// Map overlay for pending Send commands. The order draft can carry // `sendShipGroup` entries that have not yet reached the engine — // the client wants to show them on the map straight away so the // player can tell at a glance which orbits are about to launch // where. Each pending Send becomes a green dashed line from the // source group's current orbit planet to the chosen destination, // drawn alongside the cargo-route arrows on the same overlay // layer. // // The lines are *route hints*: they do not contribute to hit-test // (the picker is the only way to issue Send), and they share the // dashed style with in-space tracks so the player reads "this is // motion" without confusing them with cargo arrows. import type { GameReport, ReportPlanet } from "../api/game-state"; import type { OrderCommand } from "../sync/order-types"; import { torusShortestDelta } from "./math"; import type { LinePrim, PrimitiveID, Style } from "./world"; const STYLE_PENDING_SEND_LINE: Style = { strokeColor: 0x66bb6a, strokeAlpha: 0.85, strokeWidthPx: 1, strokeDashPx: 4, }; // Sit between cargo-route arrows (5..8) and ship-group points (5..) // in priority. The line never participates in hit-test (hitSlopPx=0) // so the relative ordering only affects depth-stacking. const PRIORITY_PENDING_SEND_LINE = 1; /** * High-bit prefix on every pending-send line id so it cannot * collide with planet numbers, ship-group ids, or cargo-route line * ids. Cargo routes use `0x80000000`; pending-send routes use * `0xa0000000`. The renderer's hit-test treats ids opaquely. */ export const PENDING_SEND_LINE_ID_PREFIX = 0xa0000000; /** * buildPendingSendLines emits one `LinePrim` per `sendShipGroup` * command in the supplied draft snapshot. Lines are drawn from the * source group's current orbit planet to the chosen destination. * Skipped silently when the source group is no longer in the * report (history-mode snapshot, group already left orbit), when * either planet is missing, or when the command's status is * `invalid` / `rejected` (the engine refused it; do not visualise * a route the engine will not take). * * The function is pure — it walks the supplied arrays and returns * a new primitive list. Callers combine the result with cargo- * route lines and feed both into `handle.setExtraPrimitives`. */ export function buildPendingSendLines( report: GameReport, commands: readonly OrderCommand[], statuses: Readonly>, opts?: { skipPlanets?: ReadonlySet }, ): LinePrim[] { if (commands.length === 0) return []; const skip = opts?.skipPlanets; const planetById = new Map(); for (const planet of report.planets) { planetById.set(planet.number, planet); } const groupById = new Map(); for (const g of report.localShipGroups) { groupById.set(g.id, g); } const lines: LinePrim[] = []; let serial = 0; for (const cmd of commands) { if (cmd.kind !== "sendShipGroup") continue; const status = statuses[cmd.id]; if (status === "rejected" || status === "invalid") continue; const group = groupById.get(cmd.groupId); if (group === undefined) continue; // The group must currently be on its orbit planet (origin // null, range null) for the Send to make geometric sense in // the report. Once the engine launches it the report flips // origin / range to live coordinates and the in-space track // renders instead. if (group.origin !== null || group.range !== null) continue; if (skip !== undefined && skip.has(group.destination)) continue; if (skip !== undefined && skip.has(cmd.destinationPlanetNumber)) continue; const source = planetById.get(group.destination); const destination = planetById.get(cmd.destinationPlanetNumber); if (source === undefined || destination === undefined) continue; const dx = torusShortestDelta(source.x, destination.x, report.mapWidth); const dy = torusShortestDelta(source.y, destination.y, report.mapHeight); if (dx === 0 && dy === 0) continue; lines.push({ kind: "line", id: pendingSendLineId(serial), priority: PRIORITY_PENDING_SEND_LINE, style: STYLE_PENDING_SEND_LINE, hitSlopPx: 0, x1: source.x, y1: source.y, x2: source.x + dx, y2: source.y + dy, }); serial++; } return lines; } /** * pendingSendLineId returns the primitive id of the n-th pending- * send line within the prefix-reserved range. Bit-OR rather than * addition keeps the prefix unambiguous when `serial` overflows * into the prefix bits — the renderer treats ids opaquely, but * the encoding stays self-describing for debug dumps. */ function pendingSendLineId(serial: number): PrimitiveID { return (PENDING_SEND_LINE_ID_PREFIX | (serial & 0x0fffffff)) >>> 0; }