mirror of
https://github.com/blitzkit/blitzkit.git
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fix: correctly re-mounting camera
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3 files changed
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@@ -1,4 +1,3 @@
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import { PerspectiveCamera } from '@react-three/drei';
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import { Canvas } from '@react-three/fiber';
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import { Suspense, use, useEffect, useRef } from 'react';
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import { Armor } from '../../../../../../components/Armor';
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@@ -121,10 +120,7 @@ export function TankSandbox() {
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return (
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<Canvas
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gl={{
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clippingPlanes: Object.freeze([]),
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localClippingEnabled: true,
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}}
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gl={{ clippingPlanes: Object.freeze([]), localClippingEnabled: true }}
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shadows
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ref={canvas}
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onPointerDown={handlePointerDown}
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@@ -133,11 +129,9 @@ export function TankSandbox() {
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draft.shot = undefined;
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});
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}}
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style={{
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userSelect: 'none',
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}}
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style={{ userSelect: 'none' }}
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camera={{ fov: 25, far: 32 }}
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>
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<PerspectiveCamera makeDefault fov={25} far={32} />
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<Controls />
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<SceneProps />
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@@ -33,6 +33,37 @@ export const SpacedArmorScene = memo<SpacedArmorSceneProps>(({ scene }) => {
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const tankopediaPersistentStore = TankopediaPersistent.useStore();
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const initialTankopediaState = tankopediaPersistentStore.getState();
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const protagonist = Duel.use((draft) => draft.protagonist);
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const tank = Duel.use((state) => state.protagonist.tank);
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const track = Duel.use((state) => state.protagonist.track);
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const turret = Duel.use((state) => state.protagonist.turret);
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const gun = Duel.use((state) => state.protagonist.gun);
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const armorGltf = useArmor(tank.id);
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const { gltf: modelGltf } = useModel(tank.id);
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const armorNodes = Object.values(armorGltf.nodes);
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const modelNodes = Object.values(modelGltf.nodes);
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const tankModelDefinition = modelDefinitions[tank.id];
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const trackModelDefinition = tankModelDefinition.tracks[track.id];
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const turretModelDefinition = tankModelDefinition.turrets[turret.id];
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const gunModelDefinition = turretModelDefinition.guns[gun.id];
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const hullOrigin = new Vector3(
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trackModelDefinition.origin[0],
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trackModelDefinition.origin[1],
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-trackModelDefinition.origin[2],
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).applyAxisAngle(I_HAT, Math.PI / 2);
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const turretOrigin = new Vector3(
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tankModelDefinition.turretOrigin[0],
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tankModelDefinition.turretOrigin[1],
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-tankModelDefinition.turretOrigin[2],
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).applyAxisAngle(I_HAT, Math.PI / 2);
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const gunOrigin = new Vector3(
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turretModelDefinition.gunOrigin[0],
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turretModelDefinition.gunOrigin[1],
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-turretModelDefinition.gunOrigin[2],
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).applyAxisAngle(I_HAT, Math.PI / 2);
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const maskOrigin =
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gunModelDefinition.mask === undefined
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? undefined
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: gunModelDefinition.mask + hullOrigin.y + turretOrigin.y + gunOrigin.y;
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useEffect(() => {
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if (!modelDefinitions) return;
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@@ -120,38 +151,6 @@ export const SpacedArmorScene = memo<SpacedArmorSceneProps>(({ scene }) => {
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return unsubscribe;
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});
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const tank = Duel.use((state) => state.protagonist.tank);
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const track = Duel.use((state) => state.protagonist.track);
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const turret = Duel.use((state) => state.protagonist.turret);
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const gun = Duel.use((state) => state.protagonist.gun);
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const armorGltf = useArmor(tank.id);
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const { gltf: modelGltf } = useModel(tank.id);
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const armorNodes = Object.values(armorGltf.nodes);
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const modelNodes = Object.values(modelGltf.nodes);
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const tankModelDefinition = modelDefinitions[tank.id];
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const trackModelDefinition = tankModelDefinition.tracks[track.id];
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const turretModelDefinition = tankModelDefinition.turrets[turret.id];
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const gunModelDefinition = turretModelDefinition.guns[gun.id];
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const hullOrigin = new Vector3(
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trackModelDefinition.origin[0],
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trackModelDefinition.origin[1],
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-trackModelDefinition.origin[2],
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).applyAxisAngle(I_HAT, Math.PI / 2);
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const turretOrigin = new Vector3(
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tankModelDefinition.turretOrigin[0],
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tankModelDefinition.turretOrigin[1],
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-tankModelDefinition.turretOrigin[2],
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).applyAxisAngle(I_HAT, Math.PI / 2);
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const gunOrigin = new Vector3(
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turretModelDefinition.gunOrigin[0],
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turretModelDefinition.gunOrigin[1],
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-turretModelDefinition.gunOrigin[2],
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).applyAxisAngle(I_HAT, Math.PI / 2);
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const maskOrigin =
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gunModelDefinition.mask === undefined
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? undefined
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: gunModelDefinition.mask + hullOrigin.y + turretOrigin.y + gunOrigin.y;
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return (
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<group
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ref={wrapper}
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@@ -1,4 +1,5 @@
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import { useThree } from '@react-three/fiber';
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import { useCallback } from 'react';
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import {
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Intersection,
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MeshBasicMaterial,
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@@ -49,9 +50,6 @@ export type ArmorUserData = {
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variant: ExternalModuleVariant;
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}
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);
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type ArmorMeshIntersection = Intersection & {
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object: Object3D & { userData: ArmorUserData };
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};
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const omitMaterial = new MeshBasicMaterial({
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colorWrite: false,
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@@ -76,280 +74,284 @@ export function SpacedArmorSceneComponent({
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const camera = useThree((state) => state.camera);
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const duelStore = Duel.useStore();
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async function shoot(
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point: Vector3,
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intersections: Intersection[],
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allowRicochet: boolean,
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remainingPenetrationInput?: number,
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) {
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const { antagonist, protagonist } = duelStore.getState();
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const shell = antagonist.shell;
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const cameraNormal = camera.position.clone().sub(point).normalize();
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const shot: TankopediaEphemeral.Shot = {
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damage: -1,
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containsGaps: shell.type === ShellType.HEAT,
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in: {
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surfaceNormal: cameraNormal,
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layers: [],
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status: 'blocked',
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},
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};
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const shoot = useCallback(
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async (
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point: Vector3,
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intersections: Intersection[],
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allowRicochet: boolean,
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remainingPenetrationInput?: number,
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) => {
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const { antagonist, protagonist } = duelStore.getState();
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const shell = antagonist.shell;
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const cameraNormal = camera.position.clone().sub(point).normalize();
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const shot: TankopediaEphemeral.Shot = {
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damage: -1,
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containsGaps: shell.type === ShellType.HEAT,
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in: {
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surfaceNormal: cameraNormal,
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layers: [],
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status: 'blocked',
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},
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};
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const hasCalibratedShells = await hasEquipment(
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103,
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antagonist.tank.equipment,
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antagonist.equipmentMatrix,
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);
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const hasEnhancedArmor = await hasEquipment(
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110,
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protagonist.tank.equipment,
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protagonist.equipmentMatrix,
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);
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const penetration =
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resolveNearPenetration(shell.penetration) *
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resolvePenetrationCoefficient(hasCalibratedShells, shell.type);
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const thicknessCoefficient = hasEnhancedArmor ? 1.03 : 1;
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const filteredIntersections = intersections.filter(
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(intersection) => 'type' in intersection.object.userData,
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) as unknown as Intersection<Object3D & { userData: ArmorUserData }>[];
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const encounteredExternalModuleVariants: ExternalModuleVariant[] = [];
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const noDuplicateIntersections: typeof filteredIntersections = [];
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const hasCalibratedShells = await hasEquipment(
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103,
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antagonist.tank.equipment,
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antagonist.equipmentMatrix,
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);
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const hasEnhancedArmor = await hasEquipment(
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110,
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protagonist.tank.equipment,
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protagonist.equipmentMatrix,
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);
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const penetration =
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resolveNearPenetration(shell.penetration) *
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resolvePenetrationCoefficient(hasCalibratedShells, shell.type);
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const thicknessCoefficient = hasEnhancedArmor ? 1.03 : 1;
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const filteredIntersections = intersections.filter(
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(intersection) => 'type' in intersection.object.userData,
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) as unknown as Intersection<Object3D & { userData: ArmorUserData }>[];
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const encounteredExternalModuleVariants: ExternalModuleVariant[] = [];
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const noDuplicateIntersections: typeof filteredIntersections = [];
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for (const intersection of filteredIntersections) {
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if (intersection.object.userData.type === ArmorType.External) {
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if (
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!encounteredExternalModuleVariants.includes(
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intersection.object.userData.variant,
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)
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) {
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noDuplicateIntersections.push(intersection);
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encounteredExternalModuleVariants.push(
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intersection.object.userData.variant,
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);
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}
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} else {
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noDuplicateIntersections.push(intersection);
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if (intersection.object.userData.type === ArmorType.Core) {
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break;
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}
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}
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}
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let remainingPenetration = remainingPenetrationInput ?? penetration;
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let index = 0;
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for (const intersection of noDuplicateIntersections) {
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const layer = intersection.object.userData;
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const surfaceNormal = intersection
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.normal!.clone()
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.applyQuaternion(
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intersection.object.getWorldQuaternion(new Quaternion()),
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);
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if (shell.type === ShellType.HEAT && index > 0) {
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const lastLayer = shot.in.layers.at(
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-1,
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) as TankopediaEphemeral.ShotLayerBase;
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const distance = lastLayer.point.distanceTo(intersection.point);
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remainingPenetration -= 0.5 * remainingPenetration * distance;
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const blocked = remainingPenetration <= 0;
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shot.in.layers.push({
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type: null,
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distance,
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status: blocked ? 'blocked' : 'penetration',
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});
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if (blocked) break;
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}
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if (layer.type === ArmorType.External) {
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const thickness = layer.thickness * thicknessCoefficient;
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remainingPenetration -= thickness;
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const blocked =
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remainingPenetration <= 0 || shell.type === ShellType.HE;
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shot.in.layers.push({
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type: ArmorType.External,
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index,
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thickness,
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point: intersection.point,
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surfaceNormal,
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status:
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shell.type === ShellType.HE
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? 'blocked'
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: blocked
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? 'blocked'
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: 'penetration',
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variant: layer.variant,
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});
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} else {
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const thickness = layer.thickness;
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const ricochet = degToRad(
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isExplosive(shell.type) ? 90 : shell.ricochet!,
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);
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const angle = surfaceNormal.angleTo(cameraNormal);
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const threeCalibersRule =
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shell.caliber > thickness * 3 || index > 0 || !allowRicochet;
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const twoCalibersRule = shell.caliber > thickness * 2;
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const normalization = degToRad(shell.normalization ?? 0);
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const finalNormalization = twoCalibersRule
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? (1.4 * normalization * shell.caliber) / (2.0 * thickness)
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: normalization;
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const finalThickness =
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thickness / Math.cos(Math.max(0, angle - finalNormalization));
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if (!threeCalibersRule && angle >= ricochet) {
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remainingPenetration *= 0.75;
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shot.in.layers.push({
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type: layer.type,
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index,
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thickness,
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thicknessAngled: finalThickness,
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point: intersection.point,
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surfaceNormal,
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status: 'ricochet',
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angle,
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});
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break;
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for (const intersection of filteredIntersections) {
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if (intersection.object.userData.type === ArmorType.External) {
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if (
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!encounteredExternalModuleVariants.includes(
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intersection.object.userData.variant,
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)
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) {
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noDuplicateIntersections.push(intersection);
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encounteredExternalModuleVariants.push(
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intersection.object.userData.variant,
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);
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}
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} else {
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remainingPenetration -= finalThickness;
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noDuplicateIntersections.push(intersection);
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if (intersection.object.userData.type === ArmorType.Core) {
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break;
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}
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}
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}
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let remainingPenetration = remainingPenetrationInput ?? penetration;
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let index = 0;
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for (const intersection of noDuplicateIntersections) {
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const layer = intersection.object.userData;
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const surfaceNormal = intersection
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.normal!.clone()
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.applyQuaternion(
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intersection.object.getWorldQuaternion(new Quaternion()),
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);
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if (shell.type === ShellType.HEAT && index > 0) {
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const lastLayer = shot.in.layers.at(
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-1,
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) as TankopediaEphemeral.ShotLayerBase;
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const distance = lastLayer.point.distanceTo(intersection.point);
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remainingPenetration -= 0.5 * remainingPenetration * distance;
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const blocked = remainingPenetration <= 0;
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shot.in.layers.push({
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type: layer.type,
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type: null,
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distance,
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status: blocked ? 'blocked' : 'penetration',
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});
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if (blocked) break;
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}
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if (layer.type === ArmorType.External) {
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const thickness = layer.thickness * thicknessCoefficient;
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remainingPenetration -= thickness;
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const blocked =
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remainingPenetration <= 0 || shell.type === ShellType.HE;
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shot.in.layers.push({
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type: ArmorType.External,
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index,
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thickness,
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thicknessAngled: finalThickness,
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point: intersection.point,
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surfaceNormal: intersection.face!.normal,
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surfaceNormal,
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status:
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shell.type === ShellType.HE && layer.type !== ArmorType.Core
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shell.type === ShellType.HE
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? 'blocked'
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: blocked
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? 'blocked'
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: 'penetration',
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angle,
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variant: layer.variant,
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});
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}
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}
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if (shell.type !== ShellType.HE && remainingPenetration <= 0) {
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break;
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}
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index++;
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}
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const lastLayer = shot.in.layers.at(-1) as
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| TankopediaEphemeral.ShotLayerNonExternal
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| undefined;
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const firstLayer = shot.in.layers[0] as
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| TankopediaEphemeral.ShotLayerBase
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| undefined;
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if (!lastLayer || !firstLayer) {
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return null;
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} else {
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if (shell.type === ShellType.HE) {
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const totalSpacedArmorThickness = shot.in.layers.reduce(
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(acc, layer) => {
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if (layer.type === null || layer.type === ArmorType.Core) {
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return acc;
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}
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if (layer.type === ArmorType.External) {
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return acc + layer.thickness;
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}
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return acc + layer.thicknessAngled;
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},
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0,
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);
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const distanceFromSpacedArmor = firstLayer.point.distanceTo(
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lastLayer.point,
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);
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const finalDamage = Math.max(
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0,
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0.5 *
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shell.damage.armor *
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(1 - distanceFromSpacedArmor / shell.explosionRadius!) -
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1.1 *
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(lastLayer.thicknessAngled +
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Math.min(penetration, totalSpacedArmorThickness)),
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);
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/**
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* Above is some peculiar math. We're multiplying 1.1 by the
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* thickness of the core plate plus the total spaced armor
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* thickness capped to the penetration itself. This is because
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* the shader is normalized by the penetration value; hence,
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* the total spaced armor thickness cannot ever be thicker
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* than the penetration. This is a precision error on the
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* shader-side and I do not intend on fixing it. Instead,
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* for parity's sake, I am capping the value here.
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*/
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if (shot.in.layers.length > 1 || lastLayer.status === 'blocked') {
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shot.in.status = finalDamage > 0 ? 'splash' : 'blocked';
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shot.damage = finalDamage;
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} else {
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shot.in.status = 'penetration';
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shot.damage = shell.damage.armor;
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const thickness = layer.thickness;
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const ricochet = degToRad(
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isExplosive(shell.type) ? 90 : shell.ricochet!,
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);
|
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const angle = surfaceNormal.angleTo(cameraNormal);
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|
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const threeCalibersRule =
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shell.caliber > thickness * 3 || index > 0 || !allowRicochet;
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const twoCalibersRule = shell.caliber > thickness * 2;
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const normalization = degToRad(shell.normalization ?? 0);
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const finalNormalization = twoCalibersRule
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? (1.4 * normalization * shell.caliber) / (2.0 * thickness)
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: normalization;
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const finalThickness =
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thickness / Math.cos(Math.max(0, angle - finalNormalization));
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|
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if (!threeCalibersRule && angle >= ricochet) {
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remainingPenetration *= 0.75;
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|
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shot.in.layers.push({
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type: layer.type,
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index,
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thickness,
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thicknessAngled: finalThickness,
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point: intersection.point,
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surfaceNormal,
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status: 'ricochet',
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angle,
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});
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break;
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} 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
|
||||
| TankopediaEphemeral.ShotLayerNonExternal
|
||||
| undefined;
|
||||
const firstLayer = shot.in.layers[0] as
|
||||
| TankopediaEphemeral.ShotLayerBase
|
||||
| undefined;
|
||||
|
||||
if (!lastLayer || !firstLayer) {
|
||||
return null;
|
||||
} 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;
|
||||
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 {
|
||||
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)),
|
||||
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,
|
||||
);
|
||||
|
||||
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;
|
||||
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 shot;
|
||||
},
|
||||
[camera],
|
||||
);
|
||||
|
||||
return (
|
||||
<>
|
||||
|
||||
Reference in new issue
Block a user