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feat: assault graph
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@@ -1,9 +1,78 @@
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import type { AssaultRanges } from '@blitzkit/core';
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import type { AssaultRanges } from '@blitzkit/core';
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import { Box, Card, Flex, Inset, Text } from '@radix-ui/themes';
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import { clamp } from 'three/src/math/MathUtils.js';
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import { Var } from '../../../../../../../core/radix/var';
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interface Props {
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interface Props {
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ranges: AssaultRanges;
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ranges: AssaultRanges;
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}
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}
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const ASSAULT_RANGE_BAR_HEIGHT = '8rem';
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export function AssaultRangesVisualizer({ ranges }: Props) {
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export function AssaultRangesVisualizer({ ranges }: Props) {
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return null;
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return (
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<Card variant="classic">
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<Inset>
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<Flex pl="3" pt="4" direction="column" gap="5">
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<Text size="2" color="gray">
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Assault shell damage
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</Text>
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<Flex>
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<Box position="relative" width={Var('space-7')}>
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{ranges.ranges.map((range) => (
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<Text
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style={{
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position: 'absolute',
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left: 0,
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top: `${(1 - range.factor) * 100}%`,
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transform: 'translateY(-50%)',
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}}
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color="gray"
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size="1"
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wrap="nowrap"
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>
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{Math.round(range.factor * 100)}%
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</Text>
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))}
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</Box>
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<Flex flexGrow="1" align="end" position="relative">
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{ranges.ranges.map((range, index) => (
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<>
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<Box
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style={{
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height: `calc(${ASSAULT_RANGE_BAR_HEIGHT} * ${range.factor})`,
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backgroundColor: `color-mix(in hsl, ${Var('tomato-9')}, ${Var('jade-9')} ${
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clamp(
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1.5 * (range.factor - 1) + 1,
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0,
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1,
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) * 100
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}%)`,
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}}
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flexGrow={`${range.distance}`}
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key={index}
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/>
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<Box
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position="absolute"
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left="0"
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bottom={`${range.factor * 100}%`}
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width="100%"
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height="0.5px"
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style={{
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transform: 'translateY(-50%)',
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backgroundColor: Var('gray-12'),
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}}
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/>
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</>
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))}
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</Flex>
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</Flex>
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</Flex>
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</Inset>
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</Card>
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);
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}
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}
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@@ -166,7 +166,8 @@ export function tankCharacteristics(
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({ distance }) => distance >= assaultDistance,
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({ distance }) => distance >= assaultDistance,
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)?.factor ?? 0)
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)?.factor ?? 0)
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: 1;
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: 1;
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const moduleDamageCoefficient = coefficient([hasTungsten, 0.15]);
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const moduleDamageCoefficient =
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coefficient([hasTungsten, 0.15]) * assaultDamageCoefficient;
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const reloadCoefficient =
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const reloadCoefficient =
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(coefficient([hasGunRammer, -0.05]) *
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(coefficient([hasGunRammer, -0.05]) *
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coefficient([true, degressiveStat(loaderMastery)])) /
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coefficient([true, degressiveStat(loaderMastery)])) /
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