7b5f3e8e83
add chat icon to send messages to servers on server view
457 lines
19 KiB
Plaintext
457 lines
19 KiB
Plaintext
@model IEnumerable<long>
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<style>
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.progress {
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border-radius: 0 !important;
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}
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.player-stat-icon {
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height: 1.5rem;
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width: 1.5rem;
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background-size: 1.5rem 1.5rem;
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}
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</style>
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<div class="row p-0 ml-auto mr-auto col-12 col-xl-10">
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<div class="p-0 pl-lg-3 pr-lg-3 m-0 col-lg-3 col-12 text-lg-right text-center player-data-left" style="opacity: 0">
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</div>
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<div class="pl-0 pr-0 pl-lg-3 pr-lg-3 col-lg-6 col-12 pb-4">
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<div id="map_name" class="h4 text-center pb-2 pt-2 mb-0 bg-primary">—</div>
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<div id="map_list" style="background-size:cover; padding-bottom: 100% !important;">
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<canvas id="map_canvas" style="position:absolute;"></canvas>
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</div>
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</div>
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<div class="p-0 pl-lg-3 pr-lg-3 m-0 col-lg-3 col-12 text-lg-left text-center player-data-right" style="opacity: 0">
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</div>
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</div>
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<!-- images used by canvas -->
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<img class="hide" id="hud_death" src="~/images/death.png" />
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@section scripts {
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<script defer="defer">
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const textOffset = 15;
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let previousRadarData = undefined;
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let newRadarData = undefined;
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/************************
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* IW4 *
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* **********************/
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const weapons = {};
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weapons["ak47"] = "ak47";
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weapons["ak47classic"] = "icon_ak47_classic";
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weapons["ak47u"] = "akd74u";
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weapons["m16"] = "m16a4";
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weapons["m4"] = "m4carbine";
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weapons["fn2000"] = "fn2000";
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weapons["masada"] = "masada";
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weapons["famas"] = "famas";
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weapons["fal"] = "fnfal";
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weapons["scar"] = "scar_h";
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weapons["tavor"] = "tavor";
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weapons["mp5k"] = "mp5k";
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weapons["uzi"] = "mini_uzi";
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weapons["p90"] = "p90";
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weapons["kriss"] = "kriss";
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weapons["ump45"] = "ump45";
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weapons["rpd"] = "rpd";
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weapons["sa80"] = "sa80_lmg";
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weapons["mg4"] = "mg4";
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weapons["m240"] = "m240";
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weapons["aug"] = "steyr";
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weapons["barrett"] = "barrett50cal";
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weapons["wa2000"] = "wa2000";
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weapons["m21"] = "m14ebr";
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weapons["cheytac"] = "cheytac";
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weapons["beretta"] = "m9beretta";
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weapons["usp"] = "usp_45";
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weapons["deserteagle"] = "desert_eagle";
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weapons["deserteaglegold"] = "desert_eagle_gold";
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weapons["desert"]
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weapons["coltanaconda"] = "colt_anaconda";
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weapons["tmp"] = "mp9";
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weapons["glock"] = "glock";
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weapons["beretta393"] = "beretta393";
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weapons["pp2000"] = "pp2000";
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weapons["ranger"] = "sawed_off";
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weapons["model1887"] = "model1887";
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weapons["striker"] = "striker";
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weapons["aa12"] = "aa12";
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weapons["m1014"] = "benelli_m4";
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weapons["spas12"] = "spas12";
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weapons["m79"] = "m79";
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weapons["rpg"] = "rpg";
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weapons["at4"] = "at4";
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weapons["stinger"] = "stinger";
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weapons["javelin"] = "javelin";
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weapons["m40a3"] = "m40a3";
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weapons["none"] = "neutral";
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weapons["riotshield"] = "riot_shield";
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weapons["peacekeeper"] = "peacekeeper";
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function drawCircle(context, x, y, color) {
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context.beginPath();
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context.arc(x, y, 6 * stateInfo.imageScaler, 0, 2 * Math.PI, false);
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context.fillStyle = color;
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context.fill();
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context.lineWidth = 0.5;
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context.strokeStyle = 'rgba(255, 255, 255, 0.5)';
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context.closePath();
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context.stroke();
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}
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function drawLine(context, x1, y1, x2, y2, color) {
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context.beginPath();
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context.lineWidth = '3';
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context.moveTo(x1, y1);
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context.lineTo(x2, y2);
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context.closePath();
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context.stroke();
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}
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function drawTriangle(context, v1, v2, v3, color) {
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context.beginPath();
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context.moveTo(v1.x, v1.y);
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context.lineTo(v2.x, v2.y);
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context.lineTo(v3.x, v3.y);
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context.closePath();
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context.fillStyle = color;
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context.fill();
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}
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function drawText(context, x, y, text, size, fillColor, strokeColor, alignment = 'left') {
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context.beginPath();
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context.save();
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context.font = `bold ${Math.max(12, size * stateInfo.imageScaler)}px courier new`;
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context.fillStyle = fillColor;
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context.shadowColor = strokeColor;
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context.shadowBlur = 4;
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context.textAlign = alignment;
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context.fillText(text, x, y);
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context.restore();
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context.closePath();
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}
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function drawImage(context, imgSelector, x, y, alpha = 1) {
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context.save();
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context.globalAlpha = alpha;
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context.drawImage(document.getElementById(imgSelector), x - (15 * stateInfo.imageScaler), y - (15 * stateInfo.imageScaler), 32 * stateInfo.imageScaler, 32 * stateInfo.imageScaler);
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context.globalAlpha = 1;
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context.restore();
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}
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function checkCanvasSize(canvas, context, minimap, map) {
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let width = Math.round(minimap.width());
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if (Math.round(context.canvas.width) != width) {
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canvas.width(width);
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canvas.height(width);
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context.canvas.height = width;
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context.canvas.width = context.canvas.height;
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}
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stateInfo.imageScaler = (stateInfo.canvas.width() / 1024)
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stateInfo.mapScalerX = (((stateInfo.mapInfo.right * stateInfo.imageScaler) - (stateInfo.mapInfo.left * stateInfo.imageScaler)) / stateInfo.mapInfo.width);
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stateInfo.mapScalerY = (((stateInfo.mapInfo.bottom * stateInfo.imageScaler) - (stateInfo.mapInfo.top * stateInfo.imageScaler)) / stateInfo.mapInfo.height);
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stateInfo.mapScaler = (stateInfo.mapScalerX + stateInfo.mapScalerY) / 2
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stateInfo.forwardDistance = 500.0;
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stateInfo.fovWidth = 40;
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}
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function calculateViewPosition(x, y, distance) {
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let nx = Math.cos(x) * Math.cos(y);
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let ny = Math.sin(x) * Math.cos(y);
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let nz = Math.sin(360.0 - y);
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return { x: (nx * distance) * stateInfo.mapScaler, y: (ny * distance) * stateInfo.mapScaler, z: (nz * distance) * stateInfo.mapScaler };
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}
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function lerp(start, end, complete) {
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return (1 - complete) * start + complete * end;
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}
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function easeLerp(start, end, t) {
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let t2 = (1 - Math.cos(t * Math.PI)) / 2;
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return (start * (1-t2) + end * t2);
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}
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function fixRollAngles(oldAngles, newAngles) {
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let newX = newAngles.x;
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let newY = newAngles.y;
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let angleDifferenceX = (oldAngles.x - newAngles.x);
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if (angleDifferenceX > Math.PI) {
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newX = oldAngles.x + (Math.PI * 2) - angleDifferenceX;
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}
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else if (Math.abs(newAngles.x - oldAngles.x) > Math.PI) {
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newX = newAngles.x - (Math.PI * 2);
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}
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let angleDifferenceY = (oldAngles.y - newAngles.y);
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if (angleDifferenceY > Math.PI) {
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newY = oldAngles.y + (Math.PI * 2) - angleDifferenceY;
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}
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else if (Math.abs(newAngles.y - oldAngles.y) > Math.PI) {
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newY = newAngles.y - (Math.PI * 2);
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}
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return { x: newX, y: newY };
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}
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function toRadians(deg) {
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return deg * Math.PI / 180.0;
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}
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function rotate(cx, cy, x, y, angle) {
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var radians = (Math.PI / 180) * angle,
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cos = Math.cos(radians),
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sin = Math.sin(radians),
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nx = (cos * (x - cx)) + (sin * (y - cy)) + cx,
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ny = (cos * (y - cy)) - (sin * (x - cx)) + cy;
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return {
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x: nx,
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y: ny
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};
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}
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function weaponImageForWeapon(weapon) {
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let name = weapon.split('_')[0];
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if (weapons[name] == undefined) {
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console.log(name);
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name = "none";
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}
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return `../images/radar/hud_weapons/hud_${weapons[name]}.png`;
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}
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function updatePlayerData() {
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$('.player-data-left').html('');
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$('.player-data-right').html('');
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$.each(newRadarData, function (index, player) {
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if (player == null) {
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return;
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}
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let column = index % 2 == 0 ? $('.player-data-left') : $('.player-data-right');
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column.append(`<div class="progress" style="height: 1.5rem; background-color: transparent;">
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<div style="position: absolute; font-size: 1rem; left: 1.5rem;">${player.name}</div>
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<div class="progress-bar bg-success" role="progressbar" style="min-width: 0px; width: ${player.health}%" aria-valuenow="${player.health}" aria-valuemin="0" aria-valuemax="100"></div>
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<div class="progress-bar bg-danger" role="progressbar" style="min-width: 0px; border-right: 0px; width: ${100 - player.health}%" aria-valuenow="${100 - player.health}" aria-valuemin="0" aria-valuemax="100"></div>
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</div>
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<div class="d-flex flex-row flex-wrap p-2 mb-4 bg-dark border-bottom">
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<div style="width: 3rem; height: 1.5rem; background-image:url(${weaponImageForWeapon(player.weapon)}); background-size: 3rem 1.5rem;" class="mr-auto text-left">
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</div>
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<div class="player-stat-icon" style="background-image:url('/images/radar/kills.png')"></div>
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<div class="pr-2">${player.kills}</div>
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<div class="player-stat-icon" style="background-image:url('/images/hud_weapons/hud_death.png')"></div>
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<div class="pr-3">${player.deaths}</div>
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<span class="align-self-center oi oi-target pr-1"></span>
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<div class="pr-3 ">${player.deaths == 0 ? player.kills.toFixed(2) : (player.kills / player.deaths).toFixed(2)}</div>
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<span class="align-self-center oi oi-graph pr-1"></span>
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<div>${ player.playTime == 0 ? '—' : Math.round(player.score / (player.playTime / 60))}</div>
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</div>`);
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});
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$('.player-data-left').delay(1000).animate({opacity: 1}, 500);
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$('.player-data-right').delay(1000).animate({opacity: 1}, 500);
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}
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const stateInfo = {
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canvas: $('#map_canvas'),
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ctx: $('#map_canvas')[0].getContext('2d'),
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updateFrequency: 750,
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updateFrameTimeDeviation: 0,
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forwardDistance: undefined,
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fovWidth: undefined,
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mapInfo: undefined,
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mapScaler: undefined,
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deathIcons: {},
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deathIconTime: 4000
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};
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function updateRadarData() {
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$.getJSON('@Url.Action("Data", "Radar", null)', function (_radarItem) {
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newRadarData = _radarItem;
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});
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$.getJSON('@Url.Action("Map", "Radar", null)', function (_map) {
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stateInfo.mapInfo = _map
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});
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$.each(newRadarData, function (index, value) {
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if (previousRadarData != undefined && index < previousRadarData.length) {
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let previous = previousRadarData[index];
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// this happens when the player has first joined and we haven't gotten two snapshots yet
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if (value == null) {
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return;
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}
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if (previous == null) {
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previous = value;
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}
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// we don't want to treat a disconnected player snapshot as the previous
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else if (previous.guid == value.guid) {
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value.previous = previous;
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}
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// we haven't gotten a new item, it's just the old one again
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if (previous.id === value.id) {
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value.animationTime = previous.animationTime;
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value.previous = value;
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}
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// they died between this snapshot and last so we wanna setup the death icon
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if (!value.isAlive && previous.isAlive) {
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stateInfo.deathIcons[value.guid] = {
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animationTime: now,
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location: value.location
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};
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}
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// they respawned between this snapshot and last so we don't want to show wherever the were specating from
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else if (value.isAlive && !previous.isAlive) {
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value.previous = value;
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}
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}});
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// we switch out the items to
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previousRadarData = newRadarData;
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$('#map_name').html(stateInfo.mapInfo.alias);
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$('#map_list').css('background-image', `url(../images/radar/minimaps/compass_map_${stateInfo.mapInfo.name}@('@')2x.jpg)`);
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checkCanvasSize(stateInfo.canvas, stateInfo.ctx, $('#map_list'), stateInfo.mapInfo);
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updatePlayerData();
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}
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function updateMap() {
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let ctx = stateInfo.ctx;
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ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
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now = performance.now();
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$.each(previousRadarData, function (index, value) {
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if (value == null) {
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return;
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}
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if (value.previous == null) {
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value.previous = value;
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}
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// this indicates we got a new snapshot to work with so we set the time based off the previous
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// frame deviation to have minimal interpolation skipping
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if (value.animationTime === undefined) {
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value.animationTime = now - stateInfo.updateFrameTimeDeviation;
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}
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if (!value.isAlive) {
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return;
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}
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const elapsedFrameTime = now - value.animationTime;
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const completionPercent = elapsedFrameTime / stateInfo.updateFrequency;
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// certain maps like estate have an off center axis of origin, so we need to account for that
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let rotatedPreviousLocation = rotate(stateInfo.mapInfo.centerX, stateInfo.mapInfo.centerY, value.previous.location.x, value.previous.location.y, stateInfo.mapInfo.rotation);
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let rotatedCurrentLocation = rotate(stateInfo.mapInfo.centerX, stateInfo.mapInfo.centerY, value.location.x, value.location.y, stateInfo.mapInfo.rotation);
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const startX = ((stateInfo.mapInfo.maxLeft - rotatedPreviousLocation.y) * stateInfo.mapScaler) + (stateInfo.mapInfo.left * stateInfo.imageScaler);
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const startY = ((stateInfo.mapInfo.maxTop - rotatedPreviousLocation.x) * stateInfo.mapScalerY) + (stateInfo.mapInfo.top * stateInfo.imageScaler);
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const endX = ((stateInfo.mapInfo.maxLeft - rotatedCurrentLocation.y) * stateInfo.mapScaler) + (stateInfo.mapInfo.left * stateInfo.imageScaler);
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const endY = ((stateInfo.mapInfo.maxTop - rotatedCurrentLocation.x) * stateInfo.mapScalerY) + (stateInfo.mapInfo.top * stateInfo.imageScaler);
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let teamColor = value.team == 'allies' ? 'rgb(0, 122, 204, 1)' : 'rgb(255, 69, 69)';
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let fovColor = value.team == 'allies' ? 'rgba(0, 122, 204, 0.2)' : 'rgba(255, 69, 69, 0.2)';
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// this takes care of moving past the roll-over point of yaw/pitch (ie 360->0)
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const rollAngleFix = fixRollAngles(value.previous.radianAngles, value.radianAngles);
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const radianLerpX = lerp(value.previous.radianAngles.x, rollAngleFix.x, completionPercent);
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const radianLerpY = lerp(value.previous.radianAngles.y, rollAngleFix.y, completionPercent);
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// this is some jankiness to get the fov to point the right direction
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let firstVertex = calculateViewPosition(toRadians(stateInfo.mapInfo.rotation + stateInfo.mapInfo.viewPositionRotation - 90) - radianLerpX + toRadians(stateInfo.fovWidth), radianLerpY, stateInfo.forwardDistance);
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let secondVertex = calculateViewPosition(toRadians(stateInfo.mapInfo.rotation + stateInfo.mapInfo.viewPositionRotation - 90) - radianLerpX - toRadians(stateInfo.fovWidth), radianLerpY, stateInfo.forwardDistance);
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let currentX = lerp(startX, endX, completionPercent);
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let currentY = lerp(startY, endY, completionPercent);
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// we need to calculate the distance from the center of the map so we can scale if necessary
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let centerX = ((stateInfo.mapInfo.maxLeft - stateInfo.mapInfo.centerY) * stateInfo.mapScaler) + (stateInfo.mapInfo.left * stateInfo.imageScaler);
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let centerY = ((stateInfo.mapInfo.maxTop - stateInfo.mapInfo.centerX) * stateInfo.mapScaler) + (stateInfo.mapInfo.top * stateInfo.imageScaler);
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// reuse lerp to scale the pixel to map ratio
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currentX = lerp(centerX, currentX, stateInfo.mapInfo.scaler);
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currentY = lerp(centerY, currentY, stateInfo.mapInfo.scaler);
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drawCircle(ctx, currentX, currentY, teamColor);
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drawTriangle(ctx,
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{ x: currentX, y: currentY },
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{ x: currentX + firstVertex.x, y: currentY + firstVertex.y },
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{ x: currentX + secondVertex.x, y: currentY + secondVertex.y },
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fovColor);
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drawText(ctx, currentX, currentY - (textOffset * stateInfo.imageScaler), value.name, 16, 'white', teamColor, 'center')
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});
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const completedIcons = [];
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for (let key in stateInfo.deathIcons) {
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const icon = stateInfo.deathIcons[key];
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const x = ((stateInfo.mapInfo.maxLeft - icon.location.y) * stateInfo.mapScaler) + (stateInfo.mapInfo.left * stateInfo.imageScaler);
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const y = ((stateInfo.mapInfo.maxTop - icon.location.x) * stateInfo.mapScaler) + (stateInfo.mapInfo.top * stateInfo.imageScaler);
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const elapsedFrameTime = now - icon.animationTime;
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const completionPercent = elapsedFrameTime / stateInfo.deathIconTime;
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const opacity = easeLerp(1, 0, completionPercent);
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drawImage(stateInfo.ctx, 'hud_death', x, y, opacity);
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if (completionPercent >= 1) {
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completedIcons.push(key);
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}
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}
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for (let i = 0; i < completedIcons.length; i++) {
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delete stateInfo.deathIcons[completedIcons[i]];
|
|
}
|
|
|
|
window.requestAnimationFrame(updateMap);
|
|
}
|
|
|
|
$(document).ready(function () {
|
|
$.getJSON('@Url.Action("Map", "Radar", null)', function (_map) {
|
|
stateInfo.mapInfo = _map;
|
|
updateRadarData();
|
|
setInterval(updateRadarData, stateInfo.updateFrequency);
|
|
window.requestAnimationFrame(updateMap);
|
|
});
|
|
})
|
|
|
|
</script>
|
|
} |