fix: some linting for new proto 4

This commit is contained in:
TrèsAbhi committed 2024-10-05 20:55:44 -05:00
1 parent f14ca394b5
commit 53a9c5f2de
22 files changed
+155 -133

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@@ -98,7 +98,8 @@ export function ArmorPlateDisplay() {
const { protagonist } = duelStore.getState();
const tank = draft.model;
const turret = tank.turrets[protagonist.turret.id];
const gun = turret.guns[protagonist.gun.id];
const gun =
turret.guns[protagonist.gun.gunType!.value.base.id];
const track = tank.tracks[protagonist.track.id];
console.log(highlightArmor.name);
@@ -152,8 +153,12 @@ export function ArmorPlateDisplay() {
const turret = tank.turrets[protagonist.turret.id];
const initialTurret =
initialTank.turrets[protagonist.turret.id];
const gun = turret.guns[protagonist.gun.id];
const initialGun = initialTurret.guns[protagonist.gun.id];
const gun =
turret.guns[protagonist.gun.gunType!.value.base.id];
const initialGun =
initialTurret.guns[
protagonist.gun.gunType!.value.base.id
];
const track = tank.tracks[protagonist.track.id];
const initialTrack =
initialTank.tracks[protagonist.track.id];
@@ -1,5 +1,4 @@
import {
resolveNearPenetration,
resolvePenetrationCoefficient,
type ShellDefinition,
} from '@blitzkit/core';
@@ -51,9 +50,7 @@ export function SpacedArmorSubExternal({
useEffect(() => {
function handleShellChange(shell: ShellDefinition) {
material.uniforms.penetration.value = resolveNearPenetration(
shell.penetration,
);
material.uniforms.penetration.value = shell.penetration.near;
}
async function handleProtagonistEquipmentChange(
equipment: EquipmentMatrix,
@@ -61,7 +58,7 @@ export function SpacedArmorSubExternal({
const duel = duelStore.getState();
const hasEnhancedArmor = await hasEquipment(
110,
duel.protagonist.tank.equipment,
duel.protagonist.tank.equipmentPreset,
equipment,
);
material.uniforms.thickness.value = hasEnhancedArmor
@@ -71,10 +68,10 @@ export function SpacedArmorSubExternal({
async function handleAntagonistEquipmentChange(equipment: EquipmentMatrix) {
const duel = duelStore.getState();
const shell = duel.antagonist.shell;
const penetration = resolveNearPenetration(shell.penetration);
const penetration = shell.penetration.near;
const hasCalibratedShells = await hasEquipment(
103,
duel.antagonist.tank.equipment,
duel.antagonist.tank.equipmentPreset,
equipment,
);