spy info, medigun name
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This commit is contained in:
Robin Appelman 2025-06-28 19:20:37 +02:00
commit bdc35d0907
16 changed files with 143 additions and 27 deletions

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8
package-lock.json generated
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@ -6,7 +6,7 @@
"": { "": {
"dependencies": { "dependencies": {
"@demostf/edit": "0.2.0", "@demostf/edit": "0.2.0",
"@demostf/tf-demos-viewer": "^0.2.4", "@demostf/tf-demos-viewer": "^0.3.0",
"@lutaok/solid-modal": "^0.1.1", "@lutaok/solid-modal": "^0.1.1",
"@solid-primitives/autofocus": "^0.0.111", "@solid-primitives/autofocus": "^0.0.111",
"@solid-primitives/keyboard": "^1.2.8", "@solid-primitives/keyboard": "^1.2.8",
@ -23,9 +23,9 @@
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}, },
"node_modules/@demostf/tf-demos-viewer": { "node_modules/@demostf/tf-demos-viewer": {
"version": "0.2.4", "version": "0.3.0",
"resolved": "https://registry.npmjs.org/@demostf/tf-demos-viewer/-/tf-demos-viewer-0.2.4.tgz", "resolved": "https://registry.npmjs.org/@demostf/tf-demos-viewer/-/tf-demos-viewer-0.3.0.tgz",
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}, },
"node_modules/@lutaok/solid-modal": { "node_modules/@lutaok/solid-modal": {
"version": "0.1.1", "version": "0.1.1",

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@ -1,7 +1,7 @@
{ {
"dependencies": { "dependencies": {
"@demostf/edit": "0.2.0", "@demostf/edit": "0.2.0",
"@demostf/tf-demos-viewer": "^0.2.4", "@demostf/tf-demos-viewer": "^0.3.0",
"@lutaok/solid-modal": "^0.1.1", "@lutaok/solid-modal": "^0.1.1",
"@solid-primitives/autofocus": "^0.0.111", "@solid-primitives/autofocus": "^0.0.111",
"@solid-primitives/keyboard": "^1.2.8", "@solid-primitives/keyboard": "^1.2.8",

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@ -169,8 +169,29 @@ export interface PlayerState {
team: Team, team: Team,
playerClass: Class, playerClass: Class,
info: PlayerInfo, info: PlayerInfo,
charge: number, class_data: PlayerClassState,
ubered: boolean, ubered: boolean,
cloaked: boolean,
}
export type PlayerClassState = MedicState | SpyState | null;
export enum MedigunType {
Uber = 0,
Kritzkrieg = 1,
Quickfix = 2,
Vaccinator = 3,
}
export interface MedicState {
charge: number,
medigun: MedigunType
}
export interface SpyState {
disguise_team: Team,
disguise_class: Class,
cloak: number,
} }
export interface BuildingState { export interface BuildingState {
@ -307,7 +328,7 @@ export class ParsedDemo {
} }
} }
const PLAYER_PACK_SIZE = 8; const PLAYER_PACK_SIZE = 9;
const BUILDING_PACK_SIZE = 7; const BUILDING_PACK_SIZE = 7;
const PROJECTILE_PACK_SIZE = 6; const PROJECTILE_PACK_SIZE = 6;
const CART_PACK_SIZE = 4; const CART_PACK_SIZE = 4;
@ -321,7 +342,25 @@ function unpackPlayer(bytes: Uint8Array, base: number, world: WorldBoundaries, i
const health = (team_class_health >> 1) & 511; const health = (team_class_health >> 1) & 511;
const team = (team_class_health >> 14) as Team; const team = (team_class_health >> 14) as Team;
const playerClass = ((team_class_health >> 10) & 15) as Class; const playerClass = ((team_class_health >> 10) & 15) as Class;
const charge = bytes[base + 7]; const class_bits = [bytes[base + 7], bytes[base + 8]];
let class_data = null;
let cloaked = false;
switch (playerClass) {
case Class.Medic:
class_data = {
charge: class_bits[0],
medigun: class_bits[1],
}
break;
case Class.Spy:
class_data = {
disguise_team: class_bits[0] >> 6,
disguise_class: class_bits[0] >> 2 & 15,
cloak: class_bits[1] >> 1,
}
cloaked = (class_bits[1] & 1) === 1;
break;
}
return { return {
position: {x, y}, position: {x, y},
@ -330,8 +369,9 @@ function unpackPlayer(bytes: Uint8Array, base: number, world: WorldBoundaries, i
team, team,
playerClass, playerClass,
info, info,
charge, class_data,
ubered, ubered,
cloaked,
} }
} }

View file

@ -29,12 +29,20 @@ export function MapRender(props: MapRenderProps) {
const image = `${map_root}images/${mapAlias}.webp`; const image = `${map_root}images/${mapAlias}.webp`;
const background = `url(${image})`; const background = `url(${image})`;
console.log(props.cart);
return ( return (
<svg class="map-background" width={props.size.width} height={props.size.height} <svg class="map-background" width={props.size.width} height={props.size.height}
style={{"background-image": background}}> style={{"background-image": background}}>
<defs> <defs>
<pattern id="diagonalHatchRed" patternUnits="userSpaceOnUse" width="8" height="8"
patternTransform="rotate(45 0 0)">
<line x1="0" y1="0" x2="0" y2="10" style="stroke:#a75d50; stroke-width:10"/>
</pattern>
<pattern id="diagonalHatchBlue" patternUnits="userSpaceOnUse" width="8" height="8"
patternTransform="rotate(45 0 0)">
<line x1="0" y1="0" x2="0" y2="10" style="stroke:#5b818f; stroke-width:8"/>
</pattern>
<filter id="sofGlowRed" height="300%" width="300%" x="-75%" y="-75%"> <filter id="sofGlowRed" height="300%" width="300%" x="-75%" y="-75%">
<feMorphology operator="dilate" radius="4" in="SourceAlpha" result="thicken"/> <feMorphology operator="dilate" radius="4" in="SourceAlpha" result="thicken"/>
<feGaussianBlur in="thicken" stdDeviation="5" result="blurred"/> <feGaussianBlur in="thicken" stdDeviation="5" result="blurred"/>

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@ -1,4 +1,4 @@
import {PlayerState, WorldBoundaries, Team} from "../Data/Parser"; import {Class, PlayerState, SpyState, Team, WorldBoundaries} from "../Data/Parser";
export interface PlayerProp { export interface PlayerProp {
player: PlayerState; player: PlayerState;
@ -52,6 +52,9 @@ export function Player(props: PlayerProp) {
const transform = () => `translate(${scaledX()} ${scaledY()}) scale(${1 / props.scale})`; const transform = () => `translate(${scaledX()} ${scaledY()}) scale(${1 / props.scale})`;
const rotate = () => `rotate(${270 - props.player.angle})`; const rotate = () => `rotate(${270 - props.player.angle})`;
const filter = () => props.player.ubered ? ((props.player.team === Team.Red) ? 'url(#sofGlowRed)' : 'url(#sofGlowBlue)') : ''; const filter = () => props.player.ubered ? ((props.player.team === Team.Red) ? 'url(#sofGlowRed)' : 'url(#sofGlowBlue)') : '';
const circleStrokeStyle = () => props.player.playerClass === Class.Spy ? `${(props.player.class_data as SpyState).cloak} 100` : "none";
const teamHatch = () => (props.player.team === Team.Red) ? `url(#diagonalHatchRed)` : `url(#diagonalHatchBlue)`
const fill = () => props.player.cloaked ? teamHatch() : teamColor();
return <g return <g
onmouseover={() => props.onHover(props.player.info.userId)} onmouseover={() => props.onHover(props.player.info.userId)}
@ -61,7 +64,8 @@ export function Player(props: PlayerProp) {
opacity={imageOpacity()} opacity={imageOpacity()}
transform={rotate()}/> transform={rotate()}/>
<circle r={16} stroke-width={props.highlighted ? 4 : 1.5} stroke="white" <circle r={16} stroke-width={props.highlighted ? 4 : 1.5} stroke="white"
fill={teamColor()} stroke-dasharray={circleStrokeStyle()}
fill={fill()}
opacity={alpha()} opacity={alpha()}
filter={filter()} filter={filter()}
/> />

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@ -1,5 +1,4 @@
import {PlayerState} from "../Data/Parser"; import {Class, MedigunType, PlayerState, SpyState} from "../Data/Parser";
import {KillFeedItem} from "./KillFeed";
export interface PlayerSpecProps { export interface PlayerSpecProps {
player: PlayerState; player: PlayerState;
@ -68,7 +67,7 @@ function filterPlayers(players: PlayerState[], team: number): PlayerState[] {
} }
function medics(players: PlayerState[]): PlayerState[] { function medics(players: PlayerState[]): PlayerState[] {
return players.filter(player => player.playerClass === 5); return players.filter(player => player.playerClass === Class.Medic);
} }
export function PlayersSpec(props: PlayersSpecProps) { export function PlayersSpec(props: PlayersSpecProps) {
@ -86,7 +85,8 @@ export function PlayersSpec(props: PlayersSpecProps) {
<For each={redMedics()}>{(player) => <For each={redMedics()}>{(player) =>
<UberSpec <UberSpec
team={teamMap[player.team]} team={teamMap[player.team]}
chargeLevel={player.charge} chargeLevel={player.class_data.charge}
medigun={player.class_data.medigun}
isDeath={player.health < 1} isDeath={player.health < 1}
/> />
}</For> }</For>
@ -99,7 +99,8 @@ export function PlayersSpec(props: PlayersSpecProps) {
<For each={blueMedics()}>{(player) => <For each={blueMedics()}>{(player) =>
<UberSpec <UberSpec
team={teamMap[player.team]} team={teamMap[player.team]}
chargeLevel={player.charge} chargeLevel={player.class_data.charge}
medigun={player.class_data.medigun}
isDeath={player.health < 1} isDeath={player.health < 1}
/> />
}</For> }</For>
@ -135,7 +136,15 @@ export function PlayerSpec(props: PlayerSpecProps) {
function getPlayerIcon(player: PlayerState) { function getPlayerIcon(player: PlayerState) {
if (classMap[player.playerClass]) { if (classMap[player.playerClass]) {
return <div class={classMap[player.playerClass] + " class-icon"}/> const className = classMap[player.playerClass];
if (player.playerClass === Class.Spy && classMap[(player.class_data as SpyState).disguise_class]) {
const disguiseClassName = classMap[(player.class_data as SpyState).disguise_class];
return (<div class={className + " class-icon"}>
<div class={disguiseClassName + " disguise"}/>
</div>)
} else {
return <div class={className + " class-icon"}/>
}
} else { } else {
return <div class={"class-icon"}/> return <div class={"class-icon"}/>
} }
@ -143,20 +152,33 @@ function getPlayerIcon(player: PlayerState) {
export interface UberSpecProps { export interface UberSpecProps {
chargeLevel: number; chargeLevel: number;
medigun: MedigunType;
team: string; team: string;
isDeath: boolean; isDeath: boolean;
} }
export function UberSpec({chargeLevel, team, isDeath}: UberSpecProps) { export function UberSpec(props: UberSpecProps) {
const healthStatusClass = (isDeath) ? 'dead' : ''; const healthStatusClass = (props.isDeath) ? 'dead' : '';
const medigunName = () => {
switch (props.medigun) {
case MedigunType.Kritzkrieg:
return "Kritzkrieg";
case MedigunType.Quickfix:
return "Quickfix";
case MedigunType.Vaccinator:
return "Vaccinator";
default:
return "Ubercharge";
}
}
return ( return (
<div class={`playerspec uber ${team} ${healthStatusClass}`}> <div class={`playerspec uber ${props.team} ${healthStatusClass}`}>
<div class={"uber class-icon"}/> <div class={"uber class-icon"}/>
<div class="health-container"> <div class="health-container">
<div class="healthbar" <div class="healthbar"
style={{width: chargeLevel + '%'}}/> style={{width: props.chargeLevel + '%'}}/>
<span class="player-name">Charge</span> <span class="player-name">{medigunName()}</span>
<span class="health">{Math.round(chargeLevel)}</span> <span class="health">{Math.round(props.chargeLevel)}</span>
</div> </div>
</div> </div>
); );

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@ -26,7 +26,7 @@
height: 28px; height: 28px;
} }
& .class-icon, .steam-avatar { & .class-icon, .steam-avatar, & .disguise {
width: 42px; width: 42px;
height: 42px; height: 42px;
display: inline-block; display: inline-block;
@ -42,6 +42,12 @@
background-repeat: no-repeat; background-repeat: no-repeat;
background-position: 50% 50%; background-position: 50% 50%;
} }
&.disguise {
background-size: 28px 28px;
background-repeat: no-repeat;
background-position: 50% 25%;
}
} }
& .player-name { & .player-name {
@ -78,6 +84,42 @@
} }
} }
& .disguise.scout {
background-image: url('inline://images/class_portraits/disguises/scout.webp');
}
& .disguise.soldier {
background-image: url('inline://images/class_portraits/disguises/soldier.webp');
}
& .disguise.pyro {
background-image: url('inline://images/class_portraits/disguises/pyro.webp');
}
& .disguise.demoman {
background-image: url('inline://images/class_portraits/disguises/demoman.webp');
}
& .disguise.engineer {
background-image: url('inline://images/class_portraits/disguises/engineer.webp');
}
& .disguise.heavy {
background-image: url('inline://images/class_portraits/disguises/heavy.webp');
}
& .disguise.medic {
background-image: url('inline://images/class_portraits/disguises/medic.webp');
}
& .disguise.sniper {
background-image: url('inline://images/class_portraits/disguises/sniper.webp');
}
& .disguise.spy {
background-image: url('inline://images/class_portraits/disguises/spy.webp');
}
&.red { &.red {
& .health-container { & .health-container {
background-color: #a75d50aa; background-color: #a75d50aa;
@ -127,7 +169,7 @@
background-image: url('inline://images/charge_red.svg'); background-image: url('inline://images/charge_red.svg');
} }
& .class-icon, & .steam-avatar { & .class-icon, & .steam-avatar, & .disguise {
right: 0; right: 0;
left: auto; left: auto;
} }