Merge branch 'dev'

This commit is contained in:
TrèsAbhi committed 2024-06-05 14:06:42 -05:00
commit 16ebea659a
81 files changed
+4379 -2507

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@@ -13,6 +13,7 @@ import { useModelDefinitions } from '../../../hooks/useModelDefinitions';
import { useDuel } from '../../../stores/duel';
import { useTankopediaPersistent } from '../../../stores/tankopedia';
import { CoreArmorSceneComponent } from './CoreArmorSceneComponent';
import { ShotDisplay } from './ShotDisplay';
export const CoreArmorScene = memo(() => {
const wrapper = useRef<Group>(null);
@@ -135,86 +136,94 @@ export const CoreArmorScene = memo(() => {
).applyAxisAngle(I_HAT, Math.PI / 2);
return (
<group
ref={wrapper}
rotation={[-Math.PI / 2, 0, 0]}
visible={initialTankopediaState.mode === 'armor'}
>
<group position={hullOrigin}>
{armorNodes.map((node) => {
const isHull = node.name.startsWith('hull_');
const isVisible = isHull;
const armorId = nameToArmorId(node.name);
const { spaced, thickness } = resolveArmor(
tankModelDefinition.armor,
armorId,
);
<>
<ShotDisplay />
if (!isVisible || spaced || thickness === undefined) return null;
return (
<CoreArmorSceneComponent
key={node.uuid}
thickness={thickness}
node={node}
/>
);
})}
</group>
<group ref={turretContainer}>
<group
ref={wrapper}
rotation={[-Math.PI / 2, 0, 0]}
visible={initialTankopediaState.mode === 'armor'}
>
<group position={hullOrigin}>
{armorNodes.map((node) => {
const isCurrentTurret = node.name.startsWith(
`turret_${turretModelDefinition.model.toString().padStart(2, '0')}`,
);
const isVisible = isCurrentTurret;
const isHull = node.name.startsWith('hull_');
const isVisible = isHull;
const armorId = nameToArmorId(node.name);
const { spaced, thickness } = resolveArmor(
turretModelDefinition.armor,
tankModelDefinition.armor,
armorId,
);
if (!isVisible || spaced || thickness === undefined) return null;
return (
<group key={node.uuid} position={turretOrigin}>
<CoreArmorSceneComponent
key={node.uuid}
thickness={thickness}
node={node}
/>
</group>
<CoreArmorSceneComponent
key={node.uuid}
thickness={thickness}
node={node}
/>
);
})}
</group>
<group ref={gunContainer}>
<group ref={turretContainer}>
<group position={hullOrigin}>
{armorNodes.map((node) => {
const isCurrentGun = node.name.startsWith(
`gun_${gunModelDefinition.model.toString().padStart(2, '0')}`,
const isCurrentTurret = node.name.startsWith(
`turret_${turretModelDefinition.model.toString().padStart(2, '0')}`,
);
const isVisible = isCurrentGun;
const isVisible = isCurrentTurret;
const armorId = nameToArmorId(node.name);
const { spaced, thickness } = resolveArmor(
gunModelDefinition.armor,
turretModelDefinition.armor,
armorId,
);
if (!isVisible || spaced || thickness === undefined) return null;
return (
<group
key={node.uuid}
position={turretOrigin.clone().add(gunOrigin)}
>
<CoreArmorSceneComponent thickness={thickness} node={node} />
<group key={node.uuid} position={turretOrigin}>
<CoreArmorSceneComponent
key={node.uuid}
thickness={thickness}
node={node}
/>
</group>
);
})}
</group>
<group ref={gunContainer}>
<group position={hullOrigin}>
{armorNodes.map((node) => {
const isCurrentGun = node.name.startsWith(
`gun_${gunModelDefinition.model.toString().padStart(2, '0')}`,
);
const isVisible = isCurrentGun;
const armorId = nameToArmorId(node.name);
const { spaced, thickness } = resolveArmor(
gunModelDefinition.armor,
armorId,
);
if (!isVisible || spaced || thickness === undefined)
return null;
return (
<group
key={node.uuid}
position={turretOrigin.clone().add(gunOrigin)}
>
<CoreArmorSceneComponent
thickness={thickness}
node={node}
/>
</group>
);
})}
</group>
</group>
</group>
</group>
</group>
</>
);
});
@@ -5,6 +5,7 @@ import { degToRad } from 'three/src/math/MathUtils';
import { canSplash } from '../../../../core/blitz/canSplash';
import { isExplosive } from '../../../../core/blitz/isExplosive';
import { resolveNearPenetration } from '../../../../core/blitz/resolveNearPenetration';
import { resolvePenetrationCoefficient } from '../../../../core/blitz/resolvePenetrationCoefficient';
import { hasEquipment } from '../../../../core/blitzkit/hasEquipment';
import { jsxTree } from '../../../../core/blitzkit/jsxTree';
import { ShellDefinition } from '../../../../core/blitzkit/tankDefinitions';
@@ -60,7 +61,9 @@ export function CoreArmorSceneComponent({
useEffect(() => {
async function handleShellChange(shell: ShellDefinition) {
material.uniforms.caliber.value = shell.caliber;
material.uniforms.ricochet.value = degToRad(shell.ricochet ?? 90);
material.uniforms.ricochet.value = degToRad(
isExplosive(shell.type) ? 90 : shell.ricochet!,
);
material.uniforms.normalization.value = degToRad(
shell.normalization ?? 0,
);
@@ -96,25 +99,17 @@ export function CoreArmorSceneComponent({
}
async function handleAntagonistEquipmentChange(equipment: EquipmentMatrix) {
const duel = useDuel.getState();
const penetration = resolveNearPenetration(
duel.antagonist!.shell.penetration,
);
const shell = duel.antagonist!.shell;
const penetration = resolveNearPenetration(shell.penetration);
const hasCalibratedShells = await hasEquipment(
103,
duel.antagonist!.tank.equipment,
equipment,
);
material.uniforms.penetration.value = hasCalibratedShells
? penetration *
(duel.antagonist!.shell.type === 'ap'
? 1.08
: duel.antagonist!.shell.type === 'ap_cr'
? 1.05
: duel.antagonist!.shell.type === 'hc'
? 1.13
: 1.08)
: penetration;
material.uniforms.penetration.value =
penetration *
resolvePenetrationCoefficient(hasCalibratedShells, shell.type);
}
handleShellChange(useDuel.getState().antagonist!.shell);
+337 -265
View File
@@ -1,27 +1,18 @@
import { Card, Flex, Text } from '@radix-ui/themes';
import { Card, Flex, Inset, Separator, Text } from '@radix-ui/themes';
import { Html } from '@react-three/drei';
import { useFrame } from '@react-three/fiber';
import { useEffect, useRef } from 'react';
import { Mesh } from 'three';
import { ComponentProps, useRef } from 'react';
import { Euler, Mesh, Quaternion } from 'three';
import { radToDeg } from 'three/src/math/MathUtils';
import { canSplash } from '../../../core/blitz/canSplash';
import { isExplosive } from '../../../core/blitz/isExplosive';
import { NaNFallback } from '../../../core/math/NaNFallback';
import { normalToEuler } from '../../../core/math/normalToEuler';
import { AngledPenetration } from '../../../icons/AngledPenetration';
import { Block } from '../../../icons/Block';
import { NominalPenetration } from '../../../icons/NominalPenetration';
import { Ricochet } from '../../../icons/Ricochet';
import { useDuel } from '../../../stores/duel';
import { J_HAT } from '../../../constants/axis';
import {
ShotLayer,
ShotLayerBase,
ShotLayerGap,
ShotLayerNonExternal,
mutateTankopediaTemporary,
ShotStatus,
useTankopediaTemporary,
} from '../../../stores/tankopedia';
import { ArmorType } from './SpacedArmorScene';
import { ExternalModuleVariant } from './SpacedArmorSceneComponent';
const layerTypeNames: Record<ArmorType | 'null', string> = {
[ArmorType.Core]: 'Core',
@@ -30,297 +21,378 @@ const layerTypeNames: Record<ArmorType | 'null', string> = {
null: 'Gap',
};
const externalLayerNames: Record<ExternalModuleVariant, string> = {
gun: 'Gun',
track: 'Tracks',
};
const shotStatusNames: Record<ShotStatus, string> = {
blocked: 'Blocked',
ricochet: 'Ricochet',
penetration: 'penetration',
splash: 'splash',
};
const shotStatusColors: Record<
ShotStatus,
ComponentProps<typeof Text>['color']
> = {
blocked: 'red',
penetration: 'green',
ricochet: 'yellow',
splash: 'orange',
};
const SURFACE_POINT_SIZE = 12;
const LENGTH_INFINITY = 4;
const TRACER_THICK = 1 / 64;
const TRACER_THICK = 1 / 32;
const TRACER_THIN = TRACER_THICK / 2;
function LayerEntry({
layerIndex,
shotStatusColor,
layerName,
layer,
angle,
}: {
layerIndex?: string;
shotStatusColor: ComponentProps<typeof Text>['color'];
layerName: string;
layer: ShotLayer;
angle?: number;
}) {
return (
<Flex align="center" gap="2">
<Text
size="1"
color="gray"
style={{
width: 12,
}}
>
{layerIndex}
</Text>
<Text size="2" color={shotStatusColor} style={{ width: 47 }}>
{layerName}
</Text>
{layer.type === null && (
<>
<Text
size="2"
color={shotStatusColor}
style={{
width: 64,
}}
>
{Math.round(layer.distance * 1000).toLocaleString()}
<Text size="1">mm</Text>
</Text>
<Text size="2" color="gray">
{Math.max(-100, Math.round(-50 * layer.distance))}% penetration
</Text>
</>
)}
{layer.type === ArmorType.External && (
<Text
size="2"
color={shotStatusColor}
style={{
width: 64,
}}
>
{Math.round(layer.thickness).toLocaleString()}
<Text size="1">mm</Text>
</Text>
)}
{(layer.type === ArmorType.Core || layer.type === ArmorType.Spaced) && (
<>
<Text
size="2"
color={shotStatusColor}
style={{
width: 80,
}}
>
{Math.round(layer.thicknessAngled).toLocaleString()}
<Text size="1">{`mm${angle === undefined ? '' : ` ${Math.round(radToDeg(angle))}°`}`}</Text>
</Text>
<Text size="2" color="gray">
{Math.round(layer.thickness).toLocaleString()}
<Text size="1">mm</Text> nominal
</Text>
</>
)}
</Flex>
);
}
export function ShotDisplay() {
const shot = useTankopediaTemporary((state) => state.shot);
const preMidPointTracer = useRef<Mesh>(null);
const postMidPointTracer = useRef<Mesh>(null);
const hasMultipleLayers = shot?.layers.some(
(layer, index) => index !== 0 && layer.type !== null,
);
const { shell } = useDuel.getState().antagonist!;
const explosive = isExplosive(shell.type);
const splashing = canSplash(shell.type);
const midPointLayer = (shot?.layers.findLast(
(layer) => layer.type !== null && layer.status === 'ricochet',
) ?? shot?.layers.findLast((layer) => layer.type !== null)) as ShotLayerBase;
const firstLayer = shot?.layers[0] as Exclude<ShotLayer, ShotLayerGap>;
const lastLayer = shot?.layers.at(-1)!;
const distanceFromSpacedArmor = shot
? firstLayer.point.distanceTo(shot.point)
: undefined;
const preMidPointLayers = shot?.layers.slice(
0,
shot.layers.indexOf(midPointLayer as ShotLayer),
);
const postMidPointLayers = shot?.layers.slice(
shot.layers.indexOf(midPointLayer as ShotLayer),
shot.layers.length,
);
const preMidPointGap = shot
? preMidPointLayers!.reduce((accumulator, layer) => {
if (layer.type === null) return accumulator + layer.distance;
return accumulator;
}, 0) + LENGTH_INFINITY
: undefined;
const preMidPointThickness = shot
? preMidPointLayers!.reduce(
(accumulator, layer) =>
accumulator +
(layer.type === null
? 0
: layer.type === ArmorType.External
? layer.thickness
: layer.thicknessAngled),
0,
)
: undefined;
const postMidPointGap = shot
? postMidPointLayers!.reduce((accumulator, layer) => {
if (layer.type === null) return accumulator + layer.distance;
return accumulator;
}, 0) || LENGTH_INFINITY
: undefined;
const inTracer = useRef<Mesh>(null);
const outTracer = useRef<Mesh>(null);
useFrame(({ clock }) => {
if (!shot || !preMidPointTracer.current) return;
if (!shot || !inTracer.current) return;
const t1 = clock.elapsedTime % 1;
const t2 = (clock.elapsedTime + 0.5) % 1;
preMidPointTracer.current.position.set(0, (1 - t1) * preMidPointGap!, 0);
preMidPointTracer.current.scale.set(1, 1 - 2 * Math.abs(t1 - 0.5), 1);
inTracer.current.scale.set(1, 1 - 2 * Math.abs(t1 - 0.5), 1);
inTracer.current.position.set(0, (1 - t1) * inLength, 0);
if (!postMidPointTracer.current) return;
if (!outTracer.current) return;
postMidPointTracer.current.position.set(0, t2 * postMidPointGap!, 0);
postMidPointTracer.current.scale.set(1, 1 - 2 * Math.abs(t2 - 0.5), 1);
});
useEffect(() => {
function resetShot() {
mutateTankopediaTemporary((draft) => {
draft.shot = undefined;
});
}
const unsubscribes = [
useDuel.subscribe((state) => state.protagonist?.tank, resetShot),
useDuel.subscribe((state) => state.antagonist?.tank, resetShot),
];
return () => {
unsubscribes.forEach((unsubscribe) => unsubscribe());
};
outTracer.current.scale.set(1, 1 - 2 * Math.abs(t2 - 0.5), 1);
outTracer.current.position.set(0, t2 * outLength, 0);
});
if (!shot) return null;
const inLength =
shot.in.layers.reduce((accumulator, layer) => {
if (layer.type === null) return accumulator + layer.distance;
return accumulator;
}, 0) + LENGTH_INFINITY;
const outLength =
shot.out && shot.out.layers.length > 0
? (shot.in.layers.at(-1) as ShotLayerNonExternal).point.distanceTo(
(shot.out.layers.at(-1) as ShotLayerNonExternal).point,
)
: LENGTH_INFINITY;
const inLast = shot.in.layers.findLast(
(layer) => layer.type !== null,
) as ShotLayerNonExternal;
const outTitleColor = shot.out
? shotStatusColors[shot.out.status]
: undefined;
const inTitleColor = shotStatusColors[shot.in.status];
return (
<>
<group
position={midPointLayer.point}
rotation={normalToEuler(midPointLayer.shellNormal)}
<group>
<Html
position={inLast.point}
style={{
pointerEvents: 'none',
transform: 'translateY(-50%)',
}}
>
<mesh position={[0, preMidPointGap! / 2, 0]}>
<cylinderGeometry args={[TRACER_THIN, TRACER_THIN, preMidPointGap]} />
<meshBasicMaterial depthTest={false} />
<Card ml="9" style={{ width: 300 }}>
<Flex direction="column" gap="2">
<Flex direction="column" gap="1">
<Text color={inTitleColor} weight="bold">
{shot.in.status !== 'blocked' &&
shot.in.status !== 'ricochet' && (
<>
{Math.round(shot.damage).toLocaleString()}
<Text size="1">hp</Text>
</>
)}
{` ${shotStatusNames[shot.in.status]} `}
</Text>
<Flex direction="column">
{shot.in.layers.map((layer, index) => {
const layerName =
layer.type === ArmorType.External
? externalLayerNames[layer.variant]
: layerTypeNames[`${layer.type}`];
const layerIndex =
layer.type === null
? undefined
: `${(shot.containsGaps ? index / 2 : index) + 1}.`;
const shotStatusColor =
shot.in.status === 'splash'
? shotStatusColors.splash
: shotStatusColors[layer.status];
return (
<LayerEntry
key={index}
layer={layer}
layerIndex={layerIndex}
layerName={layerName}
shotStatusColor={shotStatusColor}
angle={
layer.type === ArmorType.Core ||
layer.type === ArmorType.Spaced
? layer.angle
: undefined
}
/>
);
})}
</Flex>
</Flex>
{shot.out && shot.out.layers.length > 0 && (
<>
<Inset side="x">
<Flex align="center" gap="2">
<Separator
style={{
flex: 1,
}}
/>
<Text size="1" color="gray">
ricochet (-25% penetration)
</Text>
<Separator
style={{
flex: 1,
}}
/>
</Flex>
</Inset>
<Text color={outTitleColor} weight="bold">
{shot.out.status !== 'blocked' &&
shot.out.status !== 'ricochet' && (
<>
{Math.round(shot.damage).toLocaleString()}
<Text size="1">hp</Text>
</>
)}
{` ${shotStatusNames[shot.out.status]} `}
</Text>
<Flex direction="column">
{shot.out.layers.map((layer, index) => {
const layerName =
layer.type === ArmorType.External
? externalLayerNames[layer.variant]
: layerTypeNames[`${layer.type}`];
const shiftedIndex = index + shot.out!.layers.length;
const layerIndex =
layer.type === null
? undefined
: `${(shot.containsGaps ? shiftedIndex / 2 : shiftedIndex) + 1}.`;
const shotStatusColor =
shot.out!.status === 'splash'
? shotStatusColors.splash
: shotStatusColors[layer.status];
return (
<LayerEntry
key={index}
layer={layer}
layerIndex={layerIndex}
layerName={layerName}
shotStatusColor={shotStatusColor}
angle={
layer.type === ArmorType.Core ||
layer.type === ArmorType.Spaced
? layer.angle
: undefined
}
/>
);
})}
</Flex>
</>
)}
</Flex>
</Card>
</Html>
{[...shot.in.layers, ...(shot.out?.layers ?? [])].map((layer, index) => {
if (layer.type === null) return null;
const shotStatusColor =
shot.in.status === 'splash'
? shotStatusColors.splash
: shotStatusColors[layer.status];
return (
<Html
position={layer.point}
key={index}
style={{
pointerEvents: 'none',
transform: 'translateY(-50%)',
}}
>
<Flex
style={{
marginLeft: -SURFACE_POINT_SIZE / 2,
}}
>
<div
style={{
width: SURFACE_POINT_SIZE,
height: SURFACE_POINT_SIZE,
backgroundColor: shotStatusColor,
opacity: 0.75,
borderRadius: SURFACE_POINT_SIZE / 2,
}}
/>
</Flex>
</Html>
);
})}
<group
position={inLast.point}
rotation={new Euler().setFromQuaternion(
new Quaternion().setFromUnitVectors(J_HAT, shot.in.surfaceNormal),
)}
>
<mesh position={[0, inLength / 2, 0]} renderOrder={2}>
<cylinderGeometry
args={[TRACER_THIN / 2, TRACER_THIN / 2, inLength]}
/>
<meshBasicMaterial depthTest={false} transparent />
</mesh>
<mesh position={[0, preMidPointGap! / 2, 0]} ref={preMidPointTracer}>
<mesh ref={inTracer} position={[0, inLength / 2, 0]} renderOrder={3}>
<cylinderGeometry
args={[TRACER_THICK, TRACER_THICK, preMidPointGap]}
args={[TRACER_THICK / 2, TRACER_THICK / 2, inLength]}
/>
<meshBasicMaterial
color={
lastLayer.status === 'blocked'
? 0xff4040
: lastLayer.status === 'penetration'
? 0x00ff00
: 0xffff00
}
color={inTitleColor}
depthTest={false}
transparent
/>
</mesh>
</group>
{midPointLayer.status === 'ricochet' && (
{shot.out && (
<group
position={midPointLayer.point}
rotation={normalToEuler(
midPointLayer.shellNormal
.clone()
.reflect(midPointLayer.surfaceNormal)
.multiplyScalar(-1),
position={inLast.point}
rotation={new Euler().setFromQuaternion(
new Quaternion().setFromUnitVectors(
J_HAT,
shot.out.surfaceNormal.clone(),
),
)}
>
<mesh position={[0, postMidPointGap! / 2, 0]}>
<mesh position={[0, outLength / 2, 0]} renderOrder={2}>
<cylinderGeometry
args={[TRACER_THIN, TRACER_THIN, postMidPointGap]}
args={[TRACER_THIN / 2, TRACER_THIN / 2, outLength]}
/>
<meshBasicMaterial depthTest={false} />
<meshBasicMaterial depthTest={false} transparent />
</mesh>
<mesh
position={[0, postMidPointGap! / 2, 0]}
ref={postMidPointTracer}
ref={outTracer}
position={[0, outLength / 2, 0]}
renderOrder={3}
>
<cylinderGeometry
args={[TRACER_THICK, TRACER_THICK, postMidPointGap]}
args={[TRACER_THICK / 2, TRACER_THICK / 2, outLength]}
/>
<meshBasicMaterial
color={outTitleColor}
depthTest={false}
transparent
/>
<meshBasicMaterial color={0xffff00} />
</mesh>
</group>
)}
{shot.layers.map((layer, index) => {
if (layer.type === null) return;
const shellRotation = normalToEuler(layer.shellNormal);
const nextLayer = shot.layers[index + 1] as ShotLayerGap | undefined;
const trueStatus =
nextLayer?.status === 'blocked' ? 'blocked' : layer.status;
return (
<>
<group
key={`${index}-line`}
position={layer.point}
rotation={shellRotation}
>
<Html
center
style={{
pointerEvents: 'none',
}}
>
<div
style={{
backgroundColor:
trueStatus === 'penetration'
? '#00ff0080'
: trueStatus === 'blocked'
? '#ff000080'
: '#ffff0080',
borderRadius: 8,
border: 'none',
padding: 4,
width: hasMultipleLayers ? undefined : 8,
height: hasMultipleLayers ? undefined : 8,
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
}}
>
{hasMultipleLayers && (
<Text
size="2"
style={{
width: '100%',
display: 'block',
textAlign: 'center',
color: trueStatus === 'ricochet' ? 'black' : undefined,
}}
>
<b>{layer.index + 1}</b>
</Text>
)}
</div>
</Html>
</group>
</>
);
})}
<Html
position={midPointLayer.point}
style={{
transform: 'translateY(-50%)',
marginLeft: 32,
pointerEvents: 'none',
}}
>
<Card style={{ width: 256 + 32 }}>
<Flex direction="column">
<Text>
{lastLayer.status[0].toUpperCase()}
{lastLayer.status.slice(1)}
{lastLayer.status === 'penetration' &&
`: ${Math.round(shell.damage.armor)}hp`}
{lastLayer.status === 'blocked' &&
shell.type === 'he' &&
`: ${NaNFallback(
Math.max(
0,
Math.round(
0.5 *
shell.damage.armor *
(1 -
distanceFromSpacedArmor! / shell.explosionRadius!) -
1.1 *
((midPointLayer as ShotLayerNonExternal)
.thicknessAngled +
preMidPointThickness!),
),
),
0,
)}hp`}
</Text>
{shot.layers.map((layer, index) => {
if (layer.type === null && (!explosive || splashing)) return null;
return (
<Flex key={index} align="center" gap="2">
<Flex>
{hasMultipleLayers && (
<Text size="2" style={{ width: 16 }}>
{layer.type === null ? null : `${layer.index + 1}.`}
</Text>
)}
<Text size="2">{layerTypeNames[`${layer.type}`]}</Text>
</Flex>
{layer.type !== null && (
<>
<Flex align="center" style={{ width: 64 }}>
<NominalPenetration width={16} height={16} />
<Text size="2">{Math.round(layer.thickness)}mm</Text>
</Flex>
{layer.type !== ArmorType.External && (
<Flex align="center">
{layer.status === 'ricochet' ? (
<Ricochet width={16} height={16} />
) : layer.status === 'blocked' ? (
<Block width={16} height={16} />
) : (
<AngledPenetration width={16} height={16} />
)}
<Text size="2">
{Math.round(layer.thicknessAngled)}mm (
{Math.round(radToDeg(layer.angle))}°)
</Text>
</Flex>
)}
</>
)}
{layer.type === null && (
<Text size="2">
{Math.round(layer.distance * 1000)}mm (-
{Math.round(Math.min(100, layer.distance * 50))}%
penetration)
</Text>
)}
</Flex>
);
})}
</Flex>
</Card>
</Html>
</>
</group>
);
}
@@ -259,9 +259,10 @@ export const SpacedArmorScene = memo<SpacedArmorSceneProps>(({ scene }) => {
</group>
{modelNodes.map((node) => {
const isCurrentGun = node.name.startsWith(
`gun_${gunModelDefinition.model.toString().padStart(2, '0')}`,
);
const gunString = `gun_${gunModelDefinition.model.toString().padStart(2, '0')}`;
const isCurrentGun = gunModelDefinition.mask
? node.name.startsWith(gunString)
: node.name === gunString;
const isVisible = isCurrentGun;
if (!isVisible) return null;
@@ -8,6 +8,7 @@ import {
} from 'three';
import { ArmorUserData, ExternalModuleVariant } from '../..';
import { resolveNearPenetration } from '../../../../../../core/blitz/resolveNearPenetration';
import { resolvePenetrationCoefficient } from '../../../../../../core/blitz/resolvePenetrationCoefficient';
import { hasEquipment } from '../../../../../../core/blitzkit/hasEquipment';
import { jsxTree } from '../../../../../../core/blitzkit/jsxTree';
import { ShellDefinition } from '../../../../../../core/blitzkit/tankDefinitions';
@@ -66,24 +67,17 @@ export function SpacedArmorSubExternal({
}
async function handleAntagonistEquipmentChange(equipment: EquipmentMatrix) {
const duel = useDuel.getState();
const penetration = resolveNearPenetration(
duel.antagonist!.shell.penetration,
);
const shell = duel.antagonist!.shell;
const penetration = resolveNearPenetration(shell.penetration);
const hasCalibratedShells = await hasEquipment(
103,
duel.antagonist!.tank.equipment,
equipment,
);
material.uniforms.penetration.value = hasCalibratedShells
? penetration *
(duel.antagonist!.shell.type === 'ap'
? 1.08
: duel.antagonist!.shell.type === 'ap_cr'
? 1.05
: duel.antagonist!.shell.type === 'hc'
? 1.13
: 1.08)
: penetration;
material.uniforms.penetration.value =
penetration *
resolvePenetrationCoefficient(hasCalibratedShells, shell.type);
}
handleShellChange(useDuel.getState().antagonist!.shell);
@@ -7,7 +7,9 @@ import {
} from 'three';
import { degToRad } from 'three/src/math/MathUtils';
import { ArmorUserData } from '../..';
import { isExplosive } from '../../../../../../core/blitz/isExplosive';
import { resolveNearPenetration } from '../../../../../../core/blitz/resolveNearPenetration';
import { resolvePenetrationCoefficient } from '../../../../../../core/blitz/resolvePenetrationCoefficient';
import { hasEquipment } from '../../../../../../core/blitzkit/hasEquipment';
import { jsxTree } from '../../../../../../core/blitzkit/jsxTree';
import { ShellDefinition } from '../../../../../../core/blitzkit/tankDefinitions';
@@ -53,7 +55,9 @@ export function SpacedArmorSubSpaced({
shell.penetration,
);
material.uniforms.caliber.value = shell.caliber;
material.uniforms.ricochet.value = degToRad(shell.ricochet ?? 90);
material.uniforms.ricochet.value = degToRad(
isExplosive(shell.type) ? 90 : shell.ricochet!,
);
material.uniforms.normalization.value = degToRad(
shell.normalization ?? 0,
);
@@ -80,16 +84,10 @@ export function SpacedArmorSubSpaced({
duel.antagonist!.tank.equipment,
equipment,
);
material.uniforms.penetration.value = hasCalibratedShells
? penetration *
(duel.antagonist!.shell.type === 'ap'
? 1.08
: duel.antagonist!.shell.type === 'ap_cr'
? 1.05
: duel.antagonist!.shell.type === 'hc'
? 1.13
: 1.08)
: penetration;
material.uniforms.penetration.value =
penetration *
resolvePenetrationCoefficient(hasCalibratedShells, shell.type);
}
handleShellChange(useDuel.getState().antagonist!.shell);
@@ -10,16 +10,17 @@ import {
Vector3,
} from 'three';
import { degToRad } from 'three/src/math/MathUtils';
import { canSplash } from '../../../../core/blitz/canSplash';
import { isExplosive } from '../../../../core/blitz/isExplosive';
import { resolveNearPenetration } from '../../../../core/blitz/resolveNearPenetration';
import { resolvePenetrationCoefficient } from '../../../../core/blitz/resolvePenetrationCoefficient';
import { hasEquipment } from '../../../../core/blitzkit/hasEquipment';
import { jsxTree } from '../../../../core/blitzkit/jsxTree';
import { ShellType } from '../../../../core/blitzkit/tankDefinitions';
import { useDuel } from '../../../../stores/duel';
import {
Shot,
ShotLayerBase,
useTankopediaPersistent,
ShotLayerNonExternal,
useTankopediaTemporary,
} from '../../../../stores/tankopedia';
import { ArmorType } from '../SpacedArmorScene';
@@ -78,6 +79,275 @@ export function SpacedArmorSceneComponent({
}: SpacedArmorSceneComponentProps) {
const camera = useThree((state) => state.camera);
async function shoot(
point: Vector3,
intersections: Intersection[],
allowRicochet: boolean,
remainingPenetrationInput?: number,
) {
const { antagonist, protagonist } = useDuel.getState();
const shell = antagonist!.shell;
const cameraNormal = camera.position.clone().sub(point).normalize();
const shot: Shot = {
damage: -1,
containsGaps: shell.type === ShellType.HEAT,
in: {
surfaceNormal: cameraNormal,
layers: [],
status: 'blocked',
},
};
const hasCalibratedShells = await hasEquipment(
103,
antagonist!.tank.equipment,
antagonist!.equipmentMatrix,
);
const hasEnhancedArmor = await hasEquipment(
110,
protagonist!.tank.equipment,
protagonist!.equipmentMatrix,
);
const penetration =
resolveNearPenetration(shell.penetration) *
resolvePenetrationCoefficient(hasCalibratedShells, shell.type);
const thicknessCoefficient = hasEnhancedArmor ? 1.03 : 1;
const filteredIntersections = intersections.filter(
(intersection) => 'type' in intersection.object.userData,
) as unknown as Intersection<Object3D & { userData: ArmorUserData }>[];
const encounteredExternalModuleVariants: ExternalModuleVariant[] = [];
const noDuplicateIntersections: typeof filteredIntersections = [];
for (const intersection of filteredIntersections) {
if (intersection.object.userData.type === ArmorType.External) {
if (
!encounteredExternalModuleVariants.includes(
intersection.object.userData.variant,
)
) {
noDuplicateIntersections.push(intersection);
encounteredExternalModuleVariants.push(
intersection.object.userData.variant,
);
}
} else {
noDuplicateIntersections.push(intersection);
if (intersection.object.userData.type === ArmorType.Core) {
break;
}
}
}
let remainingPenetration = remainingPenetrationInput ?? penetration;
let index = 0;
for (const intersection of noDuplicateIntersections) {
const layer = intersection.object.userData;
const surfaceNormal = intersection
.normal!.clone()
.applyQuaternion(
intersection.object.getWorldQuaternion(new Quaternion()),
);
if (shell.type === ShellType.HEAT && index > 0) {
const lastLayer = shot.in.layers.at(-1) as ShotLayerBase;
const distance = lastLayer.point.distanceTo(intersection.point);
remainingPenetration -= 0.5 * remainingPenetration * distance;
const blocked = remainingPenetration <= 0;
shot.in.layers.push({
type: null,
distance,
status: blocked ? 'blocked' : 'penetration',
});
if (blocked) break;
}
if (layer.type === ArmorType.External) {
const thickness = layer.thickness * thicknessCoefficient;
remainingPenetration -= thickness;
const blocked =
remainingPenetration <= 0 || shell.type === ShellType.HE;
shot.in.layers.push({
type: ArmorType.External,
index,
thickness,
point: intersection.point,
surfaceNormal,
status:
shell.type === ShellType.HE
? 'blocked'
: blocked
? 'blocked'
: 'penetration',
variant: layer.variant,
});
} else {
const thickness = layer.thickness;
const ricochet = degToRad(
isExplosive(shell.type) ? 90 : shell.ricochet!,
);
const angle = surfaceNormal.angleTo(cameraNormal);
const threeCalibersRule =
shell.caliber > thickness * 3 || index > 0 || !allowRicochet;
const twoCalibersRule = shell.caliber > thickness * 2;
const normalization = degToRad(shell.normalization ?? 0);
const finalNormalization = twoCalibersRule
? (1.4 * normalization * shell.caliber) / (2.0 * thickness)
: normalization;
const finalThickness =
thickness / Math.cos(Math.max(0, angle - finalNormalization));
if (!threeCalibersRule && angle >= ricochet) {
remainingPenetration *= 0.75;
shot.in.layers.push({
type: layer.type,
index,
thickness,
thicknessAngled: finalThickness,
point: intersection.point,
surfaceNormal,
status: 'ricochet',
angle,
});
break;
} else {
remainingPenetration -= finalThickness;
const blocked = remainingPenetration <= 0;
shot.in.layers.push({
type: layer.type,
index,
thickness,
thicknessAngled: finalThickness,
point: intersection.point,
surfaceNormal: intersection.face!.normal,
status:
shell.type === ShellType.HE && layer.type !== ArmorType.Core
? 'blocked'
: blocked
? 'blocked'
: 'penetration',
angle,
});
}
}
if (shell.type !== ShellType.HE && remainingPenetration <= 0) {
break;
}
index++;
}
const lastLayer = shot.in.layers.at(-1) as ShotLayerNonExternal | undefined;
const firstLayer = shot.in.layers[0] as ShotLayerBase | undefined;
if (!lastLayer || !firstLayer) {
return null;
} else {
if (shell.type === ShellType.HE) {
const totalSpacedArmorThickness = shot.in.layers.reduce(
(acc, layer) => {
if (layer.type === null || layer.type === ArmorType.Core) {
return acc;
}
if (layer.type === ArmorType.External) {
return acc + layer.thickness;
}
return acc + layer.thicknessAngled;
},
0,
);
const distanceFromSpacedArmor = firstLayer.point.distanceTo(
lastLayer.point,
);
const finalDamage = Math.max(
0,
0.5 *
shell.damage.armor *
(1 - distanceFromSpacedArmor / shell.explosionRadius!) -
1.1 *
(lastLayer.thicknessAngled +
Math.min(penetration, totalSpacedArmorThickness)),
);
/**
* Above is some peculiar math. We're multiplying 1.1 by the
* thickness of the core plate plus the total spaced armor
* thickness capped to the penetration itself. This is because
* the shader is normalized by the penetration value; hence,
* the total spaced armor thickness cannot ever be thicker
* than the penetration. This is a precision error on the
* shader-side and I do not intend on fixing it. Instead,
* for parity's sake, I am capping the value here.
*/
if (shot.in.layers.length > 1 || lastLayer.status === 'blocked') {
shot.in.status = finalDamage > 0 ? 'splash' : 'blocked';
shot.damage = finalDamage;
} else {
shot.in.status = 'penetration';
shot.damage = shell.damage.armor;
}
} else {
if (lastLayer.status === 'blocked') {
shot.in.status = 'blocked';
shot.damage = 0;
} else if (lastLayer.status === 'penetration') {
shot.in.status = 'penetration';
shot.damage = shell.damage.armor;
} else {
const caster = new Raycaster();
// https://math.stackexchange.com/a/13263/1222875
const shellNormal = cameraNormal.clone().multiplyScalar(-1);
const ricochetNormal = shellNormal
.clone()
.sub(
lastLayer.surfaceNormal
.clone()
.multiplyScalar(2 * shellNormal.dot(lastLayer.surfaceNormal)),
);
caster.set(lastLayer.point, ricochetNormal);
const ricochetIntersections = caster.intersectObjects(
scene.children,
true,
);
const outShot = await shoot(
lastLayer.point,
ricochetIntersections,
false,
remainingPenetration,
);
shot.in.status = 'ricochet';
if (outShot === null) {
shot.damage = 0;
shot.out = {
surfaceNormal: ricochetNormal,
layers: [],
status: 'ricochet',
};
} else {
shot.damage = outShot.damage;
shot.out = outShot.in;
shot.out.surfaceNormal = ricochetNormal;
}
}
}
}
return shot;
}
return (
<>
{props.type === ArmorType.Core &&
@@ -94,250 +364,11 @@ export function SpacedArmorSceneComponent({
async onClick(event) {
event.stopPropagation();
const duel = useDuel.getState();
const hasCalibratedShells = await hasEquipment(
103,
duel.antagonist!.tank.equipment,
duel.antagonist!.equipmentMatrix,
);
const hasEnhancedArmor = await hasEquipment(
110,
duel.protagonist!.tank.equipment,
duel.protagonist!.equipmentMatrix,
);
const thicknessCoefficient = hasEnhancedArmor ? 1.03 : 1;
const shell = useDuel.getState().antagonist!.shell;
const explosive = isExplosive(shell.type);
const splashing = canSplash(shell.type);
const penetration =
resolveNearPenetration(shell.penetration) *
(hasCalibratedShells
? duel.antagonist!.shell.type === 'ap'
? 1.08
: duel.antagonist!.shell.type === 'ap_cr'
? 1.05
: duel.antagonist!.shell.type === 'hc'
? 1.13
: 1.08
: 1);
const shot: Shot = {
layers: [],
point: event.point,
}; // TODO: type this
let remainingPenetration = penetration;
const shellNormal = camera.position
.clone()
.sub(event.point)
.normalize();
pushLogs(
shellNormal,
filterIntersections(event.intersections),
0,
);
function filterIntersections(intersectionsRaw: Intersection[]) {
const showSpacedArmor =
useTankopediaPersistent.getState().model.visual
.showSpacedArmor;
const intersectionsTyped = intersectionsRaw.filter(
({ object }) => object.userData.type !== undefined,
) as ArmorMeshIntersection[];
const intersectionsFiltered = intersectionsTyped.filter(
({ object }) =>
showSpacedArmor
? true
: object.userData.type === ArmorType.Core,
);
const intersectionsWithDuplicates = intersectionsFiltered.slice(
0,
intersectionsFiltered.findIndex(
({ object }) => object.userData.type === ArmorType.Core,
) + 1,
);
const firstGunIntersectionIndex =
intersectionsWithDuplicates.findIndex(
({ object }) =>
object.userData.type === ArmorType.External &&
object.userData.variant === 'gun',
);
const firstTrackIntersectionIndex =
intersectionsWithDuplicates.findIndex(
({ object }) =>
object.userData.type === ArmorType.External &&
object.userData.variant === 'track',
);
let intersections = intersectionsWithDuplicates;
if (firstGunIntersectionIndex !== -1) {
intersections = intersections.filter(({ object }, index) => {
return object.userData.type === ArmorType.External &&
object.userData.variant === 'gun'
? index === firstGunIntersectionIndex
: true;
});
}
if (firstTrackIntersectionIndex !== -1) {
intersections = intersections.filter(({ object }, index) => {
return object.userData.type === ArmorType.External &&
object.userData.variant === 'track'
? index === firstTrackIntersectionIndex
: true;
});
}
return intersections;
}
function pushLogs(
shellNormal: Vector3,
intersections: ArmorMeshIntersection[],
startingIndex: number,
) {
let layerIndex = startingIndex;
let loopIndex = 0;
if (layerIndex !== 0 && intersections.length > 0) {
const distance = (
shot.layers.at(-1) as ShotLayerBase
).point.distanceTo(intersections[0].point);
if (explosive && !splashing)
remainingPenetration -=
0.5 * remainingPenetration * distance;
const blocked = remainingPenetration < 0;
shot.layers.push({
type: null,
status: blocked ? 'blocked' : 'penetration',
distance,
});
if (blocked) return;
}
for (const intersection of intersections) {
const surfaceNormal = intersection
.normal!.clone()
.applyQuaternion(
event.object.getWorldQuaternion(new Quaternion()),
);
const thickness =
thicknessCoefficient *
intersection.object.userData.thickness;
if (layerIndex !== 0 && startingIndex === 0) {
const previousIntersection = intersections[layerIndex - 1];
const distance =
intersection.distance - previousIntersection.distance;
if (explosive && !splashing)
remainingPenetration -=
0.5 * remainingPenetration * distance;
const wasted = remainingPenetration < 0;
shot.layers.push({
type: null,
status: wasted ? 'blocked' : 'penetration',
distance,
});
if (wasted && !splashing) return;
}
if (
intersection.object.userData.type === ArmorType.External
) {
remainingPenetration -= thickness;
const blocked = remainingPenetration < 0;
shot.layers.push({
type: ArmorType.External,
index: layerIndex,
shellNormal,
surfaceNormal,
point: intersection.point,
thickness: intersection.object.userData.thickness,
status: blocked ? 'blocked' : 'penetration',
});
if (splashing) {
remainingPenetration = Math.max(0, remainingPenetration);
} else if (blocked) {
break;
}
} else {
const type = intersection.object.userData.type;
const angle = surfaceNormal.angleTo(shellNormal);
const ricochet = degToRad(shell.ricochet ?? 90);
const normalization = degToRad(shell.normalization ?? 0);
const threeCalibersRule =
shell.caliber > thickness * 3 || layerIndex > 0;
const twoCalibersRule = shell.caliber > thickness * 2;
const finalNormalization = twoCalibersRule
? (1.4 * normalization * shell.caliber) /
(2.0 * thickness)
: normalization;
const finalThickness =
thickness === 0
? 0
: thickness /
Math.cos(Math.max(0, angle - finalNormalization));
if (!threeCalibersRule && angle >= ricochet) {
shot.layers.push({
type,
index: layerIndex,
shellNormal,
surfaceNormal,
point: intersection.point,
thickness,
thicknessAngled: finalThickness,
angle,
status: 'ricochet',
});
remainingPenetration *= 0.75;
const raycaster = new Raycaster();
const newShellNormal = shellNormal
.clone()
.reflect(surfaceNormal);
const newCameraNormal = newShellNormal
.clone()
.multiplyScalar(-1);
raycaster.set(intersection.point, newCameraNormal);
pushLogs(
newShellNormal,
filterIntersections(
raycaster.intersectObjects(scene.children, true),
),
layerIndex + 1,
);
break;
} else {
remainingPenetration -= finalThickness;
const blocked = remainingPenetration < 0;
shot.layers.push({
type,
index: layerIndex,
shellNormal,
surfaceNormal,
point: intersection.point,
thickness,
thicknessAngled: finalThickness,
angle,
status: blocked ? 'blocked' : 'penetration',
});
}
}
layerIndex++;
loopIndex++;
}
}
const shot = (await shoot(
event.point,
event.intersections,
true,
))!;
useTankopediaTemporary.setState({ shot });
},
+2
View File
@@ -28,6 +28,8 @@ export function ConsumablesManager({
wrap="wrap"
style={{
maxWidth: 288,
borderRadius: 4,
overflow: 'hidden',
}}
>
{consumables.map((consumable, index) => {
+14
View File
@@ -0,0 +1,14 @@
import { style } from '@vanilla-extract/css';
export const containerInner = style({
justifyContent: 'space-between',
width: '100%',
maxWidth: 1024,
padding: '0 16px',
'@media': {
'screen and (max-width: 640px)': {
justifyContent: 'center',
},
},
});
+86 -53
View File
@@ -1,70 +1,103 @@
import { Card, Code, Flex, Link, Spinner, Text, Theme } from '@radix-ui/themes';
import { Suspense } from 'react';
import packageJSON from '../../../package.json';
import { useWideFormat } from '../../hooks/useWideFormat';
import { WoTBVersion } from './components/WoTBVersion';
'use client';
import { Flex, Heading, Text, Theme } from '@radix-ui/themes';
import packageJson from '../../../package.json';
import { Link } from '../Link';
export function Footer() {
const wideFormat = useWideFormat(640);
return (
<Theme radius="none">
<Card>
<Flex justify="center" align="center" gap="3">
<Flex
align="center"
justify={wideFormat ? 'between' : 'center'}
wrap="wrap"
style={{
width: '100%',
maxWidth: 800,
padding: '0 16px',
}}
>
<Flex gap="1" justify="center" align="center">
<Text color="gray" size="2">
BlitzKit
<Flex
justify="center"
gap="3"
p="6"
style={{
backgroundColor: 'var(--color-panel)',
}}
>
<Flex
align="center"
justify="between"
maxWidth="640px"
flexGrow="1"
gap="6"
position="relative"
direction={{
initial: 'column',
sm: 'row',
}}
>
<Flex direction="column">
<Heading>
BlitzKit{' '}
<Text color="gray" size="1" weight="regular">
{packageJson.version}
</Text>
</Heading>
<Code color="gray" size="2">
{packageJSON.version}
</Code>
<Text color="gray" size="2">
for WoTB
</Text>
<Suspense fallback={<Spinner />}>
<WoTBVersion />
</Suspense>
</Flex>
<Text color="gray">Everything World of Tanks Blitz</Text>
</Flex>
<Flex gap="6">
<Flex
justify="center"
align="center"
gap="2"
style={{
maxWidth: 800,
padding: '0 16px',
direction="column"
gap="1"
align={{
initial: 'end',
sm: 'start',
}}
>
<Link size="2" href="https://tresabhi.github.io/" target="_blank">
Made by TrèsAbhi
</Link>
<Text color="gray">•</Text>
<Link
size="2"
href="https://tresabhi.github.io/blitzkit/guide/credits.html"
target="_blank"
<Heading size="3">About</Heading>
<Flex
direction="column"
align={{
initial: 'end',
sm: 'start',
}}
>
Full credits
</Link>
<Link href="/docs/about/credits" color="gray">
Credits
</Link>
<Link
href="https://discord.gg/nDt7AjGJQH"
target="_blank"
color="gray"
>
Discord
</Link>
<Link
href="https://github.com/tresabhi/blitzkit"
target="_blank"
color="gray"
>
GitHub
</Link>
{/* patreon supporters? */}
</Flex>
</Flex>
<Flex direction="column" gap="1">
<Heading size="3">Legal</Heading>
<Flex direction="column">
<Link href="/docs/legal/privacy-policy" color="gray">
Privacy policy
</Link>
<Link href="/docs/legal/terms-of-service" color="gray">
Terms of service
</Link>
<Link
href="https://www.google.com/settings/ads"
target="_blank"
color="gray"
>
Ad settings
</Link>
</Flex>
</Flex>
</Flex>
</Flex>
</Card>
</Flex>
</Theme>
);
}
+20
View File
@@ -0,0 +1,20 @@
'use client';
import { LinkProps, Link as RadixLink } from '@radix-ui/themes';
import { useRouter } from 'next/navigation';
export function Link({ href, onClick, ...props }: LinkProps) {
const router = useRouter();
return (
<RadixLink
href={href}
onClick={(event) => {
event.preventDefault();
if (href) router.push(href);
onClick?.(event);
}}
{...props}
/>
);
}
@@ -23,6 +23,11 @@ export function ConsumableButton({
return (
<GenericTankComponentButton
icon={asset(`icons/consumables/${consumable}.webp`)}
style={{
flex: 1,
minWidth: 'fit-content',
borderRadius: 0,
}}
{...props}
>
{(cooldown || duration) && (
+2 -2
View File
@@ -63,7 +63,7 @@ export function ModuleManager({
const draft = { ...modules };
draft.turret = turret;
draft.gun = draft.turret.guns.at(-1)!;
draft.shell = draft.gun.shells.at(-1)!;
draft.shell = draft.gun.shells[0];
onChange?.(draft);
setTurretMenuOpen(false);
@@ -106,7 +106,7 @@ export function ModuleManager({
onClick={() => {
const draft = { ...modules };
draft.gun = gun;
draft.shell = draft.gun.shells.at(-1)!;
draft.shell = draft.gun.shells[0];
onChange?.(draft);
setGunMenuOpen(false);
@@ -33,7 +33,7 @@ export function EverythingSearch({
width: '100%',
zIndex: 1,
}}
></Card>
/>
</TextField.Slot>
)}
</TextField.Root>
+54
View File
@@ -0,0 +1,54 @@
import { style, styleVariants } from '@vanilla-extract/css';
export const hamburgerButton = style({
'@media': {
'screen and (min-width: 592px)': {
display: 'none',
},
},
});
const navbarBase = style({
position: 'fixed',
top: 0,
left: 0,
width: '100%',
zIndex: 2,
padding: '1rem',
backgroundColor: 'var(--color-panel-translucent)',
backdropFilter: 'blur(4rem)',
WebkitBackdropFilter: 'blur(4rem)',
boxSizing: 'border-box',
transition: 'max-height 0.2s ease-in-out',
overflow: 'hidden',
});
export const navbar = styleVariants({
expanded: [
navbarBase,
{
maxHeight: '100%',
},
],
collapsed: [
navbarBase,
{
maxHeight: 65,
},
],
});
export const toolCard = style({
boxShadow: `inset 0 -200px 128px -128px var(--color-overlay)`,
':hover': {
boxShadow: `inset 0 -160px 128px -128px #ffffff00`,
},
});
export const toolTexts = style({
'@media': {
'screen and (max-width: 592px)': {
display: 'none',
},
},
});
+180 -181
View File
@@ -1,230 +1,229 @@
import {
Cross1Icon,
DiscordLogoIcon,
GearIcon,
HamburgerMenuIcon,
PersonIcon,
} from '@radix-ui/react-icons';
import {
Box,
Button,
Dialog,
Flex,
Heading,
IconButton,
Link as LinkRadix,
Popover,
Spinner,
Text,
} from '@radix-ui/themes';
import Link from 'next/link';
import { Suspense, useEffect } from 'react';
import { usePathname } from 'next/navigation';
import { Suspense, useState } from 'react';
import { REGIONS, UNLOCALIZED_REGION_NAMES } from '../../constants/regions';
import { TOOLS } from '../../constants/tools';
import { authURL } from '../../core/blitz/authURL';
import { extendAuth } from '../../core/blitz/extendAuth';
import { logout } from '../../core/blitz/logout';
import { useWideFormat } from '../../hooks/useWideFormat';
import { BlitzkitWide } from '../../icons/BlitzkitWide';
import { PatreonIcon } from '../../icons/Patreon';
import { theme } from '../../stitches.config';
import { useApp } from '../../stores/app';
import { Link } from '../Link';
import { LoggedIn } from './components/LoggedIn';
import * as styles from './index.css';
export const NAVBAR_HEIGHT = 64;
export default function Navbar() {
const wideFormat = useWideFormat(480);
const login = useApp((state) => state.login);
useEffect(() => {
if (!login) return;
const expiresIn = login.expiresAt - Date.now() / 1000;
const expiresInDays = expiresIn / 60 / 60 / 24;
if (expiresInDays < 0) {
logout();
} else if (expiresInDays < 7) {
extendAuth();
}
});
const plugs = (
<>
<Link
href="https://discord.gg/nDt7AjGJQH"
target="_blank"
style={{
color: 'inherit',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
}}
>
<DiscordLogoIcon width={16} height={16} />
</Link>
<Link
href="https://www.patreon.com/tresabhi"
target="_blank"
style={{
color: 'inherit',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
}}
>
<PatreonIcon width={14} height={14} />
</Link>
</>
);
const [showHamburgerMenu, setShowHamburgerMenu] = useState(false);
const pathname = usePathname();
const login = useApp((state) => state.login!);
return (
<div
style={{
position: 'fixed',
top: 0,
left: 0,
width: '100%',
height: 64 + 1, // extra pixel for frost bleeding
zIndex: 2,
padding: '1rem',
background: theme.colors.appBackground1_alpha,
borderBottom: theme.borderStyles.nonInteractive,
backdropFilter: 'blur(4rem)',
boxSizing: 'border-box',
}}
<Box
className={styles.navbar[showHamburgerMenu ? 'expanded' : 'collapsed']}
>
<Flex
justify="center"
style={{
height: '100%',
}}
>
<Flex direction="column" align="center" pt="2">
<Flex
justify="between"
align="center"
style={{ maxWidth: 800, width: '100%', padding: '0 16px' }}
gap="4"
style={{ maxWidth: 1024, width: '100%', padding: '0 16px' }}
gap="8"
>
<Popover.Root>
<Popover.Trigger>
<IconButton variant="ghost" color="gray">
<HamburgerMenuIcon />
</IconButton>
</Popover.Trigger>
<Flex align="center" gap="4">
<IconButton
className={styles.hamburgerButton}
size="4"
variant="ghost"
color="gray"
onClick={() => setShowHamburgerMenu((state) => !state)}
>
{showHamburgerMenu ? <Cross1Icon /> : <HamburgerMenuIcon />}
</IconButton>
<Popover.Content>
<Flex direction="column" gap="4">
{!wideFormat && <Flex gap="2">{plugs}</Flex>}
<Link
onClick={() => setShowHamburgerMenu(false)}
href="/"
style={{
color: 'inherit',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
}}
>
<BlitzkitWide />
</Link>
</Flex>
<Flex direction="column" gap="2">
<Heading size="4">Tools</Heading>
<Flex justify="center" gap="4" className={styles.toolTexts}>
{TOOLS.filter((tool) => !tool.href).map((tool) => {
const selected = pathname.startsWith(`/tools/${tool.id}`);
<Flex direction="column" gap="1" pl="4">
{TOOLS.map((tool, index) => {
if (tool.href || tool.disabled) return null;
return (
<Link
key={tool.id}
color="gray"
size="2"
highContrast={selected}
underline={selected ? 'always' : 'hover'}
href={`/tools/${tool.id}`}
>
{tool.title}
</Link>
);
})}
</Flex>
return (
<LinkRadix
key={tool.id}
tabIndex={-1}
href={`/tools/${tool.id}`}
onClick={(event) => event.preventDefault()}
>
<Link
href={`/tools/${tool.id}`}
key={index}
style={{
textDecoration: 'none',
color: 'inherit',
}}
>
{tool.title}
</Link>
</LinkRadix>
);
})}
</Flex>
</Flex>
</Flex>
</Popover.Content>
</Popover.Root>
<Flex align="center" gap="4">
<Link
onClick={() => setShowHamburgerMenu(false)}
href="https://discord.gg/nDt7AjGJQH"
target="_blank"
style={{
color: 'inherit',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
}}
>
<DiscordLogoIcon width={16} height={16} />
</Link>
<Link
href="/"
style={{
color: 'inherit',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
}}
>
<BlitzkitWide />
</Link>
<Link
onClick={() => setShowHamburgerMenu(false)}
href="https://www.patreon.com/tresabhi"
target="_blank"
style={{
color: 'inherit',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
}}
>
<PatreonIcon width={14} height={14} />
</Link>
<div style={{ flex: 1 }} />
{wideFormat && plugs}
<Link href="/settings">
<Flex style={{ width: '100%', height: '100%' }} justify="center">
<IconButton variant="ghost" color="gray">
<GearIcon />
</IconButton>
</Flex>
</Link>
{login && (
<Popover.Root>
<Popover.Trigger>
<IconButton variant="ghost" color="gray">
<PersonIcon />
<Link href="/settings" onClick={() => setShowHamburgerMenu(false)}>
<Flex style={{ width: '100%', height: '100%' }} justify="center">
<IconButton size="4" variant="ghost" color="gray">
<GearIcon />
</IconButton>
</Popover.Trigger>
</Flex>
</Link>
<Popover.Content align="center">
<Flex direction="column" gap="2">
<Suspense fallback={<Spinner />}>
<LoggedIn />
</Suspense>
</Flex>
</Popover.Content>
</Popover.Root>
)}
{login && (
<Popover.Root>
<Popover.Trigger>
<IconButton size="4" variant="ghost" color="gray">
<PersonIcon />
</IconButton>
</Popover.Trigger>
{/* TODO: re-enable in the future */}
{!login && false && (
<Dialog.Root>
<Dialog.Trigger>
<Button variant="ghost">Log in</Button>
</Dialog.Trigger>
<Popover.Content align="center">
<Flex direction="column" gap="2">
<Suspense fallback={<Spinner />}>
<LoggedIn />
</Suspense>
</Flex>
</Popover.Content>
</Popover.Root>
)}
<Dialog.Content
{!login && false && (
<Dialog.Root>
<Dialog.Trigger>
<Button variant="ghost">Log in</Button>
</Dialog.Trigger>
<Dialog.Content
style={{
maxWidth: 360,
}}
>
<Flex direction="column" gap="2" align="center">
<Heading size="3">Choose your region</Heading>
<Flex gap="4" align="center" justify="center" wrap="wrap">
{REGIONS.map((region) => (
<Link
onClick={() => setShowHamburgerMenu(false)}
key={region}
href={authURL(
region,
typeof window === 'undefined'
? undefined
: location.href,
)}
>
{UNLOCALIZED_REGION_NAMES[region]}
</Link>
))}
</Flex>
</Flex>
</Dialog.Content>
</Dialog.Root>
)}
</Flex>
</Flex>
<Flex mt="6" gap="3" justify="center" wrap="wrap">
{TOOLS.filter((tool) => !tool.href).map((tool) => (
<Link
key={tool.id}
href={`/tools/${tool.id}`}
className={styles.toolCard}
style={{
backgroundImage: `url(/assets/banners/${tool.id}.webp)`,
cursor: tool.disabled ? 'default' : 'pointer',
opacity: tool.disabled ? 0.25 : 1,
height: 64,
minWidth: 176,
flex: 1,
borderRadius: 8,
textDecoration: 'none',
backgroundSize: 'cover',
backgroundPosition: 'center',
overflow: 'hidden',
display: 'flex',
flexDirection: 'column',
alignItems: 'flex-start',
justifyContent: 'flex-end',
padding: 8,
transition: `box-shadow ${theme.durations.regular}`,
}}
onClick={() => setShowHamburgerMenu(false)}
>
<Text
style={{
maxWidth: 360,
color: theme.colors.textHighContrast,
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
}}
>
<Flex direction="column" gap="2" align="center">
<Heading size="3">Choose your region</Heading>
<Flex gap="4" align="center" justify="center" wrap="wrap">
{REGIONS.map((region) => (
<LinkRadix
key={region}
href={authURL(
region,
typeof window === 'undefined'
? undefined
: location.href,
)}
>
{UNLOCALIZED_REGION_NAMES[region]}
</LinkRadix>
))}
</Flex>
</Flex>
</Dialog.Content>
</Dialog.Root>
)}
{tool.title}
</Text>
</Link>
))}
</Flex>
</Flex>
</div>
</Box>
);
}
+1 -7
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@@ -1,13 +1,11 @@
import { Flex, FlexProps, Theme } from '@radix-ui/themes';
import { ComponentProps } from 'react';
import { theme } from '../stitches.config';
type PageWrapperProps = FlexProps & {
color?: ComponentProps<typeof Theme>['accentColor'];
size?: number | string;
noPadding?: boolean;
noMaxWidth?: boolean;
highlight?: boolean;
containerProps?: ComponentProps<typeof Theme>;
noFlex1?: boolean;
};
@@ -20,23 +18,19 @@ export default function PageWrapper({
noPadding = false,
noMaxWidth = false,
noFlex1 = false,
highlight = false,
containerProps,
...props
}: PageWrapperProps) {
return (
<Theme
{...containerProps}
accentColor={color}
style={{
flex: noFlex1 ? undefined : 1,
display: 'flex',
flexDirection: 'column',
background: highlight
? `linear-gradient(-90deg, ${theme.colors.appBackground1}, ${theme.colors.appBackground2})`
: undefined,
...containerProps?.style,
}}
{...containerProps}
>
<Flex
direction="column"
+2
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@@ -1,3 +1,5 @@
'use client';
import { useEffect } from 'react';
export function Party3() {