import analyser and migrate to solidjs, untested

This commit is contained in:
Robin Appelman 2023-04-22 15:54:14 +02:00
commit fff554c3d3
42 changed files with 2910 additions and 4 deletions

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import {BuildingState, WorldBoundaries, BuildingType, Team} from "@demostf/parser-worker";
export interface BuildingProp {
building: BuildingState;
mapBoundary: WorldBoundaries;
targetSize: {
width: number;
height: number;
};
scale: number;
}
const healthMap = [0, 150, 180, 216];
function getBuildingType(type: BuildingType) {
switch (type) {
case BuildingType.TeleporterEntrance:
return 'tele_entrance';
case BuildingType.TeleporterExit:
return 'tele_exit';
case BuildingType.Dispenser:
return 'dispenser';
case BuildingType.Level1Sentry:
return 'sentry_1';
case BuildingType.Level2Sentry:
return 'sentry_2';
case BuildingType.Level3Sentry:
return 'sentry_3';
case BuildingType.MiniSentry:
return 'sentry_1';
default:
return 'unknown';
}
}
function getIcon(building: BuildingState) {
const icon = getBuildingType(building.buildingType);
const team = building.team === Team.Red ? 'red' : 'blue';
return `/images/building_icons/${icon}_${team}.png`;
}
export function Building({building, mapBoundary, targetSize, scale}: BuildingProp) {
const worldWidth = mapBoundary.boundary_max.x - mapBoundary.boundary_min.x;
const worldHeight = mapBoundary.boundary_max.y - mapBoundary.boundary_min.y;
const x = building.position.x - mapBoundary.boundary_min.x;
const y = building.position.y - mapBoundary.boundary_min.y;
const scaledX = x / worldWidth * targetSize.width;
const scaledY = (worldHeight - y) / worldHeight * targetSize.height;
const maxHealth = healthMap[building.level];
if (!maxHealth) {
return null;
}
const alpha = building.health / maxHealth;
try {
const image = getIcon(building);
const angle = (building.angle) ?
<polygon points="-6,14 0, 16 6,14 0,24" fill="white"
transform={`rotate(${270 - building.angle})`}/> : '';
return <g transform={`translate(${scaledX} ${scaledY}) scale(${1 / scale})`}
opacity={alpha}>
{angle}
<image href={image} class={"player-icon"} height={32}
width={32}
transform={`translate(-16 -16)`}/>
</g>
} catch (e) {
console.log(e);
return null;
}
}

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.killfeed {
position: absolute;
top: 0;
right: 0;
padding: 15px;
user-select: none;
.kill {
.red {
color: #a75d50;
}
.blue {
color: #5b818f;
}
&.active-player {
background-color: #ddcfb2;
}
display: inline-block;
margin: 3px;
white-space: nowrap;
background-color: #2d2727cc;
border-radius: 5px;
padding: 5px 15px;
width: auto;
text-align: right;
color: var(--primary-color);
font-weight: bold;
float: right;
clear: both;
.player {
padding: 0 5px;
}
}
}
.kill-icon {
display: inline-block;
height: 22px;
width: auto;
vertical-align: middle;
filter: brightness(600%);
}

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import {Kill, PlayerState} from "@demostf/parser-worker";
import {killAlias} from "./killAlias";
export interface KillFeedProps {
kills: Kill[],
tick: number;
players: PlayerState[];
}
export function KillFeed({kills, tick, players}: KillFeedProps) {
let relevantKills: Kill[] = kills.filter(kill => kill.tick <= tick && kill.tick >= (tick - 30 * 10));
return <div class="killfeed">
{relevantKills.map((kill, i) => <KillFeedItem kill={kill} players={players}/>)}
</div>
}
const teamMap = {
0: 'unknown',
2: 'red',
3: 'blue'
};
export function KillFeedItem({kill, players}: { kill: Kill, players: PlayerState[] }) {
const alias = killAlias[kill.weapon] ? killAlias[kill.weapon] : kill.weapon;
const attacker = getPlayer(players, kill.attacker);
const assister = getPlayer(players, kill.assister);
let victim = getPlayer(players, kill.victim);
let killIcon;
try {
killIcon = `/images/kill_icons/${alias}.png`;
} catch (e) {
console.log(alias);
killIcon = `/images/kill_icons/skull.png`;
}
if (!victim) {
victim = {
team: 0,
info: {
name: 'Missing player'
}
};
}
return <div class="kill">
{(attacker && kill.attacker !== kill.victim) ?
<span class={"player " + teamMap[attacker.team]}>
{attacker.info.name}
</span> : ''}
{(assister && kill.assister !== kill.victim) ?
<span class={teamMap[assister.team]}></span> : ''}
{(assister && kill.assister !== kill.victim) ?
(<span class={"player " + teamMap[assister.team]}>
{assister.info.name}
</span>) : ''}
<img src={killIcon} class={`kill-icon ${kill.weapon}`}/>
<span class={"player " + teamMap[victim.team]}>
{victim.info.name}
</span>
</div>
}
function getPlayer(players: PlayerState[], entityId: number): PlayerState {
return players.find(player => player.info.userId == entityId);
}

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.player-icon {
mask-size: cover;
mask-repeat: no-repeat;
}

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import {PlayerState, WorldBoundaries, Team} from "@demostf/parser-worker";
export interface PlayerProp {
player: PlayerState;
mapBoundary: WorldBoundaries;
targetSize: {
width: number;
height: number;
};
scale: number;
}
const healthMap = {
0: 100, //fallback
1: 125,//scout
2: 150,//sniper
3: 200,//soldier,
4: 175,//demoman,
5: 150,//medic,
6: 300,//heavy,
7: 175,//pyro
8: 125,//spy
9: 125,//engineer
};
const classMap = {
0: "empty",
1: "scout",
2: "sniper",
3: "soldier",
4: "demoman",
5: "medic",
6: "heavy",
7: "pyro",
8: "spy",
9: "engineer"
};
export function Player({player, mapBoundary, targetSize, scale}: PlayerProp) {
const worldWidth = mapBoundary.boundary_max.x - mapBoundary.boundary_min.x;
const worldHeight = mapBoundary.boundary_max.y - mapBoundary.boundary_min.y;
const x = player.position.x - mapBoundary.boundary_min.x;
const y = player.position.y - mapBoundary.boundary_min.y;
const scaledX = x / worldWidth * targetSize.width;
const scaledY = (worldHeight - y) / worldHeight * targetSize.height;
const maxHealth = healthMap[player.playerClass];
const alpha = player.health / maxHealth;
const teamColor = (player.team === Team.Red) ? '#a75d50' : '#5b818f';
const imageOpacity = player.health === 0 ? 0 : (1 + alpha) / 2;
return <g
transform={`translate(${scaledX} ${scaledY}) scale(${1 / scale})`}>
<polygon points="-6,14 0, 16 6,14 0,24" fill="white"
opacity={imageOpacity}
transform={`rotate(${270 - player.angle})`}/>
<circle r={16} stroke-width={1} stroke="white" fill={teamColor}
opacity={alpha}/>
{getClassImage(player, imageOpacity)}
</g>
}
function getClassImage(player: PlayerState, imageOpacity: number) {
if (!classMap[player.playerClass]) {
return [];
}
const image = `/images/class_icons/${classMap[player.playerClass]}.svg`;
return <image href={image}
class={"player-icon " + player.team}
opacity={imageOpacity}
height={32}
width={32}
transform={`translate(-16 -16)`}/>
}

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.blueSpecHolder {
position: absolute;
left: 0;
top: 50%;
transform: translate(0, -50%);
}
.redSpecHolder {
position: absolute;
right: 0;
top: 50%;
transform: translate(0, -50%);
}
.playerspec {
background-color: black;
color: white;
height: 42px;
width: 200px;
position: relative;
font-family: sans-serif;
margin-bottom: 2px;
user-select: none;
&.uber {
height: 28px;
}
.class-icon, .steam-avatar {
width: 42px;
height: 42px;
display: inline-block;
position: absolute;
top: 0;
left: 0;
background-position: top left;
background-size: 100% 100%;
&.uber {
height: 28px;
background-size: 28px 28px;
background-repeat: no-repeat;
background-position: 50% 50%;
}
}
.player-name {
display: inline-block;
position: relative;
padding: 0 5px;
white-space: nowrap;
width: 120px;
overflow: hidden;
text-overflow: ellipsis;
}
.health-container {
display: inline-block;
position: absolute;
left: 42px;
top: 0;
height: 28px;
width: calc(100% - 42px);
line-height: 28px;
font-weight: bold;
.health {
position: relative;
float: right;
padding: 0 5px;
}
.healthbar {
position: absolute;
top: 0;
left: 0;
height: 28px;
}
}
&.red {
.health-container {
background-color: #a75d50aa;
}
.healthbar {
background-color: #a75d50;
}
.class-icon.scout {
background-image: url('../../images/class_portraits/Icon_scout.jpg');
}
.class-icon.soldier {
background-image: url('../../images/class_portraits/Icon_soldier.jpg');
}
.class-icon.pyro {
background-image: url('../../images/class_portraits/Icon_pyro.jpg');
}
.class-icon.demoman {
background-image: url('../../images/class_portraits/Icon_demoman.jpg');
}
.class-icon.engineer {
background-image: url('../../images/class_portraits/Icon_engineer.jpg');
}
.class-icon.heavy {
background-image: url('../../images/class_portraits/Icon_heavy.jpg');
}
.class-icon.medic {
background-image: url('../../images/class_portraits/Icon_medic.jpg');
}
.class-icon.sniper {
background-image: url('../../images/class_portraits/Icon_sniper.jpg');
}
.class-icon.spy{
background-image: url('../../images/class_portraits/Icon_spy.jpg');
}
.class-icon.uber {
background-image: url('../../images/charge_red.svg');
}
.class-icon, .steam-avatar {
right: 0;
left: auto;
}
.health-container {
right: 42px;
left: auto;
}
.health {
float: left;
}
.player-name {
float: right;
direction: ltr;
text-align: right;
}
}
&.blue {
.health-container {
background-color: #5b818faa;
}
.healthbar {
background-color: #5b818f;
}
.class-icon.scout {
background-image: url('../../images/class_portraits/Icon_scout_blue.jpg');
}
.class-icon.soldier {
background-image: url('../../images/class_portraits/Icon_soldier_blue.jpg');
}
.class-icon.pyro {
background-image: url('../../images/class_portraits/Icon_pyro_blue.jpg');
}
.class-icon.demoman {
background-image: url('../../images/class_portraits/Icon_demoman_blue.jpg');
}
.class-icon.engineer {
background-image: url('../../images/class_portraits/Icon_engineer_blue.jpg');
}
.class-icon.heavy {
background-image: url('../../images/class_portraits/Icon_heavy_blue.jpg');
}
.class-icon.medic {
background-image: url('../../images/class_portraits/Icon_medic_blue.jpg');
}
.class-icon.sniper {
background-image: url('../../images/class_portraits/Icon_sniper_blue.jpg');
}
.class-icon.spy {
background-image: url('../../images/class_portraits/Icon_spy_blue.jpg');
}
.class-icon.uber {
background-image: url('../../images/charge_blue.svg');
}
}
&.overhealed {
.health {
color: #79d297;
}
.health:after {
position: absolute;
top: 21px;
right: 0;
padding: 0 5px;
font-size: 10px;
font-weight: bold;
content: 'OVERHEALED'
}
&.red .health:after {
position: absolute;
top: 21px;
left: 0;
right: auto;
}
}
&.dead {
.healthbar, .health {
display: none;
}
.health-container {
background-color: transparent;
}
.class-icon {
opacity: 0.5;
}
}
}

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import {PlayerState} from "@demostf/parser-worker";
export interface PlayerSpecProps {
player: PlayerState;
}
const healthMap = {
0: 100, //fallback
1: 125, //scout
2: 150, //sniper
3: 200, //soldier,
4: 175, //demoman,
5: 150, //medic,
6: 300, //heavy,
7: 175, //pyro
8: 125, //spy
9: 125, //engineer
};
const classMap = {
1: "scout",
2: "sniper",
3: "soldier",
4: "demoman",
5: "medic",
6: "heavy",
7: "pyro",
8: "spy",
9: "engineer"
};
const classSort = {
1: 1, //scout
3: 2, //soldier
7: 3, //pyro
4: 4, //demoman
6: 5, //heavy
9: 6, //engineer
5: 7, //medic
2: 8, //sniper
8: 9, //spy
};
const teamMap = {
0: "other",
1: "spectator",
2: "red",
3: "blue",
}
export interface PlayersSpecProps {
players: PlayerState[];
}
export function PlayersSpec({players}: PlayersSpecProps) {
const redPlayers = players
.filter((player) => player.team === 2);
const bluePlayers = players
.filter((player) => player.team === 3);
redPlayers.sort((a, b) => classSort[a.playerClass] - classSort[b.playerClass]);
bluePlayers.sort((a, b) => classSort[a.playerClass] - classSort[b.playerClass]);
const redPlayerSpecs = redPlayers
.map((player, i) => <PlayerSpec player={player}/>)
.concat(
redPlayers
.filter(player => player.playerClass === 5)
.map((player, i) => <UberSpec
team={teamMap[player.team]}
chargeLevel={player.charge}
isDeath={player.health < 1}
/>)
);
const bluePlayerSpecs = bluePlayers
.map((player, i) => <PlayerSpec player={player}/>).concat(
bluePlayers
.filter(player => player.playerClass === 5)
.map((player, i) => {
// console.log(player);
return (<UberSpec
team={teamMap[player.team]}
chargeLevel={player.charge}
isDeath={player.health < 1}
/>)
})
);
return (<div>
<div class="redSpecHolder">{redPlayerSpecs}</div>
<div class="blueSpecHolder">{bluePlayerSpecs}</div>
</div>);
}
export function PlayerSpec({player}: PlayerSpecProps) {
const healthPercent = Math.min(100, player.health / healthMap[player.playerClass] * 100);
const healthStatusClass = (player.health > healthMap[player.playerClass]) ? 'overhealed' : (player.health <= 0 ? 'dead' : '');
return (
<div
class={"playerspec " + teamMap[player.team] + " webp " + healthStatusClass}>
{getPlayerIcon(player)}
<div class="health-container">
<div class="healthbar"
style={{width: healthPercent + '%'}}/>
<span class="player-name">{player.info.name}</span>
<span class="health">{player.health}</span>
</div>
</div>
);
}
function getPlayerIcon(player: PlayerState) {
if (classMap[player.playerClass]) {
return <div class={classMap[player.playerClass] + " class-icon"}/>
} else {
return <div class={"class-icon"}/>
}
}
export interface UberSpecProps {
chargeLevel: number;
team: string;
isDeath: boolean;
}
export function UberSpec({chargeLevel, team, isDeath}: UberSpecProps) {
const healthStatusClass = (isDeath) ? 'dead' : '';
return (
<div class={`playerspec uber ${team} ${healthStatusClass}`}>
<div class={"uber class-icon"}/>
<div class="health-container">
<div class="healthbar"
style={{width: chargeLevel + '%'}}/>
<span class="player-name">Charge</span>
<span class="health">{Math.round(chargeLevel)}</span>
</div>
</div>
);
}

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import {PlayersSpec} from './PlayerSpec';
import {KillFeed} from './KillFeed';
import {AsyncParser} from "../Data/AsyncParser";
import {PlayerState, Kill} from "@demostf/parser-worker";
export interface SpecHUDProps {
tick: number;
parser: AsyncParser;
players: PlayerState[];
kills: Kill[]
}
export function SpecHUD({tick, parser, players, kills}: SpecHUDProps) {
return (<div class="spechud">
<KillFeed tick={tick} kills={kills} players={players}/>
<PlayersSpec players={players}/>
</div>)
}

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.timeline {
width: 100%;
height: 100px;
/*bottom: 0;*/
/*position: relative;*/
}
.timeline-progress {
position: absolute;
bottom: -60px;
left: 0;
width: 100%;
height: 160px;
}
.timeline-background {
position: absolute;
bottom: 22px;
left: 0;
width: 100%;
height: 78px;
transform: scale(1, -1);
}

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import {ParsedDemo, PlayerState, Header, WorldBoundaries, Team} from "@demostf/parser-worker";
export interface TimelineProps {
parser: AsyncParser;
tick: number;
onSetTick: (tick: number) => any;
disabled?: boolean;
}
export const Timeline = ({parser, tick, onSetTick, disabled}) => {
const background = <TimeLineBackground parser={parser}/>;
return (<div class="timeline">
{background}
<input class="timeline-progress" type="range" min={0}
max={parser.demo.tickCount} value={tick}
disabled={disabled}
onChange={(event) => {onSetTick(parseInt(event.target.value, 10))}}
/>
</div>);
}
import {AsyncParser} from "../Data/AsyncParser";
import {createSignal} from "solid-js";
function TimeLineBackground({parser}:{parser: AsyncParser}) {
const length = Math.floor(parser.demo.tickCount / 30);
const blueHealth = new Uint16Array(length);
const redHealth = new Uint16Array(length);
let index = 0;
let maxHealth = 0;
for (let tick = 0; tick < parser.demo.tickCount; tick += 30) {
index++;
const players = parser.getPlayersAtTick(tick);
for (const player of players) {
if (player.team === 2) {
redHealth[index] += player.health;
} else if (player.team === 3) {
blueHealth[index] += player.health;
}
}
if (blueHealth[index] > 0 && redHealth[index] > 0) {
maxHealth = Math.max(maxHealth, blueHealth[index], redHealth[index]);
}
}
let darkMode = window.matchMedia && window.matchMedia('(prefers-color-scheme: dark)').matches;
let redStroke = darkMode ? '#ff756bff' : '#ff000088';
let blueStroke = darkMode ? '#7378ffff' : '#0000ff88';
const redHealthPath = redHealth.reduce(pathReducer, 'M 0 0');
const blueHealthPath = blueHealth.reduce(pathReducer, 'M 0 0');
return (
<svg class="timeline-background"
viewBox={`0 0 ${length} ${maxHealth}`}
preserveAspectRatio="none">
<path d={redHealthPath} stroke={redStroke} stroke-width={2}
fill="transparent"
vector-effect="non-scaling-stroke"/>
<path d={blueHealthPath} stroke={blueStroke} stroke-width={2}
fill="transparent"
vector-effect="non-scaling-stroke"/>
</svg>);
}
function pathReducer(path, y, x) {
return `${path} L ${x} ${y}`
}

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export const killAlias = {
'world': 'skull',
'player': 'skull',
'telefrag': 'skull',
'shotgun_pyro': 'shotgun',
'tf_projectile_pipe_remote': 'stickybomb_launcher',
'the_classic': 'classic',
'tf_projectile_arrow': 'huntsman',
'club': 'kukri',
'shotgun_primary': 'shotgun',
'shotgun_soldier': 'shotgun',
'shotgun_hwg': 'shotgun',
'pickaxe': 'escape_plan',
'tf_projectile_pipe': 'grenade_launcher',
'obj_sentrygun': 'sentrygun1',
'steel_fists': 'fists_of_steel',
'tf_projectile_rocket': 'rocket_launcher',
'obj_sentrygun3': 'sentrygun3',
'obj_sentrygun2': 'sentrygun2',
'worldspawn': 'skull',
'nonnonviolent_protest': 'conscientious_objector',
'deflect_promode': 'deflect_rocket',
'trigger_hurt': 'bleed',
'quake_rl': 'original',
'wrangler_kill': 'wrangler',
'obj_minisentry': 'minisentry',
'pistol_scout': 'pistol',
'bleed_kill': 'bleed',
'maxgun': 'lugermorph',
'rocketlauncher_directhit': 'direct_hit',
'frontier_kill': 'frontier_justice',
'robot_arm_kill': 'gunslinger',
'wrench_jag': 'jag',
'loose_cannon_explosion': 'loose_cannon',
'samrevolver': 'big_kill',
'long_heatmaker': 'huo-long_heater',
'pep_pistol': 'pistol'
};