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fix: compare remaining penetration with 0
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@@ -265,16 +265,12 @@ export function ArmorMesh({
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if (gap) armorPiercingLayers.push(gap);
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if (gap) armorPiercingLayers.push(gap);
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});
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});
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console.log(armorPiercingLayers);
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let remainingPenetration = resolvedPenetration;
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let remainingPenetration = resolvedPenetration;
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let accumulatedThickness = 0;
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const explosiveCapable = isExplosive(shell.type);
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const explosiveCapable = isExplosive(shell.type);
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armorPiercingLayers.forEach((layer) => {
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armorPiercingLayers.forEach((layer) => {
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if (layer.type !== 'gap') {
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if (layer.type !== 'gap') {
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remainingPenetration -= layer.angled;
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remainingPenetration -= layer.angled;
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accumulatedThickness += layer.angled;
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} else if (explosiveCapable) {
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} else if (explosiveCapable) {
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// there is a 50% penetration loss per meter for HE based shells
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// there is a 50% penetration loss per meter for HE based shells
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remainingPenetration -= 0.5 * remainingPenetration * layer.gap;
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remainingPenetration -= 0.5 * remainingPenetration * layer.gap;
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@@ -286,7 +282,7 @@ export function ArmorMesh({
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const hasRicochet = armorPiercingLayers.some(
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const hasRicochet = armorPiercingLayers.some(
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(layer) => layer.type !== 'gap' && layer.ricochet,
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(layer) => layer.type !== 'gap' && layer.ricochet,
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);
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);
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const hasPenetrated = remainingPenetration >= accumulatedThickness;
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const hasPenetrated = remainingPenetration > 0;
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mutateTankopediaTemporary((draft) => {
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mutateTankopediaTemporary((draft) => {
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draft.shot = {
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draft.shot = {
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@@ -23,7 +23,7 @@ export const SHOT_ICONS: Record<Shot['type'], ReactNode> = {
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};
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};
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const THICKNESS = 0.05;
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const THICKNESS = 0.05;
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const LENGTH = 2;
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const LENGTH = 4;
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export function ShotDisplay() {
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export function ShotDisplay() {
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const shot = useTankopediaTemporary((state) => state.shot);
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const shot = useTankopediaTemporary((state) => state.shot);
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