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https://github.com/blitzkit/blitzkit.git
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feat: dispaly
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commit
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5 files changed
+139
-325
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@@ -111,6 +111,9 @@ export function Options() {
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mutateDuel((draft) => {
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draft.antagonist!.shell = thisShell;
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});
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mutateTankopediaTemporary((draft) => {
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draft.shot = undefined;
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});
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}}
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>
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<img
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@@ -138,6 +141,9 @@ export function Options() {
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? 0
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: 1;
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});
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mutateTankopediaTemporary((draft) => {
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draft.shot = undefined;
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});
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}}
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>
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<img
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@@ -162,6 +168,9 @@ export function Options() {
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? 0
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: -1;
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});
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mutateTankopediaTemporary((draft) => {
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draft.shot = undefined;
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});
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}}
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>
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<img
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-26
@@ -1,26 +0,0 @@
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import { Button } from '@radix-ui/themes';
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import { ComponentProps } from 'react';
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import { asset } from '../../../../../../../core/blitzkit/asset';
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interface QuickEquipmentButtonProps extends ComponentProps<typeof Button> {
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equipment: number;
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active: boolean;
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}
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export function QuickEquipmentButton({
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equipment,
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active,
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...props
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}: QuickEquipmentButtonProps) {
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return (
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<Button variant="ghost" {...props}>
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<img
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alt={`Equipment ${equipment}`}
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style={{ opacity: active ? 1 : 0.5 }}
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src={asset(`icons/equipment/${equipment}.webp`)}
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width={24}
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height={24}
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/>
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</Button>
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);
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}
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@@ -1,27 +1,9 @@
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import { Card, Flex, Text } from '@radix-ui/themes';
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import { Html } from '@react-three/drei';
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import { useFrame } from '@react-three/fiber';
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import { useEffect, useRef } from 'react';
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import { Mesh } from 'three';
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import { radToDeg } from 'three/src/math/MathUtils';
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import { canSplash } from '../../../core/blitz/canSplash';
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import { isExplosive } from '../../../core/blitz/isExplosive';
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import { NaNFallback } from '../../../core/math/NaNFallback';
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import { normalToEuler } from '../../../core/math/normalToEuler';
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import { AngledPenetration } from '../../../icons/AngledPenetration';
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import { Block } from '../../../icons/Block';
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import { NominalPenetration } from '../../../icons/NominalPenetration';
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import { Ricochet } from '../../../icons/Ricochet';
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import { useDuel } from '../../../stores/duel';
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import {
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ShotLayer,
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ShotLayerBase,
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ShotLayerGap,
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ShotLayerNonExternal,
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mutateTankopediaTemporary,
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useTankopediaTemporary,
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} from '../../../stores/tankopedia';
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import { ComponentProps } from 'react';
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import { Shot, useTankopediaTemporary } from '../../../stores/tankopedia';
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import { ArmorType } from './SpacedArmorScene';
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import { ExternalModuleVariant } from './SpacedArmorSceneComponent';
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const layerTypeNames: Record<ArmorType | 'null', string> = {
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[ArmorType.Core]: 'Core',
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@@ -30,305 +12,149 @@ const layerTypeNames: Record<ArmorType | 'null', string> = {
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null: 'Gap',
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};
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const externalLayerNames: Record<ExternalModuleVariant, string> = {
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gun: 'Gun',
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track: 'Tracks',
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};
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const shotStatusNames: Record<Shot['status'], string> = {
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blocked: 'Blocked',
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penetration: 'penetration',
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ricochet: 'ricochet',
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splash: 'splash',
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};
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const shotStatusColors: Record<
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Shot['status'],
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ComponentProps<typeof Text>['color']
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> = {
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blocked: 'red',
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penetration: 'green',
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ricochet: 'yellow',
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splash: 'orange',
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};
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const LENGTH_INFINITY = 4;
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const TRACER_THICK = 1 / 64;
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const TRACER_THIN = TRACER_THICK / 2;
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export function ShotDisplay() {
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return null;
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const shot = useTankopediaTemporary((state) => state.shot);
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const preMidPointTracer = useRef<Mesh>(null);
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const postMidPointTracer = useRef<Mesh>(null);
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const hasMultipleLayers = shot?.layersIn.some(
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(layer, index) => index !== 0 && layer.type !== null,
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);
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const { shell } = useDuel.getState().antagonist!;
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const explosive = isExplosive(shell.type);
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const splashing = canSplash(shell.type);
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const midPointLayer = (shot?.layersIn.findLast(
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(layer) => layer.type !== null && layer.status === 'ricochet',
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) ??
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shot?.layersIn.findLast((layer) => layer.type !== null)) as ShotLayerBase;
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const firstLayer = shot?.layersIn[0] as Exclude<ShotLayer, ShotLayerGap>;
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const lastLayer = shot?.layersIn.at(-1)!;
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const distanceFromSpacedArmor = shot
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? firstLayer.point.distanceTo(shot.point)
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: undefined;
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const preMidPointLayers = shot?.layersIn.slice(
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0,
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shot.layersIn.indexOf(midPointLayer as ShotLayer),
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);
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const postMidPointLayers = shot?.layersIn.slice(
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shot.layersIn.indexOf(midPointLayer as ShotLayer),
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shot.layersIn.length,
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);
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const preMidPointGap = shot
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? preMidPointLayers!.reduce((accumulator, layer) => {
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if (layer.type === null) return accumulator + layer.distance;
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return accumulator;
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}, 0) + LENGTH_INFINITY
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: undefined;
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const preMidPointThickness = shot
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? preMidPointLayers!.reduce(
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(accumulator, layer) =>
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accumulator +
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(layer.type === null
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? 0
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: layer.type === ArmorType.External
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? layer.thickness
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: layer.thicknessAngled),
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0,
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)
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: undefined;
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const postMidPointGap = shot
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? postMidPointLayers!.reduce((accumulator, layer) => {
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if (layer.type === null) return accumulator + layer.distance;
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return accumulator;
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}, 0) || LENGTH_INFINITY
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: undefined;
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const spacedBlockedHE =
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shell.type === 'he' && postMidPointGap && postMidPointGap > 0;
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useFrame(({ clock }) => {
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if (!shot || !preMidPointTracer.current) return;
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const t1 = clock.elapsedTime % 1;
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const t2 = (clock.elapsedTime + 0.5) % 1;
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preMidPointTracer.current.position.set(0, (1 - t1) * preMidPointGap!, 0);
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preMidPointTracer.current.scale.set(1, 1 - 2 * Math.abs(t1 - 0.5), 1);
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if (!postMidPointTracer.current) return;
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postMidPointTracer.current.position.set(0, t2 * postMidPointGap!, 0);
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postMidPointTracer.current.scale.set(1, 1 - 2 * Math.abs(t2 - 0.5), 1);
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});
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useEffect(() => {
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function resetShot() {
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mutateTankopediaTemporary((draft) => {
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draft.shot = undefined;
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});
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}
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const unsubscribes = [
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useDuel.subscribe((state) => state.protagonist?.tank, resetShot),
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useDuel.subscribe((state) => state.antagonist?.tank, resetShot),
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];
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return () => {
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unsubscribes.forEach((unsubscribe) => unsubscribe());
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};
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});
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if (!shot) return null;
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return (
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<>
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<group
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position={midPointLayer.point}
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rotation={normalToEuler(midPointLayer.shellNormal)}
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>
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<mesh position={[0, preMidPointGap! / 2, 0]}>
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<cylinderGeometry args={[TRACER_THIN, TRACER_THIN, preMidPointGap]} />
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<meshBasicMaterial depthTest={false} />
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</mesh>
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<mesh position={[0, preMidPointGap! / 2, 0]} ref={preMidPointTracer}>
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<cylinderGeometry
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args={[TRACER_THICK, TRACER_THICK, preMidPointGap]}
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/>
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<meshBasicMaterial
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color={
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lastLayer.status === 'blocked'
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? 0xff4040
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: lastLayer.status === 'penetration'
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? 0x00ff00
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: 0xffff00
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}
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/>
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</mesh>
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</group>
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{midPointLayer.status === 'ricochet' && (
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<group
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position={midPointLayer.point}
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rotation={normalToEuler(
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midPointLayer.shellNormal
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.clone()
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.reflect(midPointLayer.surfaceNormal)
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.multiplyScalar(-1),
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)}
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>
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<mesh position={[0, postMidPointGap! / 2, 0]}>
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<cylinderGeometry
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args={[TRACER_THIN, TRACER_THIN, postMidPointGap]}
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/>
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<meshBasicMaterial depthTest={false} />
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</mesh>
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<mesh
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position={[0, postMidPointGap! / 2, 0]}
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ref={postMidPointTracer}
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>
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<cylinderGeometry
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args={[TRACER_THICK, TRACER_THICK, postMidPointGap]}
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/>
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<meshBasicMaterial color={0xffff00} />
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</mesh>
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</group>
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)}
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{shot.layersIn.map((layer, index) => {
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if (layer.type === null) return;
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const shellRotation = normalToEuler(layer.shellNormal);
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const nextLayer = shot.layersIn[index + 1] as ShotLayerGap | undefined;
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const trueStatus =
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nextLayer?.status === 'blocked' ? 'blocked' : layer.status;
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return (
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<>
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<group
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key={`${index}-line`}
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position={layer.point}
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rotation={shellRotation}
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>
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<Html
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center
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style={{
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pointerEvents: 'none',
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}}
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>
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<div
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style={{
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backgroundColor:
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trueStatus === 'penetration'
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? '#00ff0080'
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: trueStatus === 'blocked'
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? '#ff000080'
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: '#ffff0080',
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borderRadius: 8,
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border: 'none',
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padding: 4,
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width: hasMultipleLayers ? undefined : 8,
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height: hasMultipleLayers ? undefined : 8,
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display: 'flex',
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alignItems: 'center',
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justifyContent: 'center',
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}}
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>
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{hasMultipleLayers && (
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<Text
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size="2"
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style={{
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width: '100%',
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display: 'block',
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textAlign: 'center',
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color: trueStatus === 'ricochet' ? 'black' : undefined,
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}}
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>
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<b>{layer.index + 1}</b>
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</Text>
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)}
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</div>
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</Html>
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</group>
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</>
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);
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})}
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<group>
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<Html
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position={midPointLayer.point}
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position={shot.point}
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style={{
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transform: 'translateY(-50%)',
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marginLeft: 32,
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pointerEvents: 'none',
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transform: 'translateY(-50%)',
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}}
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>
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<Card style={{ width: 256 + 32 }}>
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<Flex direction="column">
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<Text>
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{lastLayer.status[0].toUpperCase()}
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{lastLayer.status.slice(1)}
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{lastLayer.status === 'penetration' &&
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!spacedBlockedHE &&
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`: ${Math.round(shell.damage.armor)}hp`}
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{(lastLayer.status === 'blocked' || spacedBlockedHE) &&
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shell.type === 'he' &&
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`: ${NaNFallback(
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Math.max(
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0,
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Math.round(
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0.5 *
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shell.damage.armor *
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(1 -
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distanceFromSpacedArmor! / shell.explosionRadius!) -
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1.1 *
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((midPointLayer as ShotLayerNonExternal)
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.thicknessAngled +
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preMidPointThickness!),
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),
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),
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0,
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)}hp`}
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<Card ml="9" style={{ width: 300 }}>
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<Flex direction="column" gap="1">
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<Text color={shotStatusColors[shot.status]} weight="bold">
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{shot.status !== 'blocked' && (
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<>
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{Math.round(shot.damage).toLocaleString()}
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<Text size="1">hp</Text>
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</>
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)}
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{` ${shotStatusNames[shot.status]} `}
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</Text>
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{shot.layersIn.map((layer, index) => {
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if (layer.type === null && (!explosive || splashing)) return null;
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<Flex direction="column">
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{shot.layersIn.map((layer, index) => {
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const layerName =
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layer.type === ArmorType.External
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? externalLayerNames[layer.variant]
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: layerTypeNames[`${layer.type}`];
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const layerIndex =
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layer.type === null
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? null
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: `${(shot.containsGaps ? index / 2 : index) + 1}.`;
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const shotStatusColor = shotStatusColors[layer.status];
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return (
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<Flex key={index} align="center" gap="2">
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<Flex>
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{hasMultipleLayers && (
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<Text size="2" style={{ width: 16 }}>
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{layer.type === null ? null : `${layer.index + 1}.`}
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return (
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<Flex align="center" gap="2">
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<Text
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size="1"
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color="gray"
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style={{
|
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width: 12,
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}}
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>
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{layerIndex}
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</Text>
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<Text
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size="2"
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color={shotStatusColor}
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style={{ width: 47 }}
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>
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{layerName}
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</Text>
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|
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{layer.type === null && (
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<>
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<Text
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size="2"
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color={shotStatusColor}
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style={{
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width: 64,
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}}
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>
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{Math.round(layer.distance * 1000).toLocaleString()}
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<Text size="1">mm</Text>
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</Text>
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<Text size="2" color="gray">
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{Math.max(-100, Math.round(-50 * layer.distance))}%
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penetration
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</Text>
|
||||
</>
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)}
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|
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{layer.type === ArmorType.External && (
|
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<Text
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size="2"
|
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color={shotStatusColor}
|
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style={{
|
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width: 64,
|
||||
}}
|
||||
>
|
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{Math.round(layer.thickness).toLocaleString()}
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<Text size="1">mm</Text>
|
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</Text>
|
||||
)}
|
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<Text size="2">{layerTypeNames[`${layer.type}`]}</Text>
|
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|
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{(layer.type === ArmorType.Core ||
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layer.type === ArmorType.Spaced) && (
|
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<>
|
||||
<Text
|
||||
size="2"
|
||||
color={shotStatusColor}
|
||||
style={{
|
||||
width: 64,
|
||||
}}
|
||||
>
|
||||
{Math.round(layer.thicknessAngled).toLocaleString()}
|
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<Text size="1">mm</Text>
|
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</Text>
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|
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<Text size="2" color="gray">
|
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{Math.round(layer.thickness).toLocaleString()}
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<Text size="1">mm</Text> nominal
|
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</Text>
|
||||
</>
|
||||
)}
|
||||
</Flex>
|
||||
|
||||
{layer.type !== null && (
|
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<>
|
||||
<Flex align="center" style={{ width: 64 }}>
|
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<NominalPenetration width={16} height={16} />
|
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<Text size="2">{Math.round(layer.thickness)}mm</Text>
|
||||
</Flex>
|
||||
|
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{layer.type !== ArmorType.External && (
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<Flex align="center">
|
||||
{layer.status === 'ricochet' ? (
|
||||
<Ricochet width={16} height={16} />
|
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) : layer.status === 'blocked' ? (
|
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<Block width={16} height={16} />
|
||||
) : (
|
||||
<AngledPenetration width={16} height={16} />
|
||||
)}
|
||||
<Text size="2">
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||||
{Math.round(layer.thicknessAngled)}mm (
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||||
{Math.round(radToDeg(layer.angle))}°)
|
||||
</Text>
|
||||
</Flex>
|
||||
)}
|
||||
</>
|
||||
)}
|
||||
|
||||
{layer.type === null && (
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||||
<Text size="2">
|
||||
{Math.round(layer.distance * 1000)}mm (-
|
||||
{Math.round(Math.min(100, layer.distance * 50))}%
|
||||
penetration)
|
||||
</Text>
|
||||
)}
|
||||
</Flex>
|
||||
);
|
||||
})}
|
||||
);
|
||||
})}
|
||||
</Flex>
|
||||
</Flex>
|
||||
</Card>
|
||||
</Html>
|
||||
</>
|
||||
</group>
|
||||
);
|
||||
}
|
||||
@@ -93,14 +93,15 @@ export function SpacedArmorSceneComponent({
|
||||
async onClick(event) {
|
||||
event.stopPropagation();
|
||||
|
||||
const { antagonist, protagonist } = useDuel.getState();
|
||||
const shell = antagonist!.shell;
|
||||
const shot: Shot = {
|
||||
status: 'blocked',
|
||||
damage: -1,
|
||||
containsGaps: shell.type === ShellType.HEAT,
|
||||
layersIn: [],
|
||||
point: event.point,
|
||||
};
|
||||
const { antagonist, protagonist } = useDuel.getState();
|
||||
const shell = antagonist!.shell;
|
||||
const cameraNormal = camera.position
|
||||
.clone()
|
||||
.sub(event.point)
|
||||
@@ -185,6 +186,7 @@ export function SpacedArmorSceneComponent({
|
||||
point: intersection.point,
|
||||
surfaceNormal: intersection.face!.normal,
|
||||
status: blocked ? 'blocked' : 'penetration',
|
||||
variant: layer.variant,
|
||||
});
|
||||
} else {
|
||||
const thickness = layer.thickness;
|
||||
|
||||
@@ -5,6 +5,7 @@ import { create } from 'zustand';
|
||||
import { persist, subscribeWithSelector } from 'zustand/middleware';
|
||||
import { ENVIRONMENTS } from '../app/tools/tankopedia/[id]/components/Lighting';
|
||||
import { ArmorType } from '../components/Armor/components/SpacedArmorScene';
|
||||
import { ExternalModuleVariant } from '../components/Armor/components/SpacedArmorSceneComponent';
|
||||
import { TankClass, TreeType } from '../components/Tanks';
|
||||
import { Tier } from '../core/blitzkit/tankDefinitions';
|
||||
|
||||
@@ -56,6 +57,7 @@ export interface ShotLayerBase {
|
||||
|
||||
interface ShotLayerExternal extends ShotLayerBase {
|
||||
type: ArmorType.External;
|
||||
variant: ExternalModuleVariant;
|
||||
}
|
||||
|
||||
export interface ShotLayerNonExternal extends ShotLayerBase {
|
||||
@@ -74,6 +76,7 @@ export type ShotLayer = ShotLayerExternal | ShotLayerNonExternal | ShotLayerGap;
|
||||
|
||||
export type Shot = {
|
||||
status: 'penetration' | 'blocked' | 'ricochet' | 'splash';
|
||||
containsGaps: boolean;
|
||||
damage: number;
|
||||
point: Vector3;
|
||||
layersIn: ShotLayer[];
|
||||
|
||||
Reference in new issue
Block a user