**Motivations:** - Ensure lint config is not degraded and fix all lint errors for pousse workflow. **Root causes:** - Unused variables kept with _ prefix instead of removed (_row, _questReward, _i). - getAnimalBlockOrigin had 5 parameters (max 4). - use of continue statement (no-continue rule). **Correctifs:** - ESLint config verified; no eslint-disable in codebase. - Removed unused variable _row (biome-rules); removed dead function _questReward (quests); removed unused map param _i (state.js). - getAnimalBlockOrigin refactored to 4 params (pos object instead of x, y). - Replaced continue with if (cell) block in normalizeLoadedCells (state.js). - JSDoc param names aligned with _height, _y (biome-rules). **Evolutions:** - (none) **Pages affectées:** - web/js/biome-rules.js - web/js/quests.js - web/js/state.js - web/js/placement.js
48 lines
2.4 KiB
JavaScript
48 lines
2.4 KiB
JavaScript
import { getDisplayBiome, getDisplayTemperature, getTemperatureBand } from "./biome-rules.js";
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import { fillCellContent } from "./ui-grid-cells.js";
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import { attachCellListeners } from "./ui-grid-handlers.js";
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/**
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* @param {{ state: import("./types.js").GameState, setState: () => void, setError: (s: string) => void, playSound: (s: string) => void, gridEl: HTMLElement, getHatched: () => Array<{ x: number, y: number }>, selected: { x: number, y: number }, emptyCellChoice: { x: number, y: number } | null, selectedTokenId: number | null, lastActionWasDrop: boolean, clampSelection: () => void, animalEmoji: Record<string, string> }} ctx
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* @param {number} x
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* @param {number} y
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* @returns {HTMLElement}
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*/
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function buildOneCell(ctx, x, y) {
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const { state, getHatched, selected } = ctx;
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const key = `${x}_${y}`;
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const cell = state.grid.cells[key];
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const div = document.createElement("div");
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div.className = "cell";
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const biome = getDisplayBiome(x, y, state.grid);
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const temp = getDisplayTemperature(x, y, state.grid);
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const tempBand = getTemperatureBand(temp);
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div.classList.add(`biome-${biome.toLowerCase()}`, `temp-${tempBand}`);
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const hatchedList = getHatched();
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if (hatchedList.some((h) => h.x === x && h.y === y)) div.classList.add("just-hatched");
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div.setAttribute("role", "button");
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div.setAttribute("tabindex", "0");
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div.dataset.x = String(x);
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div.dataset.y = String(y);
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const isSelected = selected.x === x && selected.y === y;
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if (isSelected) div.classList.add("selected");
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fillCellContent(ctx, div, { cell, key, x, y });
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attachCellListeners(ctx, { div, cell, x, y, key });
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return div;
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}
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/**
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* @param {{ state: import("./types.js").GameState, setState: () => void, setError: (s: string) => void, playSound: (s: string) => void, gridEl: HTMLElement, getHatched: () => Array<{ x: number, y: number }>, selected: { x: number, y: number }, emptyCellChoice: { x: number, y: number } | null, selectedTokenId: number | null, lastActionWasDrop: boolean, clampSelection: () => void, animalEmoji: Record<string, string> }} ctx
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*/
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export function renderGrid(ctx) {
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const { state, gridEl } = ctx;
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gridEl.style.gridTemplateColumns = `repeat(${state.grid.width}, 48px)`;
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gridEl.style.gridTemplateRows = `repeat(${state.grid.height}, 48px)`;
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gridEl.innerHTML = "";
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for (let y = 1; y <= state.grid.height; y++) {
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for (let x = 1; x <= state.grid.width; x++) {
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gridEl.appendChild(buildOneCell(ctx, x, y));
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}
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}
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}
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