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https://github.com/blitzkit/blitzkit.git
synced 2026-11-13 20:56:11 +01:00
Fix: Legendary camouflage parts, materials, names and attachments
Fixes a batch of legendary camouflage problems in the Tankopedia viewer, adds three missing unique camouflages and lets attachments be shown together with a camouflage.
## Camouflage parts (state switchers)
- Camouflages now choose which tank pieces show the same way the game does. Each switcher's load-time scenario script runs at export time (checks for attached camouflage items, or compares the camouflage preset), along with its state-switch actions. This replaces the old guess from part names (new `core/blitzkit/switcherStates.ts`).
- Fixes missing roof MGs, fenders and fuel tanks (IS-3 Bear, Obj. 140 Terror, IS-7, IS-4, FV215b 183, AMX 50 B, KV-1S) and default parts mixed into camouflages (Pershing Speedfire, Forest Witch Fullmetal, Waffenträger Goldstreifen).
- Switchers inside camouflage parts now show one state instead of all of them stacked (Obj. Kust double net, Goldstreifen stowage, Tiger II cat).
- States are matched by original node names, because the GLTF loader renames duplicates.
- Camouflage part meshes with no LODs (`lodIndex -1`) are kept, which restores the Tiger II cat body and missing pieces on about 11 other camouflages.
## Materials
- `AlphaBlend` materials export as transparent. `AlphaBlendAdditive` materials export as additive and are applied in `jsxTree`, and unlit `Textured` materials export as unlit (IS-8 Raroh flames, dinosaur holograms, and glass and screens on a few base tanks).
- Camouflage part materials that share a name with the tank's material no longer replace the tank's camouflage material (Bisonte C45 Unbreakable).
## Names
- With a legendary camouflage selected, the title shows the tank's in-battle name ("GuP Type 95 Ha-Go", "KV-1 Warrior", "Shinobi").
- Camouflages without a name in the game files yet show "Unreleased" in orange instead of their raw string key, and no longer crash the tank names list.
## Attachments
- Attachments (`kind: customization`) are listed in their own group under the camouflages and can be turned on together with a camouflage. They load the same way as camouflages and fade with the same transition.
## Other
- Liberté, You Rock! and Ozzie (single-tank camouflages that only set a preset through `override`) are now available.
- Mastery gun mark meshes (`custom_gun_marks_*`) are no longer drawn (Helsing, HWT20 FalconFire and two camouflage guns).
## Not included
- Pixel Wave, Digital Trace and Forest Shadow are tiled pattern camouflages, which the viewer can't render yet.
- FV301 Corbie's drone position and the dinosaur heads' glow depend on camouflage animations and emissive materials, which are separate PRs.
Fixes #417
Fixes #419
Fixes #421
This commit is contained in:
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@@ -1,5 +1,11 @@
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import type { ComponentProps, ReactNode } from "react";
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import { Mesh, MeshStandardMaterial, Object3D } from "three";
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import {
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AdditiveBlending,
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Material,
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Mesh,
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MeshStandardMaterial,
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Object3D,
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} from "three";
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export function jsxTree(
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node: Object3D,
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@@ -29,6 +35,13 @@ export function jsxTree(
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props.material.depthWrite = true;
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}
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if (
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props.material instanceof Material &&
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props.material.userData.blending === "additive"
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) {
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props.material.blending = AdditiveBlending;
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}
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return mergers?.mesh ? (
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mergers.mesh(node, props, node.uuid)
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) : (
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@@ -4,17 +4,56 @@ import { jsxTree } from "./jsxTree";
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type Mergers = Parameters<typeof jsxTree>[1];
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export function skinTree(
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node: Object3D,
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skin: Skin | undefined,
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mergers: Mergers,
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) {
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const skinNodes = new Map(
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skin?.scene.children.map((node) => [node.name, node]),
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);
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// names get sanitized and made unique on load
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function nameOf(object3d: Object3D): string {
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return object3d.userData.name ?? object3d.name;
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}
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/**
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* skins are layered in order, so an attachment's states win over the
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* camouflage's
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*/
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export function skinTree(node: Object3D, skins: Skin[], mergers: Mergers) {
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const skinNodes = new Map<string, Object3D[]>();
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const materials = new Map<string, Material>();
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const states: Record<string, string | null> = {};
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for (const skin of skins) {
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for (const node of skin.scene.children) {
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skinNodes.set(node.name, [...(skinNodes.get(node.name) ?? []), node]);
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}
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for (const [name, material] of skin.materials) {
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materials.set(name, material);
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}
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Object.assign(states, skin.scene.userData.states);
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}
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function switchChildren(object3d: Object3D, childMergers: Mergers) {
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if (object3d.userData.state === undefined) return;
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const name = nameOf(object3d);
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const state = name in states ? states[name] : object3d.userData.state;
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return object3d.children
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.filter((child) => nameOf(child) === state)
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.map((child) => jsxTree(child, childMergers));
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}
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const partMergers: Mergers = {
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...mergers,
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group(object3d, props, key) {
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return (
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<group key={key} {...props}>
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{switchChildren(object3d, partMergers) ?? props.children}
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</group>
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);
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},
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};
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const skinMergers: Mergers = {
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mesh(mesh, props, key) {
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const material = skin?.materials.get((mesh.material as Material).name);
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const material = materials.get((mesh.material as Material).name);
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return mergers!.mesh!(
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mesh,
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@@ -23,20 +62,14 @@ export function skinTree(
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);
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},
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group(object3d, props, key) {
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const skinNode = skinNodes.get(object3d.name);
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const isSwitch = object3d.userData.state !== undefined;
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const state = skin
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? skin.scene.userData.states[object3d.name]
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: object3d.userData.state;
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const parts = skinNodes.get(object3d.name) ?? [];
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return (
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<group key={key} {...props}>
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{isSwitch
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? object3d.children
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.filter((child) => child.name === state)
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.map((child) => jsxTree(child, skinMergers))
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: props.children}
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{skinNode?.children.map((child) => jsxTree(child, mergers))}
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{switchChildren(object3d, skinMergers) ?? props.children}
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{parts.flatMap((part) =>
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part.children.map((child) => jsxTree(child, partMergers)),
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)}
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</group>
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);
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},
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@@ -0,0 +1,255 @@
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import { parseHierarchies, type Sc2ReadStream } from "@blitzkit/core";
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import { times } from "lodash-es";
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interface Value {
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"any.type": string;
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"any.value": unknown;
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}
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interface ScriptNode {
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type: string;
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node: Record<string, unknown> & { defaults?: Record<string, Value> };
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connections?: Record<
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string,
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{ pinIn: string; pinOut: string; target: string }
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>;
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}
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interface Script {
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nodes: Record<string, ScriptNode>;
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}
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interface Action {
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"act.delay": number;
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"act.entityName": string;
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"act.event": number;
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"act.switchIndex": number;
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"act.type": number;
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"act.userEventId": string;
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}
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interface Entity {
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name: string;
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parent?: Entity;
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children: Entity[];
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}
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const SELF_ENTITY = "*** Self ***";
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const SCENE_LOADED_EVENT = 1;
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const USER_EVENT = 2;
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const SWITCH_ACTIONS = [8, 9];
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// what the game fires as a tank is shown in the garage, in order
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const LOAD_EVENTS = ["Added", "TankAliveInHangar", "TankIsShownInNewScreen"];
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const MAX_DEPTH = 64;
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function findChild(entity: Entity, name: string): Entity | undefined {
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for (const child of entity.children) {
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if (child.name === name) return child;
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const found = findChild(child, name);
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if (found) return found;
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}
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}
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function resolveTarget(owner: Entity, entityName: string) {
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if (entityName === SELF_ENTITY) return owner;
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const [first, ...rest] = entityName.split("->");
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let target: Entity | undefined;
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for (
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let ancestor: Entity | undefined = owner;
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ancestor && !target;
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ancestor = ancestor.parent
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) {
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target = ancestor.name === first ? ancestor : findChild(ancestor, first);
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}
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for (const name of rest) target = target && findChild(target, name);
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return target;
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}
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/**
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* replays what picks each state switcher's state as a tank is shown in the
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* garage, with the camo's preset applied and its items attached; delayed
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* actions are skipped so states stay as they are when the tank appears
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*/
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export function switcherStates(
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sc2: ReturnType<Sc2ReadStream["sc2"]>,
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preset: string | undefined,
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attachments: Map<string, string[]>,
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) {
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const scripts: Record<string, Script> = {};
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const stateNames = new Map<Entity, string[]>();
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const scenarios: { owner: Entity; script: Script }[] = [];
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const actions: { owner: Entity; action: Action }[] = [];
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const states: Record<string, string | null> = {};
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function activateState(entity: Entity | undefined, state: number) {
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const names = entity && stateNames.get(entity);
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if (names) states[entity.name] = names[state] ?? null;
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}
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for (const component of Object.values(
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sc2["#sceneComponents"] as unknown as Record<string, unknown>,
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) as { "comp.typename"?: string; "ssc.scripts"?: Record<string, Script> }[]) {
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if (component?.["comp.typename"] !== "ScenarioSingletonComponent") continue;
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Object.assign(scripts, component["ssc.scripts"]);
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}
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parseHierarchies<Entity>(
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sc2["#hierarchy"],
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{ name: "", children: [] },
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(hierarchy, components, parent) => {
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const entity: Entity = { name: hierarchy.name, parent, children: [] };
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parent.children.push(entity);
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for (const item of attachments.get(hierarchy.name) ?? []) {
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entity.children.push({ name: item, parent: entity, children: [] });
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}
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for (const component of components) {
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switch (component["comp.typename"]) {
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case "StateSwitcherComponent": {
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const names = times(
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component["ssc.statesCount"],
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(index) => component[`ssc.state${index}`],
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);
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stateNames.set(entity, names);
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states[entity.name] = names[component["ssc.activeState"]] ?? null;
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break;
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}
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case "ScenarioComponent": {
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const script = scripts[component["scenario.scriptId"]];
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if (script) scenarios.push({ owner: entity, script });
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break;
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}
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case "ActionComponent":
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times(component["ac.actionCount"], (index) => {
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actions.push({
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owner: entity,
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action: component[index.toString().padStart(4, "0")] as Action,
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});
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});
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break;
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}
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}
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return entity;
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},
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);
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function runScenario(
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{ owner, script }: (typeof scenarios)[number],
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event: string,
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) {
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const { nodes } = script;
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const links = (id: string) => Object.values(nodes[id].connections ?? {});
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function input(id: string, pin: string): unknown {
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const link = links(id).find((link) => link.pinIn === pin);
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return link
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? output(link.target, link.pinOut)
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: nodes[id].node.defaults?.[pin]?.["any.value"];
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}
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function output(id: string, pin: string): unknown {
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const { type, node } = nodes[id];
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switch (type) {
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case "ScenarioSceneInfoNode":
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return node["scenarioSceneInfoNode.infoKind"] === "GetCurrentEntity"
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? owner
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: undefined;
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case "ScenarioGetMemberNode":
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return node["scenarioGetMemberNode.fieldName"] === "parent" &&
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pin === "parent"
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? (input(id, "object") as Entity | undefined)?.parent
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: undefined;
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case "ScenarioFunctionNode":
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switch (
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`${node["scenarioFunctionNode.className"]}.${node["scenarioFunctionNode.functionName"]}`
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) {
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case "Entity.FindChildByName": {
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const entity = input(id, "entity") as Entity | undefined;
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return entity && findChild(entity, input(id, "name") as string);
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}
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case "TankComponent.GetAppliedSkinMaterialConfigName":
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return preset;
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case "String.Compare":
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return input(id, "1") === input(id, "2");
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}
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}
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}
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function execute(id: string, depth: number) {
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if (depth > MAX_DEPTH) return;
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const { type, node } = nodes[id];
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let pin = "exit";
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if (type === "ScenarioEventNode") {
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pin = "event";
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} else if (type === "ScenarioBranchNode") {
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pin = input(id, "condition") ? "true" : "false";
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} else if (
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node["scenarioFunctionNode.functionName"] === "ActivateState"
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) {
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activateState(
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input(id, "entity") as Entity | undefined,
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Number(input(id, "state")),
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);
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}
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for (const link of links(id)) {
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if (link.pinIn === pin) execute(link.target, depth + 1);
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}
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}
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for (const id in nodes) {
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const { type, node } = nodes[id];
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const name =
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node["ScenarioEventNode.eventName"] === "Custom"
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? node.defaults?.["Event Name"]?.["any.value"]
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: node["ScenarioEventNode.eventName"];
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if (type === "ScenarioEventNode" && name === event) execute(id, 0);
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}
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}
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for (const event of LOAD_EVENTS) {
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for (const { owner, action } of actions) {
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if (
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action["act.delay"] === 0 &&
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SWITCH_ACTIONS.includes(action["act.type"]) &&
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(event === LOAD_EVENTS[0]
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? action["act.event"] === SCENE_LOADED_EVENT
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: action["act.event"] === USER_EVENT &&
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action["act.userEventId"] === event)
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) {
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activateState(
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resolveTarget(owner, action["act.entityName"]),
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action["act.switchIndex"],
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);
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}
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}
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for (const scenario of scenarios) runScenario(scenario, event);
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}
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return states;
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}
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