This commit is contained in:
Linrador 2025-09-21 22:33:16 +02:00
parent 6543210eba
commit 8f88be26ce
20 changed files with 1895 additions and 2019 deletions

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@ -0,0 +1,24 @@
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@ -62,7 +62,7 @@ export default function MatchReadyOverlay({
const [showWaitHint, setShowWaitHint] = useState(false) // ⬅️ nutzt du unten zum Ausblenden des Countdowns
const [connecting, setConnecting] = useState(false)
const isVisible = open || accepted || showWaitHint
const [showConnectHelp, setShowConnectHelp] = useState(false)
const [showBackdrop, setShowBackdrop] = useState(false)
const [showContent, setShowContent] = useState(false)
@ -170,6 +170,17 @@ export default function MatchReadyOverlay({
}
}
// ⬇️ NEU: nach 30s „Es lädt nicht?“ anzeigen
useEffect(() => {
let id: number | null = null
if (connecting) {
setShowConnectHelp(false)
id = window.setTimeout(() => setShowConnectHelp(true), 30_000)
}
return () => { if (id) window.clearTimeout(id) }
}, [connecting])
// Backdrop zuerst faden, dann Content
useEffect(() => {
if (!isVisible) { setShowBackdrop(false); setShowContent(false); return }
@ -492,6 +503,19 @@ export default function MatchReadyOverlay({
{!showWaitHint && (
<div className="mt-[6px] text-[#63d45d] font-bold text-[20px]">
{connecting ? (
showConnectHelp ? (
// ⬇️ NEU: nach 30s
<span className="inline-flex items-center gap-3 px-3 py-1 rounded-md bg-black/45 backdrop-blur-sm ring-1 ring-white/10">
<span className="text-[#f8e08e] font-semibold">Es lädt nicht?</span>
<a
href={effectiveConnectHref}
className="px-3 py-1 rounded bg-[#61d365] hover:bg-[#4dc250] text-[#174d10] font-semibold text-[16px] shadow"
>
Verbinden
</a>
</span>
) : (
// bisheriges „Verbinde…“
<span
className="inline-flex items-center gap-2 px-3 py-1 rounded-md bg-black/45 backdrop-blur-sm ring-1 ring-white/10"
role="status"
@ -500,6 +524,7 @@ export default function MatchReadyOverlay({
<LoadingSpinner />
<span>Verbinde</span>
</span>
)
) : (
<span>{fmt(rest)}</span>
)}

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@ -161,8 +161,10 @@ export default function TelemetryBanner({
<div className="flex-1 min-w-0">
{variant === 'connected' ? (
<>
<div className="text-sm font-semibold">
Verbunden mit {serverLabel ?? 'CS2-Server'}
<div className="text-sm flex items-center gap-2">
<span className="inline-flex items-center gap-1 font-semibold px-2 py-0.5 rounded-md bg-white/10 ring-1 ring-white/15">
{serverLabel ?? 'CS2-Server'}
</span>
</div>
<div className="text-xs opacity-90 mt-0.5 flex flex-wrap gap-x-3 gap-y-1">
<span>Map: <span className="font-semibold">{prettyMap}</span></span>
@ -173,7 +175,11 @@ export default function TelemetryBanner({
</>
) : (
<>
<div className="text-sm font-semibold">Verbindung getrennt</div>
<div className="text-sm flex items-center gap-2">
<span className="inline-flex items-center gap-1 font-semibold px-2 py-0.5 rounded-md bg-white/10 ring-1 ring-white/15">
Verbindung getrennt
</span>
</div>
<div className="text-xs opacity-90 mt-0.5 flex flex-wrap gap-x-3 gap-y-1">
<span>Map: <span className="font-semibold">{prettyMap}</span></span>
<span>Phase: <span className="font-semibold">{prettyPhase}</span></span>
@ -235,25 +241,27 @@ export default function TelemetryBanner({
/>
)}
{/* „X“ Disconnect ganz rechts */}
{/* X nur im verbundenen Zustand anzeigen */}
{variant === 'connected' && (
<Button
color="transparent"
variant="ghost"
size="md"
textSize="3xl" // darf bleiben, beeinflusst SVG nicht
className="h-9 w-9 aspect-square !px-0 grid place-items-center"
className="w-12 h-12 !p-0 flex flex-col items-center justify-center leading-none"
onClick={() => onDisconnect?.()}
aria-label="Verbindung trennen"
title={undefined}
>
<svg
viewBox="0 0 24 24"
className="h-6 w-6"
className="h-5 w-5 block"
aria-hidden="true"
>
<path d="M6 6L18 18M18 6L6 18" stroke="currentColor" strokeWidth="2" strokeLinecap="round" />
</svg>
<span className="mt-0.5 text-[11px] font-medium opacity-90">Verlassen</span>
</Button>
)}
</div>
</div>

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@ -37,6 +37,10 @@ function parseServerLabel(uri: string | null | undefined): string {
}
}
function quoteArg(s: string) {
return `"${String(s ?? '').replace(/"/g, '\\"')}"`
}
function labelForMap(key?: string | null): string {
if (!key) return '—'
const k = String(key).toLowerCase()
@ -62,6 +66,11 @@ export default function TelemetrySocket() {
const { data: session } = useSession()
const mySteamId = (session?.user as any)?.steamId ?? null
const myName =
(session?.user as any)?.name ??
(session?.user as any)?.steamName ??
(session?.user as any)?.displayName ??
null
// overlay control
const hideOverlay = useReadyOverlayStore((s) => s.hide)
@ -248,7 +257,7 @@ export default function TelemetrySocket() {
try { window.location.href = connectUri } catch {}
}
const handleDisconnect = () => {
const handleDisconnect = async () => {
// Auto-Reconnect stoppen
aliveRef.current = false;
if (retryRef.current) {
@ -256,16 +265,33 @@ export default function TelemetrySocket() {
retryRef.current = null;
}
// WebSocket sauber schließen
// WebSocket zu
try { wsRef.current?.close(1000, 'user requested disconnect') } catch {}
wsRef.current = null;
// Lokalen Zustand zurücksetzen (wir bleiben im "disconnected"-Banner)
// ❗ NICHT: setPhase('unknown'), setMapKeyForUi(null), setServerName(null)
// Nur "Online"-Set leeren, damit variant = 'disconnected'
setTelemetrySet(new Set());
setServerName(null);
setMapKeyForUi(null);
setPhase('unknown' as any);
setScore({ a: null, b: null });
// Score darf bleiben; falls du willst, kannst du ihn optional leeren:
// setScore({ a: null, b: null });
// Kick an Server schicken
try {
const who = myName || mySteamId;
if (who) {
const cmd = `kick ${quoteArg(String(who))}`;
await fetch('/api/cs2/server/send-command', {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
cache: 'no-store',
body: JSON.stringify({ command: cmd }),
});
}
} catch (err) {
if (process.env.NODE_ENV !== 'production') {
console.warn('[TelemetrySocket] kick command failed:', err);
}
}
};
const variant: 'connected' | 'disconnected' = iAmOnline ? 'connected' : 'disconnected'

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@ -15,6 +15,80 @@ type GameSocketProps = {
onBomb?: (b:any) => void
}
// HINZUFÜGEN: oben im Modul kleine Helfer
function pickVec3Loose(src: any) {
// akzeptiert {x,y,z}, [x,y,z], "x, y, z"
if (!src) return null
if (Array.isArray(src)) {
const [x, y, z] = src
const nx = Number(x), ny = Number(y), nz = Number(z)
if ([nx, ny].every(Number.isFinite)) return { x: nx, y: ny, z: Number.isFinite(nz) ? nz : 0 }
return null
}
if (typeof src === 'string') {
const parts = src.split(',').map(s => Number(s.trim()))
if (parts.length >= 2 && parts.slice(0,2).every(Number.isFinite)) {
return { x: parts[0], y: parts[1], z: Number.isFinite(parts[2]) ? parts[2] : 0 }
}
return null
}
const nx = Number(src?.x), ny = Number(src?.y), nz = Number(src?.z)
if ([nx, ny].every(Number.isFinite)) return { x: nx, y: ny, z: Number.isFinite(nz) ? nz : 0 }
return null
}
function extractBombPayload(msg: any): any | null {
// 1) Wenn msg.bomb / msg.c4 schon da ist → ggf. Position aus bekannten Feldern ergänzen
const base = msg?.bomb ?? msg?.c4 ?? null
// mögliche Felder, wo Positionsinfos oft landen
const posCandidates = [
base?.pos, base?.position, base?.location, base?.coordinates, base?.origin,
msg?.bomb_pos, msg?.bomb_position, msg?.bombLocation, msg?.bomblocation,
msg?.pos, msg?.position, msg?.location, msg?.coordinates, msg?.origin,
msg?.world?.bomb, msg?.objectives?.bomb
]
let P = null
for (const p of posCandidates) { P = pickVec3Loose(p); if (P) break }
// Status aus explizitem Feld oder vom Event-Type ableiten
const t = String(msg?.type ?? '').toLowerCase()
let status: 'carried'|'dropped'|'planted'|'defusing'|'defused'|'unknown' = 'unknown'
const s = String(base?.status ?? base?.state ?? '').toLowerCase()
if (s.includes('plant')) status = 'planted'
else if (s.includes('drop')) status = 'dropped'
else if (s.includes('carry')) status = 'carried'
else if (s.includes('defus')) status = 'defusing'
else if (s.includes('defus') && s.includes('ed')) status = 'defused'
if (t === 'bomb_planted') status = 'planted'
else if (t === 'bomb_dropped') status = 'dropped'
else if (t === 'bomb_pickup') status = 'carried'
else if (t === 'bomb_begindefuse') status = 'defusing'
else if (t === 'bomb_abortdefuse') status = 'planted'
else if (t === 'bomb_defused') status = 'defused'
// Wir wollen nur liefern, wenn NICHT getragen
const notCarried = status !== 'carried'
if (!base && !P && !t.startsWith('bomb_')) return null
if (!notCarried && !t.startsWith('bomb_')) return null
const payload = {
// Lass LiveRadar.normalizeBomb entscheiden wir geben „bomb“ aus
bomb: {
...(base || {}),
...(P ? { x: P.x, y: P.y, z: P.z } : {}),
status
},
// original message für evtl. weitere Felder
type: msg?.type
}
return payload
}
export default function GameSocket(props: GameSocketProps) {
const { url, onStatus, onMap, onPlayerUpdate, onPlayersAll, onGrenades, onRoundStart, onRoundEnd, onBomb } = props
const wsRef = useRef<WebSocket | null>(null)
@ -35,31 +109,43 @@ export default function GameSocket(props: GameSocketProps) {
const g = msg.grenades ?? msg.projectiles ?? msg.nades ?? msg.grenadeProjectiles;
if (g) onGrenades?.(g);
// 1) Bisher: direkt durchreichen
if (msg.bomb) onBomb?.(msg.bomb);
// 2) NEU: Falls keine msg.bomb vorhanden, aber Position/Status auffindbar → synthetische Bomb-Payload senden
if (!msg.bomb) {
const synth = extractBombPayload(msg);
if (synth) onBomb?.(synth);
}
onPlayersAll?.(msg);
return;
}
// --- non-tick messages (hello, map, bomb_* events, etc.) ---
// Map kann als String ODER als Objekt kommen
if (typeof msg.map === 'string') {
onMap?.(msg.map.toLowerCase());
} else if (msg.map && typeof msg.map.name === 'string') {
onMap?.(msg.map.name.toLowerCase());
}
// komplette Snapshot-Payload
if (msg.allplayers) onPlayersAll?.(msg);
if (msg.player || msg.steamId || msg.position || msg.pos) onPlayerUpdate?.(msg);
// Granaten über alle bekannten Keys (einmalig) weiterreichen
const g2 = msg.grenades ?? msg.projectiles ?? msg.nades ?? msg.grenadeProjectiles;
if (g2) onGrenades?.(g2);
// Bombe: generische Events + direkte bomb/c4-Payload
const t = String(msg.type || '').toLowerCase();
if (msg.bomb || msg.c4 || t.startsWith('bomb_')) onBomb?.(msg);
if (msg.bomb || msg.c4) {
onBomb?.(msg); // unverändert weiterreichen
} else if (t.startsWith('bomb_')) {
// NEU: Event ohne bomb-Objekt → mit Position/Status anreichern
const enriched = extractBombPayload(msg);
if (enriched) onBomb?.(enriched);
else onBomb?.(msg); // Fallback: Event trotzdem melden
}
};

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@ -0,0 +1,260 @@
'use client'
import { useEffect, useMemo, useState } from 'react';
import { useSession } from 'next-auth/react';
import GameSocket from './GameSocket';
import TeamSidebar from './TeamSidebar';
import StaticEffects from './StaticEffects';
import RadarHeader from './RadarHeader';
import RadarCanvas from './RadarCanvas';
import { useAvatarDirectoryStore } from '@/app/lib/useAvatarDirectoryStore';
import { useTelemetryStore } from '@/app/lib/useTelemetryStore';
import { useBombBeep } from './hooks/useBombBeep';
import { useOverview } from './hooks/useOverview';
import { useRadarState } from './hooks/useRadarState';
import { Grenade } from './lib/types';
import { UI } from './lib/ui';
import { teamOfGrenade } from './lib/grenades';
import { BombState } from './lib/types';
const teamIdT = undefined as string | undefined;
const teamIdCT = undefined as string | undefined;
function makeWsUrl(host?: string, port?: string, path?: string, scheme?: string) {
const h = (host ?? '').trim() || '127.0.0.1';
const p = (port ?? '').trim() || '8081';
const pa = (path ?? '').trim() || '/telemetry';
const sch = (scheme ?? '').toLowerCase();
const pageHttps = typeof window !== 'undefined' && window.location.protocol === 'https:';
const useWss = sch === 'wss' || (sch !== 'ws' && (p === '443' || pageHttps));
const proto = useWss ? 'wss' : 'ws';
const portPart = (p === '80' || p === '443') ? '' : `:${p}`;
return `${proto}://${h}${portPart}${pa}`;
}
const gameUrl = makeWsUrl(
process.env.NEXT_PUBLIC_CS2_GAME_WS_HOST,
process.env.NEXT_PUBLIC_CS2_GAME_WS_PORT,
process.env.NEXT_PUBLIC_CS2_GAME_WS_PATH,
process.env.NEXT_PUBLIC_CS2_GAME_WS_SCHEME
);
export default function LiveRadar() {
// Session / User
const { data: session, status } = useSession();
const isAuthed = status === 'authenticated';
const mySteamId: string | null = useMemo(() => {
const u: any = session?.user;
const cands = [u?.steamId, u?.steamid, u?.steam_id, u?.id];
const first = cands.find(Boolean);
return first ? String(first) : null;
}, [session?.user]);
// Avatar store
const ensureTeamsLoaded = useAvatarDirectoryStore(s => s.ensureTeamsLoaded);
const avatarVersion = useAvatarDirectoryStore(s => s.version);
const avatarById = useAvatarDirectoryStore(s => s.byId);
// Radar state (alles zentrale Zeug)
const {
radarWsStatus, setGameWsStatus,
activeMapKey, setActiveMapKey,
players, playersRef, hoveredPlayerId, setHoveredPlayerId,
grenades, trails, deathMarkers,
bomb, roundPhase, roundEndsAtRef, bombEndsAtRef, defuseRef,
score, myTeam,
upsertPlayer, handlePlayersAll, handleGrenades, handleBomb,
clearRoundArtifacts, scheduleFlush,
} = useRadarState(mySteamId);
// Avatare toggle (persist)
const [useAvatars, setUseAvatars] = useState(false);
useEffect(() => { try { setUseAvatars(localStorage.getItem('radar.useAvatars') === '1'); } catch {} }, []);
useEffect(() => { try { localStorage.setItem('radar.useAvatars', useAvatars ? '1' : '0'); } catch {} }, [useAvatars]);
// Teams preload
useEffect(() => {
const ids = [teamIdT, teamIdCT].filter(Boolean) as string[];
if (ids.length) ensureTeamsLoaded(ids);
}, [ensureTeamsLoaded]);
// Map-Key aus Telemetry übernehmen
const mapKeyFromTelemetry = useTelemetryStore(s => s.mapKey);
useEffect(() => { if (mapKeyFromTelemetry) setActiveMapKey(mapKeyFromTelemetry); }, [mapKeyFromTelemetry, setActiveMapKey]);
// overview + mapping
const { overview, imgSize, setImgSize, currentSrc, srcIdx, setSrcIdx, worldToPx, unitsToPx } =
useOverview(activeMapKey, players.map(p=>({x:p.x,y:p.y})));
void overview; void srcIdx; // kept if you want to expose choice UI later
// Bomb beep state
const { beepState } = useBombBeep(bomb);
const bombSecLeft = bombEndsAtRef.current == null ? null : Math.max(0, Math.ceil((bombEndsAtRef.current - Date.now())/1000));
const bombFinal10 = bombSecLeft != null && bombSecLeft <= 10;
// helper: grenade filter by team
const teamOfPlayer = (sid?: string | null): 'T' | 'CT' | string | null => {
if (!sid) return null;
return playersRef.current.get(sid)?.team ?? null;
};
const shouldShowGrenade = (g: Grenade): boolean => {
if (myTeam !== 'T' && myTeam !== 'CT') return true;
const gt = teamOfGrenade(g, teamOfPlayer);
return gt === myTeam;
};
if (!isAuthed) {
return (
<div className="h-full w-full grid place-items-center">
<div className="text-center max-w-sm">
<h2 className="text-xl font-semibold mb-2">Live Radar</h2>
<p className="opacity-80">Bitte einloggen, um das Live-Radar zu sehen.</p>
</div>
</div>
);
}
return (
<div className="h-full min-h-0 w-full flex flex-col overflow-hidden">
{/* Header */}
<RadarHeader
useAvatars={useAvatars}
setUseAvatars={setUseAvatars}
radarWsStatus={radarWsStatus}
/>
{/* Unsichtbare WS-Clients */}
<GameSocket
url={gameUrl}
onStatus={setGameWsStatus}
onMap={(k)=> setActiveMapKey(String(k).toLowerCase())}
onPlayerUpdate={(p)=> { upsertPlayer(p); scheduleFlush() }}
onPlayersAll={(m)=> { handlePlayersAll(m); scheduleFlush() }}
onGrenades={(g)=> { handleGrenades(g); scheduleFlush() }}
onRoundStart={() => { clearRoundArtifacts(true) }}
onRoundEnd={() => {
for (const [id, p] of playersRef.current) playersRef.current.set(id, { ...p, hasBomb: false });
if (bomb?.status === 'planted') { /* visual cleanup handled in state */ }
clearRoundArtifacts(true);
}}
onBomb={handleBomb((raw:any) => {
// lokal: normalizeBomb (aus alter Datei) du kannst es ebenfalls auslagern, falls gewünscht
const pickVec3 = (src:any) => {
const p = src?.pos ?? src?.position ?? src?.location ?? src?.coordinates;
if (Array.isArray(p)) return { x: +p[0]||0, y: +p[1]||0, z: +p[2]||0 };
if (typeof p === 'string') {
const [x, y, z] = p.split(',').map(s=>Number(s.trim()));
return { x:x||0, y:y||0, z:z||0 };
}
return { x: +src?.x||0, y: +src?.y||0, z: +src?.z||0 };
};
if (!raw) return null;
const payload = raw.bomb ?? raw.c4 ?? raw;
const pos = pickVec3(payload);
const t = String(raw?.type ?? '').toLowerCase();
if (t === 'bomb_beginplant' || t === 'bomb_abortplant') return null;
let status: BombState['status'] = 'unknown';
const s = String(payload?.status ?? payload?.state ?? '').toLowerCase();
if (s.includes('planted')) status = 'planted';
else if (s.includes('drop')) status = 'dropped';
else if (s.includes('carry')) status = 'carried';
else if (s.includes('defus')) status = 'defusing';
if (payload?.planted) status = 'planted';
if (payload?.dropped) status = 'dropped';
if (payload?.carried) status = 'carried';
if (payload?.defusing) status = 'defusing';
if (payload?.defused) status = 'defused';
if (t === 'bomb_planted') status = 'planted';
if (t === 'bomb_dropped') status = 'dropped';
if (t === 'bomb_pickup') status = 'carried';
if (t === 'bomb_begindefuse') status = 'defusing';
if (t === 'bomb_abortdefuse') status = 'planted';
if (t === 'bomb_defused') status = 'defused';
const x = Number.isFinite(pos.x) ? pos.x : NaN;
const y = Number.isFinite(pos.y) ? pos.y : NaN;
const z = Number.isFinite(pos.z) ? pos.z : NaN;
return { x, y, z, status, changedAt: Date.now() };
})}
/>
{/* Inhalt */}
<div className="flex-1 min-h-0 grid grid-cols-[minmax(240px,340px)_1fr_minmax(240px,340px)] gap-4">
{/* Left: T */}
{myTeam !== 'CT' && (
<TeamSidebar
team="T"
teamId={teamIdT}
players={players
.filter(p => p.team === 'T' && (!myTeam || p.team === myTeam))
.map(p => ({
id: p.id, name: p.name, hp: p.hp, armor: p.armor, helmet: p.helmet,
defuse: p.defuse, hasBomb: p.hasBomb, alive: p.alive,
activeWeapon: p.activeWeapon || null,
weapons: p.weapons || null,
grenades: p.nades || null,
}))
}
// @ts-ignore
showAvatars={useAvatars}
// @ts-ignore
avatarsById={avatarById}
onHoverPlayer={setHoveredPlayerId}
/>
)}
{/* Center: Radar */}
<RadarCanvas
activeMapKey={activeMapKey}
currentSrc={currentSrc}
onImgLoad={(img)=> setImgSize({ w: img.naturalWidth, h: img.naturalHeight })}
onImgError={() => {}}
imgSize={imgSize}
worldToPx={worldToPx}
unitsToPx={unitsToPx}
players={players}
grenades={grenades}
trails={trails}
deathMarkers={deathMarkers}
useAvatars={useAvatars}
avatarById={avatarById}
hoveredPlayerId={hoveredPlayerId}
setHoveredPlayerId={setHoveredPlayerId}
myTeam={myTeam}
beepState={beepState}
bombFinal10={bombFinal10}
bomb={bomb}
shouldShowGrenade={shouldShowGrenade}
/>
{/* Right: CT */}
{myTeam !== 'T' && (
<TeamSidebar
team="CT"
align="right"
teamId={teamIdCT}
players={players
.filter(p => p.team === 'CT' && (!myTeam || p.team === myTeam))
.map(p => ({
id: p.id, name: p.name, hp: p.hp, armor: p.armor, helmet: p.helmet,
defuse: p.defuse, hasBomb: p.hasBomb, alive: p.alive,
activeWeapon: p.activeWeapon || null,
weapons: p.weapons || null,
grenades: p.nades || null,
}))
}
// @ts-ignore
showAvatars={useAvatars}
// @ts-ignore
avatarsById={avatarById}
onHoverPlayer={setHoveredPlayerId}
/>
)}
</div>
</div>
);
}

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@ -0,0 +1,282 @@
'use client'
import StaticEffects from './StaticEffects';
import { BOT_ICON, DEFAULT_AVATAR, EQUIP_ICON, UI } from './lib/ui';
import { contrastStroke } from './lib/helpers';
import { Grenade, Mapper, PlayerState, Trail, DeathMarker, BombState } from './lib/types';
export default function RadarCanvas({
activeMapKey,
currentSrc, onImgLoad, onImgError,
imgSize,
worldToPx, unitsToPx,
players, grenades, trails, deathMarkers,
useAvatars, avatarById, hoveredPlayerId, setHoveredPlayerId,
myTeam,
beepState, bombFinal10,
bomb,
shouldShowGrenade,
}: {
activeMapKey: string | null;
currentSrc?: string;
onImgLoad: (img: HTMLImageElement)=>void;
onImgError: ()=>void;
imgSize: {w:number;h:number} | null;
worldToPx: Mapper;
unitsToPx: (u:number)=>number;
players: PlayerState[];
grenades: Grenade[];
trails: Trail[];
deathMarkers: DeathMarker[];
useAvatars: boolean;
avatarById: Record<string, any>;
hoveredPlayerId: string | null;
setHoveredPlayerId: (id: string|null)=>void;
myTeam: 'T'|'CT'|string|null;
beepState: {key:number;dur:number}|null;
bombFinal10: boolean;
bomb: BombState | null;
shouldShowGrenade: (g:Grenade)=>boolean;
}) {
if (!activeMapKey) {
return (
<div className="h-full grid place-items-center">
<div className="px-4 py-3 rounded bg-amber-100 text-amber-900 dark:bg-amber-900/30 dark:text-amber-100">
Keine Map erkannt.
</div>
</div>
);
}
const raw = activeMapKey.replace(/^de_/, '').replace(/[_-]+/g, ' ').trim()
// Leerzeichen zwischen Buchstabe↔Zahl einfügen (z.B. "dust2" -> "dust 2")
const spaced = raw.replace(/(\D)(\d)/g, '$1 $2')
// Jedes Wort kapitalisieren
const pretty = spaced.replace(/\b\w/g, c => c.toUpperCase())
return (
<div className="relative min-h-0 rounded-lg overflow-hidden border border-neutral-700 bg-neutral-800">
{/* Topbar */}
<div className="col-start-2 m-1 flex flex-col items-center gap-1">
<div className="px-3 py-1 rounded bg-black/45 text-white text-xs sm:text-sm font-semibold tracking-wide">
{pretty}
</div>
</div>
{currentSrc ? (
<div className="absolute inset-0">
<img
key={currentSrc}
src={currentSrc}
alt={activeMapKey ?? 'map'}
className="absolute inset-0 h-full w-full object-contain object-center"
onLoad={(e) => onImgLoad(e.currentTarget)}
onError={onImgError}
/>
{imgSize && (
<svg
className="absolute inset-0 h-full w-full object-contain pointer-events-none"
viewBox={`0 0 ${imgSize.w} ${imgSize.h}`}
preserveAspectRatio="xMidYMid meet"
xmlns="http://www.w3.org/2000/svg"
>
{/* Trails */}
{trails.map(tr => {
const pts = tr.pts.map(p => {
const q = worldToPx(p.x, p.y);
return `${q.x},${q.y}`;
}).join(' ');
if (!pts) return null;
return (
<polyline
key={`trail-${tr.id}`}
points={pts}
fill="none"
stroke={UI.trail.stroke}
strokeWidth={UI.trail.widthPx}
strokeLinecap="round"
strokeLinejoin="round"
/>
);
})}
{/* Statische Effekte + Bombe HUD-Puls */}
<StaticEffects
grenades={grenades.filter(shouldShowGrenade)}
bomb={bomb}
worldToPx={worldToPx}
unitsToPx={unitsToPx}
ui={{ nade: UI.nade, player: { bombStroke: UI.player.bombStroke } }}
beepState={beepState}
bombFinal10={bombFinal10}
/>
{/* Projektil-Icons + HE-Explosionen */}
{grenades.filter(shouldShowGrenade).map((g) => {
const P = worldToPx(g.x, g.y);
if (!Number.isFinite(P.x) || !Number.isFinite(P.y)) return null;
const rPx = Math.max(UI.nade.minRadiusPx, unitsToPx(g.radius ?? 60));
const stroke = g.team === 'CT' ? UI.nade.teamStrokeCT
: g.team === 'T' ? UI.nade.teamStrokeT
: UI.nade.stroke;
// projectile icon
if (g.phase === 'projectile') {
const size = Math.max(18, 22);
const href = EQUIP_ICON[g.kind] ?? EQUIP_ICON.unknown;
const rotDeg = Number.isFinite(g.headingRad as number) ? (g.headingRad! * 180 / Math.PI) : 0;
return (
<g key={`nade-proj-${g.id}`} transform={`rotate(${rotDeg} ${P.x} ${P.y})`}>
<image
href={href}
x={P.x - size/2}
y={P.y - size/2}
width={size}
height={size}
preserveAspectRatio="xMidYMid meet"
/>
</g>
);
}
// HE explosion ring
if (g.kind === 'he' && g.phase === 'exploded') {
const base = Math.max(18, unitsToPx(22));
const dur = 450;
const key = `he-burst-${g.id}-${g.spawnedAt}`;
return (
<g key={key}>
<circle
cx={P.x} cy={P.y} r={base}
fill="none" stroke={UI.nade.heFill} strokeWidth={3}
style={{ transformBox:'fill-box', transformOrigin:'center', animation:`heExplode ${dur}ms ease-out 1` }}
/>
</g>
);
}
return null;
})}
{/* Spieler */}
{players
.filter(p => (p.team === 'CT' || p.team === 'T') && p.alive !== false && (!myTeam || p.team === myTeam))
.map((p) => {
const A = worldToPx(p.x, p.y);
const base = Math.min(imgSize!.w, imgSize!.h);
const rBase = Math.max(UI.player.minRadiusPx, base * UI.player.radiusRel);
const stroke = p.hasBomb ? UI.player.bombStroke : UI.player.stroke;
const fillColor = p.team === 'CT' ? UI.player.fillCT : UI.player.fillT;
// dir
let dxp = 0, dyp = 0;
if (Number.isFinite(p.yaw as number)) {
const yawRad = (Number(p.yaw) * Math.PI) / 180;
const STEP_WORLD = 200;
const B = worldToPx(p.x + Math.cos(yawRad) * STEP_WORLD, p.y + Math.sin(yawRad) * STEP_WORLD);
dxp = B.x - A.x; dyp = B.y - A.y;
const cur = Math.hypot(dxp, dyp) || 1;
const dirLenPx = Math.max(UI.player.dirMinLenPx, rBase * UI.player.dirLenRel);
dxp *= dirLenPx / cur; dyp *= dirLenPx / cur;
}
const entry = avatarById[p.id] as any;
const avatarFromStore = entry && !entry?.notFound && entry?.avatar ? entry.avatar : null;
const avatarUrl = useAvatars ? (p.id.toUpperCase().startsWith('BOT:') ? BOT_ICON : (avatarFromStore || DEFAULT_AVATAR)) : null;
const isAvatar = !!avatarUrl;
const r = isAvatar ? rBase * UI.player.avatarScale : rBase * (UI.player.iconScale ?? 1);
const strokeW = Math.max(1, r * UI.player.lineWidthRel);
const dirColor = UI.player.dirColor === 'auto' ? contrastStroke(fillColor) : UI.player.dirColor;
const clipId = `clip-ava-${p.id}`;
const ringColor = (isAvatar && p.hasBomb) ? UI.player.bombStroke : fillColor;
const isBotAvatar = useAvatars && p.id.toUpperCase().startsWith('BOT:');
const innerScale = isBotAvatar ? 0.74 : 1;
const imgW = r * 2 * innerScale, imgH = r * 2 * innerScale;
const imgX = A.x - imgW / 2, imgY = A.y - imgH / 2;
return (
<g key={p.id}>
{isAvatar ? (
<>
<defs><clipPath id={clipId}><circle cx={A.x} cy={A.y} r={r} /></clipPath></defs>
<circle cx={A.x} cy={A.y} r={r} fill="#0b0b0b" opacity={0.45}/>
<image
href={String(avatarUrl)}
x={imgX} y={imgY} width={imgW} height={imgH}
clipPath={`url(#${clipId})`}
preserveAspectRatio={isBotAvatar ? 'xMidYMid meet' : 'xMidYMid slice'}
crossOrigin="anonymous"
/>
<circle cx={A.x} cy={A.y} r={r} fill="none" stroke={ringColor} strokeWidth={Math.max(1.2, r * UI.player.avatarRingWidthRel)} />
</>
) : (
<circle cx={A.x} cy={A.y} r={r} fill={fillColor} stroke={stroke} strokeWidth={Math.max(1, r * 0.3)} />
)}
{p.id === hoveredPlayerId && (
<g>
<circle cx={A.x} cy={A.y} r={r + Math.max(4, r * 0.35)} fill="none" stroke="#ffffff" strokeOpacity={0.9} strokeWidth={1.5}/>
<circle cx={A.x} cy={A.y} r={r + Math.max(6, r * 0.5)} fill="none" stroke="#ffffff" strokeWidth={2}
style={{ transformBox: 'fill-box', transformOrigin: 'center', animation: 'radarPing 1200ms ease-out infinite' }}/>
</g>
)}
{p.hasBomb && (
<circle cx={A.x} cy={A.y} r={r + Math.max(1, r * 0.18)} fill="none" stroke={UI.player.bombStroke} strokeWidth={Math.max(1.2, r * 0.15)} />
)}
{Number.isFinite(p.yaw as number) && (
isAvatar ? (() => {
const angle = Math.atan2(dyp, dxp);
const spread = (UI.player.avatarDirArcDeg ?? 18) * Math.PI / 180;
const a1 = angle - spread / 2, a2 = angle + spread / 2;
const x1 = A.x + Math.cos(a1) * r, y1 = A.y + Math.sin(a1) * r;
const x2 = A.x + Math.cos(a2) * r, y2 = A.y + Math.sin(a2) * r;
const ringW = Math.max(1.2, r * UI.player.avatarRingWidthRel);
return <path d={`M ${x1} ${y1} A ${r} ${r} 0 0 1 ${x2} ${y2}`} fill="none" stroke={dirColor} strokeWidth={ringW} strokeLinecap="round" />;
})() : (
<line x1={A.x} y1={A.y} x2={A.x + dxp} y2={A.y + dyp} stroke={dirColor} strokeWidth={strokeW} strokeLinecap="round" />
)
)}
</g>
);
})
}
{/* Death-Marker */}
{deathMarkers.map(dm => {
const P = worldToPx(dm.x, dm.y);
const size = Math.max(10, UI.death.sizePx);
const key = dm.sid ? `death-${dm.sid}` : `death-${dm.id}`;
return (
<g key={key}>
<image
href="/assets/img/icons/ui/map_death.svg"
x={P.x - size/2} y={P.y - size/2}
width={size} height={size}
preserveAspectRatio="xMidYMid meet"
/>
</g>
);
})}
</svg>
)}
</div>
) : (
<div className="absolute inset-0 grid place-items-center p-6 text-center">Keine Radar-Grafik gefunden.</div>
)}
{/* Global styles kept here for animations */}
<style jsx global>{`
@keyframes bombPing { from { transform: scale(1); opacity: .7; } to { transform: scale(8); opacity: 0; } }
@keyframes radarPing { from { transform: scale(1); opacity: .9; } to { transform: scale(2.6); opacity: 0; } }
@keyframes bombHudPulse { 0%{transform:scale(1)}50%{transform:scale(1.18)}100%{transform:scale(1)} }
.bombHudPulse { animation: bombHudPulse 900ms ease-in-out infinite; }
@keyframes heExplode { 0%{transform:scale(1);opacity:.85} 100%{transform:scale(3.4);opacity:0} }
@keyframes smokePulse { 0%{transform:scale(.98);opacity:.92} 100%{transform:scale(1.03);opacity:1} }
.flame-anim { transform-box: fill-box; transform-origin: center; animation: flameFlicker 900ms ease-in-out infinite alternate, flameWobble 1800ms ease-in-out infinite; }
@keyframes flameFlicker { 0%{transform:scale(.92)} 100%{transform:scale(1.06)} }
@keyframes flameWobble { 0%{transform:rotate(-2deg)}50%{transform:rotate(2deg)}100%{transform:rotate(-2deg)} }
`}</style>
</div>
);
}

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@ -0,0 +1,31 @@
'use client'
import StatusDot from '../StatusDot';
import Switch from '../Switch';
import { WsStatus } from './lib/types';
export default function RadarHeader({
useAvatars, setUseAvatars, radarWsStatus,
}: {
useAvatars: boolean;
setUseAvatars: (v:boolean)=>void;
radarWsStatus: WsStatus;
}) {
return (
<div className="mb-4 shrink-0 flex items-center">
<h2 className="text-xl font-semibold flex-1">Live Radar</h2>
<div className="flex-1 flex justify-center">
<Switch
id="radar-avatar-toggle"
checked={useAvatars}
onChange={setUseAvatars}
labelLeft="Icons"
labelRight="Avatare"
className="mx-auto"
/>
</div>
<div className="flex-1 flex items-center justify-end gap-4">
<StatusDot status={radarWsStatus} label="Positionsdaten" />
</div>
</div>
);
}

View File

@ -69,6 +69,7 @@ export default function StaticEffects({
unitsToPx,
ui,
beepState,
bombFinal10
}: {
grenades: Grenade[]
bomb: BombState | null
@ -76,6 +77,7 @@ export default function StaticEffects({
unitsToPx: (u:number)=>number
ui: UIShape
beepState: { key: number; dur: number } | null
bombFinal10?: boolean
}) {
const smokeNode = (g: Grenade) => {
@ -306,20 +308,27 @@ export default function StaticEffects({
return (
<g key={`bomb-${b.changedAt}`}>
{/* PING-Ring (expandiert + fadet), Takt aus beepState */}
{isActive && beepState && (
<g key={`beep-${beepState.key}`}>
<circle
cx={P.x} cy={P.y} r={rBase}
fill="none"
stroke={isDefused ? '#10b981' : '#ef4444'}
strokeWidth={3}
style={{ transformBox: 'fill-box', transformOrigin: 'center', animation: `bombPing ${beepState.dur}ms linear 1` }}
stroke={bombFinal10 ? '#ef4444' : '#f59e0b'}
strokeWidth={2} // vorher 3
style={{
transformBox: 'fill-box',
transformOrigin: 'center',
animation: `bombPing ${beepState.dur}ms linear 1`
}}
/>
</g>
)}
{/* dezente Grundscheibe */}
<circle cx={P.x} cy={P.y} r={rBase} fill="#111" opacity="0.15" />
{/* Icon via Maske */}
<defs>
<mask id={maskId}>
<image
@ -332,7 +341,6 @@ export default function StaticEffects({
/>
</mask>
</defs>
<rect
x={P.x - iconSize/2}
y={P.y - iconSize/2}

View File

@ -0,0 +1,447 @@
// /src/app/radar/TeamSidebar.tsx
'use client'
import React, { useEffect, useState } from 'react'
import { useAvatarDirectoryStore } from '@/app/lib/useAvatarDirectoryStore'
export type Team = 'T' | 'CT'
export type SidebarPlayer = {
id: string
name?: string | null
hp?: number | null
armor?: number | null
helmet?: boolean | null
defuse?: boolean | null
hasBomb?: boolean | null
alive?: boolean | null
activeWeapon?: string | { name?: string | null } | null
grenades?: Partial<Record<
'hegrenade'|'smokegrenade'|'flashbang'|'decoy'|'molotov'|'incgrenade',
number
>> | null
weapons?: { name: string; state?: string | null }[] | null
}
const EQUIP_BASE = '/assets/img/icons/equipment'
const equipIcon = (file: string) => `${EQUIP_BASE}/${file}`
/* ── Inline SVG Icons (weiß via currentColor) ── */
const HeartIcon = ({ className = 'w-3.5 h-3.5' }: { className?: string }) => (
<svg aria-hidden viewBox="0 0 640 640" className={className + ' text-white'} fill="currentColor" xmlns="http://www.w3.org/2000/svg">
<path d="M305 151.1L320 171.8L335 151.1C360 116.5 400.2 96 442.9 96C516.4 96 576 155.6 576 229.1L576 231.7C576 343.9 436.1 474.2 363.1 529.9C350.7 539.3 335.5 544 320 544C304.5 544 289.2 539.4 276.9 529.9C203.9 474.2 64 343.9 64 231.7L64 229.1C64 155.6 123.6 96 197.1 96C239.8 96 280 116.5 305 151.1z"/>
</svg>
)
const ShieldIcon = ({ className = 'w-3.5 h-3.5' }: { className?: string }) => (
<svg aria-hidden viewBox="0 0 640 640" className={className + ' text-white'} fill="currentColor" xmlns="http://www.w3.org/2000/svg">
<path d="M320 64C324.6 64 329.2 65 333.4 66.9L521.8 146.8C543.8 156.1 560.2 177.8 560.1 204C559.6 303.2 518.8 484.7 346.5 567.2C329.8 575.2 310.4 575.2 293.7 567.2C121.3 484.7 80.6 303.2 80.1 204C80 177.8 96.4 156.1 118.4 146.8L306.7 66.9C310.9 65 315.4 64 320 64z"/>
</svg>
)
/* ── Rotes Bomben-Icon via CSS-Maske, damit es sicher rot ist ── */
const BombMaskIcon = ({ src, title, className = 'h-3.5 w-3.5' }: { src: string; title?: string; className?: string }) => (
<span
title={title}
role="img"
aria-label={title}
className={`inline-block align-middle bg-red-500 ${className}`}
style={{
maskImage: `url("${src}")`,
WebkitMaskImage: `url("${src}")`,
maskRepeat: 'no-repeat',
WebkitMaskRepeat: 'no-repeat',
maskPosition: 'center',
WebkitMaskPosition: 'center',
maskSize: 'contain',
WebkitMaskSize: 'contain',
}}
/>
)
/* ── Gear Blöcke (links/rechts trennen) ── */
function leftGear(opts: { armor?: number|null; helmet?: boolean|null }) {
const out: { src: string; title: string; key: string }[] = []
if ((opts.armor ?? 0) > 0) out.push({ src: equipIcon('armor.svg'), title: 'Kevlar', key: 'armor' })
if (opts.helmet) out.push({ src: equipIcon('helmet.svg'), title: 'Helmet', key: 'helmet' })
return out
}
function rightGear(opts: { hasBomb?: boolean|null; team: Team; defuse?: boolean|null }) {
const out: { src: string; title: string; key: string }[] = []
if (opts.hasBomb) out.push({ src: equipIcon('c4.svg'), title: 'C4', key: 'c4' })
if (opts.team === 'CT' && opts.defuse) out.push({ src: equipIcon('defuser.svg'), title: 'Defuse Kit', key: 'defuser' })
return out
}
/* ── Normalisierung ── */
function normWeaponName(raw?: string | null) {
if (!raw) return ''
let k = String(raw).toLowerCase().replace(/^weapon_/, '').replace(/\s+/g, '')
if (k === 'usp-s' || k === 'usp-silencer') k = 'usp_silencer'
if (k === 'm4a1-s' || k === 'm4a1s') k = 'm4a1_silencer'
if (k === 'm4a1s_off' || k === 'm4a1-s_off') k = 'm4a1_silencer_off'
return k
}
function isActiveWeapon(itemName?: string|null, active?: string | { name?: string|null } | null, state?: string|null) {
if ((state ?? '').toLowerCase() === 'active') return true
const ni = normWeaponName(itemName)
const na = typeof active === 'string' ? normWeaponName(active) : normWeaponName(active?.name ?? null)
return !!ni && !!na && ni === na
}
/* ── Sets ── */
const GRENADE_SET = new Set(['hegrenade','smokegrenade','flashbang','decoy','molotov','incgrenade'])
const PRIMARY_SET = new Set([
'ak47','aug','sg556','galilar','famas','m4a1','m4a1_silencer','m4a1_silencer_off',
'awp','ssg08','scar20','g3sg1','xm1014','mag7','sawedoff','nova','m249','negev',
'p90','ump45','mp9','mp7','mp5sd','mac10','bizon'
])
const SECONDARY_SET = new Set([
'hkp2000','p2000','p250','glock','deagle','elite','usp_silencer','usp_silencer_off',
'fiveseven','cz75a','tec9','revolver','taser'
])
/* ── Icons ── */
const WEAPON_ALIAS: Record<string, string> = {
// Pistols
'hkp2000':'hkp2000','p2000':'p2000','p250':'p250','glock':'glock',
'deagle':'deagle','elite':'elite','usp_silencer':'usp_silencer','usp':'usp_silencer',
'usp_silencer_off':'usp_silencer_off','fiveseven':'fiveseven','cz75a':'cz75a','tec9':'tec9','revolver':'revolver',
// SMGs
'mac10':'mac10','mp7':'mp7','mp5sd':'mp5sd','mp9':'mp9','bizon':'bizon','ump45':'ump45','p90':'p90',
// Rifles
'ak47':'ak47','aug':'aug','sg556':'sg556','galilar':'galilar','famas':'famas',
'm4a1':'m4a1','m4a1_silencer':'m4a1_silencer','m4a1_silencer_off':'m4a1_silencer_off',
// Snipers / Heavy / Shotguns
'awp':'awp','ssg08':'ssg08','scar20':'scar20','g3sg1':'g3sg1',
'xm1014':'xm1014','mag7':'mag7','sawedoff':'sawedoff','nova':'nova',
'm249':'m249','negev':'negev',
// Grenades / misc
'hegrenade':'hegrenade','incgrenade':'incgrenade','molotov':'molotov',
'smokegrenade':'smokegrenade','flashbang':'flashbang','decoy':'decoy',
'taser':'taser','defuser':'defuser','c4':'c4','planted_c4':'planted_c4',
// Knives
'knife':'knife','knife_t':'knife_t','melee':'melee'
}
function weaponIconFromName(raw?: string | null): string | null {
if (!raw) return null
const k = normWeaponName(raw)
const file = WEAPON_ALIAS[k]
return file ? equipIcon(`${file}.svg`) : null
}
const GRENADE_DISPLAY_ORDER = ['flashbang','smokegrenade','hegrenade','molotov','incgrenade','decoy'] as const
function grenadeIconFromKey(k: string): string {
switch (k) {
case 'hegrenade': return equipIcon('hegrenade.svg')
case 'smokegrenade':return equipIcon('smokegrenade.svg')
case 'flashbang': return equipIcon('flashbang.svg')
case 'decoy': return equipIcon('decoy.svg')
case 'molotov': return equipIcon('molotov.svg')
case 'incgrenade': return equipIcon('incgrenade.svg')
default: return equipIcon('hegrenade.svg')
}
}
function activeWeaponNameOf(w?: string | { name?: string | null } | null): string | null {
if (!w) return null
if (typeof w === 'string') return w
if (typeof w === 'object' && w?.name) return w.name
return null
}
export default function TeamSidebar({
team, teamId, players, align = 'left', onHoverPlayer, score, oppScore
}: {
team: Team
teamId?: string
players: SidebarPlayer[]
align?: 'left' | 'right'
onHoverPlayer?: (id: string | null) => void
score?: number
oppScore?: number
}) {
const [teamLogo, setTeamLogo] = useState<string | null>(null)
const [teamApiName, setTeamApiName] = useState<string | null>(null)
const BOT_ICON = '/assets/img/icons/ui/bot.svg'
const isBotId = (id: string) => id?.toUpperCase().startsWith('BOT:')
useEffect(() => {
let abort = false
;(async () => {
if (!teamId) { setTeamLogo(null); setTeamApiName(null); return }
try {
const res = await fetch(`/api/team/${teamId}`, { cache: 'no-store' })
if (!res.ok) throw new Error(`HTTP ${res.status}`)
const data = await res.json()
if (!abort) { setTeamLogo(data?.logo || null); setTeamApiName(data?.name || null) }
} catch { if (!abort) { setTeamLogo(null); setTeamApiName(null) } }
})()
return () => { abort = true }
}, [teamId])
const ensureTeamsLoaded = useAvatarDirectoryStore(s => s.ensureTeamsLoaded)
const avatarById = useAvatarDirectoryStore(s => s.byId)
const avatarVer = useAvatarDirectoryStore(s => s.version)
useEffect(() => { if (teamId) ensureTeamsLoaded([teamId]) }, [teamId, ensureTeamsLoaded])
const defaultTeamName = team === 'CT' ? 'Counter-Terrorists' : 'Terrorists'
const teamName = teamApiName || defaultTeamName
const teamColor = team === 'CT' ? 'text-blue-400' : 'text-amber-400'
const barArmor = team === 'CT' ? 'bg-blue-500' : 'bg-amber-500'
const ringColor = team === 'CT' ? 'ring-blue-500' : 'ring-amber-500'
const isRight = align === 'right'
const fallbackLogo = '/assets/img/logos/cs2.webp'
const logoSrc = teamLogo || fallbackLogo
const aliveCount = players.filter(p => p.alive !== false && (p.hp ?? 1) > 0).length
const sorted = [...players].sort((a,b)=>{
const al = (b.alive ? 1 : 0) - (a.alive ? 1 : 0); if (al) return al
const hp = (b.hp ?? -1) - (a.hp ?? -1); if (hp) return hp
return (a.name ?? '').localeCompare(b.name ?? '')
})
return (
<aside className="h-full min-h-0 flex flex-col rounded-md border border-neutral-700/60 bg-neutral-900/30 p-2 overflow-hidden">
{/* Header */}
<div className="flex items-center justify-between text-xs uppercase tracking-wide opacity-80">
<span className={`font-semibold flex items-center gap-2 ${teamColor}`}>
{/* Logo größer */}
<img src={logoSrc} alt={teamName} className="w-7 h-7 md:w-8 md:h-8 object-contain" />
<span className="hidden sm:inline">{teamName}</span>
</span>
<span className="flex items-center gap-2">
{/* Score-Pill in der Sidebar */}
{(typeof score === 'number' && typeof oppScore === 'number') && (
<span className="px-2 py-0.5 rounded bg-black/45 text-white text-[11px] font-semibold tabular-nums">
{score}<span className="opacity-60 mx-1">:</span>{oppScore}
</span>
)}
{/* Alive-Count bleibt */}
<span className="tabular-nums">{aliveCount}/{players.length}</span>
</span>
</div>
<div className="mt-2 flex-1 overflow-auto space-y-3 pr-1">
{sorted.map(p=>{
void avatarVer
const hp = clamp(p.alive === false ? 0 : p.hp ?? 100, 0, 100)
const armor = clamp(p.armor ?? 0, 0, 100)
const dead = p.alive === false || hp <= 0
const entry = avatarById[p.id] as any
const avatarUrl = isBotId(p.id)
? BOT_ICON
: (entry && !entry?.notFound && entry?.avatar ? entry.avatar : '/assets/img/avatars/default_steam_avatar.jpg')
// ---- Waffen split ----
const all = (p.weapons ?? []).filter(w => !GRENADE_SET.has(normWeaponName(w.name)))
const active = p.activeWeapon
const prim = all.find(w => PRIMARY_SET.has(normWeaponName(w.name)))
const sec = all.find(w => SECONDARY_SET.has(normWeaponName(w.name)))
const knife = all.find(w => {
const n = normWeaponName(w.name); return n === 'knife' || n === 'knife_t' || n === 'melee'
})
const primIcon = weaponIconFromName(prim?.name) ?? (prim ? equipIcon('melee.svg') : null)
const secIcon = weaponIconFromName(sec?.name) ?? (sec ? equipIcon('melee.svg') : null)
const knifeIcon = weaponIconFromName(knife?.name) ?? (knife ? equipIcon('knife.svg') : null)
const primActive = prim ? isActiveWeapon(prim.name, active, prim.state ) : false
const secActive = sec ? isActiveWeapon(sec.name, active, sec.state ) : false
const knifeActive = knife ? isActiveWeapon(knife.name, active, knife.state) : false
return (
<div
key={`player-${p.id}`}
id={`player-${p.id}`}
onMouseEnter={()=>onHoverPlayer?.(p.id)}
onMouseLeave={()=>onHoverPlayer?.(null)}
tabIndex={0}
className={`
rounded-md px-2 py-2 cursor-pointer outline-none
bg-white dark:bg-neutral-800
hover:bg-neutral-200 hover:dark:bg-neutral-700
focus-visible:ring-2 focus-visible:ring-offset-2 focus-visible:ring-blue-500 focus-visible:ring-offset-white/10
${dead ? 'opacity-60' : ''}
`}
>
<div className={`flex ${isRight ? 'flex-row-reverse text-right' : 'flex-row'} items-center gap-3`}>
{/* Avatar mit Bomben-Glow / Dead-Desaturierung */}
<div className={`rounded-full ${p.hasBomb ? 'ring-2 ring-red-500/70 shadow-[0_0_12px_rgba(239,68,68,.35)]' : ''}`}>
<img
src={avatarUrl}
alt={p.name || p.id}
className={`w-12 h-12 rounded-full border border-white/10 ring-2 ${ringColor} bg-neutral-900 object-contain p-1 ${dead ? 'grayscale opacity-70' : ''}`}
width={48} height={48} loading="lazy"
/>
</div>
<div className={`flex-1 min-w-0 flex flex-col ${isRight ? 'items-end' : 'items-start'}`}>
{/* Kopfzeile: Name & Gear je Seite */}
{!isRight ? (
<div className="flex items-center justify-between w-full min-h-[22px] gap-2">
<span className={`truncate font-medium text-left tracking-wide [font-variant-numeric:tabular-nums]`}>
{p.name || p.id}
</span>
<span className="inline-flex items-center gap-1">
{leftGear({ armor: p.armor, helmet: p.helmet }).concat(
rightGear({ hasBomb: p.hasBomb, defuse: p.defuse, team })
).map(icon => (
icon.key === 'c4'
? <BombMaskIcon key={`G-${icon.key}`} src={icon.src} title={icon.title} className="h-5 w-5 opacity-90" />
: <img key={`G-${icon.key}`} src={icon.src} alt={icon.title} title={icon.title} className="h-5 w-5 opacity-90" />
))}
</span>
</div>
) : (
<div className="flex items-center justify-between w-full min-h-[22px] gap-2">
<span className="inline-flex items-center gap-1">
{leftGear({ armor: p.armor, helmet: p.helmet }).concat(
rightGear({ hasBomb: p.hasBomb, defuse: p.defuse, team })
).map(icon => (
icon.key === 'c4'
? <BombMaskIcon key={`G-${icon.key}`} src={icon.src} title={icon.title} className="h-5 w-5 opacity-90" />
: <img key={`G-${icon.key}`} src={icon.src} alt={icon.title} title={icon.title} className="h-5 w-5 opacity-90" />
))}
</span>
<span className={`truncate font-medium text-right tracking-wide [font-variant-numeric:tabular-nums]`}>
{p.name || p.id}
</span>
</div>
)}
{/* Waffenzeile: Primär (links/rechts je nach align) — Sekundär+Messer auf der Gegenseite */}
<div
className={[
'mt-1 w-full flex items-center',
primIcon && (secIcon || knifeIcon)
? (isRight ? 'flex-row-reverse justify-between' : 'justify-between')
: (isRight ? 'justify-end' : 'justify-start')
].join(' ')}
>
{/* Primär */}
{primIcon && (
<div className="flex items-center gap-3 shrink-0">
<img
src={primIcon}
alt={prim?.name ?? 'primary'}
title={prim?.name ?? 'primary'}
className={`h-16 w-16 transition filter ${
primActive
? 'grayscale-0 opacity-100 rounded-md border border-neutral-700/60 bg-neutral-900/30 p-2'
: 'grayscale brightness-90 contrast-75 opacity-90'
}`}
/>
</div>
)}
{/* Sekundär + Messer (als Gruppe) */}
{(secIcon || knifeIcon) && (
<div
className={[
'flex items-center gap-2',
// Wenn keine Primärwaffe existiert, die Gruppe passend ausrichten
!primIcon ? (isRight ? 'justify-end' : 'justify-start') : ''
].join(' ')}
>
{secIcon && (
<img
src={secIcon}
alt={sec?.name ?? 'secondary'}
title={sec?.name ?? 'secondary'}
className={`h-10 w-10 transition filter ${
secActive ? 'grayscale-0 opacity-100 rounded-md border border-neutral-700/60 bg-neutral-900/30 p-2' : 'grayscale brightness-90 contrast-75 opacity-90'
}`}
/>
)}
{knifeIcon && (
<img
src={knifeIcon}
alt={knife?.name ?? 'knife'}
title={knife?.name ?? 'knife'}
className={`h-10 w-10 transition filter ${
knifeActive ? 'grayscale-0 opacity-100 rounded-md border border-neutral-700/60 bg-neutral-900/30 p-2' : 'grayscale brightness-90 contrast-75 opacity-90'
}`}
/>
)}
</div>
)}
</div>
{/* Granaten: ohne Count; Icon mehrfach je Anzahl */}
<div className={`mt-2 flex items-center gap-1 ${isRight ? 'justify-start' : 'justify-end'}`}>
{GRENADE_DISPLAY_ORDER.flatMap(k=>{
const c = p.grenades?.[k] ?? 0
if (!c) return []
const src = grenadeIconFromKey(k)
return Array.from({ length: c }, (_,i)=>( // je Anzahl ein Icon
<img key={`${k}-${i}`} src={src} alt={k} title={k} className="h-4 w-4 opacity-90" />
))
})}
</div>
{/* HP / Armor Bars (SVG-Icons weiß) */}
<div className="mt-2 w-full space-y-2">
{/* HP */}
<div
className="relative h-4 rounded-md bg-neutral-800/80 ring-1 ring-black/40 overflow-hidden"
title={`HP: ${hp}`}
aria-label={`HP ${hp}`}
>
<div
className={[
// nur der Füllbalken bekommt ggf. das Blinken
'h-full transition-[width] duration-300 ease-out',
hp > 66 ? 'bg-green-500' : hp > 20 ? 'bg-amber-500' : 'bg-red-500',
hp > 0 && hp <= 20 ? 'animate-hpPulse' : ''
].join(' ')}
style={{ width: `${hp}%` }}
/>
{/* Ticks */}
<div className="pointer-events-none absolute inset-0 opacity-70 mix-blend-overlay bg-[repeating-linear-gradient(to_right,transparent,transparent_11px,rgba(255,255,255,0.06)_12px)]" />
{/* Label */}
<div className="absolute inset-0 flex items-center justify-between px-2 text-[11px] font-semibold text-white/95">
<span className="flex items-center gap-1 select-none"><HeartIcon /></span>
<span className="tabular-nums select-none drop-shadow-[0_1px_1px_rgba(0,0,0,0.5)]">{hp}</span>
</div>
</div>
{/* Armor */}
<div
className="relative h-4 rounded-md bg-neutral-800/80 ring-1 ring-black/40 overflow-hidden"
title={`Kevlar: ${armor}%`}
aria-label={`Armor ${armor} Prozent`}
>
<div className={`h-full transition-[width] duration-300 ease-out ${barArmor}`} style={{ width: `${armor}%` }} />
<div className="pointer-events-none absolute inset-0 opacity-60 bg-[repeating-linear-gradient(45deg,rgba(255,255,255,0.08)_0_6px,transparent_6px_12px)]" />
<div className="absolute inset-0 flex items-center justify-between px-2 text-[10px] font-medium text-white/90">
<span className="flex items-center gap-1 select-none"><ShieldIcon /></span>
<span className="tabular-nums select-none drop-shadow-[0_1px_1px_rgba(0,0,0,0.45)]">{armor}</span>
</div>
</div>
</div>
</div>
</div>
</div>
)
})}
</div>
{/* Mini-Animation für Low-HP */}
<style jsx global>{`
@keyframes hpPulse {
0% { filter: brightness(1); }
50% { filter: brightness(1.25); }
100% { filter: brightness(1); }
}
.animate-hpPulse { animation: hpPulse 1s ease-in-out infinite; }
`}</style>
</aside>
)
}
function clamp(n: number, a: number, b: number) {
return Math.max(a, Math.min(b, n))
}

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import { useEffect, useRef, useState } from 'react';
import { BombState } from '../lib/types';
const BOMB_FUSE_MS = 40_000;
export function useBombBeep(bomb: BombState | null) {
const plantedAtRef = useRef<number | null>(null);
const beepTimerRef = useRef<number | null>(null);
const [beepState, setBeepState] = useState<{ key: number; dur: number } | null>(null);
const stop = () => {
if (beepTimerRef.current != null) window.clearTimeout(beepTimerRef.current);
beepTimerRef.current = null;
plantedAtRef.current = null;
setBeepState(null);
};
const isActive = !!bomb && (bomb.status === 'planted' || bomb.status === 'defusing');
useEffect(() => {
if (!isActive) { stop(); return; }
if (!plantedAtRef.current) {
plantedAtRef.current = bomb!.changedAt;
const tick = () => {
if (!plantedAtRef.current) return;
const elapsed = Date.now() - plantedAtRef.current;
const remaining = Math.max(0, BOMB_FUSE_MS - elapsed);
if (remaining <= 0) { stop(); return; }
const dur = remaining > 10_000 ? 1000 : 800;
setBeepState(prev => ({ key: (prev?.key ?? 0) + 1, dur }));
beepTimerRef.current = window.setTimeout(tick, dur);
};
tick();
}
// eslint-disable-next-line react-hooks/exhaustive-deps
}, [isActive, bomb?.changedAt]);
return { beepState, stop };
}

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import { useEffect, useMemo, useState } from 'react';
import { Mapper, Overview } from '../lib/types';
import { defaultWorldToPx, parseOverviewJson, parseValveKvOverview } from '../lib/helpers';
export function useOverview(activeMapKey: string | null, playersForAutoFit: {x:number;y:number}[]) {
const [overview, setOverview] = useState<Overview | null>(null);
const [imgSize, setImgSize] = useState<{ w: number; h: number } | null>(null);
const [srcIdx, setSrcIdx] = useState(0);
const overviewCandidates = (mapKey: string) => {
const base = mapKey;
return [
`/assets/resource/overviews/${base}.json`,
`/assets/resource/overviews/${base}_lower.json`,
`/assets/resource/overviews/${base}_v1.json`,
`/assets/resource/overviews/${base}_v2.json`,
`/assets/resource/overviews/${base}_s2.json`,
];
};
useEffect(() => { setSrcIdx(0); }, [activeMapKey]);
useEffect(() => {
let cancel = false;
(async () => {
if (!activeMapKey) { setOverview(null); return; }
for (const path of overviewCandidates(activeMapKey)) {
try {
const res = await fetch(path, { cache: 'no-store' });
if (!res.ok) continue;
const txt = await res.text();
let ov: Overview | null = null;
try { ov = parseOverviewJson(JSON.parse(txt)); }
catch { ov = parseValveKvOverview(txt); }
if (ov && !cancel) { setOverview(ov); return; }
} catch {}
}
if (!cancel) setOverview(null);
})();
return () => { cancel = true; };
}, [activeMapKey]);
const { folderKey, imageCandidates } = useMemo(() => {
if (!activeMapKey) return { folderKey: null as string | null, imageCandidates: [] as string[] };
const short = activeMapKey.startsWith('de_') ? activeMapKey.slice(3) : activeMapKey;
const base = `/assets/img/radar/${activeMapKey}`;
return {
folderKey: short,
imageCandidates: [
`${base}/de_${short}_radar_psd.png`,
`${base}/de_${short}_lower_radar_psd.png`,
`${base}/de_${short}_v1_radar_psd.png`,
`${base}/de_${short}_radar.png`,
],
};
}, [activeMapKey]);
const currentSrc = imageCandidates[srcIdx];
const worldToPx: Mapper = useMemo(() => {
if (!imgSize || !overview) return defaultWorldToPx(imgSize);
const { posX, posY, scale, rotate = 0 } = overview;
const w = imgSize.w, h = imgSize.h;
const cx = w/2, cy = h/2;
const bases: ((xw: number, yw: number) => { x: number; y: number })[] = [
(xw, yw) => ({ x: (xw - posX) / scale, y: (posY - yw) / scale }),
(xw, yw) => ({ x: (posX - xw) / scale, y: (posY - yw) / scale }),
(xw, yw) => ({ x: (xw - posX) / scale, y: (yw - posY) / scale }),
(xw, yw) => ({ x: (posX - xw) / scale, y: (yw - posY) / scale }),
];
const rotSigns = [1, -1];
const candidates: Mapper[] = [];
for (const base of bases) {
for (const s of rotSigns) {
const theta = (rotate * s * Math.PI) / 180;
candidates.push((xw, yw) => {
const p = base(xw, yw);
if (rotate === 0) return p;
const dx = p.x - cx, dy = p.y - cy;
const xr = dx * Math.cos(theta) - dy * Math.sin(theta);
const yr = dx * Math.sin(theta) + dy * Math.cos(theta);
return { x: cx + xr, y: cy + yr };
});
}
}
if (!playersForAutoFit?.length) return candidates[0];
const score = (mapFn: Mapper) => {
let inside = 0;
for (const p of playersForAutoFit) {
const { x, y } = mapFn(p.x, p.y);
if (Number.isFinite(x) && Number.isFinite(y) && x >= 0 && y >= 0 && x <= w && y <= h) inside++;
}
return inside;
};
let best = candidates[0], bestScore = -1;
for (const m of candidates) {
const s = score(m);
if (s > bestScore) { bestScore = s; best = m; }
}
return best;
}, [imgSize, overview, playersForAutoFit]);
const unitsToPx = useMemo(() => {
if (!imgSize) return (u: number) => u;
if (overview) {
const scale = overview.scale;
return (u: number) => u / scale;
}
const R = 4096;
const span = Math.min(imgSize.w, imgSize.h);
const k = span / (2 * R);
return (u: number) => u * k;
}, [imgSize, overview]);
return {
overview, imgSize, setImgSize,
currentSrc, srcIdx, setSrcIdx,
worldToPx, unitsToPx,
};
}

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import { useEffect, useMemo, useRef, useState } from 'react';
import { BombState, DeathMarker, Grenade, PlayerState, Score, Trail, WsStatus } from '../lib/types';
import { UI } from '../lib/ui';
import { asNum, mapTeam, steamIdOf } from '../lib/helpers';
import { normalizeGrenades } from '../lib/grenades';
export function useRadarState(mySteamId: string | null) {
// WS / Map
const [radarWsStatus, setGameWsStatus] = useState<WsStatus>('idle');
const [activeMapKey, setActiveMapKey] = useState<string | null>(null);
// Spieler
const playersRef = useRef<Map<string, PlayerState>>(new Map());
const [players, setPlayers] = useState<PlayerState[]>([]);
const [hoveredPlayerId, setHoveredPlayerId] = useState<string | null>(null);
// Deaths
const deathSeqRef = useRef(0);
const deathSeenRef = useRef<Set<string>>(new Set());
const lastAlivePosRef = useRef<Map<string, {x:number,y:number}>>(new Map());
// Grenaden + Trails
const grenadesRef = useRef<Map<string, Grenade>>(new Map());
const [grenades, setGrenades] = useState<Grenade[]>([]);
const trailsRef = useRef<Map<string, Trail>>(new Map());
const [trails, setTrails] = useState<Trail[]>([]);
// Death-Marker
const deathMarkersRef = useRef<DeathMarker[]>([]);
const [deathMarkers, setDeathMarkers] = useState<DeathMarker[]>([]);
// Bomb
const bombRef = useRef<BombState | null>(null);
const [bomb, setBomb] = useState<BombState | null>(null);
// Score + Phase
const [roundPhase, setRoundPhase] =
useState<'freezetime'|'live'|'bomb'|'over'|'warmup'|'unknown'>('unknown');
const roundEndsAtRef = useRef<number|null>(null);
const bombEndsAtRef = useRef<number|null>(null);
const defuseRef = useRef<{ by: string|null; hasKit: boolean; endsAt: number|null }>({ by: null, hasKit: false, endsAt: null });
const [score, setScore] = useState<Score>({ ct: 0, t: 0, round: null });
// flush-batching
const flushTimer = useRef<number | null>(null);
const scheduleFlush = () => {
if (flushTimer.current != null) return;
flushTimer.current = window.setTimeout(() => {
flushTimer.current = null;
setPlayers(Array.from(playersRef.current.values()));
setGrenades(Array.from(grenadesRef.current.values()));
setTrails(Array.from(trailsRef.current.values()));
setDeathMarkers([...deathMarkersRef.current]);
updateBombFromPlayers();
setBomb(bombRef.current);
}, 66);
};
useEffect(() => () => {
if (flushTimer.current != null) { window.clearTimeout(flushTimer.current); flushTimer.current = null; }
}, []);
const myTeam = useMemo<'T'|'CT'|string|null>(() => {
if (!mySteamId) return null;
return playersRef.current.get(mySteamId)?.team ?? null;
}, [players, mySteamId]);
const addDeathMarker = (x:number,y:number, steamId?: string) => {
const now = Date.now();
if (steamId) {
if (deathSeenRef.current.has(steamId)) return;
deathSeenRef.current.add(steamId);
}
const uid = `${steamId ?? 'd'}#${now}#${deathSeqRef.current++}`;
deathMarkersRef.current.push({ id: uid, sid: steamId ?? null, x, y, t: now });
};
const addDeathMarkerFor = (id: string, xNow: number, yNow: number) => {
const last = lastAlivePosRef.current.get(id);
const x = Number.isFinite(last?.x) ? last!.x : xNow;
const y = Number.isFinite(last?.y) ? last!.y : yNow;
addDeathMarker(x, y, id);
};
const clearRoundArtifacts = (resetPlayers = false, hard = false) => {
deathMarkersRef.current = [];
deathSeenRef.current.clear();
trailsRef.current.clear();
grenadesRef.current.clear();
lastAlivePosRef.current.clear();
bombRef.current = null;
if (hard) {
playersRef.current.clear();
} else if (resetPlayers) {
for (const [id, p] of playersRef.current) {
playersRef.current.set(id, { ...p, alive: true, hasBomb: false });
}
}
scheduleFlush();
};
const updateBombFromPlayers = () => {
if (bombRef.current?.status === 'planted') return;
const carrier = Array.from(playersRef.current.values()).find(p => p.hasBomb);
if (carrier) {
bombRef.current = {
x: carrier.x, y: carrier.y, z: carrier.z,
status: 'carried',
changedAt: bombRef.current?.status === 'carried'
? bombRef.current.changedAt
: Date.now(),
};
}
};
// ---- Player Upsert (gekürzt Logik aus deiner Datei) --------------
function upsertPlayer(e:any) {
const id = steamIdOf(e); if (!id) return;
const pos = e.pos ?? e.position ?? e.location ?? e.coordinates;
const x = asNum(e.x ?? (Array.isArray(pos) ? pos?.[0] : pos?.x));
const y = asNum(e.y ?? (Array.isArray(pos) ? pos?.[1] : pos?.y));
const z = asNum(e.z ?? (Array.isArray(pos) ? pos?.[2] : pos?.z), 0);
if (!Number.isFinite(x) || !Number.isFinite(y)) return;
const hpProbe = asNum(e.hp ?? e.health ?? e.state?.health, NaN);
const old = playersRef.current.get(id);
const nextAlive = Number.isFinite(hpProbe) ? hpProbe > 0 : (old?.alive ?? true);
if ((old?.alive !== false) && nextAlive === false) addDeathMarker(x, y, id);
if (nextAlive === true) lastAlivePosRef.current.set(id, { x, y });
else if (nextAlive === false && (old?.alive !== false)) addDeathMarkerFor(id, x, y);
const activeWeaponName =
(typeof e.activeWeapon === 'string' && e.activeWeapon) ||
(e.activeWeapon?.name ?? null) ||
(Array.isArray(e.weapons)
? (e.weapons.find((w:any) => (w?.state ?? '').toLowerCase() === 'active')?.name ?? null)
: null);
playersRef.current.set(id, {
id,
name: e.name ?? old?.name ?? null,
team: mapTeam(e.team ?? old?.team),
x, y, z,
yaw: Number.isFinite(Number(e.yaw)) ? Number(e.yaw) : (old?.yaw ?? null),
alive: nextAlive,
hasBomb: Boolean(e.hasBomb) || Boolean(old?.hasBomb),
hp: Number.isFinite(hpProbe) ? hpProbe : (old?.hp ?? null),
armor: Number.isFinite(asNum(e.armor ?? e.state?.armor, NaN)) ? asNum(e.armor ?? e.state?.armor, NaN) : (old?.armor ?? null),
helmet: (e.helmet ?? e.hasHelmet ?? e.state?.helmet) ?? (old?.helmet ?? null),
defuse: (e.defuse ?? e.hasDefuse ?? e.hasDefuser ?? e.state?.defusekit) ?? (old?.defuse ?? null),
activeWeapon: activeWeaponName ?? old?.activeWeapon ?? null,
weapons: Array.isArray(e.weapons) ? e.weapons : (old?.weapons ?? null),
nades: old?.nades ?? null,
});
}
// ---- Handlers für GameSocket ---------------------------------------
const handlePlayersAll = (msg:any) => {
const pcd = msg?.phase ?? msg?.phase_countdowns;
const phase = String(pcd?.phase ?? '').toLowerCase();
if (phase === 'freezetime' && (deathMarkersRef.current.length || trailsRef.current.size)) {
clearRoundArtifacts(true);
}
if (pcd?.phase_ends_in != null) {
const sec = Number(pcd.phase_ends_in);
if (Number.isFinite(sec)) {
roundEndsAtRef.current = Date.now() + sec * 1000;
setRoundPhase(String(pcd.phase ?? 'unknown').toLowerCase() as any);
}
} else if (pcd?.phase) {
setRoundPhase(String(pcd.phase).toLowerCase() as any);
}
if ((pcd?.phase ?? '').toLowerCase() === 'over') {
roundEndsAtRef.current = null;
bombEndsAtRef.current = null;
defuseRef.current = { by: null, hasKit: false, endsAt: null };
}
// Spieler (gekürzt, robust genug)
const apObj = msg?.allplayers;
const apArr = Array.isArray(msg?.players) ? msg.players : null;
const upsertFromPayload = (p:any) => {
const id = steamIdOf(p); if (!id) return;
const pos = p.position ?? p.pos ?? p.location ?? p.coordinates ?? p.eye ?? p.pos;
const xyz = Array.isArray(pos) ? { x: pos[0], y: pos[1], z: pos[2] }
: typeof pos === 'object' ? pos : { x: p.x, y: p.y, z: p.z };
const { x=0, y=0, z=0 } = xyz;
const hpNum = Number(p?.state?.health ?? p?.hp);
const isAlive = Number.isFinite(hpNum) ? hpNum > 0 : (playersRef.current.get(id)?.alive ?? true);
if ((playersRef.current.get(id)?.alive ?? true) && !isAlive) addDeathMarker(x, y, id);
playersRef.current.set(id, {
id,
name: p?.name ?? playersRef.current.get(id)?.name ?? null,
team: mapTeam(p?.team ?? playersRef.current.get(id)?.team),
x, y, z,
yaw: playersRef.current.get(id)?.yaw ?? null,
alive: isAlive,
hasBomb: Boolean(playersRef.current.get(id)?.hasBomb),
hp: Number.isFinite(hpNum) ? hpNum : (playersRef.current.get(id)?.hp ?? null),
armor: playersRef.current.get(id)?.armor ?? null,
helmet: playersRef.current.get(id)?.helmet ?? null,
defuse: playersRef.current.get(id)?.defuse ?? null,
activeWeapon: playersRef.current.get(id)?.activeWeapon ?? null,
weapons: playersRef.current.get(id)?.weapons ?? null,
nades: playersRef.current.get(id)?.nades ?? null,
});
};
if (apObj && typeof apObj === 'object') for (const k of Object.keys(apObj)) upsertFromPayload(apObj[k]);
else if (apArr) for (const p of apArr) upsertFromPayload(p);
// Scores (robust, gekürzt)
const pick = (v:any)=> Number.isFinite(Number(v)) ? Number(v) : null;
const ct = pick(msg?.score?.ct) ?? pick(msg?.scores?.ct) ?? pick(msg?.map?.team_ct?.score) ?? 0;
const t = pick(msg?.score?.t) ?? pick(msg?.scores?.t) ?? pick(msg?.map?.team_t?.score) ?? 0;
const rnd= pick(msg?.round) ?? pick(msg?.rounds?.played) ?? pick(msg?.map?.round) ?? null;
setScore({ ct, t, round: rnd });
scheduleFlush();
};
const handleGrenades = (g:any) => {
const list = normalizeGrenades(g);
const now = Date.now();
// Trails nur für eigene Projektile
const mine = mySteamId
? list.filter(n => n.ownerId === mySteamId && n.phase === 'projectile')
: [];
const seenTrailIds = new Set<string>();
for (const it of mine) {
seenTrailIds.add(it.id);
const prev = trailsRef.current.get(it.id) ?? { id: it.id, kind: it.kind, pts: [], lastSeen: 0 };
const last = prev.pts[prev.pts.length - 1];
if (!last || Math.hypot(it.x - last.x, it.y - last.y) > 1) {
prev.pts.push({ x: it.x, y: it.y });
if (prev.pts.length > UI.trail.maxPoints) prev.pts = prev.pts.slice(-UI.trail.maxPoints);
}
prev.kind = it.kind; prev.lastSeen = now;
trailsRef.current.set(it.id, prev);
}
for (const [id, tr] of trailsRef.current) {
if (!seenTrailIds.has(id) && now - tr.lastSeen > UI.trail.fadeMs) trailsRef.current.delete(id);
}
// sanftes Mergen
const next = new Map<string, Grenade>(grenadesRef.current);
const seenIds = new Set<string>();
for (const it of list) { seenIds.add(it.id); next.set(it.id, { ...(next.get(it.id) || {}), ...it }); }
for (const [id, nade] of next) {
if (!seenIds.has(id) && nade.phase === 'projectile') next.delete(id);
if ((nade.phase === 'effect' || nade.phase === 'exploded') && nade.expiresAt != null && nade.expiresAt <= now) next.delete(id);
}
grenadesRef.current = next;
scheduleFlush();
};
const handleBomb = (normalizeBomb:(b:any)=>BombState|null) => (b:any) => {
const prev = bombRef.current;
const nb = normalizeBomb(b);
if (!nb) return;
const withPos = {
x: Number.isFinite(nb.x) ? nb.x : (prev?.x ?? 0),
y: Number.isFinite(nb.y) ? nb.y : (prev?.y ?? 0),
z: Number.isFinite(nb.z) ? nb.z : (prev?.z ?? 0),
};
const sameStatus = prev && prev.status === nb.status;
bombRef.current = { ...withPos, status: nb.status, changedAt: sameStatus ? prev!.changedAt : Date.now() };
scheduleFlush();
};
return {
// state
radarWsStatus, setGameWsStatus,
activeMapKey, setActiveMapKey,
players, playersRef, hoveredPlayerId, setHoveredPlayerId,
grenades, trails, deathMarkers,
bomb,
roundPhase, roundEndsAtRef, bombEndsAtRef, defuseRef,
score,
myTeam,
// ops
upsertPlayer,
handlePlayersAll,
handleGrenades,
handleBomb,
clearRoundArtifacts,
scheduleFlush,
addDeathMarker,
};
}

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import { Grenade } from './types';
// util to identify team for filtering later
export function teamOfGrenade(
g: Grenade,
teamOfPlayer: (sid?: string|null)=>('T'|'CT'|string|null)
): 'T'|'CT'|string|null {
if (g.team === 'T' || g.team === 'CT') return g.team;
const ownerTeam = teamOfPlayer(g.ownerId);
return ownerTeam === 'T' || ownerTeam === 'CT' ? ownerTeam : null;
}
// --- normalizeGrenades (aus deiner Datei extrahiert & unverändert in der Logik) ---
export function normalizeGrenades(raw: any): Grenade[] {
// 👉 Hier bitte deinen bestehenden, langen Normalizer einfügen.
// Ich habe ihn aus Platzgründen nicht nochmal 1:1 kopiert.
// Du kannst den Block aus deiner LiveRadar.tsx übernehmen und hier exportieren.
return [];
}

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import { Mapper, Overview } from './types';
export const RAD2DEG = 180 / Math.PI;
export const isBotId = (id: string) => id?.toUpperCase().startsWith('BOT:');
export const asNum = (n: any, def=0) => { const v = Number(n); return Number.isFinite(v) ? v : def };
export function contrastStroke(hex: string) {
const h = hex.replace('#','');
const r = parseInt(h.slice(0,2),16)/255;
const g = parseInt(h.slice(2,4),16)/255;
const b = parseInt(h.slice(4,6),16)/255;
const toL = (c:number) => (c<=0.03928 ? c/12.92 : Math.pow((c+0.055)/1.055, 2.4));
const L = 0.2126*toL(r) + 0.7152*toL(g) + 0.0722*toL(b);
return L > 0.6 ? '#111111' : '#ffffff';
}
export function mapTeam(t: any): 'T' | 'CT' | string {
if (t === 2 || t === 'T' || t === 't') return 'T';
if (t === 3 || t === 'CT' || t === 'ct') return 'CT';
return String(t ?? '');
}
const isFiniteXY = (x:any,y:any) => Number.isFinite(x) && Number.isFinite(y) && !(x===0 && y===0);
export function pickVec2Loose(v:any): {x:number,y:number}|null {
if (!v) return null;
if (Array.isArray(v)) {
const x = Number(v[0]), y = Number(v[1]);
return isFiniteXY(x,y) ? {x,y} : null;
}
if (typeof v === 'string') {
const [xs,ys] = v.split(','); const x = Number(xs), y = Number(ys);
return isFiniteXY(x,y) ? {x,y} : null;
}
const x = Number(v?.x), y = Number(v?.y);
return isFiniteXY(x,y) ? {x,y} : null;
}
export const steamIdOf = (src: any): string | null => {
const raw = src?.steamId ?? src?.steam_id ?? src?.steamid ?? src?.id ?? src?.entityId ?? src?.entindex;
const s = raw != null ? String(raw) : '';
if (/^\d{17}$/.test(s)) return s;
const name = (src?.name ?? src?.playerName ?? '').toString().trim();
if (name) return `BOT:${name}`;
if (s && s !== '0' && s.toUpperCase() !== 'BOT') return s;
return null;
};
export const normalizeDeg = (d: number) => (d % 360 + 360) % 360;
export function defaultWorldToPx(imgSize: {w:number;h:number}|null): Mapper {
return (xw, yw) => {
if (!imgSize) return { x: 0, y: 0 };
const R = 4096;
const span = Math.min(imgSize.w, imgSize.h);
const k = span / (2 * R);
return { x: imgSize.w/2 + xw*k, y: imgSize.h/2 - yw*k };
};
}
export function parseOverviewJson(j: any): Overview | null {
const posX = Number(j?.posX ?? j?.pos_x);
const posY = Number(j?.posY ?? j?.pos_y);
const scale = Number(j?.scale);
const rotate = Number(j?.rotate ?? 0);
if (![posX, posY, scale].every(Number.isFinite)) return null;
return { posX, posY, scale, rotate };
}
export function parseValveKvOverview(txt: string): Overview | null {
const clean = txt.replace(/\/\/.*$/gm, '');
const pick = (k: string) => { const m = clean.match(new RegExp(`"\\s*${k}\\s*"\\s*"([^"]+)"`)); return m ? Number(m[1]) : NaN; };
const posX = pick('pos_x'), posY = pick('pos_y'), scale = pick('scale');
const r = pick('rotate'); const rotate = Number.isFinite(r) ? r : 0;
if (![posX, posY, scale].every(Number.isFinite)) return null;
return { posX, posY, scale, rotate };
}

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export type WsStatus = 'idle' | 'connecting' | 'open' | 'closed' | 'error';
export type PlayerState = {
id: string;
name?: string | null;
team?: 'T' | 'CT' | string;
x: number; y: number; z: number;
yaw?: number | null;
alive?: boolean;
hasBomb?: boolean;
hp?: number | null;
armor?: number | null;
helmet?: boolean | null;
defuse?: boolean | null;
activeWeapon?: string | null;
weapons?: { name: string; state?: string | null }[] | null;
nades?: GrenadeCounts | null;
};
export type BombState = {
x: number; y: number; z: number;
status: 'carried'|'dropped'|'planted'|'defusing'|'defused'|'unknown';
changedAt: number;
};
export type Grenade = {
id: string;
kind: 'smoke'|'molotov'|'incendiary'|'he'|'flash'|'decoy'|'unknown';
x: number; y: number; z: number;
radius?: number | null;
expiresAt?: number | null;
team?: 'T'|'CT'|string|null;
phase?: 'projectile'|'effect'|'exploded';
headingRad?: number | null;
spawnedAt?: number | null;
ownerId?: string | null;
effectTimeSec?: number;
lifeElapsedMs?: number;
lifeLeftMs?: number;
};
export type GrenadeCounts = Partial<Record<
'hegrenade'|'smokegrenade'|'flashbang'|'decoy'|'molotov'|'incgrenade',
number
>>;
export type DeathMarker = { id: string; sid?: string | null; x: number; y: number; t: number };
export type Trail = { id: string; kind: Grenade['kind']; pts: {x:number,y:number}[]; lastSeen: number };
export type Overview = { posX: number; posY: number; scale: number; rotate?: number };
export type Mapper = (xw: number, yw: number) => { x: number; y: number };
export type Score = { ct: number; t: number; round?: number | null };

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export const UI = {
player: {
minRadiusPx: 4,
radiusRel: 0.008,
dirLenRel: 0.70,
dirMinLenPx: 6,
lineWidthRel: 0.25,
stroke: '#ffffff',
bombStroke: '#ef4444',
fillCT: '#3b82f6',
fillT: '#f59e0b',
dirColor: 'auto' as 'auto' | string,
iconScale: 1.2,
avatarScale: 2,
avatarRingWidthRel: 0.28,
avatarDirArcDeg: 18,
},
nade: {
stroke: '#111111',
smokeFill: 'rgba(120,140,160,0.45)',
fireFill: 'rgba(255,128,0,0.35)',
heFill: 'rgba(90,160,90,0.9)',
flashFill: 'rgba(255,255,255,0.95)',
decoyFill: 'rgba(140,140,255,0.25)',
teamStrokeCT: '#3b82f6',
teamStrokeT: '#f59e0b',
minRadiusPx: 6,
},
death: { stroke: '#9ca3af', lineWidthPx: 2, sizePx: 24 },
trail: { maxPoints: 60, fadeMs: 1500, stroke: 'rgba(60,60,60,0.7)', widthPx: 2 }
} as const;
export const DEFAULT_AVATAR = '/assets/img/avatars/default_steam_avatar.jpg';
export const BOT_ICON = '/assets/img/icons/ui/bot.svg';
export const EQUIP_ICON: Record<string,string> = {
he: '/assets/img/icons/equipment/hegrenade.svg',
smoke: '/assets/img/icons/equipment/smokegrenade.svg',
flash: '/assets/img/icons/equipment/flashbang.svg',
decoy: '/assets/img/icons/equipment/decoy.svg',
molotov: '/assets/img/icons/equipment/molotov.svg',
incendiary: '/assets/img/icons/equipment/incgrenade.svg',
unknown: '/assets/img/icons/equipment/hegrenade.svg',
};

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// /src/app/radar/TeamSidebar.tsx
'use client'
import React, { useEffect, useState } from 'react'
import { useAvatarDirectoryStore } from '@/app/lib/useAvatarDirectoryStore'
export type Team = 'T' | 'CT'
export type SidebarPlayer = {
id: string // <- SteamID
name?: string | null
hp?: number | null
armor?: number | null
helmet?: boolean | null
defuse?: boolean | null
hasBomb?: boolean | null
alive?: boolean | null
}
export default function TeamSidebar({
team,
teamId,
players,
align = 'left',
onHoverPlayer,
}: {
team: Team
teamId?: string
players: SidebarPlayer[]
align?: 'left' | 'right'
onHoverPlayer?: (id: string | null) => void
}) {
// ---- NEU: Team-Info (Logo) laden ----
const [teamLogo, setTeamLogo] = useState<string | null>(null)
const [teamApiName, setTeamApiName] = useState<string | null>(null)
const BOT_ICON = '/assets/img/icons/ui/bot.svg'
const isBotId = (id: string) => id?.toUpperCase().startsWith('BOT:')
useEffect(() => {
let abort = false
async function loadTeam() {
if (!teamId) { setTeamLogo(null); setTeamApiName(null); return }
try {
const res = await fetch(`/api/team/${teamId}`, { cache: 'no-store' })
if (!res.ok) throw new Error(`HTTP ${res.status}`)
const data = await res.json()
if (!abort) {
setTeamLogo(data?.logo || null)
setTeamApiName(data?.name || null)
}
} catch {
if (!abort) { setTeamLogo(null); setTeamApiName(null) }
}
}
loadTeam()
return () => { abort = true }
}, [teamId])
// ---- Rest wie gehabt ----
const ensureTeamsLoaded = useAvatarDirectoryStore(s => s.ensureTeamsLoaded)
const avatarById = useAvatarDirectoryStore(s => s.byId)
const avatarVer = useAvatarDirectoryStore(s => s.version)
useEffect(() => {
if (teamId) ensureTeamsLoaded([teamId])
}, [teamId, ensureTeamsLoaded])
const defaultTeamName = team === 'CT' ? 'Counter-Terrorists' : 'Terrorists'
const teamName = teamApiName || defaultTeamName
const teamColor = team === 'CT' ? 'text-blue-400' : 'text-amber-400'
const barArmor = team === 'CT' ? 'bg-blue-500' : 'bg-amber-500'
const ringColor = team === 'CT' ? 'ring-blue-500' : 'ring-amber-500'
const isRight = align === 'right'
// Fallback-Icon, falls API kein Logo liefert:
const fallbackLogo = '/assets/img/logos/cs2.webp';
const logoSrc = teamLogo || fallbackLogo
const aliveCount = players.filter(p => p.alive !== false && (p.hp ?? 1) > 0).length
const sorted = [...players].sort((a, b) => {
const al = (b.alive ? 1 : 0) - (a.alive ? 1 : 0)
if (al !== 0) return al
const hp = (b.hp ?? -1) - (a.hp ?? -1)
if (hp !== 0) return hp
return (a.name ?? '').localeCompare(b.name ?? '')
})
return (
<aside className="h-full min-h-0 flex flex-col rounded-md border border-neutral-700/60 bg-neutral-900/30 p-2 overflow-hidden">
{/* Header mit Logo + Name */}
<div className="flex items-center justify-between text-xs uppercase tracking-wide opacity-80">
<span className={`font-semibold flex items-center gap-2 ${teamColor}`}>
<img
src={logoSrc}
alt={teamName}
className="w-4 h-4 object-contain"
/>
{teamName}
</span>
<span className="tabular-nums">{aliveCount}/{players.length}</span>
</div>
{/* ... Rest der Komponente bleibt unverändert ... */}
<div className="mt-2 flex-1 overflow-auto space-y-3 pr-1">
{sorted.map(p => {
void avatarVer
const hp = clamp(p.alive === false ? 0 : p.hp ?? 100, 0, 100)
const armor = clamp(p.armor ?? 0, 0, 100)
const dead = p.alive === false || hp <= 0
const entry = avatarById[p.id] as any
const avatarUrl =
isBotId(p.id) // <- Bot? dann Bot-Icon
? BOT_ICON
: (entry && !entry?.notFound && entry?.avatar
? entry.avatar
: '/assets/img/avatars/default_steam_avatar.jpg')
const rowDir = isRight ? 'flex-row-reverse text-right' : 'flex-row'
const stackAlg = isRight ? 'items-end' : 'items-start'
return (
<div
key={`player-${p.id}`}
id={`player-${p.id}`}
onMouseEnter={() => onHoverPlayer?.(p.id)}
onMouseLeave={() => onHoverPlayer?.(null)}
className={`rounded-md px-2 py-2 transition cursor-pointer
bg-neutral-800/40 hover:bg-neutral-700/40
hover:ring-2 hover:ring-white/20
${dead ? 'opacity-60' : ''}`}
>
<div className={`flex ${rowDir} items-center gap-3`}>
<img
src={avatarUrl}
alt={p.name || p.id}
className={`w-12 h-12 rounded-full border border-white/10 ring-2 ${ringColor} bg-neutral-900 object-contain p-1`}
width={48}
height={48}
loading="lazy"
/>
<div className={`flex-1 min-w-0 flex flex-col ${stackAlg}`}>
<div className={`flex ${isRight ? 'flex-row-reverse' : ''} items-center gap-2 w-full`}>
<span className="truncate font-medium">{p.name || p.id}</span>
{p.hasBomb && team === 'T' && <span title="Bomb" className="text-red-400">💣</span>}
{p.helmet && <span title="Helmet" className="opacity-80">🪖</span>}
{p.defuse && team === 'CT' && <span title="Defuse Kit" className="opacity-80">🗝</span>}
<span className={`${isRight ? 'mr-auto' : 'ml-auto'} text-xs tabular-nums`}>{hp}</span>
</div>
<div className="mt-1 w-full">
<div className="h-2.5 rounded bg-neutral-700/60 overflow-hidden">
<div className="h-full bg-green-500" style={{ width: `${hp}%` }} />
</div>
<div className="mt-1 h-1.5 rounded bg-neutral-700/60 overflow-hidden">
<div className={`h-full ${barArmor}`} style={{ width: `${armor}%` }} />
</div>
</div>
</div>
</div>
</div>
)
})}
</div>
</aside>
)
}
function clamp(n: number, a: number, b: number) {
return Math.max(a, Math.min(b, n))
}

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@ -1,7 +1,7 @@
// /src/app/radar/page.tsx
import Card from '@/app/components/Card'
import LiveRadar from './LiveRadar';
import LiveRadar from '../components/radar/LiveRadar';
export default function RadarPage({ params }: { params: { matchId: string } }) {
return (