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feat: fixed he-based rounds behind spaced armor
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@@ -570,7 +570,10 @@ export async function buildDefinitions() {
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normalization: shell.normalizationAngle,
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ricochet: shell.ricochetAngle,
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type: blitzShellKindToBLitzkrieg[shell.kind],
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explosionRadius: shell.explosionRadius,
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explosionRadius:
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shell.kind === 'HIGH_EXPLOSIVE'
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? shell.explosionRadius ?? 0
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: undefined,
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icon: shell.icon,
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penetration:
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penetrationRaw[0] === penetrationRaw[1]
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@@ -44,9 +44,8 @@ void main() {
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bool coreArmorThreeCalibersRule = caliber > 3.0 * thickness;
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float spacedArmorNominalThickness = spacedArmorMaskColor.g * maxThickness;
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bool spacedArmorThreeCalibersRule = isUnderSpacedArmor && caliber > 3.0 * spacedArmorNominalThickness;
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bool hasRicochetedSpacedArmor = !isExplosive && isUnderSpacedArmor && !spacedArmorThreeCalibersRule && spacedArmorAngle >= ricochetAngle;
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bool isUnderAnything = isUnderExternalModule || isUnderSpacedArmor;
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bool hasRicochetedCoreArmor = !isExplosive && !isUnderAnything && !coreArmorThreeCalibersRule && coreArmorangle >= ricochetAngle;
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bool hasRicochetedSpacedArmor = isUnderSpacedArmor && !spacedArmorThreeCalibersRule && spacedArmorAngle >= ricochetAngle;
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bool hasRicochetedCoreArmor = !hasRicochetedSpacedArmor && !isUnderExternalModule && !isExplosive && !coreArmorThreeCalibersRule && coreArmorangle >= ricochetAngle;
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if (hasRicochetedCoreArmor || hasRicochetedSpacedArmor) {
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penetrationChance = 0.0;
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@@ -57,10 +56,9 @@ void main() {
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if (isUnderExternalModule) {
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// external modules don't care about angle, they'll reduce penetration by their thickness
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float externalModuleThickness = externalModuleMaskColor.g * maxThickness;
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float externalModuleThickness = externalModuleMaskColor.r * maxThickness;
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remainingPenetration -= externalModuleThickness;
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}
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remainingPenetration = max(remainingPenetration, 0.0);
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if (isUnderSpacedArmor) {
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// spaced armor on the other hand, does care about angle
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@@ -77,7 +75,6 @@ void main() {
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// there is a 50% penetration loss per meter for HE based shells
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remainingPenetration -= 0.5 * remainingPenetration * distanceFromSpacedArmor;
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}
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remainingPenetration = max(remainingPenetration, 0.0);
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bool coreArmorTwoCalibersRule = caliber > 2.0 * thickness;
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float finalNormalization = coreArmorTwoCalibersRule ? (normalization * 1.4 * caliber) / (2.0 * thickness) : normalization;
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@@ -98,7 +95,8 @@ void main() {
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if (canSplash) {
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// only allow splasing if the damage equation deals more than 0 damage
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float finalDamage = 0.5 * damage * (1.0 - distanceFromSpacedArmor / explosionRadius) - 1.1 * finalCoreArmorThickness;
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float nominalArmorThickness = finalCoreArmorThickness - remainingPenetration;
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float finalDamage = 0.5 * damage * (1.0 - distanceFromSpacedArmor / explosionRadius) - 1.1 * nominalArmorThickness;
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splashChance = finalDamage > 0.0 ? 1.0 : 0.0;
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} else {
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splashChance = 0.0;
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@@ -34,7 +34,6 @@ export function ArmorMeshSpacedArmorDepth(
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<mesh {...props} renderOrder={1}>
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<ThreeCustomShaderMaterial
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silent
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depthWrite={false}
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baseMaterial={MeshStandardMaterial}
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fragmentShader={fragmentShader}
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vertexShader={vertexShader}
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