatWindow}>
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{visible.map((msg: ChatMessage, i: number) => {
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const age = timeSec - msg.timeSec;
const opacity =
age <= fadeStart
? 1
: Math.max(0, 1 - (age - fadeStart) / fadeDuration);
return (
<div
key={`${msg.timeSec}-${i}`}
className={styles.ChatMessage}
style={{ opacity }}
>
{msg.segments ? (
msg.segments.map((seg: ChatSegment, j: number) => (
<span key={j} className={segmentColorClass(seg.colorCode)}>
{seg.text}
</span>
))
) : (
<span className={chatColorClass(msg)}>
{msg.sender ? `${msg.sender}: ` : ""}
{msg.text}
</span>
)}
</div>
);
})}
</div>
);
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}
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// ── Backpack + Inventory HUD (bottom-right) ──
/** Maps $BackpackHudData indices to icon textures. */
const BACKPACK_ICONS: Record<number, string> = {
0: "gui/hud_new_packammo",
1: "gui/hud_new_packcloak",
2: "gui/hud_new_packenergy",
3: "gui/hud_new_packrepair",
4: "gui/hud_new_packsatchel",
5: "gui/hud_new_packshield",
6: "gui/hud_new_packinventory",
7: "gui/hud_new_packmotionsens",
8: "gui/hud_new_packradar",
9: "gui/hud_new_packturretout",
10: "gui/hud_new_packturretin",
11: "gui/hud_new_packsensjam",
12: "gui/hud_new_packturret",
13: "gui/hud_new_packturret",
14: "gui/hud_new_packturret",
15: "gui/hud_new_packturret",
16: "gui/hud_new_packturret",
17: "gui/hud_new_packturret",
18: "gui/hud_satchel_unarmed",
19: "gui/hud_new_packenergy",
};
/** Pack indices that have an armed/activated icon variant. */
const BACKPACK_ARMED_ICONS: Record<number, string> = {
1: "gui/hud_new_packcloak_armed",
3: "gui/hud_new_packrepair_armed",
4: "gui/hud_satchel_armed",
5: "gui/hud_new_packshield_armed",
11: "gui/hud_new_packsensjam_armed",
};
// Precompute URLs.
const BACKPACK_ICON_URLS = new Map(
Object.entries(BACKPACK_ICONS).map(([idx, tex]) => [
Number(idx),
textureToUrl(tex),
]),
);
const BACKPACK_ARMED_ICON_URLS = new Map(
Object.entries(BACKPACK_ARMED_ICONS).map(([idx, tex]) => [
Number(idx),
textureToUrl(tex),
]),
);
/** Simple icons per inventory display slot (no baked-in background). */
const INVENTORY_SLOT_ICONS: Record<number, { icon: string; label: string }> = {
0: { icon: "gui/hud_handgren", label: "Grenade" },
1: { icon: "gui/hud_mine", label: "Mine" },
2: { icon: "gui/hud_beacon", label: "Beacon" },
3: { icon: "gui/hud_medpack", label: "Repair Kit" },
};
const INVENTORY_ICON_URLS = new Map(
Object.entries(INVENTORY_SLOT_ICONS).map(([slot, info]) => [
Number(slot),
textureToUrl(info.icon),
]),
);
function PackAndInventoryHUD() {
const backpackHud = useEngineSelector(
(state) => state.playback.streamSnapshot?.backpackHud,
);
const inventoryHud = useEngineSelector(
(state) => state.playback.streamSnapshot?.inventoryHud,
);
const hasPack = backpackHud && backpackHud.packIndex >= 0;
// Resolve pack icon.
let packIconUrl: string | undefined;
if (hasPack) {
const armedUrl = backpackHud.active
? BACKPACK_ARMED_ICON_URLS.get(backpackHud.packIndex)
: undefined;
packIconUrl = armedUrl ?? BACKPACK_ICON_URLS.get(backpackHud.packIndex);
}
// Build count lookup from snapshot data.
const countBySlot = new Map<number, number>();
if (inventoryHud) {
for (const s of inventoryHud.slots) {
countBySlot.set(s.slot, s.count);
}
}
// Always show all inventory slot types, defaulting to 0.
const allSlotIds = Object.keys(INVENTORY_SLOT_ICONS)
.map(Number)
.sort((a, b) => a - b);
if (!hasPack && !countBySlot.size) return null;
return (
<div className={styles.PackInventoryHUD}>
{packIconUrl && (
<div
className={`${styles.PackInvItem} ${backpackHud!.active ? styles.PackInvItemActive : ""}`}
>
{/* eslint-disable-next-line @next/next/no-img-element */}
<img src={packIconUrl} alt="" className={styles.PackInvIcon} />
<span className={styles.PackInvCount}>
{backpackHud!.text || "\u00A0"}
</span>
</div>
)}
{allSlotIds.map((slotId) => {
const info = INVENTORY_SLOT_ICONS[slotId];
const iconUrl = INVENTORY_ICON_URLS.get(slotId);
if (!info || !iconUrl) return null;
return (
<div key={slotId} className={styles.PackInvItem}>
{/* eslint-disable-next-line @next/next/no-img-element */}
<img
src={iconUrl}
alt={info.label}
className={styles.PackInvIcon}
/>
<span className={styles.PackInvCount}>
{countBySlot.get(slotId) ?? 0}
</span>
</div>
);
})}
</div>
);
}
// ── Main HUD ──
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export function PlayerHUD() {
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const recording = useRecording();
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const streamSnapshot = useEngineSelector(
(state) => state.playback.streamSnapshot,
);
if (!recording) return null;
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const status = streamSnapshot?.status;
if (!status) return null;
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return (
<div className={styles.PlayerHUD}>
<ChatWindow />
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<div className={styles.TopRight}>
<div className={styles.Bars}>
<HealthBar value={status.health} />
<EnergyBar value={status.energy} />
</div>
<Compass yaw={streamSnapshot?.camera?.yaw} />
</div>
<WeaponHUD />
<PackAndInventoryHUD />
<TeamScores />
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<Reticle />
</div>
);
}