AI_Diplomacy/ai_animation/src/domElements/chatWindows.ts
Tyler Marques bad4ad37e3
FIX: Messages were triggering at the same time
Was calling the onMessageComplete function twice, fixed that
2025-06-16 09:39:30 -07:00

716 lines
24 KiB
TypeScript

import * as THREE from "three";
import { gameState } from "../gameState";
import { config } from "../config";
import { GamePhase, Message } from "../types/gameState";
import { getPowerDisplayName } from '../utils/powerNames';
import { PowerENUM } from '../types/map';
//TODO: Sometimes the LLMs use lists, and they don't work in the chats. The just appear as bullets within a single line.
//
//TODO: We are getting a mixing of chats from different phases. In game 0, F1902M starts using chat before S1902M finishes
let faceIconCache = {}; // Cache for generated face icons
// Add a message counter to track sound effect frequency
let messageCounter = 0;
type chatWindowMap = { [key in PowerENUM]: {
element: HTMLHtmlElement,
messagesContainer: HTMLHtmlElement,
isGlobal: boolean,
seenMessages: Set<Message>
} }
let chatWindows: chatWindowMap
// --- CHAT WINDOW FUNCTIONS ---
export function createChatWindows() {
// Clear existing chat windows
const chatContainer = document.getElementById('chat-container');
if (!chatContainer) {
throw new Error("Could not get element with ID 'chat-container'")
}
chatContainer.innerHTML = '';
chatWindows = {};
// Create a chat window for each power (except the current power)
const powers = [PowerENUM.AUSTRIA, PowerENUM.ENGLAND, PowerENUM.FRANCE, PowerENUM.GERMANY, PowerENUM.ITALY, PowerENUM.RUSSIA, PowerENUM.TURKEY];
// Filter out the current power for chat windows
const otherPowers = powers.filter(power => power !== gameState.currentPower);
// Add a GLOBAL chat window first
createChatWindow(PowerENUM.GLOBAL, true);
// Create chat windows for each power except the current one
otherPowers.forEach(power => {
createChatWindow(power);
});
}
// Modified to use 3D face icons properly
function createChatWindow(power, isGlobal = false) {
const chatContainer = document.getElementById('chat-container');
const chatWindow = document.createElement('div');
chatWindow.className = 'chat-window';
chatWindow.id = `chat-${power}`;
chatWindow.style.position = 'relative'; // Add relative positioning for absolute child positioning
// Create a slimmer header with appropriate styling
const header = document.createElement('div');
header.className = 'chat-header';
// Adjust header to accommodate larger face icons
header.style.display = 'flex';
header.style.alignItems = 'center';
header.style.padding = '4px 8px'; // Reduced vertical padding
header.style.height = '24px'; // Explicit smaller height
header.style.backgroundColor = 'rgba(78, 62, 41, 0.7)'; // Semi-transparent background
header.style.borderBottom = '1px solid rgba(78, 62, 41, 1)'; // Solid bottom border
// Create the title element
const titleElement = document.createElement('span');
if (isGlobal) {
titleElement.style.color = '#ffffff';
titleElement.textContent = getPowerDisplayName(PowerENUM.GLOBAL);
} else {
titleElement.className = `power-${power.toLowerCase()}`;
titleElement.textContent = getPowerDisplayName(power as PowerENUM);
}
titleElement.style.fontWeight = 'bold'; // Make text more prominent
titleElement.style.textShadow = '1px 1px 2px rgba(0,0,0,0.7)'; // Add text shadow for better readability
header.appendChild(titleElement);
// Create container for 3D face icon that floats over the header
const faceHolder = document.createElement('div');
faceHolder.style.width = '64px';
faceHolder.style.height = '64px';
faceHolder.style.position = 'absolute'; // Position absolutely
faceHolder.style.right = '10px'; // From right edge
faceHolder.style.top = '0px'; // ADJUSTED: Moved lower to align with the header
faceHolder.style.cursor = 'pointer';
faceHolder.style.borderRadius = '50%';
faceHolder.style.overflow = 'hidden';
faceHolder.style.boxShadow = '0 2px 5px rgba(0,0,0,0.5)';
faceHolder.style.border = '2px solid #fff';
faceHolder.style.zIndex = '10'; // Ensure it's above other elements
faceHolder.id = `face-${power}`;
// Generate the face icon and add it to the chat window (not header)
generateFaceIcon(power).then(dataURL => {
const img = document.createElement('img');
img.src = dataURL;
img.style.width = '100%';
img.style.height = '100%';
img.id = `face-img-${power}`; // Add ID for animation targeting
// Add subtle idle animation
setInterval(() => {
if (!img.dataset.animating && Math.random() < 0.1) {
idleAnimation(img);
}
}, 3000);
faceHolder.appendChild(img);
});
// Create messages container with extra top padding to avoid overlap with floating head
header.appendChild(faceHolder);
// Create messages container
const messagesContainer = document.createElement('div');
messagesContainer.className = 'chat-messages';
messagesContainer.id = `messages-${power}`;
messagesContainer.style.paddingTop = '8px'; // Add padding to prevent content being hidden under face
// Add toggle functionality
header.addEventListener('click', () => {
chatWindow.classList.toggle('chat-collapsed');
});
// Assemble chat window - add faceHolder directly to chatWindow, not header
chatWindow.appendChild(header);
chatWindow.appendChild(faceHolder);
chatWindow.appendChild(messagesContainer);
// Add to container
chatContainer.appendChild(chatWindow);
// Store reference
chatWindows[power] = {
element: chatWindow,
messagesContainer: messagesContainer,
isGlobal: isGlobal,
seenMessages: new Set()
};
}
function fiterAndSortChatMessagesForPhase(phase: GamePhase): Message[] {
let relevantMessages = phase.messages.filter(msg => {
return (
msg.sender === gameState.currentPower ||
msg.recipient === gameState.currentPower ||
msg.recipient === 'GLOBAL'
);
});
relevantMessages.sort((a, b) => a.time_sent - b.time_sent);
return relevantMessages
}
// Modified to accumulate messages instead of resetting and only animate for new messages
/**
* Updates chat windows with messages for the current phase
* @param phase The current game phase containing messages
* @param stepMessages Whether to animate messages one-by-word (true) or show all at once (false)
*/
export function updateChatWindows(stepMessages = false, callback?: () => void) {
// Exit early if no messages
if (!gameState.currentPhase.messages || !gameState.currentPhase.messages.length) {
console.log("No messages to display for this phase");
return;
}
// Only show messages relevant to the current player (sent by them, to them, or global)
const relevantMessages = gameState.currentPhase.messages.filter(msg => {
return (
msg.sender === gameState.currentPower ||
msg.recipient === gameState.currentPower ||
msg.recipient === 'GLOBAL'
);
});
// Sort messages by time sent
relevantMessages.sort((a, b) => a.time_sent - b.time_sent);
// Log message count but only in debug mode to reduce noise
if (config.isDebugMode) {
console.log(`Found ${relevantMessages.length} messages for player ${gameState.currentPower} in phase ${gameState.currentPhase.name}`);
}
// Stepwise mode: show one message at a time, animating word-by-word
let index = 0;
// Store the start time for debugging
const messageStartTime = Date.now();
// Function to process the next message
const showNext = () => {
// If we're not playing or user has manually advanced, stop message animation
if (!gameState.isPlaying && !config.isDebugMode) {
console.log("Playback stopped, halting message animations");
return;
}
// All messages have been displayed
if (index >= relevantMessages.length) {
if (config.isDebugMode) {
console.log(`All messages displayed in ${Date.now() - messageStartTime}ms`);
}
console.log("Messages complete, triggering next phase");
if (callback) callback();
return;
}
// Get the next message
const msg = relevantMessages[index];
// Only log in debug mode to reduce console noise
if (config.isDebugMode) {
console.log(`Displaying message ${index + 1}/${relevantMessages.length}: ${msg.sender} to ${msg.recipient}`);
}
// Function to call after message animation completes
const onMessageComplete = () => {
index++; // Only increment after animation completes
showNext()
};
// Add the message with word animation
addMessageToChat(msg, true, onMessageComplete);
// Animate head and play sound for new messages (not just when not in debug mode)
messageCounter++;
animateHeadNod(msg, (messageCounter % config.soundEffectFrequency === 0));
};
// Start the message sequence with initial delay
gameState.eventQueue.scheduleDelay(50, showNext, `start-message-sequence-${Date.now()}`);
}
// Modified to support word-by-word animation and callback
function addMessageToChat(msg: Message, animateWords: boolean = false, onComplete: Function | null = null) {
// Determine which chat window to use
let targetPower;
if (msg.recipient === 'GLOBAL') {
targetPower = 'GLOBAL';
} else {
targetPower = msg.sender === gameState.currentPower ? msg.recipient : msg.sender;
}
if (!chatWindows[targetPower]) return false;
// Create a unique ID for this message to avoid duplication
const msgId = `${msg.sender}-${msg.recipient}-${msg.time_sent}-${msg.message}`;
// Skip if we've already shown this message
if (chatWindows[targetPower].seenMessages.has(msgId)) {
return false; // Not a new message
}
// Mark as seen
chatWindows[targetPower].seenMessages.add(msgId);
const messagesContainer = chatWindows[targetPower].messagesContainer;
const messageElement = document.createElement('div');
// Style based on sender/recipient
if (targetPower === 'GLOBAL') {
// Global chat shows sender info
const senderColor = msg.sender.toLowerCase();
messageElement.className = 'chat-message message-incoming';
// Add the header with the sender name immediately
const headerSpan = document.createElement('span');
headerSpan.style.fontWeight = 'bold';
headerSpan.className = `power-${senderColor}`;
headerSpan.textContent = `${getPowerDisplayName(msg.sender as PowerENUM)}: `;
messageElement.appendChild(headerSpan);
// Create a span for the message content that will be filled word by word
const contentSpan = document.createElement('span');
contentSpan.id = `msg-content-${msgId.replace(/[^a-zA-Z0-9]/g, '-')}`;
messageElement.appendChild(contentSpan);
// Add timestamp
const timeDiv = document.createElement('div');
timeDiv.className = 'message-time';
timeDiv.textContent = gameState.currentPhase.name;
messageElement.appendChild(timeDiv);
} else {
// Private chat - outgoing or incoming style
const isOutgoing = msg.sender === gameState.currentPower;
messageElement.className = `chat-message ${isOutgoing ? 'message-outgoing' : 'message-incoming'}`;
// Create content span
const contentSpan = document.createElement('span');
contentSpan.id = `msg-content-${msgId.replace(/[^a-zA-Z0-9]/g, '-')}`;
messageElement.appendChild(contentSpan);
// Add timestamp
const timeDiv = document.createElement('div');
timeDiv.className = 'message-time';
timeDiv.textContent = gameState.currentPhase.name;
messageElement.appendChild(timeDiv);
}
// Add to container
messagesContainer.appendChild(messageElement);
// Scroll to bottom
messagesContainer.scrollTop = messagesContainer.scrollHeight;
if (animateWords) {
// Start word-by-word animation
const contentSpanId = `msg-content-${msgId.replace(/[^a-zA-Z0-9]/g, '-')}`;
animateMessageWords(msg.message, contentSpanId, targetPower, messagesContainer, onComplete);
} else {
// Show entire message at once
const contentSpan = messageElement.querySelector(`#msg-content-${msgId.replace(/[^a-zA-Z0-9]/g, '-')}`);
if (contentSpan) {
contentSpan.textContent = msg.message;
}
// If there's a completion callback, call it immediately for non-animated messages
if (onComplete) {
onComplete();
}
}
return true; // This was a new message
}
// New function to animate message words one at a time
/**
* Animates message text one word at a time
* @param message The full message text to animate
* @param contentSpanId The ID of the span element to animate within
* @param targetPower The power the message is displayed for
* @param messagesContainer The container holding the messages
* @param onComplete Callback function to run when animation completes
*/
function animateMessageWords(message: string, contentSpanId: string, targetPower: string,
messagesContainer: HTMLElement, onComplete: (() => void) | null) {
const words = message.split(/\s+/);
const contentSpan = document.getElementById(contentSpanId);
if (!contentSpan) {
// If span not found, still call onComplete to avoid breaking the game flow
if (onComplete) onComplete();
return;
}
// Clear any existing content
contentSpan.textContent = '';
let wordIndex = 0;
// Function to add the next word
const addNextWord = () => {
if (wordIndex >= words.length) {
// All words added - message is complete
console.log(`Finished animating message with ${words.length} words in ${targetPower} chat`);
// Add a slight delay after the last word for readability
gameState.eventQueue.scheduleDelay(config.messageCompletionDelay, () => {
if (onComplete) {
onComplete(); // Call the completion callback
}
}, `message-complete-${Date.now()}`);
return;
}
// Add space if not the first word
if (wordIndex > 0) {
contentSpan.textContent += ' ';
}
// Add the next word
contentSpan.textContent += words[wordIndex];
wordIndex++;
// Calculate delay based on word length and playback speed
// Longer words get slightly longer display time
const wordLength = words[wordIndex - 1].length;
// Use consistent word delay from config
const delay = Math.max(config.messageWordDelay, Math.min(200, config.messageWordDelay * (wordLength / 4)));
gameState.eventQueue.scheduleDelay(delay, addNextWord, `add-word-${wordIndex}-${Date.now()}`);
// Scroll to ensure newest content is visible
// Use requestAnimationFrame to batch DOM updates in streaming mode
const isStreamingModeForScroll = import.meta.env.MODE === 'production' || import.meta.env.VITE_STREAMING_MODE === 'true';
if (isStreamingModeForScroll) {
requestAnimationFrame(() => {
messagesContainer.scrollTop = messagesContainer.scrollHeight;
});
} else {
messagesContainer.scrollTop = messagesContainer.scrollHeight;
}
};
// Start animation
addNextWord();
}
// Modified to support conditional sound effects
function animateHeadNod(msg, playSoundEffect = true) {
// Determine which chat window's head to animate
let targetPower;
if (msg.recipient === 'GLOBAL') {
targetPower = 'GLOBAL';
} else {
targetPower = msg.sender === gameState.currentPower ? msg.recipient : msg.sender;
}
const chatWindow = chatWindows[targetPower]?.element;
if (!chatWindow) return;
// Find the face image and animate it
const img = chatWindow.querySelector(`#face-img-${targetPower}`);
if (!img) return;
img.dataset.animating = 'true';
// Choose a random animation type for variety
const animationType = Math.floor(Math.random() * 4);
let animation;
switch (animationType) {
case 0: // Nod animation
animation = img.animate([
{ transform: 'rotate(0deg) scale(1)' },
{ transform: 'rotate(15deg) scale(1.1)' },
{ transform: 'rotate(-10deg) scale(1.05)' },
{ transform: 'rotate(5deg) scale(1.02)' },
{ transform: 'rotate(0deg) scale(1)' }
], {
duration: 600,
easing: 'ease-in-out'
});
break;
case 1: // Bounce animation
animation = img.animate([
{ transform: 'translateY(0) scale(1)' },
{ transform: 'translateY(-8px) scale(1.15)' },
{ transform: 'translateY(3px) scale(0.95)' },
{ transform: 'translateY(-2px) scale(1.05)' },
{ transform: 'translateY(0) scale(1)' }
], {
duration: 700,
easing: 'ease-in-out'
});
break;
case 2: // Shake animation
animation = img.animate([
{ transform: 'translate(0, 0) rotate(0deg)' },
{ transform: 'translate(-5px, -3px) rotate(-5deg)' },
{ transform: 'translate(5px, 2px) rotate(5deg)' },
{ transform: 'translate(-5px, 1px) rotate(-3deg)' },
{ transform: 'translate(0, 0) rotate(0deg)' }
], {
duration: 500,
easing: 'ease-in-out'
});
break;
case 3: // Pulse animation
animation = img.animate([
{ transform: 'scale(1)', boxShadow: '0 0 0 0 rgba(255,255,255,0.7)' },
{ transform: 'scale(1.2)', boxShadow: '0 0 0 10px rgba(255,255,255,0)' },
{ transform: 'scale(1)', boxShadow: '0 0 0 0 rgba(255,255,255,0)' }
], {
duration: 800,
easing: 'ease-out'
});
break;
}
animation.onfinish = () => {
img.dataset.animating = 'false';
};
// Trigger random snippet only if playSoundEffect is true
if (playSoundEffect) {
playRandomSoundEffect();
}
}
// Generate a 3D face icon for chat windows with higher contrast
async function generateFaceIcon(power) {
if (faceIconCache[power]) {
return faceIconCache[power];
}
// Even larger renderer size for better quality
const offWidth = 192, offHeight = 192; // Increased from 128x128 to 192x192
const offRenderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
offRenderer.setSize(offWidth, offHeight);
offRenderer.setPixelRatio(1);
// Scene
const offScene = new THREE.Scene();
offScene.background = null;
// Camera
const offCamera = new THREE.PerspectiveCamera(45, offWidth / offHeight, 0.1, 1000);
offCamera.position.set(0, 0, 50);
// Power-specific colors with higher contrast/saturation
const colorMap: Record<PowerENUM, number> = {
[PowerENUM.GLOBAL]: 0xf5f5f5, // Brighter white
[PowerENUM.AUSTRIA]: 0xff0000, // Brighter red
[PowerENUM.ENGLAND]: 0x0000ff, // Brighter blue
[PowerENUM.FRANCE]: 0x00bfff, // Brighter cyan
[PowerENUM.GERMANY]: 0x1a1a1a, // Darker gray for better contrast
[PowerENUM.ITALY]: 0x00cc00, // Brighter green
[PowerENUM.RUSSIA]: 0xe0e0e0, // Brighter gray
[PowerENUM.TURKEY]: 0xffcc00, // Brighter yellow
[PowerENUM.EUROPE]: 0xf5f5f5, // Same as global
};
const headColor = colorMap[power as PowerENUM] || 0x808080;
// Larger head geometry
const headGeom = new THREE.BoxGeometry(20, 20, 20); // Increased from 16x16x16
const headMat = new THREE.MeshStandardMaterial({ color: headColor });
const headMesh = new THREE.Mesh(headGeom, headMat);
offScene.add(headMesh);
// Create outline for better visibility (a slightly larger black box behind)
const outlineGeom = new THREE.BoxGeometry(22, 22, 19);
const outlineMat = new THREE.MeshBasicMaterial({ color: 0x000000 });
const outlineMesh = new THREE.Mesh(outlineGeom, outlineMat);
outlineMesh.position.z = -2; // Place it behind the head
offScene.add(outlineMesh);
// Larger eyes with better contrast
const eyeGeom = new THREE.BoxGeometry(3.5, 3.5, 3.5); // Increased from 2.5x2.5x2.5
const eyeMat = new THREE.MeshStandardMaterial({ color: 0x000000 });
const leftEye = new THREE.Mesh(eyeGeom, eyeMat);
leftEye.position.set(-4.5, 2, 10); // Adjusted position
offScene.add(leftEye);
const rightEye = new THREE.Mesh(eyeGeom, eyeMat);
rightEye.position.set(4.5, 2, 10); // Adjusted position
offScene.add(rightEye);
// Add a simple mouth
const mouthGeom = new THREE.BoxGeometry(8, 1.5, 1);
const mouthMat = new THREE.MeshBasicMaterial({ color: 0x000000 });
const mouth = new THREE.Mesh(mouthGeom, mouthMat);
mouth.position.set(0, -3, 10);
offScene.add(mouth);
// Brighter lighting for better contrast
const light = new THREE.DirectionalLight(0xffffff, 1.2); // Increased intensity
light.position.set(0, 20, 30);
offScene.add(light);
// Add more lights for better definition
const fillLight = new THREE.DirectionalLight(0xffffff, 0.5);
fillLight.position.set(-20, 0, 20);
offScene.add(fillLight);
offScene.add(new THREE.AmbientLight(0xffffff, 0.4)); // Slightly brighter ambient
// Slight head rotation
headMesh.rotation.y = Math.PI / 6; // More pronounced angle
// Render to a texture
const renderTarget = new THREE.WebGLRenderTarget(offWidth, offHeight);
offRenderer.setRenderTarget(renderTarget);
offRenderer.render(offScene, offCamera);
// Get pixels
const pixels = new Uint8Array(offWidth * offHeight * 4);
offRenderer.readRenderTargetPixels(renderTarget, 0, 0, offWidth, offHeight, pixels);
// Convert to canvas
const canvas = document.createElement('canvas');
canvas.width = offWidth;
canvas.height = offHeight;
const ctx = canvas.getContext('2d');
const imageData = ctx.createImageData(offWidth, offHeight);
imageData.data.set(pixels);
// Flip image (WebGL coordinate system is inverted)
flipImageDataVertically(imageData, offWidth, offHeight);
ctx.putImageData(imageData, 0, 0);
// Get data URL
const dataURL = canvas.toDataURL('image/png');
faceIconCache[power] = dataURL;
// Cleanup
offRenderer.dispose();
renderTarget.dispose();
return dataURL;
}
// Add a subtle idle animation for faces
function idleAnimation(img) {
if (img.dataset.animating === 'true') return;
img.dataset.animating = 'true';
const animation = img.animate([
{ transform: 'rotate(0deg) scale(1)' },
{ transform: 'rotate(-2deg) scale(0.98)' },
{ transform: 'rotate(0deg) scale(1)' }
], {
duration: 1500,
easing: 'ease-in-out'
});
animation.onfinish = () => {
img.dataset.animating = 'false';
};
}
// Helper to flip image data vertically
function flipImageDataVertically(imageData, width, height) {
const bytesPerRow = width * 4;
const temp = new Uint8ClampedArray(bytesPerRow);
for (let y = 0; y < height / 2; y++) {
const topOffset = y * bytesPerRow;
const bottomOffset = (height - y - 1) * bytesPerRow;
temp.set(imageData.data.slice(topOffset, topOffset + bytesPerRow));
imageData.data.set(imageData.data.slice(bottomOffset, bottomOffset + bytesPerRow), topOffset);
imageData.data.set(temp, bottomOffset);
}
}
// --- NEW: Function to play a random sound effect ---
function playRandomSoundEffect() {
// List all the sound snippet filenames in assets/sounds
const soundEffects = [
'snippet_2.mp3',
'snippet_3.mp3',
'snippet_4.mp3',
'snippet_9.mp3',
'snippet_10.mp3',
'snippet_11.mp3',
'snippet_12.mp3',
'snippet_13.mp3',
'snippet_14.mp3',
'snippet_15.mp3',
'snippet_16.mp3',
'snippet_17.mp3',
];
// Pick one at random
const chosen = soundEffects[Math.floor(Math.random() * soundEffects.length)];
// Create an <audio> and play
const audio = new Audio(`./sounds/${chosen}`);
audio.volume = 0.5; // Set volume to 50% to avoid being too loud
if (config.isDebugMode || config.isTestingMode) {
console.debug("Not playing sounds in debug or testing mode");
return;
}
console.log(`Attempting to play sound: ${chosen}`);
// Try to play the audio
const playPromise = audio.play();
if (playPromise !== undefined) {
playPromise
.then(() => {
console.log(`Successfully played sound: ${chosen}`);
})
.catch(err => {
console.error(`Failed to play sound ${chosen}:`, err);
console.log('This might be due to browser autoplay policies. User interaction may be required.');
});
}
}
/**
* Appends text to the scrolling news banner.
* If the banner is at its default text or empty, replace it entirely.
* Otherwise, just append " | " + newText.
* @param newText Text to add to the news banner
*/
export function addToNewsBanner(newText: string): void {
const bannerEl = document.getElementById('news-banner-content');
if (!bannerEl) {
console.warn("News banner element not found");
return;
}
if (config.isDebugMode) {
console.log(`Adding to news banner: "${newText}"`);
}
// Add a fade-out transition
const transitionDuration = config.uiTransitionDuration;
bannerEl.style.transition = `opacity ${transitionDuration}s ease-out`;
bannerEl.style.opacity = '0';
gameState.eventQueue.scheduleDelay(config.uiFadeDelay, () => {
// If the banner only has the default text or is empty, replace it
if (
bannerEl.textContent?.trim() === 'Diplomatic actions unfolding...' ||
bannerEl.textContent?.trim() === ''
) {
bannerEl.textContent = newText;
} else {
// Otherwise append with a separator
bannerEl.textContent += ' | ' + newText;
}
// Fade back in
bannerEl.style.opacity = '1';
}, `banner-fade-in-${Date.now()}`);
}