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feat: out tracer
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@@ -1,10 +1,15 @@
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import { Card, Flex, Kbd, Text } from '@radix-ui/themes';
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import { Card, Flex, Inset, Kbd, Separator, 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 { ComponentProps, useRef } from 'react';
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import { Euler, Mesh, Quaternion } from 'three';
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import { radToDeg } from 'three/src/math/MathUtils';
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import { J_HAT } from '../../../constants/axis';
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import { ShotStatus, useTankopediaTemporary } from '../../../stores/tankopedia';
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import {
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ShotLayer,
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ShotStatus,
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useTankopediaTemporary,
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} from '../../../stores/tankopedia';
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import { ArmorType } from './SpacedArmorScene';
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import { ExternalModuleVariant } from './SpacedArmorSceneComponent';
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@@ -22,8 +27,8 @@ const externalLayerNames: Record<ExternalModuleVariant, string> = {
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const shotStatusNames: Record<ShotStatus, string> = {
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blocked: 'Blocked',
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ricochet: 'Ricochet',
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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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@@ -41,18 +46,107 @@ 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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function LayerEntry({
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layerIndex,
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shotStatusColor,
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layerName,
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layer,
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angle,
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}: {
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layerIndex?: string;
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shotStatusColor: ComponentProps<typeof Text>['color'];
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layerName: string;
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layer: ShotLayer;
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angle?: number;
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}) {
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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 size="2" color={shotStatusColor} style={{ width: 47 }}>
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{layerName}
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</Text>
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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))}% 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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}}
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>
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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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)}
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{(layer.type === ArmorType.Core || layer.type === ArmorType.Spaced) && (
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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: 80,
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}}
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>
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{Math.round(layer.thicknessAngled).toLocaleString()}
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<Text size="1">{`mm${angle === undefined ? '' : ` ${Math.round(radToDeg(angle))}°`}`}</Text>
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</Text>
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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>
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</>
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)}
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</Flex>
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);
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}
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export function ShotDisplay() {
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const shot = useTankopediaTemporary((state) => state.shot);
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const inTracer = useRef<Mesh>(null);
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const outTracer = useRef<Mesh>(null);
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useFrame(({ clock }) => {
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if (!shot || !inTracer.current) return;
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const t = clock.elapsedTime % 1;
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const scale1 = -Math.abs(2 * t - 1) + 1;
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const t1 = clock.elapsedTime % 1;
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const t2 = (clock.elapsedTime + 0.5) % 1;
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inTracer.current.scale.set(1, scale1, 1);
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inTracer.current.position.set(0, (1 - t) * inLength, 0);
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inTracer.current.scale.set(1, 1 - 2 * Math.abs(t1 - 0.5), 1);
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inTracer.current.position.set(0, (1 - t1) * inLength, 0);
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if (!outTracer.current) return;
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outTracer.current.scale.set(1, 1 - 2 * Math.abs(t2 - 0.5), 1);
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outTracer.current.position.set(0, t2 * inLength, 0);
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});
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if (!shot) return null;
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@@ -74,108 +168,103 @@ export function ShotDisplay() {
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}}
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>
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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.in.status]} weight="bold">
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{shot.in.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.in.status]} `}
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</Text>
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<Flex direction="column" gap="2">
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<Flex direction="column" gap="1">
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<Text color={shotStatusColors[shot.in.status]} weight="bold">
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{shot.in.status !== 'blocked' &&
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shot.in.status !== 'ricochet' && (
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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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{` ${shotStatusNames[shot.in.status]} `}
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</Text>
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<Flex direction="column">
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{shot.in.layers.map((layer, index) => {
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const layerName =
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layer.type === ArmorType.External
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? externalLayerNames[layer.variant]
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: layerTypeNames[`${layer.type}`];
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const layerIndex =
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layer.type === null
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? null
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: `${(shot.containsGaps ? index / 2 : index) + 1}.`;
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const shotStatusColor =
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shot.in.status === 'splash'
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? shotStatusColors.splash
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: shotStatusColors[layer.status];
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<Flex direction="column">
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{shot.in.layers.map((layer, index) => {
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const layerName =
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layer.type === ArmorType.External
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? externalLayerNames[layer.variant]
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: layerTypeNames[`${layer.type}`];
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const layerIndex =
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layer.type === null
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? undefined
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: `${(shot.containsGaps ? index / 2 : index) + 1}.`;
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const shotStatusColor =
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shot.in.status === 'splash'
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? shotStatusColors.splash
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: shotStatusColors[layer.status];
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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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{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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}}
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>
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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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)}
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{(layer.type === ArmorType.Core ||
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layer.type === ArmorType.Spaced) && (
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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.thicknessAngled).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.round(layer.thickness).toLocaleString()}
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<Text size="1">mm</Text> nominal
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</Text>
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</>
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)}
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</Flex>
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);
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})}
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return (
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<LayerEntry
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layer={layer}
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layerIndex={layerIndex}
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layerName={layerName}
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shotStatusColor={shotStatusColor}
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angle={
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layer.type === ArmorType.Core ||
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layer.type === ArmorType.Spaced
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? layer.angle
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: undefined
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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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{shot.out && shot.out.layers.length > 0 && (
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<>
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<Inset side="x">
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<Separator size="4" />
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</Inset>
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<Text color={shotStatusColors[shot.out.status]} weight="bold">
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{shot.out.status !== 'blocked' &&
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shot.out.status !== 'ricochet' && (
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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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{` ${shotStatusNames[shot.out.status]} `}
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</Text>
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<Flex direction="column">
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{shot.out.layers.map((layer, index) => {
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const layerName =
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layer.type === ArmorType.External
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? externalLayerNames[layer.variant]
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: layerTypeNames[`${layer.type}`];
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const shiftedIndex = index + shot.out!.layers.length;
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const layerIndex =
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layer.type === null
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? undefined
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: `${(shot.containsGaps ? shiftedIndex / 2 : shiftedIndex) + 1}.`;
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const shotStatusColor =
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shot.out!.status === 'splash'
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? shotStatusColors.splash
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: shotStatusColors[layer.status];
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return (
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<LayerEntry
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layer={layer}
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layerIndex={layerIndex}
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layerName={layerName}
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shotStatusColor={shotStatusColor}
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angle={
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layer.type === ArmorType.Core ||
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layer.type === ArmorType.Spaced
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? layer.angle
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: undefined
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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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</>
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)}
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</Flex>
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</Card>
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</Html>
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@@ -204,7 +293,7 @@ export function ShotDisplay() {
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<group
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position={inLast.point}
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rotation={new Euler().setFromQuaternion(
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new Quaternion().setFromUnitVectors(J_HAT, shot.in.cameraNormal),
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new Quaternion().setFromUnitVectors(J_HAT, shot.in.surfaceNormal),
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)}
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>
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<mesh position={[0, inLength / 2, 0]}>
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@@ -221,6 +310,29 @@ export function ShotDisplay() {
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<meshBasicMaterial color="red" />
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</mesh>
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</group>
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{shot.out && (
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<group
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position={inLast.point}
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rotation={new Euler().setFromQuaternion(
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new Quaternion().setFromUnitVectors(J_HAT, shot.out.surfaceNormal),
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)}
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>
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<mesh position={[0, inLength / 2, 0]}>
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<cylinderGeometry
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args={[TRACER_THIN / 2, TRACER_THIN / 2, inLength]}
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/>
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<meshBasicMaterial depthTest={false} />
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</mesh>
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<mesh ref={outTracer} position={[0, inLength / 2, 0]}>
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<cylinderGeometry
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args={[TRACER_THICK / 2, TRACER_THICK / 2, inLength]}
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/>
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<meshBasicMaterial color="red" />
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</mesh>
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</group>
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)}
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</group>
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);
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}
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@@ -5,7 +5,9 @@ import {
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Object3D,
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Plane,
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Quaternion,
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Raycaster,
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Scene,
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Vector3,
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} from 'three';
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import { degToRad } from 'three/src/math/MathUtils';
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import { isExplosive } from '../../../../core/blitz/isExplosive';
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@@ -77,6 +79,262 @@ export function SpacedArmorSceneComponent({
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}: SpacedArmorSceneComponentProps) {
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const camera = useThree((state) => state.camera);
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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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) {
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const { antagonist, protagonist } = useDuel.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: 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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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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|
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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 = 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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|
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if (shell.type === ShellType.HEAT && index > 0) {
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const lastLayer = shot.in.layers.at(-1) as 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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|
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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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|
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if (blocked) break;
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}
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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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|
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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: blocked ? 'blocked' : 'penetration',
|
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variant: layer.variant,
|
||||
});
|
||||
} 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;
|
||||
const normalization = degToRad(shell.normalization ?? 0);
|
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const finalNormalization = twoCalibersRule
|
||||
? (1.4 * normalization * shell.caliber) / (2.0 * thickness)
|
||||
: normalization;
|
||||
const finalThickness =
|
||||
thickness / Math.cos(Math.max(0, angle - finalNormalization));
|
||||
|
||||
if (!threeCalibersRule && angle >= ricochet) {
|
||||
remainingPenetration *= 0.75;
|
||||
|
||||
shot.in.layers.push({
|
||||
type: layer.type,
|
||||
index,
|
||||
thickness,
|
||||
thicknessAngled: finalThickness,
|
||||
point: intersection.point,
|
||||
surfaceNormal,
|
||||
status: 'ricochet',
|
||||
angle,
|
||||
});
|
||||
|
||||
break;
|
||||
} 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: blocked ? 'blocked' : 'penetration',
|
||||
angle,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
if (shell.type !== ShellType.HE && remainingPenetration <= 0) {
|
||||
break;
|
||||
}
|
||||
|
||||
index++;
|
||||
}
|
||||
|
||||
const lastLayer = shot.in.layers.at(-1) as ShotLayerNonExternal | undefined;
|
||||
const firstLayer = shot.in.layers[0] as ShotLayerBase | undefined;
|
||||
|
||||
if (!lastLayer || !firstLayer) {
|
||||
return null;
|
||||
} else {
|
||||
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 {
|
||||
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,
|
||||
);
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return shot;
|
||||
}
|
||||
|
||||
return (
|
||||
<>
|
||||
{props.type === ArmorType.Core &&
|
||||
@@ -93,231 +351,12 @@ export function SpacedArmorSceneComponent({
|
||||
async onClick(event) {
|
||||
event.stopPropagation();
|
||||
|
||||
const { antagonist, protagonist } = useDuel.getState();
|
||||
const shell = antagonist!.shell;
|
||||
const cameraNormal = camera.position
|
||||
.clone()
|
||||
.sub(event.point)
|
||||
.normalize();
|
||||
const shot: Shot = {
|
||||
damage: -1,
|
||||
containsGaps: shell.type === ShellType.HEAT,
|
||||
in: {
|
||||
cameraNormal,
|
||||
layers: [],
|
||||
status: 'blocked',
|
||||
},
|
||||
point: event.point,
|
||||
};
|
||||
const shot = (await shoot(
|
||||
event.point,
|
||||
event.intersections,
|
||||
true,
|
||||
))!;
|
||||
|
||||
const hasCalibratedShells = await hasEquipment(
|
||||
103,
|
||||
antagonist!.tank.equipment,
|
||||
antagonist!.equipmentMatrix,
|
||||
);
|
||||
const hasEnhancedArmor = await hasEquipment(
|
||||
110,
|
||||
protagonist!.tank.equipment,
|
||||
protagonist!.equipmentMatrix,
|
||||
);
|
||||
const penetration =
|
||||
resolveNearPenetration(shell.penetration) *
|
||||
resolvePenetrationCoefficient(hasCalibratedShells, shell.type);
|
||||
const thicknessCoefficient = hasEnhancedArmor ? 1.03 : 1;
|
||||
const filteredIntersections = event.intersections.filter(
|
||||
(intersection) => 'type' in intersection.object.userData,
|
||||
) as unknown as Intersection<
|
||||
Object3D & { userData: ArmorUserData }
|
||||
>[];
|
||||
const encounteredExternalModuleVariants: ExternalModuleVariant[] =
|
||||
[];
|
||||
const noDuplicateIntersections: typeof filteredIntersections = [];
|
||||
|
||||
for (const intersection of filteredIntersections) {
|
||||
if (intersection.object.userData.type === ArmorType.External) {
|
||||
if (
|
||||
!encounteredExternalModuleVariants.includes(
|
||||
intersection.object.userData.variant,
|
||||
)
|
||||
) {
|
||||
noDuplicateIntersections.push(intersection);
|
||||
encounteredExternalModuleVariants.push(
|
||||
intersection.object.userData.variant,
|
||||
);
|
||||
}
|
||||
} else {
|
||||
noDuplicateIntersections.push(intersection);
|
||||
|
||||
if (intersection.object.userData.type === ArmorType.Core) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
let remainingPenetration = penetration;
|
||||
let index = 0;
|
||||
for (const intersection of noDuplicateIntersections) {
|
||||
const layer = intersection.object.userData;
|
||||
|
||||
if (shell.type === ShellType.HEAT && index > 0) {
|
||||
const lastLayer = shot.in.layers.at(-1) as ShotLayerBase;
|
||||
const distance = lastLayer.point.distanceTo(
|
||||
intersection.point,
|
||||
);
|
||||
remainingPenetration -= 0.5 * remainingPenetration * distance;
|
||||
const blocked = remainingPenetration <= 0;
|
||||
|
||||
shot.in.layers.push({
|
||||
type: null,
|
||||
distance,
|
||||
status: blocked ? 'blocked' : 'penetration',
|
||||
});
|
||||
|
||||
if (blocked) break;
|
||||
}
|
||||
|
||||
if (layer.type === ArmorType.External) {
|
||||
const thickness = layer.thickness * thicknessCoefficient;
|
||||
remainingPenetration -= thickness;
|
||||
const blocked =
|
||||
remainingPenetration <= 0 || shell.type === ShellType.HE;
|
||||
|
||||
shot.in.layers.push({
|
||||
type: ArmorType.External,
|
||||
index,
|
||||
thickness,
|
||||
point: intersection.point,
|
||||
surfaceNormal: intersection.face!.normal,
|
||||
status: blocked ? 'blocked' : 'penetration',
|
||||
variant: layer.variant,
|
||||
});
|
||||
} else {
|
||||
const thickness = layer.thickness;
|
||||
const ricochet = degToRad(
|
||||
isExplosive(shell.type) ? 90 : shell.ricochet!,
|
||||
);
|
||||
const surfaceNormal = intersection
|
||||
.normal!.clone()
|
||||
.applyQuaternion(
|
||||
event.object.getWorldQuaternion(new Quaternion()),
|
||||
);
|
||||
const angle = surfaceNormal.angleTo(cameraNormal);
|
||||
const threeCalibersRule =
|
||||
shell.caliber > thickness * 3 || index > 0;
|
||||
const twoCalibersRule = shell.caliber > thickness * 2;
|
||||
const normalization = degToRad(shell.normalization ?? 0);
|
||||
const finalNormalization = twoCalibersRule
|
||||
? (1.4 * normalization * shell.caliber) / (2.0 * thickness)
|
||||
: normalization;
|
||||
const finalThickness =
|
||||
thickness /
|
||||
Math.cos(Math.max(0, angle - finalNormalization));
|
||||
|
||||
if (!threeCalibersRule && angle >= ricochet) {
|
||||
remainingPenetration *= 0.75;
|
||||
|
||||
shot.in.layers.push({
|
||||
type: layer.type,
|
||||
index,
|
||||
thickness,
|
||||
thicknessAngled: finalThickness,
|
||||
point: intersection.point,
|
||||
surfaceNormal: intersection.face!.normal,
|
||||
status: 'ricochet',
|
||||
angle,
|
||||
});
|
||||
|
||||
break;
|
||||
} 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: blocked ? 'blocked' : 'penetration',
|
||||
angle,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
if (shell.type !== ShellType.HE && remainingPenetration <= 0) {
|
||||
break;
|
||||
}
|
||||
|
||||
index++;
|
||||
}
|
||||
|
||||
const lastLayer = shot.in.layers.at(-1) as ShotLayerNonExternal;
|
||||
const firstLayer = shot.in.layers[0] as ShotLayerBase;
|
||||
|
||||
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 {
|
||||
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 {
|
||||
// check second array for result
|
||||
shot.in.status = 'ricochet';
|
||||
}
|
||||
}
|
||||
|
||||
console.log(shot);
|
||||
useTankopediaTemporary.setState({ shot });
|
||||
},
|
||||
},
|
||||
|
||||
@@ -77,14 +77,14 @@ export type ShotLayer = ShotLayerExternal | ShotLayerNonExternal | ShotLayerGap;
|
||||
export type Shot = {
|
||||
containsGaps: boolean;
|
||||
damage: number;
|
||||
point: Vector3;
|
||||
|
||||
in: {
|
||||
cameraNormal: Vector3;
|
||||
surfaceNormal: Vector3;
|
||||
status: ShotStatus;
|
||||
layers: ShotLayer[];
|
||||
};
|
||||
out?: {
|
||||
surfaceNormal: Vector3;
|
||||
status: ShotStatus;
|
||||
layers: ShotLayer[];
|
||||
};
|
||||
|
||||
Reference in new issue
Block a user