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67 Commits
Author SHA1 Message Date
tresabhi 1a2d4aaa9c revert colors 2026-10-18 00:32:25 -05:00
tresabhi d7914bb2fb reduce call count 2026-10-18 00:31:53 -05:00
tresabhi 8cb15d488d code split 2026-10-18 00:10:24 -05:00
tresabhi 5c3ab2e10d actual batching 2026-10-18 00:08:43 -05:00
tresabhi 28c30f210e cool 2026-10-18 00:02:48 -05:00
tresabhi 5c92f9f7ee hull 2026-10-17 23:41:23 -05:00
tresabhi 249b185836 proof of concept 2026-10-17 23:21:47 -05:00
tresabhi 7f7d0cc499 remove outdated docs 2026-10-10 16:41:57 -05:00
TrèsAbhi 0c91ee3600 New Crowdin updates (#389)
* New translations en.json (Ukrainian)

[ci skip]

* New translations en.json (Chinese Simplified)

[ci skip]

* New translations en.json (French)

[ci skip]

* New translations en.json (Spanish)

[ci skip]

* New translations en.json (Japanese)

[ci skip]

* New translations en.json (Polish)

[ci skip]

* New translations en.json (Portuguese)

[ci skip]

* New translations en.json (Russian)

[ci skip]
2026-10-09 23:33:06 -05:00
tresabhi 1988ecff92 smaller titles 2026-10-09 18:20:11 -05:00
tresabhi ff03f8ffb2 remove bold 2026-10-09 18:17:56 -05:00
tresabhi d050776628 format 2026-10-09 18:14:59 -05:00
tresabhi 78bff2cdd2 logs 2026-10-09 18:13:22 -05:00
tresabhi 072174ad45 promote version 2026-10-09 18:01:10 -05:00
TrèsAbhi 03f2bcdc1a Merge pull request #366 from Hitjack007/track-repair-time 2026-10-09 17:29:38 -05:00
TrèsAbhi b6ae34dafa Merge pull request #377 from Hitjack007/armor-penetration-chance 2026-10-09 17:28:05 -05:00
TrèsAbhi 2e10052732 Merge pull request #282 from Hitjack007/armor-controls-edge 2026-10-09 17:06:22 -05:00
TrèsAbhi 9a95306b37 Merge pull request #284 from Hitjack007/mixer-mobile 2026-10-09 17:03:52 -05:00
tresabhi fbc4355984 remove clamped vw 2026-10-09 17:02:54 -05:00
TrèsAbhi 24026a95ee Merge pull request #359 from Hitjack007/flag-offset 2026-10-09 16:57:27 -05:00
TrèsAbhi 8f4a43fc8a Merge pull request #357 from Hitjack007/playlist-filters-layout 2026-10-09 16:55:20 -05:00
tresabhi 646d6fa7d5 center align and max width 32rem 2026-10-09 16:54:37 -05:00
TrèsAbhi 37fae7477d Merge branch 'main' into playlist-filters-layout 2026-10-09 16:53:35 -05:00
Mark Greene 940c3c537b Feature: track repair time in Tankopedia
Adds track repair time to the Tankopedia survivability stats, matching the value the game lists.

- Added a required `repair_time` to track definitions, filled from each chassis's hysteresis health divided by its health regen per second
- Applied the toolbox, the repair crew skill and the protective kit as multiplicative repair speed bonuses
- Added a Track repair time row under fire chance; it appears once the definitions are regenerated on the next build

Fixes #308
2026-10-08 18:02:05 +13:00
Mark Greene fbdfa2c063 Feature: Penetration chance in the armor shot card
Shows the chance a shot penetrates in the dynamic armor shot card, right-aligned on the shot's result line.

- Penetration varies by ±5% (the same randomisation the armor highlighter shader uses), so the chance is the share of that range where the shot's final outcome is a penetration
- Re-runs the existing shot calculation at different penetration values, so spaced armor, HEAT gap losses and ricochets are taken into account
- For ricochets the chance is shown on the ricocheted shot's line; HE splashes don't count as penetrations
- Adds the `shot_card.stats.penetration_chance` string

Fixes #342
2026-10-08 18:00:57 +13:00
tresabhi 7234c39ad8 move credits back 2026-10-07 21:32:38 -05:00
TrèsAbhi c292adac41 Merge pull request #356 from Hitjack007/track-texture-scroll-rates 2026-10-07 17:05:52 -05:00
TrèsAbhi 1af104d4d6 Merge branch 'main' into track-texture-scroll-rates 2026-10-07 17:01:58 -05:00
TrèsAbhi 7b7513f227 Merge pull request #355 from Hitjack007/restore-locale-redirect 2026-10-07 17:01:01 -05:00
tresabhi 02f5cc0686 remove redundant logic 2026-10-07 17:00:47 -05:00
TrèsAbhi 6f1d653d54 Merge branch 'main' into restore-locale-redirect 2026-10-07 16:59:43 -05:00
tresabhi 92c8b90bb3 remove api check 2026-10-07 16:56:40 -05:00
TrèsAbhi 1b807e6d0e Merge pull request #360 from Hitjack007/equalizer-background-sliver 2026-10-07 16:48:29 -05:00
tresabhi 0e7b020d60 fix sliver 2026-10-07 16:48:08 -05:00
TrèsAbhi eda5d10290 Merge branch 'main' into equalizer-background-sliver 2026-10-07 16:37:48 -05:00
TrèsAbhi 85e93cd827 Merge pull request #361 from Hitjack007/contact-shadows-low-angles 2026-10-07 16:36:58 -05:00
TrèsAbhi bc2dd8c7b7 Merge branch 'main' into contact-shadows-low-angles 2026-10-07 16:35:43 -05:00
TrèsAbhi 904d50f4c3 New Crowdin updates (#379) 2026-10-07 16:35:15 -05:00
TrèsAbhi 112472762d Merge pull request #362 from Hitjack007/discover-ids-await-loop 2026-10-07 16:34:49 -05:00
TrèsAbhi f6e5fabb65 Merge pull request #363 from Hitjack007/stable-tank-sort-order 2026-10-07 16:33:25 -05:00
tresabhi e19d0d5895 revert tank exclusion 2026-10-07 16:32:48 -05:00
TrèsAbhi aa6268a86b Merge branch 'main' into stable-tank-sort-order 2026-10-07 16:30:42 -05:00
TrèsAbhi 0f878485b3 Merge pull request #364 from Hitjack007/tier-eleven-compatibility 2026-10-07 16:28:33 -05:00
tresabhi 0e119b6ba8 optimize awaitable tiers 2026-10-07 16:27:38 -05:00
tresabhi 3397e7f67b truthy array 2026-10-07 16:25:34 -05:00
TrèsAbhi de03a2ab95 Merge branch 'main' into tier-eleven-compatibility 2026-10-07 16:23:11 -05:00
tresabhi d4e649804e add astro cleaning script 2026-10-07 16:15:07 -05:00
TrèsAbhi c31d5705eb Merge pull request #367 from Hitjack007/tank-model-auto-load 2026-10-07 16:11:04 -05:00
tresabhi 16be5faae6 use UpdateIcon 2026-10-07 16:08:56 -05:00
tresabhi e1b079ca02 high contrast button 2026-10-07 16:06:52 -05:00
tresabhi 00149a3d9d simplify strings 2026-10-07 16:03:41 -05:00
TrèsAbhi e3e94e2b49 Merge branch 'main' into tank-model-auto-load 2026-10-07 15:59:34 -05:00
tresabhi 5ce927be4e force bun even with node installed 2026-10-07 10:14:44 -05:00
tresabhi c70fae8162 game strings 2026-10-05 11:24:29 -05:00
tresabhi d79e0ddb5d caching for strings 2026-10-05 11:24:01 -05:00
Mark Greene 541da65bfc Feature: option to turn off automatic tank model loading
Lets people on limited data stop the Tankopedia from downloading 3D models automatically.

- Added an Automatically load 3D models switch to the settings page, on by default
- When off, the tank page hero shows a Load 3D model button where the loading bar sits
- Held back every model download on the tank page until requested, including the dynamic armor switcher and the gun flexibility visualizer
- Wrapped the tank sandbox in its own suspense boundary so the loading bar shows real progress instead of the whole page waiting on the model
- Measured loading progress from when each loading bar appears so it always starts empty
- Added the English strings; other languages fall back until translated

Fixes #311
2026-10-05 19:52:46 +13:00
Mark Greene e4e92d76b4 Feature: tier XI compatibility
Prepares BlitzKit for tier XI tanks ahead of their release. Tier X was hardcoded as the maximum in the tank search filters, the guesser and the tech tree, and had no roman numeral beyond X.

- Added `XI` to `TIER_ROMAN_NUMERALS`
- Added an awaitable tier list derived from the highest tier in the tank definitions, so nothing changes until tier XI tanks exist
- Used it for the tank search tier filters and the guesser tier picker and defaults
- Made the tech tree check for successors instead of assuming tier X is the last tier

Fixes #302
2026-10-05 18:18:19 +13:00
Mark Greene 273881c460 Fix: keep tank order stable on select
Tanks sharing the same tier, nation, class and type were shown in an arbitrary order that changed after selecting a tank. The meta sort had no tiebreaker, and the filtered list was sorted and reversed in place, so each re-sort started from the previous reversed order and flipped tied tanks around.

- Added tank ID as the first sort key in `metaSortTank` so tied tanks always come out in the same order
- Sorted a copy of the tank search results, pre-sorted by ID, instead of the cached list
- Added an `exclude` option to tank search and used it in Compare so tanks already being compared can't be added again, including through select all or by swapping another slot

Fixes #313
2026-10-05 18:00:43 +13:00
Mark Greene 3aefe7d985 Fix: await the ID discovery loop so it runs to completion
The ID discovery script exited about a second after starting. Since the switch to `atMaxRate`, neither the discovery loop nor the request loop was awaited, and `atMaxRate` didn't await its callback, so the script went straight to `save()`, committed and exited while overlapping duplicate requests failed in the background.

- Awaited both `atMaxRate` loops and the callback inside `atMaxRate`
- Moved the ID range exhaustion check out of the retry loop so retries can't remove extra regions
- Treated network and JSON errors as failed API calls so a long run retries instead of crashing without saving

Fixes #306
2026-10-05 17:33:01 +13:00
Mark Greene bfe31053a9 Fix: keep contact shadows visible at low camera angles
Contact shadows under the tank disappeared when the camera orbited low enough to look up at it. The shadow plane and the ground disc are both transparent and centred on the origin, so three.js sorts them by camera depth. Looking upward flips that order, and because the shadow doesn't write depth, the ground disc was drawn over it.

- Gave `ContactShadows` a `renderOrder` of 1 so it always renders after the ground disc

Fixes #299
2026-10-05 17:28:01 +13:00
Mark Greene a5eac5572e Fix: remove background sliver under equalizer toggle gradient
On some browsers a thin sliver of the Insanity banner showed through along the rounded edges of the equalizer toggle, most visibly on the right where the gradient is opaque. The banner and the gradient were painted on two separately clipped elements, so their anti-aliased edges didn't line up.

- Moved the gradient onto the outer box as the top layer of its `backgroundImage`, above the banner
- Removed the separate gradient layer from the inner flex

Fixes #297
2026-10-05 17:20:52 +13:00
Mark Greene 643e1dd352 Fix: crop transparent padding from fade flags
The fade flag images are 2:1 but the flag only fills the left part, with the rest transparent. That made `cover` + `center` in the tech tree node crop and offset the visible flag.

- Trim the transparent border from the fade flag in the `/flags/fade/[id].webp` route using `sharp`
- Revert the tech tree node back to `cover` + `center`, since the image is now just the flag
2026-10-05 08:10:52 +13:00
Mark Greene fbba0bf13b Fix: constrain playlist filter width
The filters on the playlist page stretched into one long strip beside the tank pool, squeezing the pool into the remaining space.

**Changes**
- Place the filters and the generate button in a fixed-width column (`22rem`) on medium screens and up so the filter buttons wrap compactly
- Stretch the generate button to the column width
- Let the tank pool take the remaining width
- Tighten the gap between the two columns
- Keep the existing stacked layout on small screens
2026-10-04 20:07:52 +13:00
Mark Greene c2c586c2e7 Fix: scroll track textures at the same rate
Dragging a tank's track scrolled its roughness/metalness texture at twice the speed of the base color and normal textures, so highlights drifted off the track links.

**Cause**
- `translateTexture` added the scroll offset to `roughnessMap` and `metalnessMap` separately
- glTF has a single metallic-roughness texture, and the loader assigns that same texture object to both slots, so it received the offset twice

**Changes**
- Collect the track's maps in a `Set` before scrolling so a texture shared between slots is offset exactly once
2026-10-04 20:00:51 +13:00
Mark Greene aaf0e52be4 Fix: restore redirect to the user's preferred locale
Users were no longer sent to their preferred locale. `LocaleRedirector` was emptied in `115fa5aca` after its previous versions caused repeated redirects, and nothing replaced it.

**Cause**
- The earlier logic compared the best locale (a string) against the current locale entry (an object), so the check was always true on non-default locale pages
- That made the redirect fire repeatedly, which led to the logic being removed entirely

**Changes**
- Derive the current locale from the URL, treating the default locale as unprefixed to match how pages are generated
- Redirect only when the best locale differs from the current locale, so it stops after one hop
- Redirect users with a saved `preferred-locale` from any page
- Redirect users without a saved preference from default-locale URLs only, using their browser language, so shared locale links are respected
- Preserve the rest of the path when swapping the locale prefix
- Skip `/api` paths
2026-10-04 19:47:20 +13:00
Mark Greene 6907e5fb7a Fix: mixer buttons clipping at the screen edges on small phones
The mixer's hull/turret/gun row is about 440px wide at its fixed sizes and is centered with `left: 50%` and `translateX(-50%)`, so on phones narrower than that it overflowed past both edges.

Use smaller button sizes on phones and scale the tank images with the viewport (`clamp(2rem, 11vw, 4em)`), with smaller separators and gaps. From 520px up the layout is unchanged.
2026-10-04 15:17:51 +13:00
Mark Greene e5e2f2505c Fix: static armor controls peeking in at the screen edge
The static armor panel hid itself with a fixed `right: -6rem`. In languages with longer labels (e.g. Spanish) the panel is wider than that, so part of it stayed visible at the edge.

Anchor the panel at `right: 0` and slide it out with a transform based on its own width (`translateX(calc(100% + var(--space-4)))`) when static armor isn't active, so it always clears the edge regardless of label length.
2026-10-04 14:50:10 +13:00
67 changed files with 857 additions and 741 deletions

No files matched your search

+1 -1
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{
"words": [
"words": [
"gamemodes",
"Tankopedia"
]
+2 -2
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@@ -5,10 +5,10 @@ Thank you to [Mark Greene](https://github.com/Hitjack007) for your contributions
## Features
- Combined game mode passive and active abilities into a single dropdown
- [Mark Greene] Added tier filters to the Guess game
- Added tier filters to the Guess game [Mark Greene]
- Changing tiers will break your streak
## Fixes
- [Mark Greene] module damage is now properly shown when sorting with it in the tank search
- module damage is now properly shown when sorting with it in the tank search [Mark Greene]
- Duplicate abilities in the tank filters are now removed
+1 -1
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@@ -4,7 +4,7 @@ Thank you to [GonnaHetzMe](https://github.com/karelpak1) for your contributions
## Fixes
- [GonnaHetzMe] The turret for Centurion I is no longer offset from the body
- The turret for Centurion I is no longer offset from the body [GonnaHetzMe]
- Please allow up to 24 hours for the model to update
- Vertical Stabilizers now give the correct 12% buff instead of 15%
- Re-ordering tanks in Compare now works once again
+1 -1
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@@ -15,5 +15,5 @@ Thank you to [Mark Greene](https://github.com/Hitjack007) for your contributions
## Fixes
- The Tankopedia now smoothly resizes when enlarging on interaction
- [Mark Greene] Stock turrets now correctly mount the corresponding stock gun
- Stock turrets now correctly mount the corresponding stock gun [Mark Greene]
- The consumable and provision buttons in Compare are no longer tiny
+2 -2
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@@ -5,10 +5,10 @@ Thank you to [Mark Greene](https://github.com/Hitjack007) for your contributions
## Features
- Reworked tank search filters to be far more compact to make way for new filters
- [Mark Greene] Added the ability to filter tanks by consumables
- Added the ability to filter tanks by consumables [Mark Greene]
- Added the ability to filter tanks by provisions and game-mode abilities and powers
## Fixes
- Consumable and provision icons in Compare are now properly sized
- [Mark Greene] Provisions now properly affect terrain resistances
- Provisions now properly affect terrain resistances [Mark Greene]
+5 -5
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@@ -13,11 +13,11 @@ Thank you to [GonnaHetzMe](https://github.com/karelpak1) for your contributions
## Technical Features
- [GonnaHetzMe] Enabling dev mode now displays the tank's non-numerical id
- [GonnaHetzMe] The dev id and the new dev name are now copyable on click
- Enabling dev mode now displays the tank's non-numerical id [GonnaHetzMe]
- The dev id and the new dev name are now copyable on click [GonnaHetzMe]
## Fixes
- [GonnaHetzMe] Tech trees that start at tiers higher than tier 1 like the Blitz Nation ones now properly render their trees in Tankopedia
- [GonnaHetzMe] The tank pitch/yaw inputs in the Tank Sandbox now initialize with the correct values instead of 0
- [GonnaHetzMe] Large Repair Kits once again use the correct modern icon
- Tech trees that start at tiers higher than tier 1 like the Blitz Nation ones now properly render their trees in Tankopedia [GonnaHetzMe]
- The tank pitch/yaw inputs in the Tank Sandbox now initialize with the correct values instead of 0 [GonnaHetzMe]
- Large Repair Kits once again use the correct modern icon [GonnaHetzMe]
+1 -1
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@@ -4,5 +4,5 @@ Thank you to [GonnaHetzMe](https://github.com/karelpak1) for your contributions
## Fixes
- [GonnaHetzMe] Tank hit points in Equalizer mode is now accurate to the game
- Tank hit points in Equalizer mode is now accurate to the game [GonnaHetzMe]
- Armor highlighting now reflects the actual thicknesses of tanks in Equalizer mode
+3 -3
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@@ -4,9 +4,9 @@ Thank you to [GonnaHetzMe](https://github.com/karelpak1) for your contributions
## Fixes
- [GonnaHetzMe] Tungsten shells are now properly cropped
- Tungsten shells are now properly cropped [GonnaHetzMe]
- Equalizer no longer gives insanely high penetration values
- The tank reveal animation no longer repeats when you scroll away and back to the tank sandbox
- [GonnaHetzMe] The RHM. Pzw.'s turret no longer has the floating plate
- The RHM. Pzw.'s turret no longer has the floating plate [GonnaHetzMe]
- Please give BlitzKit up to 1 hour to update the model
- [GonnaHetzMe] Tanks with inclined turret rings like the Minotauro now display the correct pitch in the tank sandbox inputs
- Tanks with inclined turret rings like the Minotauro now display the correct pitch in the tank sandbox inputs [GonnaHetzMe]
+5 -5
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@@ -4,7 +4,7 @@ Thank you to [GonnaHetzMe](https://github.com/karelpak1) for your contributions
## Features
- [GonnaHetzMe] Added tooltips to the module selector in Tankopedia
- Added tooltips to the module selector in Tankopedia [GonnaHetzMe]
## Fixes
@@ -12,7 +12,7 @@ Thank you to [GonnaHetzMe](https://github.com/karelpak1) for your contributions
- Removed tank visual and collision model caching
- Guesser once again breaks streaks if not all tiers are selected
- BlitzKit now properly unloads tank models from memory when visually hidden in Guesser
- [GonnaHetzMe] Tanks with complex transparency like the Herdbreaker once again handle opacity correctly
- [GonnaHetzMe] Pieces of tank models that have transparency now handle culling properly (they're visible from both sides)
- [GonnaHetzMe] Tanks with "cardboard" textures have been fixed, thanks to better PVR file parsing
- [GonnaHetzMe] Tank icons are now scaled correctly so small tanks are now properly zoomed out in contrast to bigger ones
- Tanks with complex transparency like the Herdbreaker once again handle opacity correctly [GonnaHetzMe]
- Pieces of tank models that have transparency now handle culling properly (they're visible from both sides) [GonnaHetzMe]
- Tanks with "cardboard" textures have been fixed, thanks to better PVR file parsing [GonnaHetzMe]
- Tank icons are now scaled correctly so small tanks are now properly zoomed out in contrast to bigger ones [GonnaHetzMe]
+4 -4
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@@ -8,13 +8,13 @@ Thank you to [Mark Greene](https://github.com/Hitjack007) for your contributions
## Fixes
- [Mark Greene] Clicking on the armor multiple times with HE no longer crashes BlitzKit
- [Mark Greene] Ricochets that later intersect with external modules no longer falsely claim a successful damaging penetration
- Clicking on the armor multiple times with HE no longer crashes BlitzKit [Mark Greene]
- Ricochets that later intersect with external modules no longer falsely claim a successful damaging penetration [Mark Greene]
- The lighting animation no longer stops prematurely when BlitzKit is unfocused
- The spot light angle has been increased to more evenly light up larger tanks
- BlitzKit once again uses soft shadows, reducing the pixelated shadows
- Fixed the weird patterns that formed on the tracks of tanks under self-shadows
- Increased the floor size and light decay to create the illusion that the floor is infinite
- [Mark Greene] Safari no longer crashes when unloading textures for unloaded tanks
- Safari no longer crashes when unloading textures for unloaded tanks [Mark Greene]
- The gun depression transition between two constraints (like often behind tanks) now uses a gentler zoned and can never be 0
- [Mark Greene] Armor plate names in Static Armor are now properly capitalized in English and translated to other languages
- Armor plate names in Static Armor are now properly capitalized in English and translated to other languages [Mark Greene]
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# BlitzKit 1.31.4
Thank you to [Mark Greene](https://github.com/Hitjack007) for your contributions this update.
## Features
- [Mark Greene] Added Peekaboo DPM
- Your Peekaboo DPM is lower than your normal DPM if your reload is faster than 10s as you'll have to wait for the remaining 10s for you to get unspotted before you can poke and shoot
- [Mark Greene] The test and owned tank filters are now more intuitive as clicking on them now turns the clicked option on instead of off
- [Mark Greene] Added a spall liner button to the Tankopedia beside the other equipment
## Fixes
- [Mark Greene] BlitzKit Session now properly handles tanks removed from the game
- [Mark Greene] Removed the Beta badge from the Equalizer button
- Updated the background image for the Equalizer button to the actual banner of the new game mode
- [Mark Greene] The armor no longer disappears when you turn on Dynamic Armor System
- [Mark Greene] Camouflage values in Tankopedia are now more descriptive when shooting
- [Mark Greene] The contact shadows on the ground no longer grow & darken when switching between tabs
- The "Help Translate BlitzKit" text on the home page is now properly centered vertically
- [Mark Greene] The footer now says "Branch" instead of "CDN"
- [Mark Greene] The game version in the footer now displays a shorthand version instead of the entire version number
- [Mark Greene] The reload visualizer now displays just 1 decimal place
- [Mark Greene] The search bar no longer redirects to a seemingly random tank when clicking enter when searching
- [Mark Greene] Tank search now properly handles the full names of tanks like the Super Pershing
- [Mark Greene] The loading bar below the name of the tanks in Tankopedia is now sufficiently spaced below
- [Mark Greene] The gun depression visualizer now properly handles the inherent tilt of tanks like the Minotauro
## Technical Features
- Added documentation to the README on setting up and developing BlitzKit locally
- Added bug report and feature request forms to GitHub
- Switched to the GNU AGPLv3 license
## Technical Fixes
- BlitzKit now handles the new ID system for game-modes in WoTB
- The directory which preview versions of the game are downloaded to are now created properly
- This was the last bug standing in the way of BlitzKit Previews
- Welcome back, BlitzKit Previews!
- Removed some dead code from the BlitzKit model mangler
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# BlitzKit 1.32.0
Thank you to [Mark Greene](https://github.com/Hitjack007) for your contributions this update.
## Features
### Tankopedia & Armor
- Added a spall liner button to the Tankopedia beside the other equipment [Mark Greene]
- Listed track repair times in the Tankopedia [Mark Greene]
- The penetration chance is now displayed when penetration testing armor [Mark Greene]
- Added a new setting to disable automatically loading tanks in Tankopedia [Mark Greene]
### Tank Performance & Mechanics
- Added Peekaboo DPM [Mark Greene]
- Your Peekaboo DPM is lower than your normal DPM if your reload is faster than 10s as you'll have to wait for the remaining 10s for you to get unspotted before you can poke and shoot
### Tank Filters
- The test and owned tank filters are now more intuitive as clicking on them now turns the clicked option on instead of off [Mark Greene]
### Game Compatibility
- Added compatibility for tier XI tanks [Mark Greene]
## Fixes
### Tankopedia & Armor
- The armor no longer disappears when you turn on Dynamic Armor System [Mark Greene]
- Camouflage values in Tankopedia are now more descriptive when shooting [Mark Greene]
- The penetration chance is now displayed when penetration testing armor [Mark Greene]
- Listed track repair times in the Tankopedia [Mark Greene]
- Added a spall liner button to the Tankopedia beside the other equipment [Mark Greene]
- The flags in the Tankopedia tech tree are no longer offset to the top left [Mark Greene]
- The loading bar below the name of the tanks in Tankopedia is now sufficiently spaced below [Mark Greene]
- Removed the vertical sliver of pixels found to the right of the Equalizer toggle in Tankopedia
### Tank Search & Filters
- The search bar no longer redirects to a seemingly random tank when clicking enter when searching [Mark Greene]
- Tank search now properly handles the full names of tanks like the Super Pershing [Mark Greene]
- The tank search now remains consistent in order even when an added filter does not add/remove tanks from the list [Mark Greene]
- The test and owned tank filters are now more intuitive as clicking on them now turns the clicked option on instead of off [Mark Greene]
### Visuals & UI
- Removed the Beta badge from the Equalizer button [Mark Greene]
- Updated the background image for the Equalizer button to the actual banner of the new game mode
- The contact shadows on the ground no longer grow & darken when switching between tabs [Mark Greene]
- Additionally, the contact shadows stays visible at low angles [Mark Greene]
- The "Help Translate BlitzKit" text on the home page is now properly centered vertically
- The footer now says "Branch" instead of "CDN" [Mark Greene]
- The game version in the footer now displays a shorthand version instead of the entire version number [Mark Greene]
- The reload visualizer now displays just 1 decimal place [Mark Greene]
- Plot controls for the Static armor tab no longer pokes in from the right on non-Static armor tabs in some languages [Mark Greene]
- Mixer's controllers now scale better on smaller screens [Mark Greene]
- The list of available tanks in the Playlist is no longer excessively wide [Mark Greene]
### Tank Mechanics & Models
- The gun depression visualizer now properly handles the inherent tilt of tanks like the Minotauro [Mark Greene]
- When moving the tracks of tanks, the textures no longer move at different rates [Mark Greene]
### Localization
- Users with a preference on a language are once again redirected to the correct localized pages [Mark Greene]
### Session & Game Compatibility
- BlitzKit Session now properly handles tanks removed from the game [Mark Greene]
## Technical Fixes
- BlitzKit now handles the new ID system for game-modes in WoTB
- The directory which preview versions of the game are downloaded to are now created properly
- This was the last bug standing in the way of BlitzKit Previews
- Welcome back, BlitzKit Previews!
- Removed some dead code from the BlitzKit model mangler
- The player discovery loop now persists for longer than 1 iteration [Mark Greene]
- Bun is now forced to run scripts with the `--bun` flag
## Technical Features
- Added documentation to the README on setting up and developing BlitzKit locally
- Added bug report and feature request forms to GitHub
- Switched to the GNU AGPLv3 license
## Technical Fixes
- BlitzKit now handles the new ID system for game-modes in WoTB
- The directory which preview versions of the game are downloaded to are now created properly
- This was the last bug standing in the way of BlitzKit Previews
- Welcome back, BlitzKit Previews!
- Removed some dead code from the BlitzKit model mangler
- The player discovery loop now persists for longer than 1 iteration [Mark Greene]
- Bun is now forced to run scripts with the `--bun` flag
-9
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@@ -1,9 +0,0 @@
# Timezones
What is considered a "day's worth of games" is determined by the reset time. The reset time is generally at midnight everyday after which newer games are counted towards the next day. Reset times vary from region to region:
- North America: `UTC-5:00` (Central North American Time midnight)
- Europe: `UTC+1:00` (Central European Time midnight)
- Asia: `UTC+7:00` (Central Asia Standard Time midnight)
**Reset times are different from Blitz Stars** (Blitz Stars resets at 5:00 am locally relative to the user opening their website). Inconsistencies with Blitz Stars only occur with sleep-deprived players and players who play in the wrong region.
-45
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@@ -1,45 +0,0 @@
# Blitzkit Rating Leaderboard
A straightforward way of storing the entire World of Tanks Blitz rating leaderboard to disk.
```cpp
primary BlitzkitRatingLeaderboard {
utf8"BKRL" magic;
Header header;
primary Body<header> body;
}
Header {
uint16 version; // always 1
Format format;
uint32 count;
}
Format enum<uint8> {
Base,
Superset1,
}
Body<Header header> match<header.format> {
Base {
primary {
uint32 id;
uint16 score;
}[header.count] entries;
};
Superset1 {
primary {
uint32 id;
uint16 score;
uint32 battles;
uint32 wins;
uint32 survived;
uint32 damage;
uint32 kills;
}[header.count] entries;
};
}
```
-18
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@@ -1,18 +0,0 @@
# Discovered Ids
```c
primary DiscoveredIds {
utf8"DIDS" magic;
Header header;
primary Body body;
}
Header {
uint16 version; // always 1
}
Body {
uint32 count;
uint32[count] ids;
}
```
+1 -170
View File
@@ -1,172 +1,3 @@
# KitScore
## Memo
KitScore is a performance metric that makes sense. This metric can be applied to any game, virtual or real. Specific pieces of information relating directly to World of Tanks Blitz will be provided within parentheses and with a "WoTB:" prefix.
## Consumption of Observations
KitScore is driven solely by the behavior of other players and finding meaning of a new observation within a pool of condensed data based on previously observed data. Generally, we will be provided with a number of statistics (the $x_i$ of an observation) per player (WoTB: $x_\text{frags}$, $x_\text{xp}$, $x_\text{spots}$, etc.) including a target statistic (the $x_j$ of an observation) that all other statistics try to maximize (WoTB: "winrate" which we will defined later as $x_j$).
If the statistics are cumulative, they will have to be normalized (WoTB: statistics fetched from Wargaming are indeed cumulative even for a single player; $x_\text{frags}=\frac{\Sigma x_\text{frags}}{\Sigma x_\text{battles}}$, $x_\text{spots}=\frac{\Sigma x_\text{spots}}{\Sigma x_\text{battles}}$, $x_j=\frac{\Sigma x_\text{wins}}{\Sigma x_\text{battles}}$, etc.). Each player will have such average statistics, giving us many points of data to work with. If the statistics are not cumulative, then you will be dealing with multiple observations per player which will only help improve accuracy.
## It's Impossible to "Find What Makes the Metric Tick"
WN8, a widely adopted metric in the World of Tanks and World of Tanks Blitz communities is plagued with problems. One of them being that people often find and exploit "what makes the metric tick." In other words, people easily exploit the rudimentary nature of WN8 to score undeservedly high.
In WN8, the gains of some rewarding categories overshadow the losses of others though that may not necessarily be in the best interest in maximizing winrate. KitScore makes this nearly impossible as it punishes a player for scoring well solely high in a certain category. You will never exploit KitScore. Period.
## Generating Reasonable Values
TODO: there's like no runaway cases
## Symbol Interpretation
| Symbol | Interpretation |
| ---------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------ |
| $A_\text{human}$ | The human readable version of the raw score $A$. |
| $A$ | The raw KitScore. |
| $C$ | An arbitrary coefficient. |
| $I$ | The number of statistics including the target statistic. This means that there are $I-1$ entries for $x_i$ and $1$ entry for $y$ for each observation. |
| $i$ | The statistic index of where there are $I$ entries. |
| $j$ | A discriminator for the target statistic. There may never be more than $1$ entries for $j$. |
| $m$ | The degree of the polynomial regression. |
| $n$ | The number of observations. |
| $a$ | An "atomic" score which is a function of the $i$th statistic. |
| $w$ | The weight of the $i$th atomic statistic. |
## Computing the Score
The final metric $A_\text{human}$ is an arbitrarily scaled value of the raw score $A$ where $C$ is any coefficient of your liking. BlitzKit uses $C=10^3$.
$$
A_\text{human}=CA
$$
The final metric $A$ is the weighted average of individual scores $a$ which are functions of the $i$th statistic excluding the target statistic $j$ itself.
$$
A=\frac{\sum_{i \neq j} w_{i}a_{i}}{\sum_{i \neq j} w_{i}}
$$
The "atomic" score $a$ is the difference between the predicted target statistic $P_{i \leftrightarrow j}(x_i)$ acquired using a polynomial regression of degree $m$ and the actual newly observed $x_j$.
$$
a_i=x_j-P_{i \leftrightarrow j}(x_i)
$$
The polynomial regression of $m$th degree can be written as follows:
$$
P(x)=\beta_0x^0+\beta_1x^1+\beta_2x^2+\dots+\beta_mx^m
$$
Polynomial regression coefficients $\beta$ can be acquired through basic linear algebra where an $m \times m$ of constants is multiplied with $m \times 1$ of unknowns which equals another $m \times 1$ of constants.
```math
\begin{bmatrix}
\sum_{k=1}^n x_i^0 & \sum_{k=1}^n x_i^1 & \sum_{k=1}^n x_i^2 & \dots & \sum_{k=1}^n x_i^m \\
\sum_{k=1}^n x_i^1 & \sum_{k=1}^n x_i^2 & \sum_{k=1}^n x_i^3 & \dots & \sum_{k=1}^n x_i^{m+1} \\
\sum_{k=1}^n x_i^2 & \sum_{k=1}^n x_i^3 & \sum_{k=1}^n x_i^4 & \dots & \sum_{k=1}^n x_i^{m+2} \\
\vdots & \vdots & \vdots & \ddots & \vdots \\
\sum_{k=1}^n x_i^m & \sum_{k=1}^n x_i^{m+1} & \sum_{k=1}^n x_i^{m+1} & \dots & \sum_{k=1}^n x_i^{2m} \\
\end{bmatrix}
\begin{bmatrix}
\beta_0 \\
\beta_1 \\
\beta_2 \\
\vdots \\
\beta_m
\end{bmatrix}
=
\begin{bmatrix}
\sum_{k=1}^n x_jx_i^0 \\
\sum_{k=1}^n x_jx_i^1 \\
\sum_{k=1}^n x_jx_i^2 \\
\vdots \\
\sum_{k=1}^n x_jx_i^m
\end{bmatrix}
```
The weight $w$ is a slice of the Pearson corelation matrix. The numerator is the corelation between the $i$th statistic and the target statistic $j$ while the denominator the sum of the corelations between the $i$th statistic and all statistics but the target statistic $j$.
$$
w_{i}=\frac{r_{i\leftrightarrow j}^2}{\sum_{i_{k}\neq j}r_{i\leftrightarrow i_{k}}^2}
$$
## Understanding the Corelation Matrix
Forming the corelation matrix will create an $I \times I$ matrix where. This matrix is best represented as a table. The example below illustrates a matrix/table for $I=4$ which includes $3$ entries for $i$ statistics and $1$ entry for the $j$ target statistic.
| | $x_1$ | $x_2$ | $x_3$ | $x_j$ |
| ----- | --------------------------- | --------------------------- | --------------------------- | --------------------------- |
| $x_1$ | $1$ | $r_{1 \leftrightarrow 2}^2$ | $r_{1 \leftrightarrow 3}^2$ | $r_{1 \leftrightarrow j}^2$ |
| $x_2$ | $r_{1 \leftrightarrow 2}^2$ | $1$ | $r_{2 \leftrightarrow 3}^2$ | $r_{2 \leftrightarrow j}^2$ |
| $x_3$ | $r_{1 \leftrightarrow 3}^2$ | $r_{2 \leftrightarrow 3}^2$ | $1$ | $r_{3 \leftrightarrow j}^2$ |
| $x_j$ | $r_{1 \leftrightarrow j}^2$ | $r_{2 \leftrightarrow j}^2$ | $r_{3 \leftrightarrow j}^2$ | $1$ |
It should not be a surprise to find $r_{i \leftrightarrow i}^2=1$ which forms a neat diagonal across the table. Note that there are many duplicates within the $I^2$ entries. The "bottom-right triangle" can be eliminated to remove redundancies leaving us with only $\frac{I(I+1)}{2}$ fields occupied.
| | $x_1$ | $x_2$ | $x_3$ | $x_j$ |
| ----- | ----- | --------------------------- | --------------------------- | --------------------------- |
| $x_1$ | $1$ | $r_{1 \leftrightarrow 2}^2$ | $r_{1 \leftrightarrow 3}^2$ | $r_{1 \leftrightarrow j}^2$ |
| $x_2$ | | $1$ | $r_{2 \leftrightarrow 3}^2$ | $r_{2 \leftrightarrow j}^2$ |
| $x_3$ | | | $1$ | $r_{3 \leftrightarrow j}^2$ |
| $x_j$ | | | | $1$ |
When programming this matrix into an array, $r_{i \leftrightarrow i}^2=1$ will be redundant. I recommend condensing the matrix into an array of size $\frac{I(I+1)}{2}+I=\frac{I(I-1)}{2}$ to avoid all redundant entries. For $I=4$, the array will look something like the one illustrated below (here, $j=4$).
$$
[r_{1 \leftrightarrow 2}^2, r_{1 \leftrightarrow 3}^2, r_{1 \leftrightarrow 4}^2, r_{2 \leftrightarrow 3}^2, r_{2 \leftrightarrow 4}^2, r_{3 \leftrightarrow 4}^2]
$$
## Understanding the Weights
Some may find the weight equation arbitrary; it evidently isn't. The goal of $w$ is to eliminate over-rewarding the same behavior represented in multiple statistics. It makes all atomic statistics concurrent by leveraging the Pearson corelation matrix.
A simplified example will clarify the idea. First, we compute a Pearson corelation matrix for $I=3$ statistics. We have $x_1$ and $x_2$, the statistics that are trying to maximize $x_j$. Reminder: a Pearson corelation matrix finds the $r$ value not only between $x_i$ and $x_j$ but also between all combinations of $x_i$ and themselves. Here, $r^2$ is calculated using polynomial regression corelation analysis to the $m$th degree.
| | $x_1$ | $x_2$ | $x_3$ | $x_j$ |
| ----- | ----- | ----------- | ----- | ----- |
| $x_1$ | $1$ | $\boxed{0}$ | $0$ | $1$ |
| $x_2$ | | $1$ | $0$ | $1$ |
| $x_3$ | | | $1$ | $1$ |
| $x_j$ | | | | $1$ |
In the case above, $r^2_{1 \leftrightarrow 2}=0$ meaning that both statistics have absolutely nothing to do with each other. Hence, the player will be awarded for optimizing both individually. And since $r^2_{1 \leftrightarrow j}=r^2_{2 \leftrightarrow j}$, they should both be rewarded equally; in other words, they should have equal weights.
$$
w_{1}=\frac{1}{1 + 0 + 0}=1
$$
$$
w_{2}=\frac{1}{0 + 1 + 0}=1
$$
$$
w_{3}=\frac{1}{0 + 0 + 1}=1
$$
Now consider a case where $x_1$ and $x_2$ are fully correlated. It would be a bad idea to reward them equally; hence, their weights suffer.
| | $x_1$ | $x_2$ | $x_3$ | $x_j$ |
| ----- | ----- | ----------- | ----- | ----- |
| $x_1$ | $1$ | $\boxed{1}$ | $0$ | $1$ |
| $x_2$ | | $1$ | $0$ | $1$ |
| $x_3$ | | | $1$ | $1$ |
| $x_j$ | | | | $1$ |
$$
w_{1}=\frac{1}{1 + 1 + 0}=0.5
$$
$$
w_{2}=\frac{1}{1 + 1 + 0}=0.5
$$
$$
w_{3}=\frac{1}{0 + 0 + 1}=1
$$
Remind me to write out the linearized model!
-71
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@@ -1,71 +0,0 @@
# BlitzKit Regular Tank Stats
A straightforward way of storing the entire World of Tanks Blitz tank statistics for players to disk.
## Manifest `manifest.rtsm`
```cpp
primary RegularTankStatisticsManifest {
utf8"RTSM" magic;
Header header;
primary Body body;
}
Header {
uint16 version; // always 1
}
Body {
uint32 time;
uint8 base;
}
```
## Chunk `*.rtsc`
```cpp
primary RegularTankStatisticsChunk {
utf8"RTSC" magic;
Header header;
primary Body body<header.playerCount>;
}
Header {
uint16 version; // always 1
uint32 playerCount;
}
Body<uint32 playerCount> {
Player[playerCount] players;
}
Player {
uint32 id;
uint16 tankCount;
Tank[tankCount] tanks;
}
Tank {
uint32 id;
uint32 battleLifeTime;
uint32 lastBattleTime;
uint8 markOfMastery;
uint32 battles;
uint32 capturePoints;
uint32 damageDealt;
uint32 damageReceived;
uint32 droppedCapturePoints;
uint32 frags;
uint32 frags8p;
uint32 hits;
uint32 losses;
uint8 maxFrags;
uint16 maxXp;
uint32 shots;
uint32 spotted;
uint32 survivedBattles;
uint32 winAndSurvived;
uint32 wins;
uint32 xp;
}
```
+4 -3
View File
@@ -1,15 +1,16 @@
{
"name": "blitzkit",
"version": "1.31.4",
"version": "1.32.0",
"license": "BlitzKit License",
"private": true,
"scripts": {
"dev": "cd packages/website && bun run dev",
"dev": "cd packages/website && bun --bun run dev",
"build": "cd packages/website && bun run build",
"discover-ids": "cd packages/scripts && bun run discover-ids",
"build-protos": "cd packages/scripts && bun run build-protos",
"record-performance": "cd packages/scripts && bun run record-performance",
"download-client": "cd packages/scripts && bun run download-client"
"download-client": "cd packages/scripts && bun run download-client",
"clean-astro": "rm -rf packages/website/.astro packages/website/node_modules/.astro packages/website/node_modules/.vite"
},
"type": "module",
"workspaces": [
+25 -16
View File
@@ -25,8 +25,8 @@ import {
VehicleDefinitionList,
} from "@blitzkit/core";
import { AbstractVFS } from "@blitzkit/core/src/blitzkit/vfs/abstract";
import { SUPPORTED_LOCALE_BLITZ_MAP } from "@blitzkit/i18n";
import locales from "@blitzkit/i18n/locales.json";
import { SUPPORTED_LOCALE_BLITZ_MAP } from "@blitzkit/i18n/src/strings";
import { parse as parseYaml } from "yaml";
import { BlitzKitAPI } from "../base";
@@ -113,6 +113,9 @@ export abstract class ServerBlitzKitAPI0 extends BlitzKitAPI {
}
async init() {
const { existsSync } = await import("fs");
const { readFile, writeFile, mkdir } = await import("fs/promises");
console.log("Initializing virtual file system...");
await this.vfs.init();
@@ -155,31 +158,37 @@ export abstract class ServerBlitzKitAPI0 extends BlitzKitAPI {
console.log("Fetching game localizations...");
if (import.meta.env.DEV) {
locales.supported = [locales.supported[0]];
}
let fetchedLocalizations = 0;
await Promise.all(
locales.supported.map(async ({ locale }) => {
const root = "../../temp/game-strings";
const cachePath = `${root}/${locale}.json`;
if (existsSync(cachePath)) {
console.log(` Cache hit for ${locale}`);
const content = await readFile(cachePath, "utf-8");
this.stringsI18n[locale] = JSON.parse(content) as BlitzStrings;
return;
}
console.log(` Cache miss for ${locale} (this will take a while...)`);
const blitzLocale = SUPPORTED_LOCALE_BLITZ_MAP[locale];
const cache = await fetch(
const networkStrings = (await fetch(
`https://stufficons.wgcdn.co/localizations/${blitzLocale}.yaml`,
)
.then((response) => response.text())
.then((string) => parseYaml(string) as BlitzStrings);
const preInstalled = await this.vfs.yaml<BlitzStrings>(
.then(parseYaml)) as BlitzStrings;
const localStrings = await this.vfs.yaml<BlitzStrings>(
`Data/Strings/${blitzLocale}.yaml`,
);
const combined = { ...networkStrings, ...localStrings };
this.stringsI18n[locale] = {
...cache,
...preInstalled,
};
await mkdir(root, { recursive: true });
await writeFile(cachePath, JSON.stringify(combined));
console.log(
`Fetched localizations for ${locale} (${++fetchedLocalizations}/${locales.supported.length})`,
);
this.stringsI18n[locale] = combined;
}),
);
@@ -434,6 +434,7 @@ export abstract class ServerBlitzKitAPI1 extends ServerBlitzKitAPI0 {
resistance_hard: terrainResistances[0],
resistance_medium: terrainResistances[1],
resistance_soft: terrainResistances[2],
repair_time: track.hysteresisHealth / track.healthRegenPerSec,
tier: track.level,
unlocks: resolveUnlocks(
this.blitzModuleTypeToBlitzkit,
@@ -12,6 +12,7 @@ export function metaSortTank(
gameDefinitions: GameDefinitions,
) {
return tanks
.sort((a, b) => a.id - b.id)
.sort((a, b) => b.tier - a.tier)
.sort(
(a, b) => treeTypeOrder.indexOf(b.type) - treeTypeOrder.indexOf(a.type),
@@ -54,6 +54,7 @@ export const TIER_ROMAN_NUMERALS: Record<number, string> = {
8: "VIII",
9: "IX",
10: "X",
11: "XI",
};
export const flags: Record<string, string> = {
@@ -87,6 +87,7 @@ message TrackDefinition {
required float resistance_medium = 10;
required float resistance_soft = 11;
repeated Unlock unlocks = 12;
required float repair_time = 13;
}
message EngineDefinition {
@@ -338,6 +338,7 @@ export interface TrackDefinition {
resistance_medium: number;
resistance_soft: number;
unlocks: Unlock[];
repair_time: number;
}
export interface EngineDefinition {
@@ -1759,6 +1760,7 @@ function createBaseTrackDefinition(): TrackDefinition {
resistance_medium: 0,
resistance_soft: 0,
unlocks: [],
repair_time: 0,
};
}
@@ -1800,6 +1802,9 @@ export const TrackDefinition: MessageFns<TrackDefinition> = {
for (const v of message.unlocks) {
Unlock.encode(v!, writer.uint32(98).fork()).join();
}
if (message.repair_time !== 0) {
writer.uint32(109).float(message.repair_time);
}
return writer;
},
@@ -1906,6 +1911,14 @@ export const TrackDefinition: MessageFns<TrackDefinition> = {
message.unlocks.push(Unlock.decode(reader, reader.uint32()));
continue;
}
case 13: {
if (tag !== 109) {
break;
}
message.repair_time = reader.float();
continue;
}
}
if ((tag & 7) === 4 || tag === 0) {
break;
@@ -1929,6 +1942,7 @@ export const TrackDefinition: MessageFns<TrackDefinition> = {
resistance_medium: isSet(object.resistance_medium) ? globalThis.Number(object.resistance_medium) : 0,
resistance_soft: isSet(object.resistance_soft) ? globalThis.Number(object.resistance_soft) : 0,
unlocks: globalThis.Array.isArray(object?.unlocks) ? object.unlocks.map((e: any) => Unlock.fromJSON(e)) : [],
repair_time: isSet(object.repair_time) ? globalThis.Number(object.repair_time) : 0,
};
},
@@ -1970,6 +1984,9 @@ export const TrackDefinition: MessageFns<TrackDefinition> = {
if (message.unlocks?.length) {
obj.unlocks = message.unlocks.map((e) => Unlock.toJSON(e));
}
if (message.repair_time !== 0) {
obj.repair_time = message.repair_time;
}
return obj;
},
@@ -1994,6 +2011,7 @@ export const TrackDefinition: MessageFns<TrackDefinition> = {
message.resistance_medium = object.resistance_medium ?? 0;
message.resistance_soft = object.resistance_soft ?? 0;
message.unlocks = object.unlocks?.map((e) => Unlock.fromPartial(e)) || [];
message.repair_time = object.repair_time ?? 0;
return message;
},
};
@@ -34,6 +34,8 @@ export interface VehicleDefinitions {
};
level: number;
hullPosition: string;
hysteresisHealth: number;
healthRegenPerSec: number;
armor: {
leftTrack:
| number
+4
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@@ -215,6 +215,7 @@
"title": "Settings",
"description": "Change BlitzKit settings",
"dev_mode": "Development mode",
"auto_load_models": "Auto-load models",
"language": "Language"
},
@@ -458,6 +459,8 @@
},
"sandbox": {
"load_model": "Load model",
"poses": {
"hull_down": "Hull down",
"face_hug": "Face hug",
@@ -680,6 +683,7 @@
"hullTraverseSoftTerrain": "Soft",
"health": "Health",
"fireChance": "Fire chance",
"trackRepairTime": "Track repair time",
"viewRange": "View range",
"camouflageStill": "Camouflage still",
"camouflageMoving": "Moving",
+3
View File
@@ -194,6 +194,7 @@
"title": "Settings",
"description": "Change BlitzKit settings",
"dev_mode": "Modo de desarrollador",
"auto_load_models": "Auto-load models",
"language": "Idioma"
},
"common": {
@@ -412,6 +413,7 @@
}
},
"sandbox": {
"load_model": "Load model",
"poses": {
"hull_down": "Hull down",
"face_hug": "Cara a cara",
@@ -621,6 +623,7 @@
"hullTraverseSoftTerrain": "Suave",
"health": "Salud",
"fireChance": "Probabilidad de incendio",
"trackRepairTime": "Track repair time",
"viewRange": "Rango de visión",
"camouflageStill": "Quieto",
"camouflageMoving": "En movimiento",
+3
View File
@@ -194,6 +194,7 @@
"title": "Paramètres",
"description": "Modifier les paramètres de BlitzKit",
"dev_mode": "Mode développement",
"auto_load_models": "Auto-load models",
"language": "Langue"
},
"common": {
@@ -412,6 +413,7 @@
}
},
"sandbox": {
"load_model": "Load model",
"poses": {
"hull_down": "Hull down",
"face_hug": "Face hug",
@@ -621,6 +623,7 @@
"hullTraverseSoftTerrain": "Soft",
"health": "Health",
"fireChance": "Fire chance",
"trackRepairTime": "Track repair time",
"viewRange": "View range",
"camouflageStill": "Still",
"camouflageMoving": "Moving",
+3
View File
@@ -194,6 +194,7 @@
"title": "Settings",
"description": "Change BlitzKit settings",
"dev_mode": "開発者モード",
"auto_load_models": "Auto-load models",
"language": "言語 / Language"
},
"common": {
@@ -412,6 +413,7 @@
}
},
"sandbox": {
"load_model": "Load model",
"poses": {
"hull_down": "ハルダウン",
"face_hug": "密着",
@@ -621,6 +623,7 @@
"hullTraverseSoftTerrain": "軟弱地",
"health": "耐久値",
"fireChance": "火災発生率",
"trackRepairTime": "Track repair time",
"viewRange": "視認範囲",
"camouflageStill": "静止時",
"camouflageMoving": "移動時",
+3
View File
@@ -194,6 +194,7 @@
"title": "Settings",
"description": "Change BlitzKit settings",
"dev_mode": "Development mode",
"auto_load_models": "Auto-load models",
"language": "Language"
},
"common": {
@@ -412,6 +413,7 @@
}
},
"sandbox": {
"load_model": "Load model",
"poses": {
"hull_down": "Hull down",
"face_hug": "Face hug",
@@ -621,6 +623,7 @@
"hullTraverseSoftTerrain": "Soft",
"health": "Health",
"fireChance": "Fire chance",
"trackRepairTime": "Track repair time",
"viewRange": "View range",
"camouflageStill": "Still",
"camouflageMoving": "Moving",
+3
View File
@@ -194,6 +194,7 @@
"title": "Settings",
"description": "Change BlitzKit settings",
"dev_mode": "Modo de desenvolvimento",
"auto_load_models": "Auto-load models",
"language": "Idioma"
},
"common": {
@@ -412,6 +413,7 @@
}
},
"sandbox": {
"load_model": "Load model",
"poses": {
"hull_down": "Casco para baixo",
"face_hug": "Abraço facial",
@@ -621,6 +623,7 @@
"hullTraverseSoftTerrain": "Macio",
"health": "Vida",
"fireChance": "Chance de incêndio",
"trackRepairTime": "Track repair time",
"viewRange": "Alcance de visão",
"camouflageStill": "Parado",
"camouflageMoving": "Em movimento",
+3
View File
@@ -194,6 +194,7 @@
"title": "Настройки",
"description": "Изменить настройки BlitzKit",
"dev_mode": "Режим разработчика",
"auto_load_models": "Auto-load models",
"language": "Язык"
},
"common": {
@@ -412,6 +413,7 @@
}
},
"sandbox": {
"load_model": "Load model",
"poses": {
"hull_down": "За холмом",
"face_hug": "В упор",
@@ -621,6 +623,7 @@
"hullTraverseSoftTerrain": "На мягком грунте",
"health": "Прочность",
"fireChance": "Вероятность возгорания",
"trackRepairTime": "Track repair time",
"viewRange": "Радиус обзора",
"camouflageStill": "Когда неподвижен",
"camouflageMoving": "В движении",
+3
View File
@@ -194,6 +194,7 @@
"title": "Налаштування",
"description": "Змінити налаштування BlitzKit ",
"dev_mode": "Режим розробника",
"auto_load_models": "Auto-load models",
"language": "Мова"
},
"common": {
@@ -412,6 +413,7 @@
}
},
"sandbox": {
"load_model": "Load model",
"poses": {
"hull_down": "Від башти",
"face_hug": "Клінч",
@@ -621,6 +623,7 @@
"hullTraverseSoftTerrain": "Soft",
"health": "Здоров'я",
"fireChance": "Fire chance",
"trackRepairTime": "Track repair time",
"viewRange": "View range",
"camouflageStill": "Нерухомо",
"camouflageMoving": "У русі",
+3
View File
@@ -194,6 +194,7 @@
"title": "设置",
"description": "更改 BlitzKit 设置",
"dev_mode": "开发者模式",
"auto_load_models": "Auto-load models",
"language": "语言"
},
"common": {
@@ -412,6 +413,7 @@
}
},
"sandbox": {
"load_model": "Load model",
"poses": {
"hull_down": "俯角视角",
"face_hug": "顶牛视角",
@@ -621,6 +623,7 @@
"hullTraverseSoftTerrain": "水面上车转速率",
"health": "血量",
"fireChance": "发动机受击时着火概率",
"trackRepairTime": "Track repair time",
"viewRange": "视野范围",
"camouflageStill": "静止隐蔽",
"camouflageMoving": "移动时",
+12 -11
View File
@@ -135,7 +135,7 @@ let regionI = 0;
console.log("Starting discovery loop...");
atMaxRate(async ({ _break: break1 }) => {
await atMaxRate(async ({ _break: break1 }) => {
if (regions.length === 0) {
console.log("All regions exhausted, exiting discovery loop...");
return break1();
@@ -166,18 +166,19 @@ atMaxRate(async ({ _break: break1 }) => {
fields
}&account_id=${accountIds}`;
atMaxRate(async ({ _break: break2 }) => {
if (idRange.length < MAX_IDS_PER_CALL) {
console.log(
`Removing region ${region.domain} removed due to ID range exhaustion...`,
);
regions.splice(regionI, 1);
}
if (idRange.length < MAX_IDS_PER_CALL) {
console.log(
`Removing region ${region.domain} removed due to ID range exhaustion...`,
);
regions.splice(regionI, 1);
}
const response = await fetch(url);
const data = (await response.json()) as QuickInfo;
await atMaxRate(async ({ _break: break2 }) => {
const data = await fetch(url)
.then((response) => response.json() as Promise<QuickInfo>)
.catch(() => null);
if (data.status !== "ok") {
if (data === null || data.status !== "ok") {
console.warn("Failed API call; trying again...");
return;
}
+4 -2
View File
@@ -20,7 +20,9 @@ interface MethodContext {
let lastT = 0;
const maxDelta = 1000 / API_RATE;
const DELTA_BUFFER = 0;
export async function atMaxRate(method: (context: MethodContext) => void) {
export async function atMaxRate(
method: (context: MethodContext) => void | Promise<void>,
) {
let isBroken = false;
const context: MethodContext = {
@@ -39,7 +41,7 @@ export async function atMaxRate(method: (context: MethodContext) => void) {
await sleep(maxDelta - delta + DELTA_BUFFER);
}
method(context);
await method(context);
lastT = t;
}
}
@@ -128,19 +128,30 @@ export function ShotDisplayCard({ shot, ...props }: ShotDisplayCardProps) {
? shotStatusColors[shot.out.status]
: undefined;
const inTitleColor = shotStatusColors[shot.in.status];
const hasOutLayers = shot.out !== undefined && shot.out.layers.length > 0;
const penetrationChance = shot.penetrationChance !== undefined && (
<Text color="gray" weight="bold">
{literals(strings.common.units.percentage, {
value: (shot.penetrationChance * 100).toFixed(0),
})}
</Text>
);
return (
<Card variant="classic" {...props}>
<Flex direction="column" gap="2">
<Flex direction="column" gap="1">
<Text color={inTitleColor} weight="bold">
{literals(
strings.website.tools.tankopedia.sandbox.dynamic.shot_card.status[
shot.in.status
],
{ damage: Math.round(shot.damage).toLocaleString(locale) }
)}
</Text>
<Flex justify="between" align="center" gap="4">
<Text color={inTitleColor} weight="bold">
{literals(
strings.website.tools.tankopedia.sandbox.dynamic.shot_card
.status[shot.in.status],
{ damage: Math.round(shot.damage).toLocaleString(locale) }
)}
</Text>
{!hasOutLayers && penetrationChance}
</Flex>
<table
style={{
@@ -204,13 +215,17 @@ export function ShotDisplayCard({ shot, ...props }: ShotDisplayCardProps) {
</Flex>
</Inset>
<Text color={outTitleColor} weight="bold">
{literals(
strings.website.tools.tankopedia.sandbox.dynamic.shot_card
.status[shot.out.status],
{ damage: Math.round(shot.damage).toLocaleString(locale) }
)}
</Text>
<Flex justify="between" align="center" gap="4">
<Text color={outTitleColor} weight="bold">
{literals(
strings.website.tools.tankopedia.sandbox.dynamic.shot_card
.status[shot.out.status],
{ damage: Math.round(shot.damage).toLocaleString(locale) }
)}
</Text>
{penetrationChance}
</Flex>
<Flex direction="column">
{shot.out.layers.map((layer, index) => {
@@ -63,6 +63,36 @@ export type ArmorUserData = {
}
);
const PENETRATION_RANDOMIZATION = 0.05;
function resolvePenetrationChance(shoot: (scale: number) => Shot | null) {
function penetrates(scale: number) {
const shot = shoot(scale);
return (shot?.out ?? shot?.in)?.status === "penetration";
}
let low = 1 - PENETRATION_RANDOMIZATION;
let high = 1 + PENETRATION_RANDOMIZATION;
if (penetrates(low)) return 1;
if (!penetrates(high)) return 0;
for (let iteration = 0; iteration < 16; iteration++) {
const middle = (low + high) / 2;
if (penetrates(middle)) {
high = middle;
} else {
low = middle;
}
}
return (
(1 + PENETRATION_RANDOMIZATION - high) / (2 * PENETRATION_RANDOMIZATION)
);
}
const omitMaterial = new MeshBasicMaterial({
colorWrite: false,
depthWrite: true,
@@ -89,6 +119,7 @@ export function SpacedArmorSceneComponent({
intersections: Intersection[],
allowRicochet: boolean,
remainingPenetrationInput?: number,
penetrationScale = 1,
) => {
const { customShell } = Tankopedia.state;
const shell = customShell ?? Duel.state.antagonist.shell;
@@ -125,6 +156,7 @@ export function SpacedArmorSceneComponent({
Duel.state.protagonist.equipmentMatrix,
);
const penetration =
penetrationScale *
shell.penetration!.near *
resolvePenetrationCoefficient(
hasCalibratedShells,
@@ -367,6 +399,7 @@ export function SpacedArmorSceneComponent({
ricochetIntersections,
false,
remainingPenetration,
penetrationScale,
);
shot.in.status = "ricochet";
@@ -422,6 +455,16 @@ export function SpacedArmorSceneComponent({
const shot = shoot(event.point, event.intersections, true)!;
shot.penetrationChance = resolvePenetrationChance((scale) =>
shoot(
event.point,
event.intersections,
true,
undefined,
scale,
),
);
Tankopedia.mutate((draft) => {
draft.shot = shot;
});
@@ -1,9 +1,9 @@
import { useModel } from "../hooks/useModel";
import { Guess, GuessState } from "../stores/guess";
import { SmartCanvas } from "./SmartCanvas";
import { TankModel } from "./TankModel";
import { Controls } from "./Tankopedia/HeroSection/components/TankSandbox/components/Control";
import { Lighting } from "./Tankopedia/HeroSection/components/TankSandbox/components/Lighting";
import { TankModel } from "./Tankopedia/HeroSection/components/TankSandbox/components/TankModel";
const BRIGHTNESS = 2 ** -5.5;
const CONTRAST = 2 ** 2;
+5 -4
View File
@@ -27,9 +27,10 @@ import {
TextField,
} from "@radix-ui/themes";
import fuzzysort from "fuzzysort";
import { debounce, times } from "lodash-es";
import { debounce } from "lodash-es";
import { useCallback, useEffect, useRef, useState } from "react";
import { awaitableTankNames } from "../core/awaitables/tankNames";
import { awaitableTiers } from "../core/awaitables/tiers";
import { api } from "../core/blitzkit/api";
import { useLocale } from "../hooks/useLocale";
import { Guess, GuessState } from "../stores/guess";
@@ -38,9 +39,10 @@ import { SearchResults } from "./SearchResults";
const { go } = fuzzysort;
const [tankNames, tankDefinitions] = await Promise.all([
const [tankNames, tankDefinitions, TIERS] = await Promise.all([
awaitableTankNames,
api.tankDefinitions(),
awaitableTiers,
]);
const ids = Object.keys(tankDefinitions.tanks);
@@ -193,8 +195,7 @@ export function Guesser() {
</DropdownMenu.Trigger>
<DropdownMenu.Content>
{times(10, (index) => {
const tier = 10 - index;
{TIERS.map((tier) => {
const isSelected = tiers.includes(tier);
return (
@@ -1,3 +1,27 @@
<script>
import locales from "@blitzkit/i18n/locales.json";
import { getBestLocale } from "../core/i18n/getBestLocale";
const pathname = window.location.pathname;
const hasPreference = localStorage.getItem("preferred-locale") !== null;
const bestLocale = getBestLocale();
const currentLocale =
locales.supported.find(
({ locale }) =>
pathname === `/${locale}` || pathname.startsWith(`/${locale}/`),
)?.locale ?? locales.default;
if (
bestLocale !== currentLocale &&
(hasPreference || currentLocale === locales.default)
) {
const rawPath =
currentLocale === locales.default
? pathname
: pathname.slice(`/${currentLocale}`.length) || "/";
window.location.pathname = `${
bestLocale === locales.default ? "" : `/${bestLocale}`
}${rawPath}`;
}
</script>
@@ -25,6 +25,7 @@ import { FilterControl } from "./TankSearch/components/FilterControl";
const tankDefinitions = await api.tankDefinitions();
const POOL_HEIGHT = "16rem";
const FILTERS_WIDTH = "32rem";
export function PlaylistGenerator({ skeleton }: MaybeSkeletonComponentProps) {
const [largeWarningOpen, setLargeWarningOpen] = useState(false);
@@ -80,13 +81,19 @@ export function PlaylistGenerator({ skeleton }: MaybeSkeletonComponentProps) {
<Flex justify="center" width="100%" align="center" px="4">
<Flex
flexGrow="1"
gap="9"
gap="6"
align="center"
justify="center"
maxWidth="80rem"
direction={{ initial: "column-reverse", md: "row" }}
>
<Flex direction="column" gap="4" align="center">
<Flex
direction="column"
gap="4"
align="center"
flexShrink="0"
width={{ initial: "100%", md: FILTERS_WIDTH }}
>
<FilterControl />
<Button
@@ -0,0 +1,297 @@
import {
invalidate,
useThree,
type ObjectMap,
type ThreeEvent,
} from "@react-three/fiber";
import { useRef } from "react";
import type { Texture } from "three";
import { Group, Mesh, MeshStandardMaterial, Vector2 } from "three";
import { applyPitchYawLimits } from "../core/blitz/applyPitchYawLimits";
import { hasEquipment } from "../core/blitzkit/hasEquipment";
import { modelTransformEvent } from "../core/blitzkit/modelTransform";
import { controlsEnabledEvent } from "../core/controlsEnabled";
import { useBatched } from "../hooks/useBatched";
import { useModel } from "../hooks/useModel";
import { useTankModelDefinition } from "../hooks/useTankModelDefinition";
import { useTankTransform } from "../hooks/useTankTransform";
import { Duel } from "../stores/duel";
import { Tankopedia } from "../stores/tankopedia";
import { TankopediaDisplay } from "../stores/tankopediaPersistent/constants";
import { ModelTankWrapper } from "./Armor/components/ModelTankWrapper";
interface SectionProps {
map: ObjectMap;
}
function Tracks({ map }: SectionProps) {
const Batched = useBatched(map, true);
const position = useRef(new Vector2());
const delta = useRef(new Vector2());
const textures = useRef(new Set<Texture | null>());
function handlePointerMove(event: PointerEvent) {
delta.current.set(event.clientX, event.clientY).sub(position.current);
position.current.set(event.clientX, event.clientY);
const deltaX = delta.current.x / window.innerWidth;
const deltaY = delta.current.y / window.innerHeight;
const offset = deltaX + deltaY;
for (const texture of textures.current) {
if (!texture) continue;
texture.offset.y += offset;
}
invalidate();
}
function handlePointerUp() {
controlsEnabledEvent.dispatch(true);
window.removeEventListener("pointermove", handlePointerMove);
window.removeEventListener("pointerup", handlePointerUp);
}
function handlePointerDown(event: ThreeEvent<PointerEvent>) {
if (Tankopedia.state.display !== TankopediaDisplay.Model) {
return;
}
const material = (event.object as Mesh).material as MeshStandardMaterial;
textures.current = new Set([
material.map,
material.aoMap,
material.normalMap,
material.roughnessMap,
material.metalnessMap,
]);
position.current.set(event.clientX, event.clientY);
event.stopPropagation();
controlsEnabledEvent.dispatch(false);
window.addEventListener("pointermove", handlePointerMove);
window.addEventListener("pointerup", handlePointerUp);
}
return (
<Batched
onPointerDown={handlePointerDown}
slicer={(node) => {
return node.name.startsWith("chassis_track_");
}}
/>
);
}
function Hull({ map }: SectionProps) {
const Batched = useBatched(map, true);
function handlePointerDown(event: ThreeEvent<PointerEvent>) {
event.stopPropagation();
}
return (
<Batched
onPointerDown={handlePointerDown}
slicer={(node) => {
const isHull = node.name === "hull";
const isWheel = node.name.startsWith("chassis_wheel_");
return isHull || isWheel;
}}
/>
);
}
function Turret({ map }: SectionProps) {
const turret = Duel.use((state) => state.protagonist.turret);
const gun = Duel.use((state) => state.protagonist.gun);
const tankModelDefinition = useTankModelDefinition();
const turretModelDefinition = tankModelDefinition.turrets[turret.id];
const gunModelDefinition = turretModelDefinition.guns[gun.id];
const Batched = useBatched(map, true);
const position = useRef(new Vector2());
const delta = useRef(new Vector2());
const canvas = useThree((state) => state.gl.domElement);
function onPointerDown(event: ThreeEvent<PointerEvent>) {
event.stopPropagation();
position.current.set(event.clientX, event.clientY);
controlsEnabledEvent.dispatch(false);
Tankopedia.mutate((draft) => {
draft.shot = undefined;
draft.highlightArmor = undefined;
});
window.addEventListener("pointermove", handlePointerMove);
window.addEventListener("pointerup", handlePointerUp);
}
function handlePointerMove(event: PointerEvent) {
const hasImprovedVerticalStabilizer = hasEquipment(
122,
Duel.state.protagonist.tank.equipment_preset,
Duel.state.protagonist.equipmentMatrix,
);
const hasDownImprovedVerticalStabilizer = hasEquipment(
124,
Duel.state.protagonist.tank.equipment_preset,
Duel.state.protagonist.equipmentMatrix,
);
const boundingRect = canvas.getBoundingClientRect();
delta.current.set(event.clientX, event.clientY).sub(position.current);
position.current.set(event.clientX, event.clientY);
const [pitch, yaw] = applyPitchYawLimits(
modelTransformEvent.last!.pitch,
modelTransformEvent.last!.yaw +
delta.current.x * (Math.PI / boundingRect.width),
gunModelDefinition.pitch!,
turretModelDefinition.yaw,
hasImprovedVerticalStabilizer,
hasDownImprovedVerticalStabilizer,
);
modelTransformEvent.dispatch({ pitch, yaw });
}
function handlePointerUp() {
controlsEnabledEvent.dispatch(true);
window.removeEventListener("pointermove", handlePointerMove);
window.removeEventListener("pointerup", handlePointerUp);
}
return (
<Batched
onPointerDown={onPointerDown}
slicer={(node) => {
const isCurrentTurret =
node.name ===
`turret_${turretModelDefinition.model_id
.toString()
.padStart(2, "0")}`;
return isCurrentTurret;
}}
/>
);
}
function Gun({ map }: SectionProps) {
const Batched = useBatched(map, true);
const turret = Duel.use((state) => state.protagonist.turret);
const gun = Duel.use((state) => state.protagonist.gun);
const tankModelDefinition = useTankModelDefinition();
const turretModelDefinition = tankModelDefinition.turrets[turret.id];
const gunModelDefinition = turretModelDefinition.guns[gun.id];
const position = useRef(new Vector2());
const delta = useRef(new Vector2());
const pitch = useRef(0);
const yaw = useRef(0);
const canvas = useThree((state) => state.gl.domElement);
function handlePointerMove(event: PointerEvent) {
const hasImprovedVerticalStabilizer = hasEquipment(
122,
Duel.state.protagonist.tank.equipment_preset,
Duel.state.protagonist.equipmentMatrix,
);
const hasDownImprovedVerticalStabilizer = hasEquipment(
124,
Duel.state.protagonist.tank.equipment_preset,
Duel.state.protagonist.equipmentMatrix,
);
const boundingRect = canvas.getBoundingClientRect();
delta.current.set(event.clientX, event.clientY).sub(position.current);
position.current.set(event.clientX, event.clientY);
[pitch.current, yaw.current] = applyPitchYawLimits(
pitch.current - delta.current.y * (Math.PI / boundingRect.height),
yaw.current + delta.current.x * (Math.PI / boundingRect.width),
gunModelDefinition.pitch!,
turretModelDefinition.yaw,
hasImprovedVerticalStabilizer,
hasDownImprovedVerticalStabilizer,
);
modelTransformEvent.dispatch({ pitch: pitch.current, yaw: yaw.current });
}
function handlePointerUp() {
controlsEnabledEvent.dispatch(true);
window.removeEventListener("pointermove", handlePointerMove);
window.removeEventListener("pointerup", handlePointerUp);
}
function onPointerDown(event: ThreeEvent<PointerEvent>) {
event.stopPropagation();
controlsEnabledEvent.dispatch(false);
Tankopedia.mutate((draft) => {
draft.shot = undefined;
draft.highlightArmor = undefined;
});
position.current.set(event.clientX, event.clientY);
pitch.current = modelTransformEvent.last!.pitch;
yaw.current = modelTransformEvent.last!.yaw;
window.addEventListener("pointermove", handlePointerMove);
window.addEventListener("pointerup", handlePointerUp);
}
return (
<Batched
onPointerDown={onPointerDown}
slicer={(node) => {
const isCurrentMantlet =
node.name ===
`gun_${gunModelDefinition.model_id.toString().padStart(2, "0")}_mask`;
const isCurrentGun =
node.name ===
`gun_${gunModelDefinition.model_id.toString().padStart(2, "0")}`;
return isCurrentGun || isCurrentMantlet;
}}
/>
);
}
export function TankModel() {
const protagonist = Duel.use((draft) => draft.protagonist);
const track = Duel.use((state) => state.protagonist.track);
const turret = Duel.use((state) => state.protagonist.turret);
const hullContainer = useRef<Group>(null);
const turretContainer = useRef<Group>(null!);
const gunContainer = useRef<Group>(null!);
const { gltf } = useModel(protagonist.tank.id);
useTankTransform(track, turret, turretContainer, gunContainer);
return (
<ModelTankWrapper ref={hullContainer}>
<Tracks map={gltf} />
<Hull map={gltf} />
<group ref={turretContainer}>
<Turret map={gltf} />
<group ref={gunContainer}>
<Gun map={gltf} />
</group>
</group>
</ModelTankWrapper>
);
}
@@ -25,8 +25,8 @@ import {
Tooltip,
type FlexProps,
} from "@radix-ui/themes";
import { times } from "lodash-es";
import { Fragment, type ComponentProps, type ReactNode } from "react";
import { awaitableTiers } from "../../../core/awaitables/tiers";
import { api } from "../../../core/blitzkit/api";
import { useLocale } from "../../../hooks/useLocale";
import { App } from "../../../stores/app";
@@ -171,7 +171,7 @@ const GUN_TYPES = Object.keys(
const MAX_ICONS = 4;
const TIERS = times(10, (i) => 10 - i);
const TIERS = await awaitableTiers;
export function FilterControl() {
return (
@@ -1,10 +1,12 @@
import { TIER_ROMAN_NUMERALS } from "@blitzkit/core";
import { Flex, IconButton, Text } from "@radix-ui/themes";
import { times } from "lodash-es";
import { memo } from "react";
import { awaitableTiers } from "../../../core/awaitables/tiers";
import { TankFilters } from "../../../stores/tankFilters";
import { TankSort } from "../../../stores/tankopediaSort";
const TIERS = await awaitableTiers;
export const TierFilter = memo(() => {
const by = TankSort.use((state) => state.by);
const search = TankFilters.use((state) => state.search);
@@ -19,8 +21,7 @@ export const TierFilter = memo(() => {
overflow="hidden"
style={{ borderRadius: "var(--radius-full)" }}
>
{times(10, (index) => {
const tier = 10 - index;
{TIERS.map((tier) => {
const selected = tiers.includes(tier);
return (
@@ -13,6 +13,7 @@ import { modelTransformEvent } from "../../../../../../../core/blitzkit/modelTra
import { Var } from "../../../../../../../core/radix/var";
import { useLocale } from "../../../../../../../hooks/useLocale";
import { Duel } from "../../../../../../../stores/duel";
import { Tankopedia } from "../../../../../../../stores/tankopedia";
import type { MaybeSkeletonComponentProps } from "../../../../../../../types/maybeSkeletonComponentProps";
import { VisualizerCard } from "../VisualizerCard";
import { VisualizerCornerStat } from "../VisualizerCornerStat";
@@ -43,6 +44,7 @@ export function GunFlexibilityVisualizer({
const tank = Duel.use((state) => state.protagonist.tank);
const turret = Duel.use((state) => state.protagonist.turret);
const gun = Duel.use((state) => state.protagonist.gun);
const modelRequested = Tankopedia.use((state) => state.modelRequested);
const tankModel = modelDefinition.models[tank.id];
const turretModel = tankModel.turrets[turret.id];
@@ -193,7 +195,7 @@ export function GunFlexibilityVisualizer({
top="0"
left="0"
>
{!skeleton && <FlexibilityCanvas />}
{!skeleton && modelRequested && <FlexibilityCanvas />}
<Box
position="absolute"
@@ -24,6 +24,14 @@ export function Survivability({ stats }: StatsAcceptorProps) {
decimals={0}
value={(stats) => stats.fireChance * 100}
/>
{stats.trackRepairTime !== undefined && (
<InfoWithDelta
value="trackRepairTime"
stats={stats}
deltaType="lowerIsBetter"
decimals={2}
/>
)}
<InfoWithDelta value="viewRange" stats={stats} decimals={0} />
<ViewRangeVisualizer stats={stats} />
<Info
@@ -28,23 +28,17 @@ export function Equalizer() {
width="100%"
style={{
cursor: "pointer",
borderRadius: "var(--radius-3)",
backgroundImage: `url(${alias("api", `/gamemodes/Insanity/banner.webp`)})`,
backgroundSize: "cover",
borderRadius: "var(--radius-3) 0 0 var(--radius-3)",
backgroundImage: `
linear-gradient(90deg, var(--black-a3), var(--gray-1)),
url(${alias("api", `/gamemodes/Insanity/banner.webp`)})
`,
backgroundSize: "auto, fit",
backgroundPosition: "50% 25%",
overflow: "hidden",
}}
>
<Flex
align="center"
width="100%"
justify="between"
p="4"
style={{
background:
"linear-gradient(90deg, var(--black-a3), var(--gray-1))",
}}
>
<Flex align="center" width="100%" justify="between" p="4" style={{}}>
<Text
style={{
textShadow: "0 0 var(--space-1) var(--black-a12)",
@@ -31,11 +31,11 @@ export function Thicknesses({ thicknessRange, skeleton }: ThicknessesProps) {
return (
<Flex
position="absolute"
right={display === TankopediaDisplay.StaticArmor ? "0" : "-6rem"}
right="0"
top="50%"
mr="4"
style={{
transform: "translateY(-50%)",
transform: `translate(${display === TankopediaDisplay.StaticArmor ? "0" : "calc(100% + var(--space-4))"}, -50%)`,
userSelect: "none",
transitionDuration: "200ms",
}}
@@ -77,6 +77,7 @@ export function Options({ thicknessRange, canvas, skeleton }: OptionsProps) {
const revealed = Tankopedia.use((state) => state.revealed);
const disturbed = Tankopedia.use((state) => state.disturbed);
const highGraphics = TankopediaPersistent.use((state) => state.highGraphics);
const modelRequested = Tankopedia.use((state) => state.modelRequested);
const equalize = Duel.use((state) => state.equalize);
const equalizer = Duel.use((state) => state.antagonist.tank.equalizer);
@@ -283,7 +284,7 @@ export function Options({ thicknessRange, canvas, skeleton }: OptionsProps) {
<SpallLinerSwitcher />
</Flex>
{!skeleton && (
{!skeleton && modelRequested && (
<Suspense>
<DynamicArmorSwitcher />
</Suspense>
@@ -1,11 +1,14 @@
import { Flex, Heading } from "@radix-ui/themes";
import { UpdateIcon } from "@radix-ui/react-icons";
import { Button, Flex, Heading } from "@radix-ui/themes";
import { useLocale } from "../../../../../../hooks/useLocale";
import { Duel } from "../../../../../../stores/duel";
import { Tankopedia } from "../../../../../../stores/tankopedia";
import type { MaybeSkeletonComponentProps } from "../../../../../../types/maybeSkeletonComponentProps";
import { Tracker } from "./components/Tracker";
export function Title() {
const { unwrap } = useLocale();
export function Title({ skeleton }: MaybeSkeletonComponentProps) {
const { unwrap, strings } = useLocale();
const modelRequested = Tankopedia.use((state) => state.modelRequested);
const protagonist = Duel.use((state) => state.protagonist.tank);
const revealed = Tankopedia.use((state) => state.revealed);
const disturbed = Tankopedia.use((state) => state.disturbed);
@@ -21,6 +24,8 @@ export function Title() {
onPointerDown={(event) => {
event.preventDefault();
if (!modelRequested) return;
Tankopedia.mutate((draft) => {
draft.revealed = true;
});
@@ -60,7 +65,36 @@ export function Title() {
{name}
</Heading>
{!revealed && <Tracker fontSize={fontSize} />}
{!skeleton && !revealed && modelRequested && (
<Tracker fontSize={fontSize} />
)}
{!skeleton && !modelRequested && (
<Flex
position="absolute"
left="50%"
top="50%"
width="min(100%, 16rem)"
justify="center"
style={{
transform: `translate(-50%, calc(${fontSize} * 0.75 + var(--space-4) - 50%))`,
}}
>
<Button
variant="solid"
highContrast
onPointerDown={(event) => event.stopPropagation()}
onClick={() => {
Tankopedia.mutate((draft) => {
draft.modelRequested = true;
});
}}
>
<UpdateIcon />
{strings.website.tools.tankopedia.sandbox.load_model}
</Button>
</Flex>
)}
</Flex>
);
}
@@ -82,6 +82,7 @@ export function Lighting({ hasPbr }: Props) {
blur={2 ** 1}
resolution={2 ** 9}
depthWrite={false}
renderOrder={1}
/>
{animate && (
@@ -124,7 +125,7 @@ export function Lighting({ hasPbr }: Props) {
position={position}
intensity={intensity}
penumbra={1}
castShadow={highGraphics}
castShadow={highGraphics && index === 0}
decay={1}
color="#ffffff"
angle={0}
@@ -1,265 +0,0 @@
import { invalidate, useThree, type ThreeEvent } from "@react-three/fiber";
import { useRef } from "react";
import { Group, Mesh, MeshStandardMaterial, Vector2 } from "three";
import { applyPitchYawLimits } from "../../../../../../core/blitz/applyPitchYawLimits";
import { hasEquipment } from "../../../../../../core/blitzkit/hasEquipment";
import { jsxTree } from "../../../../../../core/blitzkit/jsxTree";
import { modelTransformEvent } from "../../../../../../core/blitzkit/modelTransform";
import { controlsEnabledEvent } from "../../../../../../core/controlsEnabled";
import { useModel } from "../../../../../../hooks/useModel";
import { useTankModelDefinition } from "../../../../../../hooks/useTankModelDefinition";
import { useTankTransform } from "../../../../../../hooks/useTankTransform";
import { Duel } from "../../../../../../stores/duel";
import { Tankopedia } from "../../../../../../stores/tankopedia";
import { TankopediaDisplay } from "../../../../../../stores/tankopediaPersistent/constants";
import { ModelTankWrapper } from "../../../../../Armor/components/ModelTankWrapper";
export function TankModel() {
const protagonist = Duel.use((draft) => draft.protagonist);
const track = Duel.use((state) => state.protagonist.track);
const turret = Duel.use((state) => state.protagonist.turret);
const canvas = useThree((state) => state.gl.domElement);
const hullContainer = useRef<Group>(null);
const turretContainer = useRef<Group>(null!);
const gunContainer = useRef<Group>(null!);
const tankModelDefinition = useTankModelDefinition();
const turretModelDefinition =
tankModelDefinition.turrets[protagonist.turret.id];
const gunModelDefinition = turretModelDefinition.guns[protagonist.gun.id];
const { gltf } = useModel(protagonist.tank.id);
const nodes = Object.values(gltf.nodes);
useTankTransform(track, turret, turretContainer, gunContainer);
return (
<ModelTankWrapper ref={hullContainer}>
{nodes.map((node) => {
const isHull = node.name === "hull";
const isWheel = node.name.startsWith("chassis_wheel_");
const isTrack = node.name.startsWith("chassis_track_");
const isVisible = isHull || isWheel || isTrack;
const position = new Vector2();
const delta = new Vector2();
if (!isVisible) return null;
function translateTexture(offset: number) {
const mesh = node.children[0] as Mesh;
const material = mesh?.material as MeshStandardMaterial;
if (!material) return;
invalidate();
if (material.map) material.map.offset.y += offset;
if (material.aoMap) material.aoMap.offset.y += offset;
if (material.normalMap) material.normalMap.offset.y += offset;
if (material.roughnessMap) material.roughnessMap.offset.y += offset;
if (material.metalnessMap) material.metalnessMap.offset.y += offset;
}
function onPointerDown(event: ThreeEvent<PointerEvent>) {
if (isTrack && Tankopedia.state.display === TankopediaDisplay.Model) {
position.set(event.clientX, event.clientY);
event.stopPropagation();
controlsEnabledEvent.dispatch(false);
window.addEventListener("pointermove", handlePointerMove);
window.addEventListener("pointerup", handlePointerUp);
} else {
event.stopPropagation();
}
}
function handlePointerMove(event: PointerEvent) {
delta.set(event.clientX, event.clientY).sub(position);
position.set(event.clientX, event.clientY);
const deltaX = delta.x / window.innerWidth;
const deltaY = delta.y / window.innerHeight;
translateTexture(deltaX + deltaY);
}
function handlePointerUp() {
controlsEnabledEvent.dispatch(true);
window.removeEventListener("pointermove", handlePointerMove);
window.removeEventListener("pointerup", handlePointerUp);
}
return jsxTree(node, {
mesh(_, props, key) {
return (
<mesh
{...props}
key={key}
onPointerDown={onPointerDown}
castShadow
receiveShadow
/>
);
},
});
})}
<group ref={turretContainer}>
{nodes.map((node) => {
const isTurret = node.name.startsWith("turret_");
const isCurrentTurret =
node.name ===
`turret_${turretModelDefinition.model_id
.toString()
.padStart(2, "0")}`;
const isVisible = isCurrentTurret;
const position = new Vector2();
const delta = new Vector2();
if (!isVisible) return null;
function onPointerDown(event: ThreeEvent<PointerEvent>) {
event.stopPropagation();
if (!isTurret) return;
position.set(event.clientX, event.clientY);
controlsEnabledEvent.dispatch(false);
Tankopedia.mutate((draft) => {
draft.shot = undefined;
draft.highlightArmor = undefined;
});
window.addEventListener("pointermove", handlePointerMove);
window.addEventListener("pointerup", handlePointerUp);
}
function handlePointerMove(event: PointerEvent) {
const hasImprovedVerticalStabilizer = hasEquipment(
122,
Duel.state.protagonist.tank.equipment_preset,
Duel.state.protagonist.equipmentMatrix,
);
const hasDownImprovedVerticalStabilizer = hasEquipment(
124,
Duel.state.protagonist.tank.equipment_preset,
Duel.state.protagonist.equipmentMatrix,
);
const boundingRect = canvas.getBoundingClientRect();
delta.set(event.clientX, event.clientY).sub(position);
position.set(event.clientX, event.clientY);
const [pitch, yaw] = applyPitchYawLimits(
modelTransformEvent.last!.pitch,
modelTransformEvent.last!.yaw +
delta.x * (Math.PI / boundingRect.width),
gunModelDefinition.pitch!,
turretModelDefinition.yaw,
hasImprovedVerticalStabilizer,
hasDownImprovedVerticalStabilizer,
);
modelTransformEvent.dispatch({ pitch, yaw });
}
function handlePointerUp() {
controlsEnabledEvent.dispatch(true);
window.removeEventListener("pointermove", handlePointerMove);
window.removeEventListener("pointerup", handlePointerUp);
}
return jsxTree(node, {
mesh(_, props, key) {
return (
<mesh
{...props}
key={key}
onPointerDown={onPointerDown}
castShadow
receiveShadow
/>
);
},
});
})}
<group ref={gunContainer}>
{nodes.map((node) => {
const isCurrentMantlet =
node.name ===
`gun_${gunModelDefinition.model_id
.toString()
.padStart(2, "0")}_mask`;
const isCurrentGun =
node.name ===
`gun_${gunModelDefinition.model_id.toString().padStart(2, "0")}`;
const isVisible = isCurrentGun || isCurrentMantlet;
const position = new Vector2();
const delta = new Vector2();
if (!isVisible) return null;
let pitch = 0;
let yaw = 0;
function onPointerDown(event: ThreeEvent<PointerEvent>) {
event.stopPropagation();
controlsEnabledEvent.dispatch(false);
Tankopedia.mutate((draft) => {
draft.shot = undefined;
draft.highlightArmor = undefined;
});
position.set(event.clientX, event.clientY);
pitch = modelTransformEvent.last!.pitch;
yaw = modelTransformEvent.last!.yaw;
window.addEventListener("pointermove", handlePointerMove);
window.addEventListener("pointerup", handlePointerUp);
}
function handlePointerMove(event: PointerEvent) {
const hasImprovedVerticalStabilizer = hasEquipment(
122,
Duel.state.protagonist.tank.equipment_preset,
Duel.state.protagonist.equipmentMatrix,
);
const hasDownImprovedVerticalStabilizer = hasEquipment(
124,
Duel.state.protagonist.tank.equipment_preset,
Duel.state.protagonist.equipmentMatrix,
);
const boundingRect = canvas.getBoundingClientRect();
delta.set(event.clientX, event.clientY).sub(position);
position.set(event.clientX, event.clientY);
[pitch, yaw] = applyPitchYawLimits(
pitch - delta.y * (Math.PI / boundingRect.height),
yaw + delta.x * (Math.PI / boundingRect.width),
gunModelDefinition.pitch!,
turretModelDefinition.yaw,
hasImprovedVerticalStabilizer,
hasDownImprovedVerticalStabilizer,
);
modelTransformEvent.dispatch({ pitch, yaw });
}
function handlePointerUp() {
controlsEnabledEvent.dispatch(true);
window.removeEventListener("pointermove", handlePointerMove);
window.removeEventListener("pointerup", handlePointerUp);
}
return jsxTree(node, {
mesh(_, props, key) {
return (
<mesh
{...props}
key={key}
onPointerDown={onPointerDown}
castShadow
receiveShadow
/>
);
},
});
})}
</group>
</group>
</ModelTankWrapper>
);
}
@@ -23,12 +23,12 @@ import {
type ThicknessRange,
} from "../../../../Armor/components/StaticArmor";
import { SmartCanvas } from "../../../../SmartCanvas";
import { TankModel } from "../../../../TankModel";
import { AutoClear } from "./components/AutoClear";
import { Controls } from "./components/Control";
import { InitialAligner } from "./components/InitialAligner";
import { Lighting } from "./components/Lighting";
import { SceneProps } from "./components/SceneProps";
import { TankModel } from "./components/TankModel";
interface TankSandboxProps {
thicknessRange: ThicknessRange;
@@ -1,6 +1,6 @@
import { Box, Flex } from "@radix-ui/themes";
import { times } from "lodash-es";
import { useEffect, useMemo, useRef } from "react";
import { Suspense, useEffect, useMemo, useRef } from "react";
import { api } from "../../../core/blitzkit/api";
import { defaultEqualizer } from "../../../core/blitzkit/tankToDuelMember";
import { useFullScreen } from "../../../hooks/useFullScreen";
@@ -20,6 +20,7 @@ export function HeroSection({ skeleton }: MaybeSkeletonComponentProps) {
const canvas = useRef<HTMLCanvasElement>(null!);
const isFullScreen = useFullScreen();
const protagonist = Duel.use((state) => state.protagonist.tank);
const modelRequested = Tankopedia.use((state) => state.modelRequested);
const thicknessRange = useMemo(() => {
const entries = Object.values(tankDefinitions.tanks);
const filtered = entries.filter(
@@ -131,13 +132,15 @@ export function HeroSection({ skeleton }: MaybeSkeletonComponentProps) {
top="0"
left="0"
>
{!skeleton && (
<TankSandbox ref={canvas} thicknessRange={thicknessRange} />
{!skeleton && modelRequested && (
<Suspense>
<TankSandbox ref={canvas} thicknessRange={thicknessRange} />
</Suspense>
)}
</Box>
</Box>
<Title />
<Title skeleton={skeleton} />
<Options
skeleton={skeleton}
@@ -127,7 +127,7 @@ export function Node({ id, highlight, nextIds, skeleton }: NodeProps) {
</Text>
</Flex>
{averages && nextTanks && tank.tier !== 10 && (
{averages && nextTanks && (
<Text color="gray" size="1" mt="2">
{skeleton && <Skeleton height="1em" width="4em" />}
{!skeleton &&
@@ -191,7 +191,7 @@ export function TechTreeSection({ skeleton }: MaybeSkeletonComponentProps) {
);
})}
{master.tier < 10 && (
{master.successors.length > 0 && (
<>
<Arrow />
{master.successors!.map((id, index) => (
@@ -0,0 +1,12 @@
import { times } from "lodash-es";
import { api } from "../blitzkit/api";
export const awaitableTiers = api.tankDefinitions().then((tankDefinitions) => {
let max = 0;
for (const tank of Object.values(tankDefinitions.tanks)) {
if (tank.tier > max) max = tank.tier;
}
return times(max, (index) => max - index);
});
@@ -119,6 +119,7 @@ export function tankCharacteristics(
const hasImprovedVerticalStabilizer = equipment(122);
const hasDownImprovedVerticalStabilizer = equipment(124);
const hasImprovedSuspension = equipment(123);
const hasToolbox = equipment(113);
const hasTungsten = consumable(45);
const hasAdrenaline = consumable(18);
@@ -518,6 +519,12 @@ export function tankCharacteristics(
}
const fireChance = engine.fire_chance * fireChanceCoefficient;
const trackRepairTime = track.repair_time
? track.repair_time /
((hasToolbox ? 1.2 : 1) *
(1 + (crewSkills.repair ?? 0) * 0.04) *
(hasProtectiveKit ? 1.1 : 1))
: undefined;
const viewRange = turret.view_range * viewRangeCoefficient;
const camouflageStill = tank.camouflage_still * camouflageCoefficientStill;
const camouflageMoving =
@@ -602,6 +609,7 @@ export function tankCharacteristics(
hullTraverseSoftTerrain,
health,
fireChance,
trackRepairTime,
viewRange,
camouflageStill,
camouflageMoving,
+89
View File
@@ -0,0 +1,89 @@
import type { ObjectMap } from "@react-three/fiber";
import type { ComponentProps } from "react";
import {
BatchedMesh,
Group,
Mesh,
MeshStandardMaterial,
type Object3D,
} from "three";
interface BatchedProps extends ComponentProps<"group"> {
slicer: (node: Object3D) => boolean;
mutator?: (mesh: Mesh) => void;
}
export function useBatched(map: ObjectMap, shadows = false) {
return function Batched({ slicer, mutator, ...props }: BatchedProps) {
const groups = new Map<
MeshStandardMaterial,
{ clonedMaterial: MeshStandardMaterial; meshes: Mesh[] }
>();
for (const node of Object.values(map.nodes)) {
if (!slicer(node)) continue;
node.traverse((object) => {
if (!(object instanceof Mesh)) return;
const originalMaterial = object.material;
if (!(originalMaterial instanceof MeshStandardMaterial)) return;
let group = groups.get(originalMaterial);
if (!group) {
group = {
clonedMaterial: originalMaterial.clone(),
meshes: [],
};
groups.set(originalMaterial, group);
}
group.meshes.push(object);
});
}
const wrapper = new Group();
for (const { clonedMaterial: material, meshes } of groups.values()) {
let vertices = 0;
let indices = 0;
for (const mesh of meshes) {
vertices += mesh.geometry.attributes.position.count;
indices += mesh.geometry.index!.count;
}
const batched = new BatchedMesh(
meshes.length,
vertices,
indices,
material,
);
for (const mesh of meshes) {
const geometryId = batched.addGeometry(mesh.geometry);
const instanceId = batched.addInstance(geometryId);
mesh.updateWorldMatrix(true, false);
batched.setMatrixAt(instanceId, mesh.matrixWorld);
if (shadows) {
batched.castShadow = true;
batched.receiveShadow = true;
}
mutator?.(mesh);
}
wrapper.add(batched);
}
return (
<group {...props}>
<primitive object={wrapper} />
</group>
);
};
}
@@ -3,11 +3,13 @@ import { useRef } from "react";
export function useStableProgress() {
const { loaded, total } = useProgress();
const baseline = useRef(loaded);
const progress = useRef(0);
const pending = total - baseline.current;
progress.current = Math.max(
progress.current,
total === 0 ? 0 : (loaded / total) * 100
pending <= 0 ? 0 : ((loaded - baseline.current) / pending) * 100
);
return progress.current;
@@ -1,3 +1,4 @@
import sharp from "sharp";
import type { APIContext, GetStaticPathsItem } from "astro";
import { mixStaticPaths } from "../../../../core/blitzkit/mixStaticPaths";
import { vfs } from "../../../../core/blitzkit/vfs";
@@ -29,7 +30,10 @@ export const getStaticPaths = mixStaticPaths(_getStaticPaths, async () => {
});
export async function GET({ props }: APIContext<{ path: string }>) {
const bytes = new Uint8Array(await vfs.file(props.path));
const bytes = await sharp(new Uint8Array(await vfs.file(props.path)))
.trim({ background: { r: 0, g: 0, b: 0, alpha: 0 }, threshold: 1 })
.webp()
.toBuffer();
return new Response(bytes);
return new Response(new Uint8Array(bytes));
}
@@ -94,7 +94,7 @@ function ModuleChooser({
<Dialog.Trigger>
<Button
variant="surface"
size={{ initial: "3", md: "4" }}
size={{ initial: "2", xs: "3", md: "4" }}
style={{
overflow: "clip",
borderTopRightRadius: subSelector ? 0 : undefined,
@@ -137,7 +137,7 @@ function ModuleChooser({
<Popover.Trigger>
<IconButton
variant="surface"
size={{ initial: "3", md: "4" }}
size={{ initial: "2", xs: "3", md: "4" }}
style={{
overflow: "clip",
borderTopLeftRadius: 0,
@@ -204,7 +204,7 @@ function ModuleChooser({
function ModuleSeparator() {
return (
<Text size="5" color="gray" trim="end">
<Text size={{ initial: "3", xs: "5" }} color="gray" trim="end">
<CaretRightIcon width="1em" height="1em" />
</Text>
);
@@ -260,7 +260,7 @@ function Content({ skeleton }: MaybeSkeletonComponentProps) {
</Button>
</Flex>
<Flex gap="2" align="center">
<Flex gap={{ initial: "1", xs: "2" }} align="center">
<ModuleChooser
skeleton={skeleton}
tank={hullTankId.id}
@@ -18,6 +18,10 @@ export function Page({ locale }: LocaleAcceptorProps) {
function Content({ locale }: LocaleAcceptorProps) {
const developerMode = App.useDeferred((state) => state.developerMode, false);
const autoLoadModels = App.useDeferred(
(state) => state.autoLoadModels,
true,
);
const { strings } = useLocale();
return (
@@ -36,6 +40,19 @@ function Content({ locale }: LocaleAcceptorProps) {
/>
</Flex>
<Flex align="center" gap="2" justify="between">
<Text>{strings.website.settings.auto_load_models}</Text>
<Switch
variant="classic"
checked={autoLoadModels}
onCheckedChange={(checked) =>
App.mutate((draft) => {
draft.autoLoadModels = checked;
})
}
/>
</Flex>
<Flex align="center" gap="2" justify="between">
<Text>{strings.website.settings.language}</Text>
<LocaleSwitcher locale={locale} />
+2
View File
@@ -8,6 +8,7 @@ export interface WargamingLogin {
export interface App {
developerMode: boolean;
autoLoadModels: boolean;
policiesAgreementIndex: number;
logins: {
wargaming?: WargamingLogin;
@@ -17,6 +18,7 @@ export interface App {
export const App = new Varuna<App>(
{
developerMode: false,
autoLoadModels: true,
policiesAgreementIndex: -1,
logins: {},
},
+4 -2
View File
@@ -1,6 +1,8 @@
import type { TankDefinition } from "@blitzkit/core";
import { times } from "lodash-es";
import { Varuna } from "varuna";
import { awaitableTiers } from "../core/awaitables/tiers";
const tiers = await awaitableTiers;
export enum GuessState {
Correct,
@@ -25,5 +27,5 @@ export const Guess = new Varuna<Guess, TankDefinition>((tank) => ({
correctGuesses: 0,
streak: 0,
helpingReveal: false,
tiers: times(10, (index) => index + 1),
tiers,
}));
@@ -9,6 +9,7 @@ import type { ArmorType } from "../components/Armor/components/SpacedArmorScene"
import type { ExternalModuleVariant } from "../components/Armor/components/SpacedArmorSceneComponent";
import type { XP_MULTIPLIERS } from "../components/Tankopedia/TechTreeSection";
import { api } from "../core/blitzkit/api";
import { App } from "./app";
import { TankopediaDisplay } from "./tankopediaPersistent/constants";
export interface ShotLayerBase {
@@ -42,6 +43,7 @@ export type Shot = {
containsGaps: boolean;
damage: number;
splashRadius?: number;
penetrationChance?: number;
in: {
surfaceNormal: Vector3;
@@ -79,6 +81,7 @@ export enum TankopediaRelativeAgainst {
interface Tankopedia {
disturbed: boolean;
revealed: boolean;
modelRequested: boolean;
shot?: Shot;
skills: Record<string, number>;
relativeAgainst: TankopediaRelativeAgainst;
@@ -110,6 +113,7 @@ const skillDefinitions = await api.skillDefinitions();
export const Tankopedia = new Varuna<Tankopedia, ModelDefinition>((model) => ({
disturbed: false,
revealed: false,
modelRequested: App.state.autoLoadModels,
relativeAgainst: TankopediaRelativeAgainst.Class,
editStatic: false,
skills: createDefaultSkills(skillDefinitions),