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Author SHA1 Message Date
tresabhi d8925a47b5 i am satisfied 2026-10-10 23:12:41 -05:00
tresabhi 60f482d820 hahaha 2026-10-10 20:48:37 -05:00
tresabhi c2fd81c98e remove old credits 2026-10-10 18:47:46 -05:00
tresabhi 0fbc868738 more colors 2026-10-10 18:43:44 -05:00
tresabhi ff0cfbaf0a target 2026-10-10 18:38:05 -05:00
tresabhi 4642b74bca colors! 2026-10-10 18:37:47 -05:00
tresabhi 88d49bd5a3 avenir 2026-10-10 18:24:14 -05:00
tresabhi 6fd2423445 more progress 2026-10-10 18:12:01 -05:00
tresabhi a0dba52649 complete list? 2026-10-10 17:49:06 -05:00
tresabhi 80d76e3729 more more more! 2026-10-10 17:34:07 -05:00
tresabhi 7915b39d9d more! 2026-10-10 17:17:57 -05:00
tresabhi c94a84222d add more 2026-10-10 17:05:36 -05:00
tresabhi 1bca762781 start of credits 2026-10-10 16:59:34 -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tresabhi 7f7d0cc499 remove outdated docs 2026-10-10 16:41:57 -05:00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
tresabhi 116c30be88 logs 2026-10-04 14:22:04 -05:00
TrèsAbhi e0ba100e91 Merge pull request #281 from Hitjack007/translate-margin 2026-10-04 14:14:06 -05:00
tresabhi 60a92fbfdf pixel perfect fix 2026-10-04 14:13:55 -05:00
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
TrèsAbhi 5ba62d2952 Merge branch 'main' into translate-margin 2026-10-04 14:09:20 -05:00
TrèsAbhi 91f2b7afd0 Merge pull request #280 from Hitjack007/filter-defaults 2026-10-04 14:08:54 -05:00
TrèsAbhi 1bdd8bab9e Merge branch 'main' into filter-defaults 2026-10-04 14:07:27 -05:00
TrèsAbhi bded8a4da5 Merge pull request #279 from Hitjack007/stale-info 2026-10-04 14:07:10 -05:00
TrèsAbhi 95d6d8a1ae Merge branch 'main' into stale-info 2026-10-04 14:06:06 -05:00
TrèsAbhi 5f61bac375 Merge pull request #278 from Hitjack007/reload-visualiser 2026-10-04 14:05:41 -05:00
TrèsAbhi c310e8475e Merge branch 'main' into reload-visualiser 2026-10-04 14:04:17 -05:00
TrèsAbhi e090aee984 Merge pull request #277 from Hitjack007/search-issues 2026-10-04 14:03:54 -05:00
tresabhi f3a8f2faab only supply full name if it's different 2026-10-04 14:03:32 -05:00
TrèsAbhi 0539d69c7f Merge pull request #276 from Hitjack007/tank-title-and-loading-bars-difference 2026-10-04 13:57:50 -05:00
TrèsAbhi ccbb572999 Merge pull request #264 from Hitjack007/gun-depression-visualiser 2026-10-04 13:54:10 -05:00
TrèsAbhi 89b8f25918 Merge branch 'main' into gun-depression-visualiser 2026-10-04 13:52:37 -05:00
TrèsAbhi fee2c8212d Merge pull request #262 from Hitjack007/spall-liner-in-tankopdiea-model-viewer 2026-10-04 13:52:01 -05:00
tresabhi 9a659845f5 make spall icon not a button 2026-10-04 13:51:53 -05:00
tresabhi ebdb8577da Merge branch 'spall-liner-in-tankopdiea-model-viewer' of https://github.com/hitjack007/blitzkit into pr/Hitjack007/262 2026-10-04 13:48:28 -05:00
TrèsAbhi b880b8cdbd Merge branch 'main' into spall-liner-in-tankopdiea-model-viewer 2026-10-04 13:47:04 -05:00
tresabhi dd11efd481 running 2026-10-04 13:37:21 -05:00
tresabhi 6be4ff97f3 env 2026-10-04 13:36:33 -05:00
tresabhi 784c3e58c1 protos 2026-10-04 13:27:46 -05:00
tresabhi 8b03784be5 clis 2026-10-04 13:21:21 -05:00
tresabhi d9f29cd0c9 start of docs 2026-10-04 13:11:36 -05:00
TrèsAbhi 86e7ace3f0 Remove misleading text
Removed contribution note regarding sensitive submodules.
2026-10-04 12:22:36 -05:00
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
tresabhi 067c9cb267 simpler bug forms 2026-10-03 22:10:10 -05:00
tresabhi 8d5ef29771 feature 2026-10-03 22:05:07 -05:00
tresabhi a5637c9f07 format 2026-10-03 22:01:26 -05:00
tresabhi d7e06a2b46 email link 2026-10-03 21:52:39 -05:00
tresabhi 551183a65b yml 2026-10-03 21:51:50 -05:00
tresabhi 46bd8f6316 add template 2026-10-03 21:51:21 -05:00
TrèsAbhi f8aa9e75d5 Update issue templates 2026-10-03 21:42:03 -05:00
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
Mark Greene b4770c1497 Fix: uneven margin around the help translate link
The "Help translate BlitzKit" link on the home page had only a bottom margin, so it sat flush against the hero above while the tool grid below added extra space.

Add a top margin so the space above matches the space below, leaving the bottom margin unchanged.
2026-10-04 14:44:39 +13:00
Mark Greene cef393473f Fix: testing and unlocked filters off by default and exclusive
Both buttons in the testing and unlocked filter pairs started on, so showing only one kind meant turning the other kind off.

Start all four filters off, treat a pair with neither button on as showing everything, and make the buttons in each pair mutually exclusive: turning one on turns its partner off, and clicking an active one turns it off. The playlist page now sets the unlocked filter on (and locked off) explicitly, since the old default no longer provides that.
2026-10-04 14:39:30 +13:00
Mark Greene 6fb14d5544 Fix: footer game version and CDN label
The footer showed the game's full version with its build number and labelled the environment as "CDN".

Show only the part of the game version before the underscore (e.g. 11.20), and rename the "CDN" label to "Branch" since it shows the environment/branch the site was built from.
2026-10-04 14:36:18 +13:00
Mark Greene 2e46ba79cf Fix: reload times show one decimal from a shared constant
The reload visualizer and the Firepower reload rows showed two decimals.

Add an exported `RELOAD_PRECISION` (1) in the reload visualizer and use it for the visualizer's times and placeholders and for the Firepower reload rows (per-shell reloads, reload and intra-clip).
2026-10-04 14:33:24 +13:00
Mark Greene 6153beced6 Fix: search redirecting early and missing full tank names
**Enter key**
- Enter redirected to the previous results' first tank while a search was still buffering, because the key handler captured a stale `searching` value.
- Enter on an empty field redirected to the first tank of the unfiltered list (Sheridan).
- The handler now reads live filter state and only acts when there is a settled search, matching the quick-link button.

**Full names in search**
- Search only knew short tank names, so queries like "super pershing" found nothing when the game stores a short form.
- Add an optional `name_full` to `TankDefinition`, filled from the game's full name when a short name exists, and index it (plus an accent-stripped copy) in `fetchTankNames` / `SEARCH_KEYS`.
- Displayed names are unchanged. Full names become searchable once the definitions are regenerated on the next build.
2026-10-04 14:24:02 +13:00
Mark Greene 90006dfd2a Fix: loading bar too close to tank title
The hero loading bar was offset below the title by half the font size plus a fixed 16px. The title is centered as a line box, so its descenders and heavy caps reach lower than half the font size, and the fixed gap didn't grow with the title.

Offset the bar by 0.75 of the font size instead, so the gap scales with the title.
2026-10-04 14:14:57 +13:00
Mark Greene 98b555fa7e Fix: gun depression visualizer ignoring turret mount tilt
The gun flexibility visualizer at the bottom of the Tankopedia Firepower section computed depression/elevation purely from the raw gun `pitch.min`/`pitch.max` values, ignoring `initial_turret_rotation.pitch` (the tank's baked-in turret mount tilt). Every other place that reports gun depression/elevation already accounts for this offset; the visualizer was the outlier.

On tanks with a level turret mount the offset is zero, so it was invisible almost everywhere. Minotauro's turret sits pitched 3° forward, which made the visualizer's min/max/pitch stats and wedge shape disagree with the Firepower stats directly above it (e.g. 7°/-18° instead of 10°/15°).

**Changes:**
- `GunFlexibilityVisualizer/index.tsx`: fold the turret's initial pitch offset into `minPitch`, `maxPitch` and the displayed `pitch` stat, and into the drawn limit shape, the pitch dot and the pointer mapping, so the dashed neutrality circle sits at the displayed 0°.
- `GunFlexibilityVisualizer/components/CanvasContent.tsx`: nest the gun mesh inside a turret group carrying the same static tilt as its base rotation, so the mini 3D preview's live drag-pitch composes on top of it, mirroring `useTankTransform.ts`.
2026-10-04 13:38:20 +13:00
Mark Greene 0bdb66742b Feature: Add Spall Liner toggle to Tankopedia model viewer
## Summary
- Add a Spall Liner toggle button to the Tankopedia model viewer, placed alongside the existing Calibrated Shells / Enhanced Armor buttons. It's only shown for tanks that can actually equip Spall Liner.
- The toggle reads/writes the same `Duel.protagonist.provisions` array as the Provisions tab, so both stay in sync automatically.
- If a provision slot is free, clicking equips Spall Liner immediately. If all slots are full, a popover shows icons with a shuffle arrow so you can pick which active provision to swap out in one step.
- Buttons use the same medium rounding as the consumable buttons on the tank page.
- When Spall Liner is equipped, the Dynamic Armor 3D viewer's click-damage tooltip now applies the same 20% HE damage reduction Spall Liner grants in-game.
- Refactored the hardcoded `-0.2` HE damage coefficient in `tankCharacteristics.ts` into a shared constant so the Compare tool and the 3D viewer use a single source of truth.

## Scope
This only affects the single-tank Tankopedia page. The Firepower stats table (the viewed tank's own outgoing gun damage) is intentionally untouched, since a defensive damage reduction would be semantically backwards there. The Dynamic Armor viewer's click tooltip is the only place a "damage taken by this tank" number exists, so that's where the reduction is wired in.
2026-10-04 13:27:34 +13:00
TrèsAbhi f3e8cdd5e0 add GNU AGPLv3 2026-10-03 14:18:59 -05:00
TrèsAbhi 962c3c78d0 Delete LICENSE.md 2026-10-03 14:17:57 -05:00
TrèsAbhi 04805675dd Merge pull request #274 from blitzkit/main-i18n
New Crowdin updates
2026-10-02 15:38:11 -07:00
tresabhi 4028df0886 dash 2026-10-02 17:37:42 -05:00
TrèsAbhi 126e91411a New translations en.json (Russian)
[ci skip]
2026-10-02 15:35:49 -07:00
TrèsAbhi 24ffd70394 New translations en.json (Portuguese)
[ci skip]
2026-10-02 15:35:48 -07:00
TrèsAbhi 8c8b36f0d5 New translations en.json (Polish)
[ci skip]
2026-10-02 15:35:46 -07:00
TrèsAbhi 38c595ebce New translations en.json (Japanese)
[ci skip]
2026-10-02 15:35:45 -07:00
TrèsAbhi 66a6aece7c New translations en.json (Spanish)
[ci skip]
2026-10-02 15:35:43 -07:00
TrèsAbhi 35ce79a421 New translations en.json (French)
[ci skip]
2026-10-02 15:35:41 -07:00
TrèsAbhi 8e8da15254 New translations en.json (Chinese Simplified)
[ci skip]
2026-10-02 15:35:40 -07:00
TrèsAbhi eea358c4e1 New translations en.json (Ukrainian)
[ci skip]
2026-10-02 15:35:38 -07:00
tresabhi ecfd50f05b logs 2026-10-02 17:35:12 -05:00
TrèsAbhi 7458cf51dc Merge pull request #263 from Hitjack007/peekabo-dpm 2026-10-02 15:24:40 -07:00
TrèsAbhi 3b0af110d2 Merge branch 'main' into peekabo-dpm 2026-10-02 15:22:06 -07:00
TrèsAbhi 576b4f7c73 Merge branch 'main' into spall-liner-in-tankopdiea-model-viewer 2026-10-02 15:18:53 -07:00
TrèsAbhi 91da72e8b4 New Crowdin updates (#268) 2026-10-02 17:08:10 -05:00
TrèsAbhi 6319d6fbd0 Merge pull request #269 from Hitjack007/equaliser-beta-flag 2026-10-02 15:05:56 -07:00
tresabhi a5321ebde3 game mode banner with string ids 2026-10-02 17:05:25 -05:00
tresabhi 74ca01f978 remove string 2026-10-02 17:01:43 -05:00
tresabhi b7ac038ace Merge branch 'main' of https://github.com/blitzkit/blitzkit 2026-10-02 16:56:05 -05:00
tresabhi 1a2caf120b remove some dead code 2026-10-02 16:55:53 -05:00
TrèsAbhi 377bbabb02 Merge pull request #270 from Hitjack007/contact-shadows-fix 2026-10-02 14:55:05 -07:00
TrèsAbhi a4c6f0a1e2 Merge pull request #272 from Hitjack007/moving-camo-duplicate
Clarify shooting camo labels
2026-10-02 14:37:28 -07:00
TrèsAbhi 802f04bbe6 Merge pull request #273 from Hitjack007/consumable-armor-view 2026-10-02 14:34:28 -07:00
tresabhi f7db1280cf use useRef instead of useState 2026-10-02 16:34:12 -05:00
TrèsAbhi 0477887d68 Merge branch 'main' into consumable-armor-view 2026-10-02 14:20:38 -07:00
Mark Greene 0941c23a3c Fix dynamic armor overlay vanishing on re-render
PrimaryArmorSceneComponent rebuilt its ShaderMaterial every render with null uniforms that were only set once on mount. Create it once with useState instead.
2026-10-02 19:24:43 +13:00
Mark Greene d44c184025 Clarify shooting camo labels 2026-10-02 18:49:23 +13:00
Mark Greene 73975a5d83 Fix contact shadows growing across modes
Armor left gl.autoClear off after its frame, so ContactShadows accumulated onto an uncleared target. Restore it at the end of the frame.
2026-10-02 18:34:50 +13:00
Mark Greene 7f9ee1f907 Remove equalizer beta badge 2026-10-02 18:27:10 +13:00
tresabhi 9537349664 add dependabot 2026-09-30 15:49:19 -05:00
tresabhi 8793c9a9c9 simplify readme 2026-09-30 15:44:51 -05:00
tresabhi 4d57b43912 logs 2026-09-30 15:41:08 -05:00
tresabhi ee146b8ed9 fix wgpkg dirs 2026-09-30 13:51:13 -05:00
Mark Greene 85b8c7057d Redesign Spall Liner swap popover with icons
Replace wordy swap prompt with compact icon row (spall liner icon,
swap icon, current provisions) and drop unused ProvisionButton
tooltip that flashed on popover open.
2026-09-26 19:45:17 +12:00
TrèsAbhi 763ecf22b0 New Crowdin updates (#266) 2026-09-24 16:25:00 -05:00
Mark Greene 281e4abec7 Add peekaboo DPM stat to Tankopedia firepower
Adds a **Peekaboo DPM** entry nested under DPM for single-shot guns, estimating damage per minute when only firing after resetting camouflage (or waiting out the reload, whichever is slower), assuming at least 10 seconds between shots.

- Shots per minute are capped at `60/10` for reloads faster than 10s, and fall back to `60/reload` otherwise
- The result is multiplied by the currently selected shell's damage and rounded
- An (i) icon next to the label opens a popover explaining the calculation
- The row is hidden for auto-loader/auto-reloader guns
- No percentile ranking bar is shown, since no dataset exists yet for this new stat
2026-09-25 09:22:08 +12:00
TrèsAbhi 2beb084b67 Merge pull request #267 from Hitjack007/fix/session-missing-average-crash 2026-09-24 14:07:50 -07:00
tresabhi f7ca622906 correct assertions 2026-09-24 16:07:12 -05:00
tresabhi 424d9944ad smarter trigger 2026-09-23 17:12:53 -05:00
tresabhi 8af41b91b5 logs 2026-09-23 16:32:19 -05:00
tresabhi 347efa75fe add compatibility for string game mode ids 2026-09-23 16:31:35 -05:00
Mark Greene 9e38815475 Add Spall Liner toggle to Tankopedia model viewer 2026-09-23 08:32:53 +12:00
Mark Greene 88643d366d Fix: skip session delta entries with no tank definition or average
The /session/ page crashed when a tracked player's tank stats included
a tank with no matching tank definition or no average stats (WN8
baseline). The delta memo dereferenced `tank.id` on a possibly missing
definition and forced `average?.mu!` through as non-null, so a missing
average threw inside `compositeStats`/`calculateWN8` uncaught, breaking
the page on every load while the bad state persisted in localStorage.

Skip those entries instead of crashing: entries with no tank
definition or no average `mu` are dropped from the delta via
`flatMap`, so the rest of the session table still renders.
2026-09-23 08:21:16 +12:00
tresabhi 84f950ade4 fix tag0 assumption 2026-09-02 16:32:46 -05:00
tresabhi a0111d8b69 intense contact shadows 2026-08-19 13:57:36 -05:00
128 changed files with 2585 additions and 1650 deletions

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name: 🐞 Bug Report
description: BlitzKit is not behaving as expected.
labels: ["bug"]
type: bug
body:
- type: markdown
attributes:
value: Thank you so much for reporting an issue! Please fill out the form below in its entirety and we'll address your issue as soon as possible.
- type: textarea
validations:
required: true
attributes:
label: What happened?
description: What about BlitzKit's behavior did you find unexpected?
- type: textarea
attributes:
label: How do you reproduce the issue?
description: What steps one must follow to recreate your issue?
- type: dropdown
attributes:
label: Branch
description: What branch of BlitzKit were you using? Please see the "Branch" section of the footer at the very bottom of any page.
options:
- Production
- Preview
- OpenTest
default: 0
validations:
required: true
- type: input
attributes:
label: Discord username
description: Do you have a Discord account that we can reach out to for further information?
+10
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blank_issues_enabled: false
contact_links:
- name: 🎮 Discord Server
about: Got questions? We answer better on Discord!
url: https://discord.gg/nDt7AjGJQH
- name: ✉️ Email
about: Reach out to BlitzKit formally through email.
url: https://blitzkit.app/contact
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name: 💡 Feature Request
description: BlitzKit could use a new idea.
labels: ["enhancement"]
type: feature
body:
- type: markdown
attributes:
value: Thank you so much for pitching in an idea!
- type: textarea
validations:
required: true
attributes:
label: What's your idea?
description: Please be descriptive and feel free to add drawings/screenshots if needed.
+6
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version: 2
updates:
- package-ecosystem: "bun"
directory: "/"
schedule:
interval: "daily"
+8 -1
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@@ -139,7 +139,14 @@ jobs:
- name: Trigger deployment
if: ${{ github.ref == 'refs/heads/production' }}
# Deploy if:
# 1. Running cron from main using content from production to target production
# 2. Running manually and targeting non-production
if: >-
${{
github.ref == 'refs/heads/production' ||
(inputs.environment != '' && inputs.environment != 'production')
}}
env:
TOKEN: ${{ secrets.GH_NODE_DEPLOY_TOKEN }}
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Nothing in this License shall be construed as excluding or limiting
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Notwithstanding any other provision of this License, if you modify the
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If the Program specifies that a proxy can decide which future
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to choose that version for the Program.
Later license versions may give you additional or different
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THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
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THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
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IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
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EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
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17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
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Program, unless a warranty or assumption of liability accompanies a
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END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as published
by the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If your software can interact with users remotely through a computer
network, you should also make sure that it provides a way for users to
get its source. For example, if your program is a web application, its
interface could display a "Source" link that leads users to an archive
of the code. There are many ways you could offer source, and different
solutions will be better for different programs; see section 13 for the
specific requirements.
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU AGPL, see
<https://www.gnu.org/licenses/>.
-50
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# BlitzKit License
Version 1.1, August 5th, 2025. Copyright (c) TrèsAbhi.
Permission is hereby granted to anyone to:
- Fork, clone, and download the contents of this repository.
- Modify the code locally in private.
- Use and run the code **only for personal, non-public testing, or educational purposes**.
The following restrictions apply:
- You may **not** deploy, host, or make this project or any derivative publicly accessible.
- You may **not** share screenshots, recordings, or any form of media from this project unless you intend to merge your changes back into BlitzKit.
- You may **not** use this project or its contents in any public or commercial product.
- You may **not** redistribute modified or unmodified versions of this project.
Contributions:
- You are encouraged to propose changes or improvements via pull requests to the original BlitzKit repository.
- Any such contributions will be considered under the same license terms unless explicitly stated otherwise.
Violations of this license may result in revocation of usage rights and takedown requests.
For questions or licensing inquiries, contact support@blitzkit.app.
## Notes on Existing Forks
All forks fall under these categories:
- If your fork was made from commit `8462901` (Apr 17, 2023) or between commits `2958124` (Jul 3, 2023) and `85e483e` (Jul 13, 2024), your fork falls under the **MIT license**.
- If your fork was made from commits between `5646093` (Jul 13, 2024) and `e3f131c` (Aug 5, 2025), your fork falls under the **AGPL-3.0 license**.
- If your fork was made between commit `f7c356d` (Apr 17, 2023) and `2958124` (Jul 3, 2023), your fork falls under **a default exclusive copyright**.
- If your fork was made from commits between `e3f131c` (Aug 5, 2025) and today, your fork falls under **this license**.
MIT and AGPL-3.0 licensed fork owners:
- You may continue to use your fork of BlitzKit under the corresponding license.
- You may upgrade your fork up to commit `5cab394` (Aug 4, 2025) and keep the AGPL-3.0 license.
- You may upgrade to commit `e3f131c` (Aug 5, 2025) or beyond but have to **switch to this license** where all rules apply.
- If you upgrade to commit `e3f131c` (Aug 5, 2025) or beyond, you must retract all public deployments of BlitzKit.
- Existing screenshots, recordings, or any form of media can remain.
Default exclusive copyright fork owners:
- You may continue to use their forks under the AGPL-3.0 license as no license was applied to BlitzKit at the time of forking.
BlitzKit licensed fork owners:
- You may continue to upgrade to the latest commits only under the conditions of this license.
+65 -31
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# BlitzKit
Tools for everything and anything, World of Tanks Blitz.
Your Blitz experience, elevated. https://blitzkit.app/.
This GitHub repository contains the code for BlitzKit and all its services. If you are here, looking to use BlitzKit, go to https://blitzkit.app/.
## Developing: Prerequisites
If you intend to contribute to the code, note that you may need to check out sensitive, closed-source submodules to locally develop certain aspects of BlitzKit. Communicate with `@tresabhi` on Discord to get started or discuss sensitive content, such as environment variables or submodules.
There's a few things you'll need to get started. If this is your first time working with BlitzKit, it's completely safe to ignore all optional prerequisites below to get things running as quickly as possible.
## Packages
### Bun
| Package | Title | Source | Memo |
| ------------------------------------ | -------- | ------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------ |
| [packages/core](packages/core) | | | Mutual internal code shared between all other packages. |
| [packages/i18n](packages/i18n) | | [Crowdin](https://crowdin.com/project/blitzkrieg) | Translations served as JSON shared across all other packages, including some utility code. |
| [packages/scripts](packages/scripts) | | | CLI utilities for the development and deployment of BlitzKit services. |
| [packages/varuna](packages/varuna) | Varuna | [NPM](https://www.npmjs.com/package/varuna) | React and Astro-oriented state management library, awaiting separation from BlitzKit. Unavailable from NPM at this time. |
| [packages/website](packages/website) | BlitzKit | https://blitzkit.app | The BlitzKit website provides a wide range of tools, APIs, and interconnects all other services. |
[Bun](https://bun.sh/) is the package manager and runtime that BlitzKit uses.
## Submodules
Ideally, you should also uninstall Node.js if you have it installed to avoid any cases where Node.js is used to run code instead of Bun which happens in some cases. But, this is not required and is unlikely to cause issues.
| Submodule | Title | Source | Memo |
| ------------------------------------------------------ | --------- | ----------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [submodules/blitzkit-closed](packages/blitzkit-closed) | ClosedKit | [blitzkit/closed](https://github.com/blitzkit/closed) | Closed source, sensitive code hidden from the public to prevent bad actors from abusing the game. Discuss with `@tresabhi` on Discord for **special permission** to access. |
### Protocol Buffer
## Environment Variables
BlitzKit uses [Protocol Buffer's protoc CLI](https://protobuf.dev/installation/) to generate efficiently packed data structures to serve data to clients in place of JSON.
| Name | Source | BlitzKit Default | Memo |
| ------------------------------------------------------------- | -------------------------------------------------------------------------------- | ----------------------------------- | ------------------------------------------------------------------------------------------------------------------------------- |
| `PUBLIC_WARGAMING_APPLICATION_ID` | [Wargaming Developer's Room](https://developers.wargaming.net/) | | Application ID needed to communicate with Wargaming APIs. |
| `PUBLIC_PROMOTE_OPENTEST` | | `false` | Optional boolean dictating whether the website advertises [the opentest subdomain of BlitzKit](https://opentest.blitzkit.app/). |
| `WOTB_GLOSSARY`, `WOTB_GLOSSARY_DOMAIN`, `WOTB_GLOSSARY_PATH` | | | |
| `PUBLIC_GOOGLE_TAG_MANAGER_ID` | [Google Tag Manager](https://tagmanager.google.com/) | `G-GL2JVHCGPQ` | Google Tag Manager's unique identifier for analytical purposes. |
| `PUBLIC_GOOGLE_ANALYTICS_PROPERTY_ID` | [Google Analytics](https://analytics.google.com/) | `430711767` | Google Analytics' unique property ID for [BlitzKit's apex domain](https://blitzkit.app/) and subdomains. |
| `GOOGLE_APPLICATION_CREDENTIALS` | [Google Cloud](https://cloud.google.com/) | | Google Cloud's API key, primarily used for ranking popular tanks and finding relevant tank review videos in Tankopedia. |
| `PUBLIC_DISCORD_SERVER_ID` | [BlitzKit Discord Server](https://discord.gg/nDt7AjGJQH) | `734786591205359697` | BlitzKit Discord Server's id. |
| `PUBLIC_ASSET_BASE` | [blitzkit/assets](https://github.com/blitzkit/assets) | `https://blitzkit.github.io/assets` | The root domain and path that serves the external assets like tank models and icons. |
| `PUBLIC_GUIDE_WEBSITE` | [GuidesBlitz](https://guidesblitz.com/) | `https://guidesblitz.com` | The website that serves the encyclopedia-like content in BlitzKit. |
| `SERVICING` | | `false` | Wether the website is down for servicing. |
| `GH_TOKEN` | [GitHub Fine-Grained Tokens](https://github.com/settings/personal-access-tokens) | | The GitHub API key used for checking out private submodules and pushing content to the asset repository. |
| `DATABASE_URL` | [CockroachDB](https://www.cockroachlabs.com/) | | The CockroachDB-SQL database URL used to link Wargaming and Discord users. |
| `WOTB_DLC_CDN` | | | |
### World of Tanks Blitz
You will need a local installation of [World of Tanks Blitz](https://wotblitz.com/) for BlitzKit to build off.
### aria2 (Optional)
If you plan to use BlitzKit's client-management CLI for BlitzKit Previews, you will need to [get aria2](https://aria2.github.io/) to speed up your downloads.
### libarchive (Optional)
If you plan to use BlitzKit's client-management CLI for BlitzKit OpenTests, you will need to [get libarchive](https://www.libarchive.org/) to keep your downloads completely in-memory.
### Linux (Optional)
All work on BlitzKit is done on Linux and macOS. It is theoretically possible to work on Windows; please feel free to try and share your discoveries with us!
## Developing: Setting Up
Start by cloning the repository and changing directories.
```bash
git clone https://github.com/blitzkit/blitzkit.git
cd blitzkit
```
> [!NOTE]
> There is a closed source submodule under `packages/closed` that you can safely ignore. This sole purpose of this submodule is to provide `dvp.ts`, a proprietary Wargaming game asset tree compression tool. You will not need this at any point.
Then, download the dependencies with Bun.
```bash
bun install
```
Finally, compile the proto files into TypeScript.
```bash
build build-protos
```
## Developing: Environment
Go through the different packages in the `packages` directory and clone their respective `template.env`'s to `.env` files. Follow the instructions in the `.env` files to fill them out as much as you can.
## Developing: Running
Launching the website is as easy as running the `dev` script.
```bash
bun dev
```
If you ever make a change to any proto file, make sure to rebuild them.
```bash
build build-protos
```
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{
"words": [
"words": [
"gamemodes",
"Tankopedia"
]
-47
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# BlitzKit Credits
BlitzKit is a one man band **TrèsAbhi** but I am far from solo. Helpers, in the order of contribution over time:
### S0AP
BlitzKit Discord bot verification, testing, advertisement, and the initial encouragement to create BlitzKit.
### Prince_NA
BlitzKit Discord bot and website testing and general advise.
### Vovko
BlitzKit Discord bot and website rendering pipeline.
### Maddox
Game file decompression.
### Pyogenics
Game 3D model parsing.
### Aeson
Game file layout, general advise, advertisement, and Tankopedia pre-release testing.
### Minitelrose, ChickenMan7777
3-caliber rule edge cases.
### HisRoyalFatness, Synx
Embed UX.
### [OPTML] clan, \_34, xkdkw, Droodles Blitz
Tankopedia pre-release testing.
### GonnaHetzMe
Redacted by request.
### Mark Greene
GitHub contributor on bug fixes and feature additions.
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# BlitzKit 1.29.10
Thank you to [Mark Greene](https://github.com/Hitjack007) for your contributions this update.
Thank you to [HitJack](https://github.com/Hitjack007) for your contributions this update.
## 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 [HitJack]
- 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 [HitJack]
- Duplicate abilities in the tank filters are now removed
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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
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# BlitzKit 1.29.8
Thank you to [Mark Greene](https://github.com/Hitjack007) for your contributions this update.
Thank you to [HitJack](https://github.com/Hitjack007) for your contributions this update.
## Features
@@ -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 [HitJack]
- The consumable and provision buttons in Compare are no longer tiny
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# BlitzKit 1.29.9
Thank you to [Mark Greene](https://github.com/Hitjack007) for your contributions this update.
Thank you to [HitJack](https://github.com/Hitjack007) for your contributions this update.
## 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 [HitJack]
- 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 [HitJack]
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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]
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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]
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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]
+5 -5
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# BlitzKit 1.30.7
Thank you to [Mark Greene](https://github.com/Hitjack007) for your contributions this update.
Thank you to [HitJack](https://github.com/Hitjack007) for your contributions this update.
## Features
@@ -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 [HitJack]
- Ricochets that later intersect with external modules no longer falsely claim a successful damaging penetration [HitJack]
- 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 [HitJack]
- 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 [HitJack]
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# BlitzKit 1.31.2
This update fixes an issue that occurred with Wargaming chose to declare the class of a tank in the game code with a tag that isn't the first in the list.
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# BlitzKit 1.31.3
This update updates BlitzKit to work with the game's new ID system for game modes.
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# BlitzKit 1.32.0
Thank you to [HitJack](https://github.com/Hitjack007) for your contributions this update.
## Features
### Tankopedia & Armor
- Added a spall liner button to the Tankopedia beside the other equipment [HitJack]
- Listed track repair times in the Tankopedia [HitJack]
- The penetration chance is now displayed when penetration testing armor [HitJack]
- Added a new setting to disable automatically loading tanks in Tankopedia [HitJack]
### Tank Performance & Mechanics
- Added Peekaboo DPM [HitJack]
- 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 [HitJack]
### Game Compatibility
- Added compatibility for tier XI tanks [HitJack]
## Fixes
### Tankopedia & Armor
- The armor no longer disappears when you turn on Dynamic Armor System [HitJack]
- Camouflage values in Tankopedia are now more descriptive when shooting [HitJack]
- The penetration chance is now displayed when penetration testing armor [HitJack]
- Listed track repair times in the Tankopedia [HitJack]
- Added a spall liner button to the Tankopedia beside the other equipment [HitJack]
- The flags in the Tankopedia tech tree are no longer offset to the top left [HitJack]
- The loading bar below the name of the tanks in Tankopedia is now sufficiently spaced below [HitJack]
- 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 [HitJack]
- Tank search now properly handles the full names of tanks like the Super Pershing [HitJack]
- The tank search now remains consistent in order even when an added filter does not add/remove tanks from the list [HitJack]
- The test and owned tank filters are now more intuitive as clicking on them now turns the clicked option on instead of off [HitJack]
### Visuals & UI
- Removed the Beta badge from the Equalizer button [HitJack]
- 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 [HitJack]
- Additionally, the contact shadows stays visible at low angles [HitJack]
- The "Help Translate BlitzKit" text on the home page is now properly centered vertically
- The footer now says "Branch" instead of "CDN" [HitJack]
- The game version in the footer now displays a shorthand version instead of the entire version number [HitJack]
- The reload visualizer now displays just 1 decimal place [HitJack]
- Plot controls for the Static armor tab no longer pokes in from the right on non-Static armor tabs in some languages [HitJack]
- Mixer's controllers now scale better on smaller screens [HitJack]
- The list of available tanks in the Playlist is no longer excessively wide [HitJack]
### Tank Mechanics & Models
- The gun depression visualizer now properly handles the inherent tilt of tanks like the Minotauro [HitJack]
- When moving the tracks of tanks, the textures no longer move at different rates [HitJack]
### Localization
- Users with a preference on a language are once again redirected to the correct localized pages [HitJack]
### Session & Game Compatibility
- BlitzKit Session now properly handles tanks removed from the game [HitJack]
## 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 [HitJack]
- 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 [HitJack]
- 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": "1.31.1",
"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;
}),
);
@@ -50,10 +50,11 @@ export abstract class ServerBlitzKitAPI1 extends ServerBlitzKitAPI0 {
async tankDefinitions() {
const tankDefinitions = TankDefinitions.create();
const gameModeNativeNames: Record<string, number> = {};
const gameModeNativeNames: Record<string, string> = {};
const squadBattleTypeGameModeNativeNameMatches =
this.squadBattleTypeStyles!.Prototypes[0].components.UIDataLocalBindingsComponent.data[1][2].matchAll(
/"(\d+)" -> "(battleType\/([a-zA-Z]+))"/g,
/eGameMode\.(\w+) -> "(battleType\/([a-zA-Z]+))"/g,
);
const gameTypeGameModeNativeNameMatches =
this.gameTypeSelectorStyles!.Prototypes[0].components.UIDataLocalBindingsComponent.data[1][2].matchAll(
@@ -61,8 +62,7 @@ export abstract class ServerBlitzKitAPI1 extends ServerBlitzKitAPI0 {
);
for (const match of squadBattleTypeGameModeNativeNameMatches) {
const id = Number(match[1]);
gameModeNativeNames[match[3]] = id;
gameModeNativeNames[match[3]] = match[1];
}
for (const match of gameTypeGameModeNativeNameMatches) {
@@ -339,6 +339,26 @@ export abstract class ServerBlitzKitAPI1 extends ServerBlitzKitAPI0 {
equalizer = { health, penetration, module_health, damage, armor };
}
const blitzTankClass = tankTags.find(
(tag) => tag in this.blitzTankClassToBlitzkit,
);
if (blitzTankClass === undefined) {
throw new Error(`Unknown tank class for ${nation}:${tankKey}`);
}
const tankClass =
this.blitzTankClassToBlitzkit[blitzTankClass as BlitzTankClass];
const canonicalFullName = this.getString(tank.userString);
const name =
(tank.shortUserString
? this.getString(tank.shortUserString)
: undefined) ?? canonicalFullName;
// only supply full name if it's different from the displayed short name to save some bytes
const name_full =
name === canonicalFullName ? undefined : canonicalFullName;
tankDefinitions.tanks[tankId] = {
ancestors: [],
successors: [],
@@ -356,10 +376,8 @@ export abstract class ServerBlitzKitAPI1 extends ServerBlitzKitAPI0 {
typeof equipment === "string" ? equipment : equipment.at(-1)!,
max_consumables: tankDefinition.root.consumableSlots,
max_provisions: tankDefinition.root.provisionSlots,
name:
(tank.shortUserString
? this.getString(tank.shortUserString)
: undefined) ?? this.getString(tank.userString),
name,
name_full,
slug,
nation,
type: tankTags.includes("collectible")
@@ -368,7 +386,7 @@ export abstract class ServerBlitzKitAPI1 extends ServerBlitzKitAPI0 {
? TankType.TANK_TYPE_PREMIUM
: TankType.TANK_TYPE_RESEARCHABLE,
tier: tank.level,
class: this.blitzTankClassToBlitzkit[tankTags[0] as BlitzTankClass],
class: tankClass,
testing: tankTags.includes("testTank"),
deprecated: tankTags.includes("deprecated"),
price: tankPrice,
@@ -416,6 +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,
@@ -3,10 +3,8 @@ import {
BlitzCrewType,
ChassisDefinitionsList,
Crew,
EngineDefinitionsList,
GunDefinitionsList,
ModelDefinitions,
ResearchCost,
TankParameters,
toUniqueId,
TurretDefinitionsList,
@@ -15,10 +13,10 @@ import {
VehicleDefinitionList,
VehicleDefinitions,
} from "@blitzkit/core";
import { Cache } from "./0_base";
import { ServerBlitzKitAPI2 } from "./2_camouflageDefinitions";
import { parse as parsePath } from "path";
import { Vector3Tuple } from "three";
import { Cache } from "./0_base";
import { ServerBlitzKitAPI2 } from "./2_camouflageDefinitions";
export abstract class ServerBlitzKitAPI3 extends ServerBlitzKitAPI2 {
private vector3TupleToBlitzkit(tuple: Vector3Tuple) {
@@ -55,9 +53,6 @@ export abstract class ServerBlitzKitAPI3 extends ServerBlitzKitAPI2 {
const gunList = await this.vfs.xml<{
root: GunDefinitionsList;
}>(`Data/XML/item_defs/vehicles/${nation}/components/guns.xml`);
const enginesList = await this.vfs.xml<{
root: EngineDefinitionsList;
}>(`Data/XML/item_defs/vehicles/${nation}/components/engines.xml`);
const chassisList = await this.vfs.xml<{
root: ChassisDefinitionsList;
}>(`Data/XML/item_defs/vehicles/${nation}/components/chassis.xml`);
@@ -65,10 +60,6 @@ export abstract class ServerBlitzKitAPI3 extends ServerBlitzKitAPI2 {
for (const tankKey in tankList.root) {
if (this.botPattern.test(tankKey)) continue;
const gunXps = new Map<number, ResearchCost>();
const turretXps = new Map<number, ResearchCost>();
const engineXps = new Map<number, ResearchCost>();
const trackXps = new Map<number, ResearchCost>();
const tank = tankList.root[tankKey];
const tankDefinition = await this.vfs.xml<{ root: VehicleDefinitions }>(
`Data/XML/item_defs/vehicles/${nation}/${tankKey}.xml`,
@@ -27,9 +27,9 @@ export abstract class ServerBlitzKitAPI9 extends ServerBlitzKitAPI8 {
).available_nations;
for (const match of this.squadBattleTypeStyles!.Prototypes[0].components.UIDataLocalBindingsComponent.data[1][2].matchAll(
/"(\d+)" -> "(battleType\/([a-zA-Z]+))"/g,
/eGameMode\.(\w+) -> "(battleType\/([a-zA-Z]+))"/g,
)) {
const id = Number(match[1]);
const id = match[1];
const name = this.getString(match[2]);
gameDefinitions.gameModes[id] = {
@@ -12,6 +12,7 @@ export function metaSortTank(
gameDefinitions: GameDefinitions,
) {
return tanks
.sort((a, b) => a.id - b.id)
.sort((a, b) => b.tier - a.tier)
.sort(
(a, b) => treeTypeOrder.indexOf(b.type) - treeTypeOrder.indexOf(a.type),
@@ -54,6 +54,7 @@ export const TIER_ROMAN_NUMERALS: Record<number, string> = {
8: "VIII",
9: "IX",
10: "X",
11: "XI",
};
export const flags: Record<string, string> = {
+13
View File
@@ -18,11 +18,22 @@ export async function fetchTankNames(api: BlitzKitAPI) {
searchableNameDeburr.locales[key] = deburr(value);
});
const searchableNameFull: I18nString = {
locales: { ...tank.name_full?.locales },
};
const searchableNameFullDeburr: I18nString = { locales: {} };
Object.entries(searchableNameFull.locales).forEach(([key, value]) => {
searchableNameFullDeburr.locales[key] = deburr(value);
});
return {
id: tank.id,
name: tank.name,
searchableName: tank.name,
searchableNameDeburr,
searchableNameFull,
searchableNameFullDeburr,
camouflages: tank.camouflages
?.map((id) =>
locales.supported.map(
@@ -45,6 +56,8 @@ export const SEARCH_KEYS = [
.map(({ locale }) => [
`searchableName.locales.${locale}`,
`searchableNameDeburr.locales.${locale}`,
`searchableNameFull.locales.${locale}`,
`searchableNameFullDeburr.locales.${locale}`,
])
.flat(),
"camouflages",
+40 -81
View File
@@ -1,7 +1,7 @@
// Code generated by protoc-gen-ts_proto. DO NOT EDIT.
// versions:
// protoc-gen-ts_proto v2.11.2
// protoc v5.28.2
// protoc-gen-ts_proto v2.7.7
// protoc v3.19.6
// source: average_definitions.proto
/* eslint-disable */
@@ -64,7 +64,7 @@ function createBaseAverageDefinitions(): AverageDefinitions {
export const AverageDefinitions: MessageFns<AverageDefinitions> = {
encode(message: AverageDefinitions, writer: BinaryWriter = new BinaryWriter()): BinaryWriter {
globalThis.Object.entries(message.averages).forEach(([key, value]: [string, AverageDefinitionsEntry]) => {
Object.entries(message.averages).forEach(([key, value]) => {
AverageDefinitions_AveragesEntry.encode({ key: key as any, value }, writer.uint32(10).fork()).join();
});
if (message.samples !== undefined) {
@@ -122,13 +122,10 @@ export const AverageDefinitions: MessageFns<AverageDefinitions> = {
fromJSON(object: any): AverageDefinitions {
return {
averages: isObject(object.averages)
? (globalThis.Object.entries(object.averages) as [string, any][]).reduce(
(acc: { [key: number]: AverageDefinitionsEntry }, [key, value]: [string, any]) => {
acc[globalThis.Number(key)] = AverageDefinitionsEntry.fromJSON(value);
return acc;
},
{},
)
? Object.entries(object.averages).reduce<{ [key: number]: AverageDefinitionsEntry }>((acc, [key, value]) => {
acc[globalThis.Number(key)] = AverageDefinitionsEntry.fromJSON(value);
return acc;
}, {})
: {},
samples: isSet(object.samples) ? Samples.fromJSON(object.samples) : undefined,
time: isSet(object.time) ? globalThis.Number(object.time) : 0,
@@ -138,7 +135,7 @@ export const AverageDefinitions: MessageFns<AverageDefinitions> = {
toJSON(message: AverageDefinitions): unknown {
const obj: any = {};
if (message.averages) {
const entries = globalThis.Object.entries(message.averages) as [string, AverageDefinitionsEntry][];
const entries = Object.entries(message.averages);
if (entries.length > 0) {
obj.averages = {};
entries.forEach(([k, v]) => {
@@ -160,8 +157,8 @@ export const AverageDefinitions: MessageFns<AverageDefinitions> = {
},
fromPartial<I extends Exact<DeepPartial<AverageDefinitions>, I>>(object: I): AverageDefinitions {
const message = createBaseAverageDefinitions();
message.averages = (globalThis.Object.entries(object.averages ?? {}) as [string, AverageDefinitionsEntry][]).reduce(
(acc: { [key: number]: AverageDefinitionsEntry }, [key, value]: [string, AverageDefinitionsEntry]) => {
message.averages = Object.entries(object.averages ?? {}).reduce<{ [key: number]: AverageDefinitionsEntry }>(
(acc, [key, value]) => {
if (value !== undefined) {
acc[globalThis.Number(key)] = AverageDefinitionsEntry.fromPartial(value);
}
@@ -620,59 +617,25 @@ export const AverageDefinitionsAllStats: MessageFns<AverageDefinitionsAllStats>
fromJSON(object: any): AverageDefinitionsAllStats {
return {
battles: isSet(object.battles) ? globalThis.Number(object.battles) : 0,
capture_points: isSet(object.capturePoints)
? globalThis.Number(object.capturePoints)
: isSet(object.capture_points)
? globalThis.Number(object.capture_points)
: 0,
damage_dealt: isSet(object.damageDealt)
? globalThis.Number(object.damageDealt)
: isSet(object.damage_dealt)
? globalThis.Number(object.damage_dealt)
: 0,
damage_received: isSet(object.damageReceived)
? globalThis.Number(object.damageReceived)
: isSet(object.damage_received)
? globalThis.Number(object.damage_received)
: 0,
dropped_capture_points: isSet(object.droppedCapturePoints)
? globalThis.Number(object.droppedCapturePoints)
: isSet(object.dropped_capture_points)
capture_points: isSet(object.capture_points) ? globalThis.Number(object.capture_points) : 0,
damage_dealt: isSet(object.damage_dealt) ? globalThis.Number(object.damage_dealt) : 0,
damage_received: isSet(object.damage_received) ? globalThis.Number(object.damage_received) : 0,
dropped_capture_points: isSet(object.dropped_capture_points)
? globalThis.Number(object.dropped_capture_points)
: 0,
frags: isSet(object.frags) ? globalThis.Number(object.frags) : 0,
frags8p: isSet(object.frags8p) ? globalThis.Number(object.frags8p) : 0,
hits: isSet(object.hits) ? globalThis.Number(object.hits) : 0,
losses: isSet(object.losses) ? globalThis.Number(object.losses) : 0,
max_frags: isSet(object.maxFrags)
? globalThis.Number(object.maxFrags)
: isSet(object.max_frags)
? globalThis.Number(object.max_frags)
: 0,
max_xp: isSet(object.maxXp)
? globalThis.Number(object.maxXp)
: isSet(object.max_xp)
? globalThis.Number(object.max_xp)
: 0,
max_frags: isSet(object.max_frags) ? globalThis.Number(object.max_frags) : 0,
max_xp: isSet(object.max_xp) ? globalThis.Number(object.max_xp) : 0,
shots: isSet(object.shots) ? globalThis.Number(object.shots) : 0,
spotted: isSet(object.spotted) ? globalThis.Number(object.spotted) : 0,
survived_battles: isSet(object.survivedBattles)
? globalThis.Number(object.survivedBattles)
: isSet(object.survived_battles)
? globalThis.Number(object.survived_battles)
: 0,
win_and_survived: isSet(object.winAndSurvived)
? globalThis.Number(object.winAndSurvived)
: isSet(object.win_and_survived)
? globalThis.Number(object.win_and_survived)
: 0,
survived_battles: isSet(object.survived_battles) ? globalThis.Number(object.survived_battles) : 0,
win_and_survived: isSet(object.win_and_survived) ? globalThis.Number(object.win_and_survived) : 0,
wins: isSet(object.wins) ? globalThis.Number(object.wins) : 0,
xp: isSet(object.xp) ? globalThis.Number(object.xp) : 0,
battle_life_time: isSet(object.battleLifeTime)
? globalThis.Number(object.battleLifeTime)
: isSet(object.battle_life_time)
? globalThis.Number(object.battle_life_time)
: 0,
battle_life_time: isSet(object.battle_life_time) ? globalThis.Number(object.battle_life_time) : 0,
};
},
@@ -682,16 +645,16 @@ export const AverageDefinitionsAllStats: MessageFns<AverageDefinitionsAllStats>
obj.battles = message.battles;
}
if (message.capture_points !== 0) {
obj.capturePoints = message.capture_points;
obj.capture_points = message.capture_points;
}
if (message.damage_dealt !== 0) {
obj.damageDealt = message.damage_dealt;
obj.damage_dealt = message.damage_dealt;
}
if (message.damage_received !== 0) {
obj.damageReceived = message.damage_received;
obj.damage_received = message.damage_received;
}
if (message.dropped_capture_points !== 0) {
obj.droppedCapturePoints = message.dropped_capture_points;
obj.dropped_capture_points = message.dropped_capture_points;
}
if (message.frags !== 0) {
obj.frags = message.frags;
@@ -706,10 +669,10 @@ export const AverageDefinitionsAllStats: MessageFns<AverageDefinitionsAllStats>
obj.losses = message.losses;
}
if (message.max_frags !== 0) {
obj.maxFrags = message.max_frags;
obj.max_frags = message.max_frags;
}
if (message.max_xp !== 0) {
obj.maxXp = message.max_xp;
obj.max_xp = message.max_xp;
}
if (message.shots !== 0) {
obj.shots = message.shots;
@@ -718,10 +681,10 @@ export const AverageDefinitionsAllStats: MessageFns<AverageDefinitionsAllStats>
obj.spotted = message.spotted;
}
if (message.survived_battles !== 0) {
obj.survivedBattles = message.survived_battles;
obj.survived_battles = message.survived_battles;
}
if (message.win_and_survived !== 0) {
obj.winAndSurvived = message.win_and_survived;
obj.win_and_survived = message.win_and_survived;
}
if (message.wins !== 0) {
obj.wins = message.wins;
@@ -730,7 +693,7 @@ export const AverageDefinitionsAllStats: MessageFns<AverageDefinitionsAllStats>
obj.xp = message.xp;
}
if (message.battle_life_time !== 0) {
obj.battleLifeTime = message.battle_life_time;
obj.battle_life_time = message.battle_life_time;
}
return obj;
},
@@ -866,16 +829,12 @@ export const Samples: MessageFns<Samples> = {
fromJSON(object: any): Samples {
return {
d_1: isSet(object.d1) ? globalThis.Number(object.d1) : isSet(object.d_1) ? globalThis.Number(object.d_1) : 0,
d_7: isSet(object.d7) ? globalThis.Number(object.d7) : isSet(object.d_7) ? globalThis.Number(object.d_7) : 0,
d_30: isSet(object.d30) ? globalThis.Number(object.d30) : isSet(object.d_30) ? globalThis.Number(object.d_30) : 0,
d_60: isSet(object.d60) ? globalThis.Number(object.d60) : isSet(object.d_60) ? globalThis.Number(object.d_60) : 0,
d_90: isSet(object.d90) ? globalThis.Number(object.d90) : isSet(object.d_90) ? globalThis.Number(object.d_90) : 0,
d_120: isSet(object.d120)
? globalThis.Number(object.d120)
: isSet(object.d_120)
? globalThis.Number(object.d_120)
: 0,
d_1: isSet(object.d_1) ? globalThis.Number(object.d_1) : 0,
d_7: isSet(object.d_7) ? globalThis.Number(object.d_7) : 0,
d_30: isSet(object.d_30) ? globalThis.Number(object.d_30) : 0,
d_60: isSet(object.d_60) ? globalThis.Number(object.d_60) : 0,
d_90: isSet(object.d_90) ? globalThis.Number(object.d_90) : 0,
d_120: isSet(object.d_120) ? globalThis.Number(object.d_120) : 0,
total: isSet(object.total) ? globalThis.Number(object.total) : 0,
};
},
@@ -883,22 +842,22 @@ export const Samples: MessageFns<Samples> = {
toJSON(message: Samples): unknown {
const obj: any = {};
if (message.d_1 !== 0) {
obj.d1 = Math.round(message.d_1);
obj.d_1 = Math.round(message.d_1);
}
if (message.d_7 !== 0) {
obj.d7 = Math.round(message.d_7);
obj.d_7 = Math.round(message.d_7);
}
if (message.d_30 !== 0) {
obj.d30 = Math.round(message.d_30);
obj.d_30 = Math.round(message.d_30);
}
if (message.d_60 !== 0) {
obj.d60 = Math.round(message.d_60);
obj.d_60 = Math.round(message.d_60);
}
if (message.d_90 !== 0) {
obj.d90 = Math.round(message.d_90);
obj.d_90 = Math.round(message.d_90);
}
if (message.d_120 !== 0) {
obj.d120 = Math.round(message.d_120);
obj.d_120 = Math.round(message.d_120);
}
if (message.total !== 0) {
obj.total = Math.round(message.total);
@@ -1,7 +1,7 @@
// Code generated by protoc-gen-ts_proto. DO NOT EDIT.
// versions:
// protoc-gen-ts_proto v2.11.2
// protoc v5.28.2
// protoc-gen-ts_proto v2.7.7
// protoc v3.19.6
// source: camouflage_definitions.proto
/* eslint-disable */
@@ -32,7 +32,7 @@ function createBaseCamouflageDefinitions(): CamouflageDefinitions {
export const CamouflageDefinitions: MessageFns<CamouflageDefinitions> = {
encode(message: CamouflageDefinitions, writer: BinaryWriter = new BinaryWriter()): BinaryWriter {
globalThis.Object.entries(message.camouflages).forEach(([key, value]: [string, Camouflage]) => {
Object.entries(message.camouflages).forEach(([key, value]) => {
CamouflageDefinitions_CamouflagesEntry.encode({ key: key as any, value }, writer.uint32(10).fork()).join();
});
return writer;
@@ -68,13 +68,10 @@ export const CamouflageDefinitions: MessageFns<CamouflageDefinitions> = {
fromJSON(object: any): CamouflageDefinitions {
return {
camouflages: isObject(object.camouflages)
? (globalThis.Object.entries(object.camouflages) as [string, any][]).reduce(
(acc: { [key: number]: Camouflage }, [key, value]: [string, any]) => {
acc[globalThis.Number(key)] = Camouflage.fromJSON(value);
return acc;
},
{},
)
? Object.entries(object.camouflages).reduce<{ [key: number]: Camouflage }>((acc, [key, value]) => {
acc[globalThis.Number(key)] = Camouflage.fromJSON(value);
return acc;
}, {})
: {},
};
},
@@ -82,7 +79,7 @@ export const CamouflageDefinitions: MessageFns<CamouflageDefinitions> = {
toJSON(message: CamouflageDefinitions): unknown {
const obj: any = {};
if (message.camouflages) {
const entries = globalThis.Object.entries(message.camouflages) as [string, Camouflage][];
const entries = Object.entries(message.camouflages);
if (entries.length > 0) {
obj.camouflages = {};
entries.forEach(([k, v]) => {
@@ -98,8 +95,8 @@ export const CamouflageDefinitions: MessageFns<CamouflageDefinitions> = {
},
fromPartial<I extends Exact<DeepPartial<CamouflageDefinitions>, I>>(object: I): CamouflageDefinitions {
const message = createBaseCamouflageDefinitions();
message.camouflages = (globalThis.Object.entries(object.camouflages ?? {}) as [string, Camouflage][]).reduce(
(acc: { [key: number]: Camouflage }, [key, value]: [string, Camouflage]) => {
message.camouflages = Object.entries(object.camouflages ?? {}).reduce<{ [key: number]: Camouflage }>(
(acc, [key, value]) => {
if (value !== undefined) {
acc[globalThis.Number(key)] = Camouflage.fromPartial(value);
}
@@ -266,16 +263,8 @@ export const Camouflage: MessageFns<Camouflage> = {
return {
id: isSet(object.id) ? globalThis.Number(object.id) : 0,
name: isSet(object.name) ? I18nString.fromJSON(object.name) : undefined,
tank_name: isSet(object.tankName)
? I18nString.fromJSON(object.tankName)
: isSet(object.tank_name)
? I18nString.fromJSON(object.tank_name)
: undefined,
tank_name_full: isSet(object.tankNameFull)
? I18nString.fromJSON(object.tankNameFull)
: isSet(object.tank_name_full)
? I18nString.fromJSON(object.tank_name_full)
: undefined,
tank_name: isSet(object.tank_name) ? I18nString.fromJSON(object.tank_name) : undefined,
tank_name_full: isSet(object.tank_name_full) ? I18nString.fromJSON(object.tank_name_full) : undefined,
};
},
@@ -288,10 +277,10 @@ export const Camouflage: MessageFns<Camouflage> = {
obj.name = I18nString.toJSON(message.name);
}
if (message.tank_name !== undefined) {
obj.tankName = I18nString.toJSON(message.tank_name);
obj.tank_name = I18nString.toJSON(message.tank_name);
}
if (message.tank_name_full !== undefined) {
obj.tankNameFull = I18nString.toJSON(message.tank_name_full);
obj.tank_name_full = I18nString.toJSON(message.tank_name_full);
}
return obj;
},
@@ -1,7 +1,7 @@
// Code generated by protoc-gen-ts_proto. DO NOT EDIT.
// versions:
// protoc-gen-ts_proto v2.11.2
// protoc v5.28.2
// protoc-gen-ts_proto v2.7.7
// protoc v3.19.6
// source: consumable_definitions.proto
/* eslint-disable */
@@ -88,7 +88,7 @@ function createBaseConsumableDefinitions(): ConsumableDefinitions {
export const ConsumableDefinitions: MessageFns<ConsumableDefinitions> = {
encode(message: ConsumableDefinitions, writer: BinaryWriter = new BinaryWriter()): BinaryWriter {
globalThis.Object.entries(message.consumables).forEach(([key, value]: [string, Consumable]) => {
Object.entries(message.consumables).forEach(([key, value]) => {
ConsumableDefinitions_ConsumablesEntry.encode({ key: key as any, value }, writer.uint32(10).fork()).join();
});
return writer;
@@ -124,13 +124,10 @@ export const ConsumableDefinitions: MessageFns<ConsumableDefinitions> = {
fromJSON(object: any): ConsumableDefinitions {
return {
consumables: isObject(object.consumables)
? (globalThis.Object.entries(object.consumables) as [string, any][]).reduce(
(acc: { [key: number]: Consumable }, [key, value]: [string, any]) => {
acc[globalThis.Number(key)] = Consumable.fromJSON(value);
return acc;
},
{},
)
? Object.entries(object.consumables).reduce<{ [key: number]: Consumable }>((acc, [key, value]) => {
acc[globalThis.Number(key)] = Consumable.fromJSON(value);
return acc;
}, {})
: {},
};
},
@@ -138,7 +135,7 @@ export const ConsumableDefinitions: MessageFns<ConsumableDefinitions> = {
toJSON(message: ConsumableDefinitions): unknown {
const obj: any = {};
if (message.consumables) {
const entries = globalThis.Object.entries(message.consumables) as [string, Consumable][];
const entries = Object.entries(message.consumables);
if (entries.length > 0) {
obj.consumables = {};
entries.forEach(([k, v]) => {
@@ -154,8 +151,8 @@ export const ConsumableDefinitions: MessageFns<ConsumableDefinitions> = {
},
fromPartial<I extends Exact<DeepPartial<ConsumableDefinitions>, I>>(object: I): ConsumableDefinitions {
const message = createBaseConsumableDefinitions();
message.consumables = (globalThis.Object.entries(object.consumables ?? {}) as [string, Consumable][]).reduce(
(acc: { [key: number]: Consumable }, [key, value]: [string, Consumable]) => {
message.consumables = Object.entries(object.consumables ?? {}).reduce<{ [key: number]: Consumable }>(
(acc, [key, value]) => {
if (value !== undefined) {
acc[globalThis.Number(key)] = Consumable.fromPartial(value);
}
@@ -357,11 +354,7 @@ export const Consumable: MessageFns<Consumable> = {
name: isSet(object.name) ? I18nString.fromJSON(object.name) : undefined,
cooldown: isSet(object.cooldown) ? globalThis.Number(object.cooldown) : 0,
duration: isSet(object.duration) ? globalThis.Number(object.duration) : 0,
game_mode_exclusive: isSet(object.gameModeExclusive)
? globalThis.Boolean(object.gameModeExclusive)
: isSet(object.game_mode_exclusive)
? globalThis.Boolean(object.game_mode_exclusive)
: false,
game_mode_exclusive: isSet(object.game_mode_exclusive) ? globalThis.Boolean(object.game_mode_exclusive) : false,
include: globalThis.Array.isArray(object?.include)
? object.include.map((e: any) => ConsumableTankFilter.fromJSON(e))
: [],
@@ -386,7 +379,7 @@ export const Consumable: MessageFns<Consumable> = {
obj.duration = message.duration;
}
if (message.game_mode_exclusive !== false) {
obj.gameModeExclusive = message.game_mode_exclusive;
obj.game_mode_exclusive = message.game_mode_exclusive;
}
if (message.include?.length) {
obj.include = message.include.map((e) => ConsumableTankFilter.toJSON(e));
@@ -1,7 +1,7 @@
// Code generated by protoc-gen-ts_proto. DO NOT EDIT.
// versions:
// protoc-gen-ts_proto v2.11.2
// protoc v5.28.2
// protoc-gen-ts_proto v2.7.7
// protoc v3.19.6
// source: equipment_definitions.proto
/* eslint-disable */
@@ -45,10 +45,10 @@ function createBaseEquipmentDefinitions(): EquipmentDefinitions {
export const EquipmentDefinitions: MessageFns<EquipmentDefinitions> = {
encode(message: EquipmentDefinitions, writer: BinaryWriter = new BinaryWriter()): BinaryWriter {
globalThis.Object.entries(message.presets).forEach(([key, value]: [string, EquipmentPreset]) => {
Object.entries(message.presets).forEach(([key, value]) => {
EquipmentDefinitions_PresetsEntry.encode({ key: key as any, value }, writer.uint32(10).fork()).join();
});
globalThis.Object.entries(message.equipments).forEach(([key, value]: [string, Equipment]) => {
Object.entries(message.equipments).forEach(([key, value]) => {
EquipmentDefinitions_EquipmentsEntry.encode({ key: key as any, value }, writer.uint32(18).fork()).join();
});
return writer;
@@ -95,22 +95,16 @@ export const EquipmentDefinitions: MessageFns<EquipmentDefinitions> = {
fromJSON(object: any): EquipmentDefinitions {
return {
presets: isObject(object.presets)
? (globalThis.Object.entries(object.presets) as [string, any][]).reduce(
(acc: { [key: string]: EquipmentPreset }, [key, value]: [string, any]) => {
acc[key] = EquipmentPreset.fromJSON(value);
return acc;
},
{},
)
? Object.entries(object.presets).reduce<{ [key: string]: EquipmentPreset }>((acc, [key, value]) => {
acc[key] = EquipmentPreset.fromJSON(value);
return acc;
}, {})
: {},
equipments: isObject(object.equipments)
? (globalThis.Object.entries(object.equipments) as [string, any][]).reduce(
(acc: { [key: number]: Equipment }, [key, value]: [string, any]) => {
acc[globalThis.Number(key)] = Equipment.fromJSON(value);
return acc;
},
{},
)
? Object.entries(object.equipments).reduce<{ [key: number]: Equipment }>((acc, [key, value]) => {
acc[globalThis.Number(key)] = Equipment.fromJSON(value);
return acc;
}, {})
: {},
};
},
@@ -118,7 +112,7 @@ export const EquipmentDefinitions: MessageFns<EquipmentDefinitions> = {
toJSON(message: EquipmentDefinitions): unknown {
const obj: any = {};
if (message.presets) {
const entries = globalThis.Object.entries(message.presets) as [string, EquipmentPreset][];
const entries = Object.entries(message.presets);
if (entries.length > 0) {
obj.presets = {};
entries.forEach(([k, v]) => {
@@ -127,7 +121,7 @@ export const EquipmentDefinitions: MessageFns<EquipmentDefinitions> = {
}
}
if (message.equipments) {
const entries = globalThis.Object.entries(message.equipments) as [string, Equipment][];
const entries = Object.entries(message.equipments);
if (entries.length > 0) {
obj.equipments = {};
entries.forEach(([k, v]) => {
@@ -143,8 +137,8 @@ export const EquipmentDefinitions: MessageFns<EquipmentDefinitions> = {
},
fromPartial<I extends Exact<DeepPartial<EquipmentDefinitions>, I>>(object: I): EquipmentDefinitions {
const message = createBaseEquipmentDefinitions();
message.presets = (globalThis.Object.entries(object.presets ?? {}) as [string, EquipmentPreset][]).reduce(
(acc: { [key: string]: EquipmentPreset }, [key, value]: [string, EquipmentPreset]) => {
message.presets = Object.entries(object.presets ?? {}).reduce<{ [key: string]: EquipmentPreset }>(
(acc, [key, value]) => {
if (value !== undefined) {
acc[key] = EquipmentPreset.fromPartial(value);
}
@@ -152,8 +146,8 @@ export const EquipmentDefinitions: MessageFns<EquipmentDefinitions> = {
},
{},
);
message.equipments = (globalThis.Object.entries(object.equipments ?? {}) as [string, Equipment][]).reduce(
(acc: { [key: number]: Equipment }, [key, value]: [string, Equipment]) => {
message.equipments = Object.entries(object.equipments ?? {}).reduce<{ [key: number]: Equipment }>(
(acc, [key, value]) => {
if (value !== undefined) {
acc[globalThis.Number(key)] = Equipment.fromPartial(value);
}
+2 -2
View File
@@ -1,7 +1,7 @@
// Code generated by protoc-gen-ts_proto. DO NOT EDIT.
// versions:
// protoc-gen-ts_proto v2.11.2
// protoc v5.28.2
// protoc-gen-ts_proto v2.7.7
// protoc v3.19.6
// source: gallery.proto
/* eslint-disable */
@@ -7,7 +7,7 @@ import "i18n.proto";
message GameDefinitions {
required string version = 1;
repeated string nations = 2;
map<uint32, GameMode> gameModes = 3;
map<string, GameMode> gameModes = 3;
map<uint32, GameModeRole> roles = 4;
}
+34 -43
View File
@@ -1,7 +1,7 @@
// Code generated by protoc-gen-ts_proto. DO NOT EDIT.
// versions:
// protoc-gen-ts_proto v2.11.2
// protoc v5.28.2
// protoc-gen-ts_proto v2.7.7
// protoc v3.19.6
// source: game_definitions.proto
/* eslint-disable */
@@ -13,12 +13,12 @@ export const protobufPackage = "blitzkit";
export interface GameDefinitions {
version: string;
nations: string[];
gameModes: { [key: number]: GameMode };
gameModes: { [key: string]: GameMode };
roles: { [key: number]: GameModeRole };
}
export interface GameDefinitions_GameModesEntry {
key: number;
key: string;
value: GameMode | undefined;
}
@@ -48,10 +48,10 @@ export const GameDefinitions: MessageFns<GameDefinitions> = {
for (const v of message.nations) {
writer.uint32(18).string(v!);
}
globalThis.Object.entries(message.gameModes).forEach(([key, value]: [string, GameMode]) => {
Object.entries(message.gameModes).forEach(([key, value]) => {
GameDefinitions_GameModesEntry.encode({ key: key as any, value }, writer.uint32(26).fork()).join();
});
globalThis.Object.entries(message.roles).forEach(([key, value]: [string, GameModeRole]) => {
Object.entries(message.roles).forEach(([key, value]) => {
GameDefinitions_RolesEntry.encode({ key: key as any, value }, writer.uint32(34).fork()).join();
});
return writer;
@@ -116,22 +116,16 @@ export const GameDefinitions: MessageFns<GameDefinitions> = {
version: isSet(object.version) ? globalThis.String(object.version) : "",
nations: globalThis.Array.isArray(object?.nations) ? object.nations.map((e: any) => globalThis.String(e)) : [],
gameModes: isObject(object.gameModes)
? (globalThis.Object.entries(object.gameModes) as [string, any][]).reduce(
(acc: { [key: number]: GameMode }, [key, value]: [string, any]) => {
acc[globalThis.Number(key)] = GameMode.fromJSON(value);
return acc;
},
{},
)
? Object.entries(object.gameModes).reduce<{ [key: string]: GameMode }>((acc, [key, value]) => {
acc[key] = GameMode.fromJSON(value);
return acc;
}, {})
: {},
roles: isObject(object.roles)
? (globalThis.Object.entries(object.roles) as [string, any][]).reduce(
(acc: { [key: number]: GameModeRole }, [key, value]: [string, any]) => {
acc[globalThis.Number(key)] = GameModeRole.fromJSON(value);
return acc;
},
{},
)
? Object.entries(object.roles).reduce<{ [key: number]: GameModeRole }>((acc, [key, value]) => {
acc[globalThis.Number(key)] = GameModeRole.fromJSON(value);
return acc;
}, {})
: {},
};
},
@@ -145,7 +139,7 @@ export const GameDefinitions: MessageFns<GameDefinitions> = {
obj.nations = message.nations;
}
if (message.gameModes) {
const entries = globalThis.Object.entries(message.gameModes) as [string, GameMode][];
const entries = Object.entries(message.gameModes);
if (entries.length > 0) {
obj.gameModes = {};
entries.forEach(([k, v]) => {
@@ -154,7 +148,7 @@ export const GameDefinitions: MessageFns<GameDefinitions> = {
}
}
if (message.roles) {
const entries = globalThis.Object.entries(message.roles) as [string, GameModeRole][];
const entries = Object.entries(message.roles);
if (entries.length > 0) {
obj.roles = {};
entries.forEach(([k, v]) => {
@@ -172,36 +166,33 @@ export const GameDefinitions: MessageFns<GameDefinitions> = {
const message = createBaseGameDefinitions();
message.version = object.version ?? "";
message.nations = object.nations?.map((e) => e) || [];
message.gameModes = (globalThis.Object.entries(object.gameModes ?? {}) as [string, GameMode][]).reduce(
(acc: { [key: number]: GameMode }, [key, value]: [string, GameMode]) => {
message.gameModes = Object.entries(object.gameModes ?? {}).reduce<{ [key: string]: GameMode }>(
(acc, [key, value]) => {
if (value !== undefined) {
acc[globalThis.Number(key)] = GameMode.fromPartial(value);
}
return acc;
},
{},
);
message.roles = (globalThis.Object.entries(object.roles ?? {}) as [string, GameModeRole][]).reduce(
(acc: { [key: number]: GameModeRole }, [key, value]: [string, GameModeRole]) => {
if (value !== undefined) {
acc[globalThis.Number(key)] = GameModeRole.fromPartial(value);
acc[key] = GameMode.fromPartial(value);
}
return acc;
},
{},
);
message.roles = Object.entries(object.roles ?? {}).reduce<{ [key: number]: GameModeRole }>((acc, [key, value]) => {
if (value !== undefined) {
acc[globalThis.Number(key)] = GameModeRole.fromPartial(value);
}
return acc;
}, {});
return message;
},
};
function createBaseGameDefinitions_GameModesEntry(): GameDefinitions_GameModesEntry {
return { key: 0, value: undefined };
return { key: "", value: undefined };
}
export const GameDefinitions_GameModesEntry: MessageFns<GameDefinitions_GameModesEntry> = {
encode(message: GameDefinitions_GameModesEntry, writer: BinaryWriter = new BinaryWriter()): BinaryWriter {
if (message.key !== 0) {
writer.uint32(8).uint32(message.key);
if (message.key !== "") {
writer.uint32(10).string(message.key);
}
if (message.value !== undefined) {
GameMode.encode(message.value, writer.uint32(18).fork()).join();
@@ -217,11 +208,11 @@ export const GameDefinitions_GameModesEntry: MessageFns<GameDefinitions_GameMode
const tag = reader.uint32();
switch (tag >>> 3) {
case 1: {
if (tag !== 8) {
if (tag !== 10) {
break;
}
message.key = reader.uint32();
message.key = reader.string();
continue;
}
case 2: {
@@ -243,15 +234,15 @@ export const GameDefinitions_GameModesEntry: MessageFns<GameDefinitions_GameMode
fromJSON(object: any): GameDefinitions_GameModesEntry {
return {
key: isSet(object.key) ? globalThis.Number(object.key) : 0,
key: isSet(object.key) ? globalThis.String(object.key) : "",
value: isSet(object.value) ? GameMode.fromJSON(object.value) : undefined,
};
},
toJSON(message: GameDefinitions_GameModesEntry): unknown {
const obj: any = {};
if (message.key !== 0) {
obj.key = Math.round(message.key);
if (message.key !== "") {
obj.key = message.key;
}
if (message.value !== undefined) {
obj.value = GameMode.toJSON(message.value);
@@ -266,7 +257,7 @@ export const GameDefinitions_GameModesEntry: MessageFns<GameDefinitions_GameMode
object: I,
): GameDefinitions_GameModesEntry {
const message = createBaseGameDefinitions_GameModesEntry();
message.key = object.key ?? 0;
message.key = object.key ?? "";
message.value = (object.value !== undefined && object.value !== null)
? GameMode.fromPartial(object.value)
: undefined;
+14 -20
View File
@@ -1,7 +1,7 @@
// Code generated by protoc-gen-ts_proto. DO NOT EDIT.
// versions:
// protoc-gen-ts_proto v2.11.2
// protoc v5.28.2
// protoc-gen-ts_proto v2.7.7
// protoc v3.19.6
// source: i18n.proto
/* eslint-disable */
@@ -24,7 +24,7 @@ function createBaseI18nString(): I18nString {
export const I18nString: MessageFns<I18nString> = {
encode(message: I18nString, writer: BinaryWriter = new BinaryWriter()): BinaryWriter {
globalThis.Object.entries(message.locales).forEach(([key, value]: [string, string]) => {
Object.entries(message.locales).forEach(([key, value]) => {
I18nString_LocalesEntry.encode({ key: key as any, value }, writer.uint32(10).fork()).join();
});
return writer;
@@ -60,13 +60,10 @@ export const I18nString: MessageFns<I18nString> = {
fromJSON(object: any): I18nString {
return {
locales: isObject(object.locales)
? (globalThis.Object.entries(object.locales) as [string, any][]).reduce(
(acc: { [key: string]: string }, [key, value]: [string, any]) => {
acc[key] = globalThis.String(value);
return acc;
},
{},
)
? Object.entries(object.locales).reduce<{ [key: string]: string }>((acc, [key, value]) => {
acc[key] = String(value);
return acc;
}, {})
: {},
};
},
@@ -74,7 +71,7 @@ export const I18nString: MessageFns<I18nString> = {
toJSON(message: I18nString): unknown {
const obj: any = {};
if (message.locales) {
const entries = globalThis.Object.entries(message.locales) as [string, string][];
const entries = Object.entries(message.locales);
if (entries.length > 0) {
obj.locales = {};
entries.forEach(([k, v]) => {
@@ -90,15 +87,12 @@ export const I18nString: MessageFns<I18nString> = {
},
fromPartial<I extends Exact<DeepPartial<I18nString>, I>>(object: I): I18nString {
const message = createBaseI18nString();
message.locales = (globalThis.Object.entries(object.locales ?? {}) as [string, string][]).reduce(
(acc: { [key: string]: string }, [key, value]: [string, string]) => {
if (value !== undefined) {
acc[key] = globalThis.String(value);
}
return acc;
},
{},
);
message.locales = Object.entries(object.locales ?? {}).reduce<{ [key: string]: string }>((acc, [key, value]) => {
if (value !== undefined) {
acc[key] = globalThis.String(value);
}
return acc;
}, {});
return message;
},
};
+14 -20
View File
@@ -1,7 +1,7 @@
// Code generated by protoc-gen-ts_proto. DO NOT EDIT.
// versions:
// protoc-gen-ts_proto v2.11.2
// protoc v5.28.2
// protoc-gen-ts_proto v2.7.7
// protoc v3.19.6
// source: map_definitions.proto
/* eslint-disable */
@@ -30,7 +30,7 @@ function createBaseMapDefinitions(): MapDefinitions {
export const MapDefinitions: MessageFns<MapDefinitions> = {
encode(message: MapDefinitions, writer: BinaryWriter = new BinaryWriter()): BinaryWriter {
globalThis.Object.entries(message.maps).forEach(([key, value]: [string, MapDefinition]) => {
Object.entries(message.maps).forEach(([key, value]) => {
MapDefinitions_MapsEntry.encode({ key: key as any, value }, writer.uint32(10).fork()).join();
});
return writer;
@@ -66,13 +66,10 @@ export const MapDefinitions: MessageFns<MapDefinitions> = {
fromJSON(object: any): MapDefinitions {
return {
maps: isObject(object.maps)
? (globalThis.Object.entries(object.maps) as [string, any][]).reduce(
(acc: { [key: number]: MapDefinition }, [key, value]: [string, any]) => {
acc[globalThis.Number(key)] = MapDefinition.fromJSON(value);
return acc;
},
{},
)
? Object.entries(object.maps).reduce<{ [key: number]: MapDefinition }>((acc, [key, value]) => {
acc[globalThis.Number(key)] = MapDefinition.fromJSON(value);
return acc;
}, {})
: {},
};
},
@@ -80,7 +77,7 @@ export const MapDefinitions: MessageFns<MapDefinitions> = {
toJSON(message: MapDefinitions): unknown {
const obj: any = {};
if (message.maps) {
const entries = globalThis.Object.entries(message.maps) as [string, MapDefinition][];
const entries = Object.entries(message.maps);
if (entries.length > 0) {
obj.maps = {};
entries.forEach(([k, v]) => {
@@ -96,15 +93,12 @@ export const MapDefinitions: MessageFns<MapDefinitions> = {
},
fromPartial<I extends Exact<DeepPartial<MapDefinitions>, I>>(object: I): MapDefinitions {
const message = createBaseMapDefinitions();
message.maps = (globalThis.Object.entries(object.maps ?? {}) as [string, MapDefinition][]).reduce(
(acc: { [key: number]: MapDefinition }, [key, value]: [string, MapDefinition]) => {
if (value !== undefined) {
acc[globalThis.Number(key)] = MapDefinition.fromPartial(value);
}
return acc;
},
{},
);
message.maps = Object.entries(object.maps ?? {}).reduce<{ [key: number]: MapDefinition }>((acc, [key, value]) => {
if (value !== undefined) {
acc[globalThis.Number(key)] = MapDefinition.fromPartial(value);
}
return acc;
}, {});
return message;
},
};
+56 -97
View File
@@ -1,7 +1,7 @@
// Code generated by protoc-gen-ts_proto. DO NOT EDIT.
// versions:
// protoc-gen-ts_proto v2.11.2
// protoc v5.28.2
// protoc-gen-ts_proto v2.7.7
// protoc v3.19.6
// source: model_definitions.proto
/* eslint-disable */
@@ -116,7 +116,7 @@ function createBaseModelDefinitions(): ModelDefinitions {
export const ModelDefinitions: MessageFns<ModelDefinitions> = {
encode(message: ModelDefinitions, writer: BinaryWriter = new BinaryWriter()): BinaryWriter {
globalThis.Object.entries(message.models).forEach(([key, value]: [string, ModelDefinition]) => {
Object.entries(message.models).forEach(([key, value]) => {
ModelDefinitions_ModelsEntry.encode({ key: key as any, value }, writer.uint32(10).fork()).join();
});
return writer;
@@ -152,13 +152,10 @@ export const ModelDefinitions: MessageFns<ModelDefinitions> = {
fromJSON(object: any): ModelDefinitions {
return {
models: isObject(object.models)
? (globalThis.Object.entries(object.models) as [string, any][]).reduce(
(acc: { [key: number]: ModelDefinition }, [key, value]: [string, any]) => {
acc[globalThis.Number(key)] = ModelDefinition.fromJSON(value);
return acc;
},
{},
)
? Object.entries(object.models).reduce<{ [key: number]: ModelDefinition }>((acc, [key, value]) => {
acc[globalThis.Number(key)] = ModelDefinition.fromJSON(value);
return acc;
}, {})
: {},
};
},
@@ -166,7 +163,7 @@ export const ModelDefinitions: MessageFns<ModelDefinitions> = {
toJSON(message: ModelDefinitions): unknown {
const obj: any = {};
if (message.models) {
const entries = globalThis.Object.entries(message.models) as [string, ModelDefinition][];
const entries = Object.entries(message.models);
if (entries.length > 0) {
obj.models = {};
entries.forEach(([k, v]) => {
@@ -182,8 +179,8 @@ export const ModelDefinitions: MessageFns<ModelDefinitions> = {
},
fromPartial<I extends Exact<DeepPartial<ModelDefinitions>, I>>(object: I): ModelDefinitions {
const message = createBaseModelDefinitions();
message.models = (globalThis.Object.entries(object.models ?? {}) as [string, ModelDefinition][]).reduce(
(acc: { [key: number]: ModelDefinition }, [key, value]: [string, ModelDefinition]) => {
message.models = Object.entries(object.models ?? {}).reduce<{ [key: number]: ModelDefinition }>(
(acc, [key, value]) => {
if (value !== undefined) {
acc[globalThis.Number(key)] = ModelDefinition.fromPartial(value);
}
@@ -295,10 +292,10 @@ export const ModelDefinition: MessageFns<ModelDefinition> = {
if (message.initial_turret_rotation !== undefined) {
InitialTurretRotation.encode(message.initial_turret_rotation, writer.uint32(26).fork()).join();
}
globalThis.Object.entries(message.turrets).forEach(([key, value]: [string, TurretModelDefinition]) => {
Object.entries(message.turrets).forEach(([key, value]) => {
ModelDefinition_TurretsEntry.encode({ key: key as any, value }, writer.uint32(34).fork()).join();
});
globalThis.Object.entries(message.tracks).forEach(([key, value]: [string, TrackModelDefinition]) => {
Object.entries(message.tracks).forEach(([key, value]) => {
ModelDefinition_TracksEntry.encode({ key: key as any, value }, writer.uint32(42).fork()).join();
});
if (message.bounding_box !== undefined) {
@@ -380,39 +377,23 @@ export const ModelDefinition: MessageFns<ModelDefinition> = {
fromJSON(object: any): ModelDefinition {
return {
armor: isSet(object.armor) ? Armor.fromJSON(object.armor) : undefined,
turret_origin: isSet(object.turretOrigin)
? Vector3.fromJSON(object.turretOrigin)
: isSet(object.turret_origin)
? Vector3.fromJSON(object.turret_origin)
: undefined,
initial_turret_rotation: isSet(object.initialTurretRotation)
? InitialTurretRotation.fromJSON(object.initialTurretRotation)
: isSet(object.initial_turret_rotation)
turret_origin: isSet(object.turret_origin) ? Vector3.fromJSON(object.turret_origin) : undefined,
initial_turret_rotation: isSet(object.initial_turret_rotation)
? InitialTurretRotation.fromJSON(object.initial_turret_rotation)
: undefined,
turrets: isObject(object.turrets)
? (globalThis.Object.entries(object.turrets) as [string, any][]).reduce(
(acc: { [key: number]: TurretModelDefinition }, [key, value]: [string, any]) => {
acc[globalThis.Number(key)] = TurretModelDefinition.fromJSON(value);
return acc;
},
{},
)
? Object.entries(object.turrets).reduce<{ [key: number]: TurretModelDefinition }>((acc, [key, value]) => {
acc[globalThis.Number(key)] = TurretModelDefinition.fromJSON(value);
return acc;
}, {})
: {},
tracks: isObject(object.tracks)
? (globalThis.Object.entries(object.tracks) as [string, any][]).reduce(
(acc: { [key: number]: TrackModelDefinition }, [key, value]: [string, any]) => {
acc[globalThis.Number(key)] = TrackModelDefinition.fromJSON(value);
return acc;
},
{},
)
? Object.entries(object.tracks).reduce<{ [key: number]: TrackModelDefinition }>((acc, [key, value]) => {
acc[globalThis.Number(key)] = TrackModelDefinition.fromJSON(value);
return acc;
}, {})
: {},
bounding_box: isSet(object.boundingBox)
? BoundingBox.fromJSON(object.boundingBox)
: isSet(object.bounding_box)
? BoundingBox.fromJSON(object.bounding_box)
: undefined,
bounding_box: isSet(object.bounding_box) ? BoundingBox.fromJSON(object.bounding_box) : undefined,
};
},
@@ -422,13 +403,13 @@ export const ModelDefinition: MessageFns<ModelDefinition> = {
obj.armor = Armor.toJSON(message.armor);
}
if (message.turret_origin !== undefined) {
obj.turretOrigin = Vector3.toJSON(message.turret_origin);
obj.turret_origin = Vector3.toJSON(message.turret_origin);
}
if (message.initial_turret_rotation !== undefined) {
obj.initialTurretRotation = InitialTurretRotation.toJSON(message.initial_turret_rotation);
obj.initial_turret_rotation = InitialTurretRotation.toJSON(message.initial_turret_rotation);
}
if (message.turrets) {
const entries = globalThis.Object.entries(message.turrets) as [string, TurretModelDefinition][];
const entries = Object.entries(message.turrets);
if (entries.length > 0) {
obj.turrets = {};
entries.forEach(([k, v]) => {
@@ -437,7 +418,7 @@ export const ModelDefinition: MessageFns<ModelDefinition> = {
}
}
if (message.tracks) {
const entries = globalThis.Object.entries(message.tracks) as [string, TrackModelDefinition][];
const entries = Object.entries(message.tracks);
if (entries.length > 0) {
obj.tracks = {};
entries.forEach(([k, v]) => {
@@ -446,7 +427,7 @@ export const ModelDefinition: MessageFns<ModelDefinition> = {
}
}
if (message.bounding_box !== undefined) {
obj.boundingBox = BoundingBox.toJSON(message.bounding_box);
obj.bounding_box = BoundingBox.toJSON(message.bounding_box);
}
return obj;
},
@@ -464,8 +445,8 @@ export const ModelDefinition: MessageFns<ModelDefinition> = {
(object.initial_turret_rotation !== undefined && object.initial_turret_rotation !== null)
? InitialTurretRotation.fromPartial(object.initial_turret_rotation)
: undefined;
message.turrets = (globalThis.Object.entries(object.turrets ?? {}) as [string, TurretModelDefinition][]).reduce(
(acc: { [key: number]: TurretModelDefinition }, [key, value]: [string, TurretModelDefinition]) => {
message.turrets = Object.entries(object.turrets ?? {}).reduce<{ [key: number]: TurretModelDefinition }>(
(acc, [key, value]) => {
if (value !== undefined) {
acc[globalThis.Number(key)] = TurretModelDefinition.fromPartial(value);
}
@@ -473,8 +454,8 @@ export const ModelDefinition: MessageFns<ModelDefinition> = {
},
{},
);
message.tracks = (globalThis.Object.entries(object.tracks ?? {}) as [string, TrackModelDefinition][]).reduce(
(acc: { [key: number]: TrackModelDefinition }, [key, value]: [string, TrackModelDefinition]) => {
message.tracks = Object.entries(object.tracks ?? {}).reduce<{ [key: number]: TrackModelDefinition }>(
(acc, [key, value]) => {
if (value !== undefined) {
acc[globalThis.Number(key)] = TrackModelDefinition.fromPartial(value);
}
@@ -651,7 +632,7 @@ function createBaseArmor(): Armor {
export const Armor: MessageFns<Armor> = {
encode(message: Armor, writer: BinaryWriter = new BinaryWriter()): BinaryWriter {
globalThis.Object.entries(message.thickness).forEach(([key, value]: [string, number]) => {
Object.entries(message.thickness).forEach(([key, value]) => {
Armor_ThicknessEntry.encode({ key: key as any, value }, writer.uint32(10).fork()).join();
});
for (const v of message.spaced) {
@@ -708,13 +689,10 @@ export const Armor: MessageFns<Armor> = {
fromJSON(object: any): Armor {
return {
thickness: isObject(object.thickness)
? (globalThis.Object.entries(object.thickness) as [string, any][]).reduce(
(acc: { [key: number]: number }, [key, value]: [string, any]) => {
acc[globalThis.Number(key)] = globalThis.Number(value);
return acc;
},
{},
)
? Object.entries(object.thickness).reduce<{ [key: number]: number }>((acc, [key, value]) => {
acc[globalThis.Number(key)] = Number(value);
return acc;
}, {})
: {},
spaced: globalThis.Array.isArray(object?.spaced) ? object.spaced.map((e: any) => globalThis.Number(e)) : [],
};
@@ -723,7 +701,7 @@ export const Armor: MessageFns<Armor> = {
toJSON(message: Armor): unknown {
const obj: any = {};
if (message.thickness) {
const entries = globalThis.Object.entries(message.thickness) as [string, number][];
const entries = Object.entries(message.thickness);
if (entries.length > 0) {
obj.thickness = {};
entries.forEach(([k, v]) => {
@@ -742,8 +720,8 @@ export const Armor: MessageFns<Armor> = {
},
fromPartial<I extends Exact<DeepPartial<Armor>, I>>(object: I): Armor {
const message = createBaseArmor();
message.thickness = (globalThis.Object.entries(object.thickness ?? {}) as [string, number][]).reduce(
(acc: { [key: number]: number }, [key, value]: [string, number]) => {
message.thickness = Object.entries(object.thickness ?? {}).reduce<{ [key: number]: number }>(
(acc, [key, value]) => {
if (value !== undefined) {
acc[globalThis.Number(key)] = globalThis.Number(value);
}
@@ -1034,7 +1012,7 @@ export const TurretModelDefinition: MessageFns<TurretModelDefinition> = {
if (message.gun_origin !== undefined) {
Vector3.encode(message.gun_origin, writer.uint32(34).fork()).join();
}
globalThis.Object.entries(message.guns).forEach(([key, value]: [string, GunModelDefinition]) => {
Object.entries(message.guns).forEach(([key, value]) => {
TurretModelDefinition_GunsEntry.encode({ key: key as any, value }, writer.uint32(42).fork()).join();
});
if (message.yaw !== undefined) {
@@ -1112,30 +1090,15 @@ export const TurretModelDefinition: MessageFns<TurretModelDefinition> = {
fromJSON(object: any): TurretModelDefinition {
return {
bounding_box: isSet(object.boundingBox)
? BoundingBox.fromJSON(object.boundingBox)
: isSet(object.bounding_box)
? BoundingBox.fromJSON(object.bounding_box)
: undefined,
bounding_box: isSet(object.bounding_box) ? BoundingBox.fromJSON(object.bounding_box) : undefined,
armor: isSet(object.armor) ? Armor.fromJSON(object.armor) : undefined,
model_id: isSet(object.modelId)
? globalThis.Number(object.modelId)
: isSet(object.model_id)
? globalThis.Number(object.model_id)
: 0,
gun_origin: isSet(object.gunOrigin)
? Vector3.fromJSON(object.gunOrigin)
: isSet(object.gun_origin)
? Vector3.fromJSON(object.gun_origin)
: undefined,
model_id: isSet(object.model_id) ? globalThis.Number(object.model_id) : 0,
gun_origin: isSet(object.gun_origin) ? Vector3.fromJSON(object.gun_origin) : undefined,
guns: isObject(object.guns)
? (globalThis.Object.entries(object.guns) as [string, any][]).reduce(
(acc: { [key: number]: GunModelDefinition }, [key, value]: [string, any]) => {
acc[globalThis.Number(key)] = GunModelDefinition.fromJSON(value);
return acc;
},
{},
)
? Object.entries(object.guns).reduce<{ [key: number]: GunModelDefinition }>((acc, [key, value]) => {
acc[globalThis.Number(key)] = GunModelDefinition.fromJSON(value);
return acc;
}, {})
: {},
yaw: isSet(object.yaw) ? YawLimits.fromJSON(object.yaw) : undefined,
};
@@ -1144,19 +1107,19 @@ export const TurretModelDefinition: MessageFns<TurretModelDefinition> = {
toJSON(message: TurretModelDefinition): unknown {
const obj: any = {};
if (message.bounding_box !== undefined) {
obj.boundingBox = BoundingBox.toJSON(message.bounding_box);
obj.bounding_box = BoundingBox.toJSON(message.bounding_box);
}
if (message.armor !== undefined) {
obj.armor = Armor.toJSON(message.armor);
}
if (message.model_id !== 0) {
obj.modelId = Math.round(message.model_id);
obj.model_id = Math.round(message.model_id);
}
if (message.gun_origin !== undefined) {
obj.gunOrigin = Vector3.toJSON(message.gun_origin);
obj.gun_origin = Vector3.toJSON(message.gun_origin);
}
if (message.guns) {
const entries = globalThis.Object.entries(message.guns) as [string, GunModelDefinition][];
const entries = Object.entries(message.guns);
if (entries.length > 0) {
obj.guns = {};
entries.forEach(([k, v]) => {
@@ -1183,8 +1146,8 @@ export const TurretModelDefinition: MessageFns<TurretModelDefinition> = {
message.gun_origin = (object.gun_origin !== undefined && object.gun_origin !== null)
? Vector3.fromPartial(object.gun_origin)
: undefined;
message.guns = (globalThis.Object.entries(object.guns ?? {}) as [string, GunModelDefinition][]).reduce(
(acc: { [key: number]: GunModelDefinition }, [key, value]: [string, GunModelDefinition]) => {
message.guns = Object.entries(object.guns ?? {}).reduce<{ [key: number]: GunModelDefinition }>(
(acc, [key, value]) => {
if (value !== undefined) {
acc[globalThis.Number(key)] = GunModelDefinition.fromPartial(value);
}
@@ -1591,11 +1554,7 @@ export const GunModelDefinition: MessageFns<GunModelDefinition> = {
return {
armor: isSet(object.armor) ? Armor.fromJSON(object.armor) : undefined,
thickness: isSet(object.thickness) ? globalThis.Number(object.thickness) : 0,
model_id: isSet(object.modelId)
? globalThis.Number(object.modelId)
: isSet(object.model_id)
? globalThis.Number(object.model_id)
: 0,
model_id: isSet(object.model_id) ? globalThis.Number(object.model_id) : 0,
pitch: isSet(object.pitch) ? PitchLimits.fromJSON(object.pitch) : undefined,
mask: isSet(object.mask) ? globalThis.Number(object.mask) : 0,
};
@@ -1610,7 +1569,7 @@ export const GunModelDefinition: MessageFns<GunModelDefinition> = {
obj.thickness = message.thickness;
}
if (message.model_id !== 0) {
obj.modelId = Math.round(message.model_id);
obj.model_id = Math.round(message.model_id);
}
if (message.pitch !== undefined) {
obj.pitch = PitchLimits.toJSON(message.pitch);
+2 -2
View File
@@ -1,7 +1,7 @@
// Code generated by protoc-gen-ts_proto. DO NOT EDIT.
// versions:
// protoc-gen-ts_proto v2.11.2
// protoc v5.28.2
// protoc-gen-ts_proto v2.7.7
// protoc v3.19.6
// source: popular_tanks.proto
/* eslint-disable */
@@ -1,7 +1,7 @@
// Code generated by protoc-gen-ts_proto. DO NOT EDIT.
// versions:
// protoc-gen-ts_proto v2.11.2
// protoc v5.28.2
// protoc-gen-ts_proto v2.7.7
// protoc v3.19.6
// source: provision_definitions.proto
/* eslint-disable */
@@ -35,7 +35,7 @@ function createBaseProvisionDefinitions(): ProvisionDefinitions {
export const ProvisionDefinitions: MessageFns<ProvisionDefinitions> = {
encode(message: ProvisionDefinitions, writer: BinaryWriter = new BinaryWriter()): BinaryWriter {
globalThis.Object.entries(message.provisions).forEach(([key, value]: [string, Provision]) => {
Object.entries(message.provisions).forEach(([key, value]) => {
ProvisionDefinitions_ProvisionsEntry.encode({ key: key as any, value }, writer.uint32(10).fork()).join();
});
return writer;
@@ -71,13 +71,10 @@ export const ProvisionDefinitions: MessageFns<ProvisionDefinitions> = {
fromJSON(object: any): ProvisionDefinitions {
return {
provisions: isObject(object.provisions)
? (globalThis.Object.entries(object.provisions) as [string, any][]).reduce(
(acc: { [key: number]: Provision }, [key, value]: [string, any]) => {
acc[globalThis.Number(key)] = Provision.fromJSON(value);
return acc;
},
{},
)
? Object.entries(object.provisions).reduce<{ [key: number]: Provision }>((acc, [key, value]) => {
acc[globalThis.Number(key)] = Provision.fromJSON(value);
return acc;
}, {})
: {},
};
},
@@ -85,7 +82,7 @@ export const ProvisionDefinitions: MessageFns<ProvisionDefinitions> = {
toJSON(message: ProvisionDefinitions): unknown {
const obj: any = {};
if (message.provisions) {
const entries = globalThis.Object.entries(message.provisions) as [string, Provision][];
const entries = Object.entries(message.provisions);
if (entries.length > 0) {
obj.provisions = {};
entries.forEach(([k, v]) => {
@@ -101,8 +98,8 @@ export const ProvisionDefinitions: MessageFns<ProvisionDefinitions> = {
},
fromPartial<I extends Exact<DeepPartial<ProvisionDefinitions>, I>>(object: I): ProvisionDefinitions {
const message = createBaseProvisionDefinitions();
message.provisions = (globalThis.Object.entries(object.provisions ?? {}) as [string, Provision][]).reduce(
(acc: { [key: number]: Provision }, [key, value]: [string, Provision]) => {
message.provisions = Object.entries(object.provisions ?? {}).reduce<{ [key: number]: Provision }>(
(acc, [key, value]) => {
if (value !== undefined) {
acc[globalThis.Number(key)] = Provision.fromPartial(value);
}
@@ -292,11 +289,7 @@ export const Provision: MessageFns<Provision> = {
id: isSet(object.id) ? globalThis.Number(object.id) : 0,
name: isSet(object.name) ? I18nString.fromJSON(object.name) : undefined,
crew: isSet(object.crew) ? globalThis.Number(object.crew) : 0,
game_mode_exclusive: isSet(object.gameModeExclusive)
? globalThis.Boolean(object.gameModeExclusive)
: isSet(object.game_mode_exclusive)
? globalThis.Boolean(object.game_mode_exclusive)
: false,
game_mode_exclusive: isSet(object.game_mode_exclusive) ? globalThis.Boolean(object.game_mode_exclusive) : false,
include: globalThis.Array.isArray(object?.include)
? object.include.map((e: any) => ConsumableTankFilter.fromJSON(e))
: [],
@@ -318,7 +311,7 @@ export const Provision: MessageFns<Provision> = {
obj.crew = message.crew;
}
if (message.game_mode_exclusive !== false) {
obj.gameModeExclusive = message.game_mode_exclusive;
obj.game_mode_exclusive = message.game_mode_exclusive;
}
if (message.include?.length) {
obj.include = message.include.map((e) => ConsumableTankFilter.toJSON(e));
@@ -1,7 +1,7 @@
// Code generated by protoc-gen-ts_proto. DO NOT EDIT.
// versions:
// protoc-gen-ts_proto v2.11.2
// protoc v5.28.2
// protoc-gen-ts_proto v2.7.7
// protoc v3.19.6
// source: rating_leaderboard.proto
/* eslint-disable */
+16 -26
View File
@@ -1,7 +1,7 @@
// Code generated by protoc-gen-ts_proto. DO NOT EDIT.
// versions:
// protoc-gen-ts_proto v2.11.2
// protoc v5.28.2
// protoc-gen-ts_proto v2.7.7
// protoc v3.19.6
// source: reviews.proto
/* eslint-disable */
@@ -34,7 +34,7 @@ function createBaseReviews(): Reviews {
export const Reviews: MessageFns<Reviews> = {
encode(message: Reviews, writer: BinaryWriter = new BinaryWriter()): BinaryWriter {
globalThis.Object.entries(message.reviews).forEach(([key, value]: [string, Review]) => {
Object.entries(message.reviews).forEach(([key, value]) => {
Reviews_ReviewsEntry.encode({ key: key as any, value }, writer.uint32(10).fork()).join();
});
return writer;
@@ -70,13 +70,10 @@ export const Reviews: MessageFns<Reviews> = {
fromJSON(object: any): Reviews {
return {
reviews: isObject(object.reviews)
? (globalThis.Object.entries(object.reviews) as [string, any][]).reduce(
(acc: { [key: number]: Review }, [key, value]: [string, any]) => {
acc[globalThis.Number(key)] = Review.fromJSON(value);
return acc;
},
{},
)
? Object.entries(object.reviews).reduce<{ [key: number]: Review }>((acc, [key, value]) => {
acc[globalThis.Number(key)] = Review.fromJSON(value);
return acc;
}, {})
: {},
};
},
@@ -84,7 +81,7 @@ export const Reviews: MessageFns<Reviews> = {
toJSON(message: Reviews): unknown {
const obj: any = {};
if (message.reviews) {
const entries = globalThis.Object.entries(message.reviews) as [string, Review][];
const entries = Object.entries(message.reviews);
if (entries.length > 0) {
obj.reviews = {};
entries.forEach(([k, v]) => {
@@ -100,15 +97,12 @@ export const Reviews: MessageFns<Reviews> = {
},
fromPartial<I extends Exact<DeepPartial<Reviews>, I>>(object: I): Reviews {
const message = createBaseReviews();
message.reviews = (globalThis.Object.entries(object.reviews ?? {}) as [string, Review][]).reduce(
(acc: { [key: number]: Review }, [key, value]: [string, Review]) => {
if (value !== undefined) {
acc[globalThis.Number(key)] = Review.fromPartial(value);
}
return acc;
},
{},
);
message.reviews = Object.entries(object.reviews ?? {}).reduce<{ [key: number]: Review }>((acc, [key, value]) => {
if (value !== undefined) {
acc[globalThis.Number(key)] = Review.fromPartial(value);
}
return acc;
}, {});
return message;
},
};
@@ -240,11 +234,7 @@ export const Review: MessageFns<Review> = {
fromJSON(object: any): Review {
return {
last_updated: isSet(object.lastUpdated)
? globalThis.Number(object.lastUpdated)
: isSet(object.last_updated)
? globalThis.Number(object.last_updated)
: 0,
last_updated: isSet(object.last_updated) ? globalThis.Number(object.last_updated) : 0,
videos: globalThis.Array.isArray(object?.videos) ? object.videos.map((e: any) => Video.fromJSON(e)) : [],
};
},
@@ -252,7 +242,7 @@ export const Review: MessageFns<Review> = {
toJSON(message: Review): unknown {
const obj: any = {};
if (message.last_updated !== 0) {
obj.lastUpdated = message.last_updated;
obj.last_updated = message.last_updated;
}
if (message.videos?.length) {
obj.videos = message.videos.map((e) => Video.toJSON(e));
+14 -20
View File
@@ -1,7 +1,7 @@
// Code generated by protoc-gen-ts_proto. DO NOT EDIT.
// versions:
// protoc-gen-ts_proto v2.11.2
// protoc v5.28.2
// protoc-gen-ts_proto v2.7.7
// protoc v3.19.6
// source: skill_definitions.proto
/* eslint-disable */
@@ -29,7 +29,7 @@ function createBaseSkillDefinitions(): SkillDefinitions {
export const SkillDefinitions: MessageFns<SkillDefinitions> = {
encode(message: SkillDefinitions, writer: BinaryWriter = new BinaryWriter()): BinaryWriter {
globalThis.Object.entries(message.classes).forEach(([key, value]: [string, Skill]) => {
Object.entries(message.classes).forEach(([key, value]) => {
SkillDefinitions_ClassesEntry.encode({ key: key as any, value }, writer.uint32(10).fork()).join();
});
return writer;
@@ -65,13 +65,10 @@ export const SkillDefinitions: MessageFns<SkillDefinitions> = {
fromJSON(object: any): SkillDefinitions {
return {
classes: isObject(object.classes)
? (globalThis.Object.entries(object.classes) as [string, any][]).reduce(
(acc: { [key: number]: Skill }, [key, value]: [string, any]) => {
acc[globalThis.Number(key)] = Skill.fromJSON(value);
return acc;
},
{},
)
? Object.entries(object.classes).reduce<{ [key: number]: Skill }>((acc, [key, value]) => {
acc[globalThis.Number(key)] = Skill.fromJSON(value);
return acc;
}, {})
: {},
};
},
@@ -79,7 +76,7 @@ export const SkillDefinitions: MessageFns<SkillDefinitions> = {
toJSON(message: SkillDefinitions): unknown {
const obj: any = {};
if (message.classes) {
const entries = globalThis.Object.entries(message.classes) as [string, Skill][];
const entries = Object.entries(message.classes);
if (entries.length > 0) {
obj.classes = {};
entries.forEach(([k, v]) => {
@@ -95,15 +92,12 @@ export const SkillDefinitions: MessageFns<SkillDefinitions> = {
},
fromPartial<I extends Exact<DeepPartial<SkillDefinitions>, I>>(object: I): SkillDefinitions {
const message = createBaseSkillDefinitions();
message.classes = (globalThis.Object.entries(object.classes ?? {}) as [string, Skill][]).reduce(
(acc: { [key: number]: Skill }, [key, value]: [string, Skill]) => {
if (value !== undefined) {
acc[globalThis.Number(key)] = Skill.fromPartial(value);
}
return acc;
},
{},
);
message.classes = Object.entries(object.classes ?? {}).reduce<{ [key: number]: Skill }>((acc, [key, value]) => {
if (value !== undefined) {
acc[globalThis.Number(key)] = Skill.fromPartial(value);
}
return acc;
}, {});
return message;
},
};
@@ -11,7 +11,7 @@ message TankDefinitions {
message TankDefinition {
required uint32 id = 1;
required string slug = 2;
map<uint32, uint32> roles = 3;
map<string, uint32> roles = 3;
required bool fixed_camouflage = 5;
repeated int32 camouflages = 6;
repeated int32 ancestors = 7;
@@ -41,6 +41,7 @@ message TankDefinition {
required uint32 weight = 31;
required string dev_name = 32;
optional Equalizer equalizer = 33;
optional I18nString name_full = 34;
}
message Equalizer {
@@ -86,6 +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 {
+164 -319
View File
@@ -1,7 +1,7 @@
// Code generated by protoc-gen-ts_proto. DO NOT EDIT.
// versions:
// protoc-gen-ts_proto v2.11.2
// protoc v5.28.2
// protoc-gen-ts_proto v2.7.7
// protoc v3.19.6
// source: tank_definitions.proto
/* eslint-disable */
@@ -262,7 +262,7 @@ export interface TankDefinitions_TanksEntry {
export interface TankDefinition {
id: number;
slug: string;
roles: { [key: number]: number };
roles: { [key: string]: number };
fixed_camouflage: boolean;
camouflages: number[];
ancestors: number[];
@@ -292,10 +292,11 @@ export interface TankDefinition {
weight: number;
dev_name: string;
equalizer?: Equalizer | undefined;
name_full?: I18nString | undefined;
}
export interface TankDefinition_RolesEntry {
key: number;
key: string;
value: number;
}
@@ -337,6 +338,7 @@ export interface TrackDefinition {
resistance_medium: number;
resistance_soft: number;
unlocks: Unlock[];
repair_time: number;
}
export interface EngineDefinition {
@@ -463,7 +465,7 @@ function createBaseTankDefinitions(): TankDefinitions {
export const TankDefinitions: MessageFns<TankDefinitions> = {
encode(message: TankDefinitions, writer: BinaryWriter = new BinaryWriter()): BinaryWriter {
globalThis.Object.entries(message.tanks).forEach(([key, value]: [string, TankDefinition]) => {
Object.entries(message.tanks).forEach(([key, value]) => {
TankDefinitions_TanksEntry.encode({ key: key as any, value }, writer.uint32(10).fork()).join();
});
return writer;
@@ -499,13 +501,10 @@ export const TankDefinitions: MessageFns<TankDefinitions> = {
fromJSON(object: any): TankDefinitions {
return {
tanks: isObject(object.tanks)
? (globalThis.Object.entries(object.tanks) as [string, any][]).reduce(
(acc: { [key: number]: TankDefinition }, [key, value]: [string, any]) => {
acc[globalThis.Number(key)] = TankDefinition.fromJSON(value);
return acc;
},
{},
)
? Object.entries(object.tanks).reduce<{ [key: number]: TankDefinition }>((acc, [key, value]) => {
acc[globalThis.Number(key)] = TankDefinition.fromJSON(value);
return acc;
}, {})
: {},
};
},
@@ -513,7 +512,7 @@ export const TankDefinitions: MessageFns<TankDefinitions> = {
toJSON(message: TankDefinitions): unknown {
const obj: any = {};
if (message.tanks) {
const entries = globalThis.Object.entries(message.tanks) as [string, TankDefinition][];
const entries = Object.entries(message.tanks);
if (entries.length > 0) {
obj.tanks = {};
entries.forEach(([k, v]) => {
@@ -529,8 +528,8 @@ export const TankDefinitions: MessageFns<TankDefinitions> = {
},
fromPartial<I extends Exact<DeepPartial<TankDefinitions>, I>>(object: I): TankDefinitions {
const message = createBaseTankDefinitions();
message.tanks = (globalThis.Object.entries(object.tanks ?? {}) as [string, TankDefinition][]).reduce(
(acc: { [key: number]: TankDefinition }, [key, value]: [string, TankDefinition]) => {
message.tanks = Object.entries(object.tanks ?? {}).reduce<{ [key: number]: TankDefinition }>(
(acc, [key, value]) => {
if (value !== undefined) {
acc[globalThis.Number(key)] = TankDefinition.fromPartial(value);
}
@@ -654,6 +653,7 @@ function createBaseTankDefinition(): TankDefinition {
weight: 0,
dev_name: "",
equalizer: undefined,
name_full: undefined,
};
}
@@ -665,7 +665,7 @@ export const TankDefinition: MessageFns<TankDefinition> = {
if (message.slug !== "") {
writer.uint32(18).string(message.slug);
}
globalThis.Object.entries(message.roles).forEach(([key, value]: [string, number]) => {
Object.entries(message.roles).forEach(([key, value]) => {
TankDefinition_RolesEntry.encode({ key: key as any, value }, writer.uint32(26).fork()).join();
});
if (message.fixed_camouflage !== false) {
@@ -755,6 +755,9 @@ export const TankDefinition: MessageFns<TankDefinition> = {
if (message.equalizer !== undefined) {
Equalizer.encode(message.equalizer, writer.uint32(266).fork()).join();
}
if (message.name_full !== undefined) {
I18nString.encode(message.name_full, writer.uint32(274).fork()).join();
}
return writer;
},
@@ -1054,6 +1057,14 @@ export const TankDefinition: MessageFns<TankDefinition> = {
message.equalizer = Equalizer.decode(reader, reader.uint32());
continue;
}
case 34: {
if (tag !== 274) {
break;
}
message.name_full = I18nString.decode(reader, reader.uint32());
continue;
}
}
if ((tag & 7) === 4 || tag === 0) {
break;
@@ -1068,19 +1079,12 @@ export const TankDefinition: MessageFns<TankDefinition> = {
id: isSet(object.id) ? globalThis.Number(object.id) : 0,
slug: isSet(object.slug) ? globalThis.String(object.slug) : "",
roles: isObject(object.roles)
? (globalThis.Object.entries(object.roles) as [string, any][]).reduce(
(acc: { [key: number]: number }, [key, value]: [string, any]) => {
acc[globalThis.Number(key)] = globalThis.Number(value);
return acc;
},
{},
)
? Object.entries(object.roles).reduce<{ [key: string]: number }>((acc, [key, value]) => {
acc[key] = Number(value);
return acc;
}, {})
: {},
fixed_camouflage: isSet(object.fixedCamouflage)
? globalThis.Boolean(object.fixedCamouflage)
: isSet(object.fixed_camouflage)
? globalThis.Boolean(object.fixed_camouflage)
: false,
fixed_camouflage: isSet(object.fixed_camouflage) ? globalThis.Boolean(object.fixed_camouflage) : false,
camouflages: globalThis.Array.isArray(object?.camouflages)
? object.camouflages.map((e: any) => globalThis.Number(e))
: [],
@@ -1090,23 +1094,13 @@ export const TankDefinition: MessageFns<TankDefinition> = {
successors: globalThis.Array.isArray(object?.successors)
? object.successors.map((e: any) => globalThis.Number(e))
: [],
crew: globalThis.Array.isArray(object?.crew)
? object.crew.map((e: any) => Crew.fromJSON(e))
: [],
crew: globalThis.Array.isArray(object?.crew) ? object.crew.map((e: any) => Crew.fromJSON(e)) : [],
health: isSet(object.health) ? globalThis.Number(object.health) : 0,
nation: isSet(object.nation) ? globalThis.String(object.nation) : "",
name: isSet(object.name) ? I18nString.fromJSON(object.name) : undefined,
type: isSet(object.type) ? tankTypeFromJSON(object.type) : 0,
max_consumables: isSet(object.maxConsumables)
? globalThis.Number(object.maxConsumables)
: isSet(object.max_consumables)
? globalThis.Number(object.max_consumables)
: 0,
max_provisions: isSet(object.maxProvisions)
? globalThis.Number(object.maxProvisions)
: isSet(object.max_provisions)
? globalThis.Number(object.max_provisions)
: 0,
max_consumables: isSet(object.max_consumables) ? globalThis.Number(object.max_consumables) : 0,
max_provisions: isSet(object.max_provisions) ? globalThis.Number(object.max_provisions) : 0,
tier: isSet(object.tier) ? globalThis.Number(object.tier) : 0,
class: isSet(object.class) ? tankClassFromJSON(object.class) : 0,
testing: isSet(object.testing) ? globalThis.Boolean(object.testing) : false,
@@ -1121,48 +1115,17 @@ export const TankDefinition: MessageFns<TankDefinition> = {
? object.tracks.map((e: any) => TrackDefinition.fromJSON(e))
: [],
price: isSet(object.price) ? TankPrice.fromJSON(object.price) : undefined,
research_cost: isSet(object.researchCost)
? ResearchCost.fromJSON(object.researchCost)
: isSet(object.research_cost)
? ResearchCost.fromJSON(object.research_cost)
: undefined,
speed_forwards: isSet(object.speedForwards)
? globalThis.Number(object.speedForwards)
: isSet(object.speed_forwards)
? globalThis.Number(object.speed_forwards)
: 0,
speed_backwards: isSet(object.speedBackwards)
? globalThis.Number(object.speedBackwards)
: isSet(object.speed_backwards)
? globalThis.Number(object.speed_backwards)
: 0,
camouflage_still: isSet(object.camouflageStill)
? globalThis.Number(object.camouflageStill)
: isSet(object.camouflage_still)
? globalThis.Number(object.camouflage_still)
: 0,
camouflage_moving: isSet(object.camouflageMoving)
? globalThis.Number(object.camouflageMoving)
: isSet(object.camouflage_moving)
? globalThis.Number(object.camouflage_moving)
: 0,
camouflage_on_fire: isSet(object.camouflageOnFire)
? globalThis.Number(object.camouflageOnFire)
: isSet(object.camouflage_on_fire)
? globalThis.Number(object.camouflage_on_fire)
: 0,
equipment_preset: isSet(object.equipmentPreset)
? globalThis.String(object.equipmentPreset)
: isSet(object.equipment_preset)
? globalThis.String(object.equipment_preset)
: "",
research_cost: isSet(object.research_cost) ? ResearchCost.fromJSON(object.research_cost) : undefined,
speed_forwards: isSet(object.speed_forwards) ? globalThis.Number(object.speed_forwards) : 0,
speed_backwards: isSet(object.speed_backwards) ? globalThis.Number(object.speed_backwards) : 0,
camouflage_still: isSet(object.camouflage_still) ? globalThis.Number(object.camouflage_still) : 0,
camouflage_moving: isSet(object.camouflage_moving) ? globalThis.Number(object.camouflage_moving) : 0,
camouflage_on_fire: isSet(object.camouflage_on_fire) ? globalThis.Number(object.camouflage_on_fire) : 0,
equipment_preset: isSet(object.equipment_preset) ? globalThis.String(object.equipment_preset) : "",
weight: isSet(object.weight) ? globalThis.Number(object.weight) : 0,
dev_name: isSet(object.devName)
? globalThis.String(object.devName)
: isSet(object.dev_name)
? globalThis.String(object.dev_name)
: "",
dev_name: isSet(object.dev_name) ? globalThis.String(object.dev_name) : "",
equalizer: isSet(object.equalizer) ? Equalizer.fromJSON(object.equalizer) : undefined,
name_full: isSet(object.name_full) ? I18nString.fromJSON(object.name_full) : undefined,
};
},
@@ -1175,7 +1138,7 @@ export const TankDefinition: MessageFns<TankDefinition> = {
obj.slug = message.slug;
}
if (message.roles) {
const entries = globalThis.Object.entries(message.roles) as [string, number][];
const entries = Object.entries(message.roles);
if (entries.length > 0) {
obj.roles = {};
entries.forEach(([k, v]) => {
@@ -1184,7 +1147,7 @@ export const TankDefinition: MessageFns<TankDefinition> = {
}
}
if (message.fixed_camouflage !== false) {
obj.fixedCamouflage = message.fixed_camouflage;
obj.fixed_camouflage = message.fixed_camouflage;
}
if (message.camouflages?.length) {
obj.camouflages = message.camouflages.map((e) => Math.round(e));
@@ -1211,10 +1174,10 @@ export const TankDefinition: MessageFns<TankDefinition> = {
obj.type = tankTypeToJSON(message.type);
}
if (message.max_consumables !== 0) {
obj.maxConsumables = Math.round(message.max_consumables);
obj.max_consumables = Math.round(message.max_consumables);
}
if (message.max_provisions !== 0) {
obj.maxProvisions = Math.round(message.max_provisions);
obj.max_provisions = Math.round(message.max_provisions);
}
if (message.tier !== 0) {
obj.tier = Math.round(message.tier);
@@ -1241,35 +1204,38 @@ export const TankDefinition: MessageFns<TankDefinition> = {
obj.price = TankPrice.toJSON(message.price);
}
if (message.research_cost !== undefined) {
obj.researchCost = ResearchCost.toJSON(message.research_cost);
obj.research_cost = ResearchCost.toJSON(message.research_cost);
}
if (message.speed_forwards !== 0) {
obj.speedForwards = message.speed_forwards;
obj.speed_forwards = message.speed_forwards;
}
if (message.speed_backwards !== 0) {
obj.speedBackwards = message.speed_backwards;
obj.speed_backwards = message.speed_backwards;
}
if (message.camouflage_still !== 0) {
obj.camouflageStill = message.camouflage_still;
obj.camouflage_still = message.camouflage_still;
}
if (message.camouflage_moving !== 0) {
obj.camouflageMoving = message.camouflage_moving;
obj.camouflage_moving = message.camouflage_moving;
}
if (message.camouflage_on_fire !== 0) {
obj.camouflageOnFire = message.camouflage_on_fire;
obj.camouflage_on_fire = message.camouflage_on_fire;
}
if (message.equipment_preset !== "") {
obj.equipmentPreset = message.equipment_preset;
obj.equipment_preset = message.equipment_preset;
}
if (message.weight !== 0) {
obj.weight = Math.round(message.weight);
}
if (message.dev_name !== "") {
obj.devName = message.dev_name;
obj.dev_name = message.dev_name;
}
if (message.equalizer !== undefined) {
obj.equalizer = Equalizer.toJSON(message.equalizer);
}
if (message.name_full !== undefined) {
obj.name_full = I18nString.toJSON(message.name_full);
}
return obj;
},
@@ -1280,15 +1246,12 @@ export const TankDefinition: MessageFns<TankDefinition> = {
const message = createBaseTankDefinition();
message.id = object.id ?? 0;
message.slug = object.slug ?? "";
message.roles = (globalThis.Object.entries(object.roles ?? {}) as [string, number][]).reduce(
(acc: { [key: number]: number }, [key, value]: [string, number]) => {
if (value !== undefined) {
acc[globalThis.Number(key)] = globalThis.Number(value);
}
return acc;
},
{},
);
message.roles = Object.entries(object.roles ?? {}).reduce<{ [key: string]: number }>((acc, [key, value]) => {
if (value !== undefined) {
acc[key] = globalThis.Number(value);
}
return acc;
}, {});
message.fixed_camouflage = object.fixed_camouflage ?? false;
message.camouflages = object.camouflages?.map((e) => e) || [];
message.ancestors = object.ancestors?.map((e) => e) || [];
@@ -1326,18 +1289,21 @@ export const TankDefinition: MessageFns<TankDefinition> = {
message.equalizer = (object.equalizer !== undefined && object.equalizer !== null)
? Equalizer.fromPartial(object.equalizer)
: undefined;
message.name_full = (object.name_full !== undefined && object.name_full !== null)
? I18nString.fromPartial(object.name_full)
: undefined;
return message;
},
};
function createBaseTankDefinition_RolesEntry(): TankDefinition_RolesEntry {
return { key: 0, value: 0 };
return { key: "", value: 0 };
}
export const TankDefinition_RolesEntry: MessageFns<TankDefinition_RolesEntry> = {
encode(message: TankDefinition_RolesEntry, writer: BinaryWriter = new BinaryWriter()): BinaryWriter {
if (message.key !== 0) {
writer.uint32(8).uint32(message.key);
if (message.key !== "") {
writer.uint32(10).string(message.key);
}
if (message.value !== 0) {
writer.uint32(16).uint32(message.value);
@@ -1353,11 +1319,11 @@ export const TankDefinition_RolesEntry: MessageFns<TankDefinition_RolesEntry> =
const tag = reader.uint32();
switch (tag >>> 3) {
case 1: {
if (tag !== 8) {
if (tag !== 10) {
break;
}
message.key = reader.uint32();
message.key = reader.string();
continue;
}
case 2: {
@@ -1379,15 +1345,15 @@ export const TankDefinition_RolesEntry: MessageFns<TankDefinition_RolesEntry> =
fromJSON(object: any): TankDefinition_RolesEntry {
return {
key: isSet(object.key) ? globalThis.Number(object.key) : 0,
key: isSet(object.key) ? globalThis.String(object.key) : "",
value: isSet(object.value) ? globalThis.Number(object.value) : 0,
};
},
toJSON(message: TankDefinition_RolesEntry): unknown {
const obj: any = {};
if (message.key !== 0) {
obj.key = Math.round(message.key);
if (message.key !== "") {
obj.key = message.key;
}
if (message.value !== 0) {
obj.value = Math.round(message.value);
@@ -1400,7 +1366,7 @@ export const TankDefinition_RolesEntry: MessageFns<TankDefinition_RolesEntry> =
},
fromPartial<I extends Exact<DeepPartial<TankDefinition_RolesEntry>, I>>(object: I): TankDefinition_RolesEntry {
const message = createBaseTankDefinition_RolesEntry();
message.key = object.key ?? 0;
message.key = object.key ?? "";
message.value = object.value ?? 0;
return message;
},
@@ -1490,11 +1456,7 @@ export const Equalizer: MessageFns<Equalizer> = {
return {
health: isSet(object.health) ? globalThis.Number(object.health) : 0,
penetration: isSet(object.penetration) ? globalThis.Number(object.penetration) : 0,
module_health: isSet(object.moduleHealth)
? globalThis.Number(object.moduleHealth)
: isSet(object.module_health)
? globalThis.Number(object.module_health)
: 0,
module_health: isSet(object.module_health) ? globalThis.Number(object.module_health) : 0,
damage: isSet(object.damage) ? globalThis.Number(object.damage) : 0,
armor: isSet(object.armor) ? globalThis.Number(object.armor) : 0,
};
@@ -1509,7 +1471,7 @@ export const Equalizer: MessageFns<Equalizer> = {
obj.penetration = message.penetration;
}
if (message.module_health !== 0) {
obj.moduleHealth = message.module_health;
obj.module_health = message.module_health;
}
if (message.damage !== 0) {
obj.damage = message.damage;
@@ -1590,8 +1552,6 @@ export const ResearchCost: MessageFns<ResearchCost> = {
return {
research_cost_type: isSet(object.xp)
? { $case: "xp", value: globalThis.Number(object.xp) }
: isSet(object.seasonalTokens)
? { $case: "seasonal_tokens", value: ResearchCostSeasonalTokens.fromJSON(object.seasonalTokens) }
: isSet(object.seasonal_tokens)
? { $case: "seasonal_tokens", value: ResearchCostSeasonalTokens.fromJSON(object.seasonal_tokens) }
: undefined,
@@ -1603,7 +1563,7 @@ export const ResearchCost: MessageFns<ResearchCost> = {
if (message.research_cost_type?.$case === "xp") {
obj.xp = Math.round(message.research_cost_type.value);
} else if (message.research_cost_type?.$case === "seasonal_tokens") {
obj.seasonalTokens = ResearchCostSeasonalTokens.toJSON(message.research_cost_type.value);
obj.seasonal_tokens = ResearchCostSeasonalTokens.toJSON(message.research_cost_type.value);
}
return obj;
},
@@ -1800,6 +1760,7 @@ function createBaseTrackDefinition(): TrackDefinition {
resistance_medium: 0,
resistance_soft: 0,
unlocks: [],
repair_time: 0,
};
}
@@ -1841,6 +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;
},
@@ -1947,6 +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;
@@ -1962,44 +1934,15 @@ export const TrackDefinition: MessageFns<TrackDefinition> = {
tier: isSet(object.tier) ? globalThis.Number(object.tier) : 0,
name: isSet(object.name) ? I18nString.fromJSON(object.name) : undefined,
weight: isSet(object.weight) ? globalThis.Number(object.weight) : 0,
traverse_speed: isSet(object.traverseSpeed)
? globalThis.Number(object.traverseSpeed)
: isSet(object.traverse_speed)
? globalThis.Number(object.traverse_speed)
: 0,
research_cost: isSet(object.researchCost)
? ResearchCost.fromJSON(object.researchCost)
: isSet(object.research_cost)
? ResearchCost.fromJSON(object.research_cost)
: undefined,
dispersion_move: isSet(object.dispersionMove)
? globalThis.Number(object.dispersionMove)
: isSet(object.dispersion_move)
? globalThis.Number(object.dispersion_move)
: 0,
dispersion_traverse: isSet(object.dispersionTraverse)
? globalThis.Number(object.dispersionTraverse)
: isSet(object.dispersion_traverse)
? globalThis.Number(object.dispersion_traverse)
: 0,
resistance_hard: isSet(object.resistanceHard)
? globalThis.Number(object.resistanceHard)
: isSet(object.resistance_hard)
? globalThis.Number(object.resistance_hard)
: 0,
resistance_medium: isSet(object.resistanceMedium)
? globalThis.Number(object.resistanceMedium)
: isSet(object.resistance_medium)
? globalThis.Number(object.resistance_medium)
: 0,
resistance_soft: isSet(object.resistanceSoft)
? globalThis.Number(object.resistanceSoft)
: isSet(object.resistance_soft)
? globalThis.Number(object.resistance_soft)
: 0,
unlocks: globalThis.Array.isArray(object?.unlocks)
? object.unlocks.map((e: any) => Unlock.fromJSON(e))
: [],
traverse_speed: isSet(object.traverse_speed) ? globalThis.Number(object.traverse_speed) : 0,
research_cost: isSet(object.research_cost) ? ResearchCost.fromJSON(object.research_cost) : undefined,
dispersion_move: isSet(object.dispersion_move) ? globalThis.Number(object.dispersion_move) : 0,
dispersion_traverse: isSet(object.dispersion_traverse) ? globalThis.Number(object.dispersion_traverse) : 0,
resistance_hard: isSet(object.resistance_hard) ? globalThis.Number(object.resistance_hard) : 0,
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,
};
},
@@ -2018,29 +1961,32 @@ export const TrackDefinition: MessageFns<TrackDefinition> = {
obj.weight = Math.round(message.weight);
}
if (message.traverse_speed !== 0) {
obj.traverseSpeed = message.traverse_speed;
obj.traverse_speed = message.traverse_speed;
}
if (message.research_cost !== undefined) {
obj.researchCost = ResearchCost.toJSON(message.research_cost);
obj.research_cost = ResearchCost.toJSON(message.research_cost);
}
if (message.dispersion_move !== 0) {
obj.dispersionMove = message.dispersion_move;
obj.dispersion_move = message.dispersion_move;
}
if (message.dispersion_traverse !== 0) {
obj.dispersionTraverse = message.dispersion_traverse;
obj.dispersion_traverse = message.dispersion_traverse;
}
if (message.resistance_hard !== 0) {
obj.resistanceHard = message.resistance_hard;
obj.resistance_hard = message.resistance_hard;
}
if (message.resistance_medium !== 0) {
obj.resistanceMedium = message.resistance_medium;
obj.resistance_medium = message.resistance_medium;
}
if (message.resistance_soft !== 0) {
obj.resistanceSoft = message.resistance_soft;
obj.resistance_soft = message.resistance_soft;
}
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;
},
@@ -2065,6 +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;
},
};
@@ -2195,17 +2142,9 @@ export const EngineDefinition: MessageFns<EngineDefinition> = {
return {
id: isSet(object.id) ? globalThis.Number(object.id) : 0,
name: isSet(object.name) ? I18nString.fromJSON(object.name) : undefined,
research_cost: isSet(object.researchCost)
? ResearchCost.fromJSON(object.researchCost)
: isSet(object.research_cost)
? ResearchCost.fromJSON(object.research_cost)
: undefined,
research_cost: isSet(object.research_cost) ? ResearchCost.fromJSON(object.research_cost) : undefined,
tier: isSet(object.tier) ? globalThis.Number(object.tier) : 0,
fire_chance: isSet(object.fireChance)
? globalThis.Number(object.fireChance)
: isSet(object.fire_chance)
? globalThis.Number(object.fire_chance)
: 0,
fire_chance: isSet(object.fire_chance) ? globalThis.Number(object.fire_chance) : 0,
power: isSet(object.power) ? globalThis.Number(object.power) : 0,
weight: isSet(object.weight) ? globalThis.Number(object.weight) : 0,
unlocks: globalThis.Array.isArray(object?.unlocks) ? object.unlocks.map((e: any) => Unlock.fromJSON(e)) : [],
@@ -2221,13 +2160,13 @@ export const EngineDefinition: MessageFns<EngineDefinition> = {
obj.name = I18nString.toJSON(message.name);
}
if (message.research_cost !== undefined) {
obj.researchCost = ResearchCost.toJSON(message.research_cost);
obj.research_cost = ResearchCost.toJSON(message.research_cost);
}
if (message.tier !== 0) {
obj.tier = Math.round(message.tier);
}
if (message.fire_chance !== 0) {
obj.fireChance = message.fire_chance;
obj.fire_chance = message.fire_chance;
}
if (message.power !== 0) {
obj.power = Math.round(message.power);
@@ -2412,27 +2351,13 @@ export const TurretDefinition: MessageFns<TurretDefinition> = {
return {
id: isSet(object.id) ? globalThis.Number(object.id) : 0,
health: isSet(object.health) ? globalThis.Number(object.health) : 0,
view_range: isSet(object.viewRange)
? globalThis.Number(object.viewRange)
: isSet(object.view_range)
? globalThis.Number(object.view_range)
: 0,
traverse_speed: isSet(object.traverseSpeed)
? globalThis.Number(object.traverseSpeed)
: isSet(object.traverse_speed)
? globalThis.Number(object.traverse_speed)
: 0,
research_cost: isSet(object.researchCost)
? ResearchCost.fromJSON(object.researchCost)
: isSet(object.research_cost)
? ResearchCost.fromJSON(object.research_cost)
: undefined,
view_range: isSet(object.view_range) ? globalThis.Number(object.view_range) : 0,
traverse_speed: isSet(object.traverse_speed) ? globalThis.Number(object.traverse_speed) : 0,
research_cost: isSet(object.research_cost) ? ResearchCost.fromJSON(object.research_cost) : undefined,
name: isSet(object.name) ? I18nString.fromJSON(object.name) : undefined,
tier: isSet(object.tier) ? globalThis.Number(object.tier) : 0,
weight: isSet(object.weight) ? globalThis.Number(object.weight) : 0,
guns: globalThis.Array.isArray(object?.guns)
? object.guns.map((e: any) => GunDefinition.fromJSON(e))
: [],
guns: globalThis.Array.isArray(object?.guns) ? object.guns.map((e: any) => GunDefinition.fromJSON(e)) : [],
unlocks: globalThis.Array.isArray(object?.unlocks) ? object.unlocks.map((e: any) => Unlock.fromJSON(e)) : [],
};
},
@@ -2446,13 +2371,13 @@ export const TurretDefinition: MessageFns<TurretDefinition> = {
obj.health = Math.round(message.health);
}
if (message.view_range !== 0) {
obj.viewRange = Math.round(message.view_range);
obj.view_range = Math.round(message.view_range);
}
if (message.traverse_speed !== 0) {
obj.traverseSpeed = message.traverse_speed;
obj.traverse_speed = message.traverse_speed;
}
if (message.research_cost !== undefined) {
obj.researchCost = ResearchCost.toJSON(message.research_cost);
obj.research_cost = ResearchCost.toJSON(message.research_cost);
}
if (message.name !== undefined) {
obj.name = I18nString.toJSON(message.name);
@@ -2768,75 +2693,29 @@ export const GunDefinition: MessageFns<GunDefinition> = {
return {
gun_type: isSet(object.regular)
? { $case: "regular", value: GunDefinitionRegular.fromJSON(object.regular) }
: isSet(object.autoLoader)
? { $case: "auto_loader", value: GunDefinitionAutoLoader.fromJSON(object.autoLoader) }
: isSet(object.auto_loader)
? { $case: "auto_loader", value: GunDefinitionAutoLoader.fromJSON(object.auto_loader) }
: isSet(object.autoReloader)
? { $case: "auto_reloader", value: GunDefinitionAutoReloader.fromJSON(object.autoReloader) }
: isSet(object.auto_reloader)
? { $case: "auto_reloader", value: GunDefinitionAutoReloader.fromJSON(object.auto_reloader) }
: undefined,
id: isSet(object.id) ? globalThis.Number(object.id) : 0,
rotation_speed: isSet(object.rotationSpeed)
? globalThis.Number(object.rotationSpeed)
: isSet(object.rotation_speed)
? globalThis.Number(object.rotation_speed)
: 0,
research_cost: isSet(object.researchCost)
? ResearchCost.fromJSON(object.researchCost)
: isSet(object.research_cost)
? ResearchCost.fromJSON(object.research_cost)
: undefined,
rotation_speed: isSet(object.rotation_speed) ? globalThis.Number(object.rotation_speed) : 0,
research_cost: isSet(object.research_cost) ? ResearchCost.fromJSON(object.research_cost) : undefined,
weight: isSet(object.weight) ? globalThis.Number(object.weight) : 0,
name: isSet(object.name) ? I18nString.fromJSON(object.name) : undefined,
tier: isSet(object.tier) ? globalThis.Number(object.tier) : 0,
shells: globalThis.Array.isArray(object?.shells)
? object.shells.map((e: any) => ShellDefinition.fromJSON(e))
: [],
camouflage_loss: isSet(object.camouflageLoss)
? globalThis.Number(object.camouflageLoss)
: isSet(object.camouflage_loss)
? globalThis.Number(object.camouflage_loss)
: 0,
aim_time: isSet(object.aimTime)
? globalThis.Number(object.aimTime)
: isSet(object.aim_time)
? globalThis.Number(object.aim_time)
: 0,
dispersion_base: isSet(object.dispersionBase)
? globalThis.Number(object.dispersionBase)
: isSet(object.dispersion_base)
? globalThis.Number(object.dispersion_base)
: 0,
dispersion_traverse: isSet(object.dispersionTraverse)
? globalThis.Number(object.dispersionTraverse)
: isSet(object.dispersion_traverse)
? globalThis.Number(object.dispersion_traverse)
: 0,
dispersion_shot: isSet(object.dispersionShot)
? globalThis.Number(object.dispersionShot)
: isSet(object.dispersion_shot)
? globalThis.Number(object.dispersion_shot)
: 0,
dispersion_damaged: isSet(object.dispersionDamaged)
? globalThis.Number(object.dispersionDamaged)
: isSet(object.dispersion_damaged)
? globalThis.Number(object.dispersion_damaged)
: 0,
unlocks: globalThis.Array.isArray(object?.unlocks)
? object.unlocks.map((e: any) => Unlock.fromJSON(e))
: [],
shell_capacity: isSet(object.shellCapacity)
? globalThis.Number(object.shellCapacity)
: isSet(object.shell_capacity)
? globalThis.Number(object.shell_capacity)
: 0,
assault_ranges: isSet(object.assaultRanges)
? AssaultRanges.fromJSON(object.assaultRanges)
: isSet(object.assault_ranges)
? AssaultRanges.fromJSON(object.assault_ranges)
: undefined,
camouflage_loss: isSet(object.camouflage_loss) ? globalThis.Number(object.camouflage_loss) : 0,
aim_time: isSet(object.aim_time) ? globalThis.Number(object.aim_time) : 0,
dispersion_base: isSet(object.dispersion_base) ? globalThis.Number(object.dispersion_base) : 0,
dispersion_traverse: isSet(object.dispersion_traverse) ? globalThis.Number(object.dispersion_traverse) : 0,
dispersion_shot: isSet(object.dispersion_shot) ? globalThis.Number(object.dispersion_shot) : 0,
dispersion_damaged: isSet(object.dispersion_damaged) ? globalThis.Number(object.dispersion_damaged) : 0,
unlocks: globalThis.Array.isArray(object?.unlocks) ? object.unlocks.map((e: any) => Unlock.fromJSON(e)) : [],
shell_capacity: isSet(object.shell_capacity) ? globalThis.Number(object.shell_capacity) : 0,
assault_ranges: isSet(object.assault_ranges) ? AssaultRanges.fromJSON(object.assault_ranges) : undefined,
burst: isSet(object.burst) ? Burst.fromJSON(object.burst) : undefined,
};
},
@@ -2846,18 +2725,18 @@ export const GunDefinition: MessageFns<GunDefinition> = {
if (message.gun_type?.$case === "regular") {
obj.regular = GunDefinitionRegular.toJSON(message.gun_type.value);
} else if (message.gun_type?.$case === "auto_loader") {
obj.autoLoader = GunDefinitionAutoLoader.toJSON(message.gun_type.value);
obj.auto_loader = GunDefinitionAutoLoader.toJSON(message.gun_type.value);
} else if (message.gun_type?.$case === "auto_reloader") {
obj.autoReloader = GunDefinitionAutoReloader.toJSON(message.gun_type.value);
obj.auto_reloader = GunDefinitionAutoReloader.toJSON(message.gun_type.value);
}
if (message.id !== 0) {
obj.id = Math.round(message.id);
}
if (message.rotation_speed !== 0) {
obj.rotationSpeed = message.rotation_speed;
obj.rotation_speed = message.rotation_speed;
}
if (message.research_cost !== undefined) {
obj.researchCost = ResearchCost.toJSON(message.research_cost);
obj.research_cost = ResearchCost.toJSON(message.research_cost);
}
if (message.weight !== 0) {
obj.weight = Math.round(message.weight);
@@ -2872,31 +2751,31 @@ export const GunDefinition: MessageFns<GunDefinition> = {
obj.shells = message.shells.map((e) => ShellDefinition.toJSON(e));
}
if (message.camouflage_loss !== 0) {
obj.camouflageLoss = message.camouflage_loss;
obj.camouflage_loss = message.camouflage_loss;
}
if (message.aim_time !== 0) {
obj.aimTime = message.aim_time;
obj.aim_time = message.aim_time;
}
if (message.dispersion_base !== 0) {
obj.dispersionBase = message.dispersion_base;
obj.dispersion_base = message.dispersion_base;
}
if (message.dispersion_traverse !== 0) {
obj.dispersionTraverse = message.dispersion_traverse;
obj.dispersion_traverse = message.dispersion_traverse;
}
if (message.dispersion_shot !== 0) {
obj.dispersionShot = message.dispersion_shot;
obj.dispersion_shot = message.dispersion_shot;
}
if (message.dispersion_damaged !== 0) {
obj.dispersionDamaged = message.dispersion_damaged;
obj.dispersion_damaged = message.dispersion_damaged;
}
if (message.unlocks?.length) {
obj.unlocks = message.unlocks.map((e) => Unlock.toJSON(e));
}
if (message.shell_capacity !== 0) {
obj.shellCapacity = Math.round(message.shell_capacity);
obj.shell_capacity = Math.round(message.shell_capacity);
}
if (message.assault_ranges !== undefined) {
obj.assaultRanges = AssaultRanges.toJSON(message.assault_ranges);
obj.assault_ranges = AssaultRanges.toJSON(message.assault_ranges);
}
if (message.burst !== undefined) {
obj.burst = Burst.toJSON(message.burst);
@@ -3080,34 +2959,22 @@ export const GunDefinitionAutoLoader: MessageFns<GunDefinitionAutoLoader> = {
fromJSON(object: any): GunDefinitionAutoLoader {
return {
clip_reload: isSet(object.clipReload)
? globalThis.Number(object.clipReload)
: isSet(object.clip_reload)
? globalThis.Number(object.clip_reload)
: 0,
intra_clip: isSet(object.intraClip)
? globalThis.Number(object.intraClip)
: isSet(object.intra_clip)
? globalThis.Number(object.intra_clip)
: 0,
shell_count: isSet(object.shellCount)
? globalThis.Number(object.shellCount)
: isSet(object.shell_count)
? globalThis.Number(object.shell_count)
: 0,
clip_reload: isSet(object.clip_reload) ? globalThis.Number(object.clip_reload) : 0,
intra_clip: isSet(object.intra_clip) ? globalThis.Number(object.intra_clip) : 0,
shell_count: isSet(object.shell_count) ? globalThis.Number(object.shell_count) : 0,
};
},
toJSON(message: GunDefinitionAutoLoader): unknown {
const obj: any = {};
if (message.clip_reload !== 0) {
obj.clipReload = message.clip_reload;
obj.clip_reload = message.clip_reload;
}
if (message.intra_clip !== 0) {
obj.intraClip = message.intra_clip;
obj.intra_clip = message.intra_clip;
}
if (message.shell_count !== 0) {
obj.shellCount = message.shell_count;
obj.shell_count = message.shell_count;
}
return obj;
},
@@ -3270,34 +3137,24 @@ export const GunDefinitionAutoReloader: MessageFns<GunDefinitionAutoReloader> =
fromJSON(object: any): GunDefinitionAutoReloader {
return {
shell_reloads: globalThis.Array.isArray(object?.shellReloads)
? object.shellReloads.map((e: any) => globalThis.Number(e))
: globalThis.Array.isArray(object?.shell_reloads)
shell_reloads: globalThis.Array.isArray(object?.shell_reloads)
? object.shell_reloads.map((e: any) => globalThis.Number(e))
: [],
intra_clip: isSet(object.intraClip)
? globalThis.Number(object.intraClip)
: isSet(object.intra_clip)
? globalThis.Number(object.intra_clip)
: 0,
shell_count: isSet(object.shellCount)
? globalThis.Number(object.shellCount)
: isSet(object.shell_count)
? globalThis.Number(object.shell_count)
: 0,
intra_clip: isSet(object.intra_clip) ? globalThis.Number(object.intra_clip) : 0,
shell_count: isSet(object.shell_count) ? globalThis.Number(object.shell_count) : 0,
};
},
toJSON(message: GunDefinitionAutoReloader): unknown {
const obj: any = {};
if (message.shell_reloads?.length) {
obj.shellReloads = message.shell_reloads;
obj.shell_reloads = message.shell_reloads;
}
if (message.intra_clip !== 0) {
obj.intraClip = message.intra_clip;
obj.intra_clip = message.intra_clip;
}
if (message.shell_count !== 0) {
obj.shellCount = message.shell_count;
obj.shell_count = message.shell_count;
}
return obj;
},
@@ -3663,27 +3520,15 @@ export const ShellDefinition: MessageFns<ShellDefinition> = {
id: isSet(object.id) ? globalThis.Number(object.id) : 0,
name: isSet(object.name) ? I18nString.fromJSON(object.name) : undefined,
velocity: isSet(object.velocity) ? globalThis.Number(object.velocity) : 0,
armor_damage: isSet(object.armorDamage)
? globalThis.Number(object.armorDamage)
: isSet(object.armor_damage)
? globalThis.Number(object.armor_damage)
: 0,
module_damage: isSet(object.moduleDamage)
? globalThis.Number(object.moduleDamage)
: isSet(object.module_damage)
? globalThis.Number(object.module_damage)
: 0,
armor_damage: isSet(object.armor_damage) ? globalThis.Number(object.armor_damage) : 0,
module_damage: isSet(object.module_damage) ? globalThis.Number(object.module_damage) : 0,
caliber: isSet(object.caliber) ? globalThis.Number(object.caliber) : 0,
icon: isSet(object.icon) ? globalThis.String(object.icon) : "",
penetration: isSet(object.penetration) ? ShellPenetration.fromJSON(object.penetration) : undefined,
type: isSet(object.type) ? shellTypeFromJSON(object.type) : 0,
normalization: isSet(object.normalization) ? globalThis.Number(object.normalization) : 0,
ricochet: isSet(object.ricochet) ? globalThis.Number(object.ricochet) : 0,
explosion_radius: isSet(object.explosionRadius)
? globalThis.Number(object.explosionRadius)
: isSet(object.explosion_radius)
? globalThis.Number(object.explosion_radius)
: 0,
explosion_radius: isSet(object.explosion_radius) ? globalThis.Number(object.explosion_radius) : 0,
range: isSet(object.range) ? globalThis.Number(object.range) : 0,
};
},
@@ -3700,10 +3545,10 @@ export const ShellDefinition: MessageFns<ShellDefinition> = {
obj.velocity = Math.round(message.velocity);
}
if (message.armor_damage !== 0) {
obj.armorDamage = Math.round(message.armor_damage);
obj.armor_damage = Math.round(message.armor_damage);
}
if (message.module_damage !== 0) {
obj.moduleDamage = Math.round(message.module_damage);
obj.module_damage = Math.round(message.module_damage);
}
if (message.caliber !== 0) {
obj.caliber = message.caliber;
@@ -3724,7 +3569,7 @@ export const ShellDefinition: MessageFns<ShellDefinition> = {
obj.ricochet = message.ricochet;
}
if (message.explosion_radius !== undefined && message.explosion_radius !== 0) {
obj.explosionRadius = message.explosion_radius;
obj.explosion_radius = message.explosion_radius;
}
if (message.range !== 0) {
obj.range = Math.round(message.range);
@@ -34,6 +34,8 @@ export interface VehicleDefinitions {
};
level: number;
hullPosition: string;
hysteresisHealth: number;
healthRegenPerSec: number;
armor: {
leftTrack:
| number
+11 -9
View File
@@ -1,8 +1,6 @@
{
"test": {
"default": "test",
"long": "This is a long test string. You MUST NEVER see this in the UI. My favorite fruit is {fruit} because it has the color of {color}. I like it so much that I will say its name 3 times! {fruit}! {fruit}! {fruit}! Once again, it's {color}, not {not_color}.",
"fox": "The quick brown fox jumps over the lazy dog."
"credits": {
"title": "BlitzKit is the work of many"
},
"common": {
@@ -215,6 +213,7 @@
"title": "Settings",
"description": "Change BlitzKit settings",
"dev_mode": "Development mode",
"auto_load_models": "Auto-load models",
"language": "Language"
},
@@ -458,6 +457,8 @@
},
"sandbox": {
"load_model": "Load model",
"poses": {
"hull_down": "Hull down",
"face_hug": "Face hug",
@@ -573,8 +574,7 @@
"equalizer": {
"title": "Equalizer",
"equalize": "Equalize",
"beta": "Beta"
"equalize": "Equalize"
},
"modules": {
"title": "Modules",
@@ -631,6 +631,8 @@
"shellRicochet": "Ricochet",
"dpm": "DPM",
"dpmEffective": "Effective at 60s",
"peekabooDpm": "Peekaboo DPM",
"peekabooDpmInfo": "Damage per minute assuming you only fire after resetting camouflage (or the reload finishes, if it's slower) \u2014 at least 10 seconds between shots.",
"shells": "Shells",
"mostOptimalShellIndex": "Most optimal shell",
"shellReloads": "Reloads",
@@ -679,11 +681,12 @@
"hullTraverseSoftTerrain": "Soft",
"health": "Health",
"fireChance": "Fire chance",
"trackRepairTime": "Track repair time",
"viewRange": "View range",
"camouflageStill": "Camouflage still",
"camouflageMoving": "Moving",
"camouflageShootingStill": "Still",
"camouflageShootingMoving": "Moving",
"camouflageShootingStill": "Shooting while still",
"camouflageShootingMoving": "Shooting while moving",
"camouflageCaughtOnFire": "Caught on fire",
"width": "Width",
"height": "Height",
@@ -991,7 +994,6 @@
"about": {
"title": "About",
"credits": "Credits",
"discord": "Discord",
"github": "GitHub",
"patches": "Patches"
+8 -4
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",
@@ -515,8 +517,7 @@
"title": "",
"equalizer": {
"title": "Equalizer",
"equalize": "Equalize",
"beta": "Beta"
"equalize": "Equalize"
},
"modules": {
"title": "Módulos",
@@ -572,6 +573,8 @@
"shellRicochet": "Rebote",
"dpm": "DPM",
"dpmEffective": "Effective at 60s",
"peekabooDpm": "Peekaboo DPM",
"peekabooDpmInfo": "Damage per minute assuming you only fire after resetting camouflage (or the reload finishes, if it's slower) — at least 10 seconds between shots.",
"shells": "Proyectiles",
"mostOptimalShellIndex": "Proyectil más óptimo",
"shellReloads": "Reloads",
@@ -620,11 +623,12 @@
"hullTraverseSoftTerrain": "Suave",
"health": "Salud",
"fireChance": "Probabilidad de incendio",
"trackRepairTime": "Track repair time",
"viewRange": "Rango de visión",
"camouflageStill": "Quieto",
"camouflageMoving": "En movimiento",
"camouflageShootingStill": "Quieto",
"camouflageShootingMoving": "En movimiento",
"camouflageShootingStill": "Shooting while still",
"camouflageShootingMoving": "Shooting while moving",
"camouflageCaughtOnFire": "Atrapado en fuego",
"width": "Ancho",
"height": "Altura",
+8 -4
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",
@@ -515,8 +517,7 @@
"title": "Configuration",
"equalizer": {
"title": "Equalizer",
"equalize": "Equalize",
"beta": "Beta"
"equalize": "Equalize"
},
"modules": {
"title": "Modules",
@@ -572,6 +573,8 @@
"shellRicochet": "Ricochet",
"dpm": "DPM",
"dpmEffective": "Effective at 60s",
"peekabooDpm": "Peekaboo DPM",
"peekabooDpmInfo": "Damage per minute assuming you only fire after resetting camouflage (or the reload finishes, if it's slower) — at least 10 seconds between shots.",
"shells": "Shells",
"mostOptimalShellIndex": "Most optimal shell",
"shellReloads": "Reloads",
@@ -620,11 +623,12 @@
"hullTraverseSoftTerrain": "Soft",
"health": "Health",
"fireChance": "Fire chance",
"trackRepairTime": "Track repair time",
"viewRange": "View range",
"camouflageStill": "Still",
"camouflageMoving": "Moving",
"camouflageShootingStill": "Still",
"camouflageShootingMoving": "Moving",
"camouflageShootingStill": "Shooting while still",
"camouflageShootingMoving": "Shooting while moving",
"camouflageCaughtOnFire": "Caught on fire",
"width": "Width",
"height": "Height",
+8 -4
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",
@@ -515,8 +517,7 @@
"title": "構成",
"equalizer": {
"title": "Equalizer",
"equalize": "Equalize",
"beta": "Beta"
"equalize": "Equalize"
},
"modules": {
"title": "モジュール",
@@ -572,6 +573,8 @@
"shellRicochet": "跳弾角度",
"dpm": "DPM",
"dpmEffective": "60秒での有効値",
"peekabooDpm": "Peekaboo DPM",
"peekabooDpmInfo": "Damage per minute assuming you only fire after resetting camouflage (or the reload finishes, if it's slower) — at least 10 seconds between shots.",
"shells": "砲弾",
"mostOptimalShellIndex": "最適な弾数",
"shellReloads": "Reloads",
@@ -620,11 +623,12 @@
"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",
"camouflageShootingStill": "静止時",
"camouflageShootingMoving": "移動時",
"camouflageShootingStill": "Shooting while still",
"camouflageShootingMoving": "Shooting while moving",
"camouflageCaughtOnFire": "Caught on fire",
"width": "全幅",
"height": "全高",
+8 -4
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",
@@ -515,8 +517,7 @@
"title": "Configuration",
"equalizer": {
"title": "Equalizer",
"equalize": "Equalize",
"beta": "Beta"
"equalize": "Equalize"
},
"modules": {
"title": "Modules",
@@ -572,6 +573,8 @@
"shellRicochet": "Ricochet",
"dpm": "DPM",
"dpmEffective": "Effective at 60s",
"peekabooDpm": "Peekaboo DPM",
"peekabooDpmInfo": "Damage per minute assuming you only fire after resetting camouflage (or the reload finishes, if it's slower) — at least 10 seconds between shots.",
"shells": "Shells",
"mostOptimalShellIndex": "Most optimal shell",
"shellReloads": "Reloads",
@@ -620,11 +623,12 @@
"hullTraverseSoftTerrain": "Soft",
"health": "Health",
"fireChance": "Fire chance",
"trackRepairTime": "Track repair time",
"viewRange": "View range",
"camouflageStill": "Still",
"camouflageMoving": "Moving",
"camouflageShootingStill": "Still",
"camouflageShootingMoving": "Moving",
"camouflageShootingStill": "Shooting while still",
"camouflageShootingMoving": "Shooting while moving",
"camouflageCaughtOnFire": "Caught on fire",
"width": "Width",
"height": "Height",
+8 -4
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",
@@ -515,8 +517,7 @@
"title": "Configuração",
"equalizer": {
"title": "Equalizer",
"equalize": "Equalize",
"beta": "Beta"
"equalize": "Equalize"
},
"modules": {
"title": "Módulos",
@@ -572,6 +573,8 @@
"shellRicochet": "Ricochete",
"dpm": "DPM",
"dpmEffective": "Efetivo aos 60s",
"peekabooDpm": "Peekaboo DPM",
"peekabooDpmInfo": "Damage per minute assuming you only fire after resetting camouflage (or the reload finishes, if it's slower) — at least 10 seconds between shots.",
"shells": "Projéteis",
"mostOptimalShellIndex": "Projétil mais ideal",
"shellReloads": "Reloads",
@@ -620,11 +623,12 @@
"hullTraverseSoftTerrain": "Macio",
"health": "Vida",
"fireChance": "Chance de incêndio",
"trackRepairTime": "Track repair time",
"viewRange": "Alcance de visão",
"camouflageStill": "Parado",
"camouflageMoving": "Em movimento",
"camouflageShootingStill": "Parado",
"camouflageShootingMoving": "Em movimento",
"camouflageShootingStill": "Shooting while still",
"camouflageShootingMoving": "Shooting while moving",
"camouflageCaughtOnFire": "Preso em chamas",
"width": "Largura",
"height": "Altura",
+8 -4
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",
@@ -515,8 +517,7 @@
"title": "Конфигурация",
"equalizer": {
"title": "Уравнение",
"equalize": "Уравнять",
"beta": "Бета"
"equalize": "Уравнять"
},
"modules": {
"title": "Модули",
@@ -572,6 +573,8 @@
"shellRicochet": "Рикошет",
"dpm": "ДПМ",
"dpmEffective": "Эффективность за 60с",
"peekabooDpm": "Peekaboo DPM",
"peekabooDpmInfo": "Damage per minute assuming you only fire after resetting camouflage (or the reload finishes, if it's slower) — at least 10 seconds between shots.",
"shells": "Снарядов в барабане",
"mostOptimalShellIndex": "Самый эффективный снаряд",
"shellReloads": "Перезарядка",
@@ -620,11 +623,12 @@
"hullTraverseSoftTerrain": "На мягком грунте",
"health": "Прочность",
"fireChance": "Вероятность возгорания",
"trackRepairTime": "Track repair time",
"viewRange": "Радиус обзора",
"camouflageStill": "Когда неподвижен",
"camouflageMoving": "В движении",
"camouflageShootingStill": "После выстрела, если неподвижен",
"camouflageShootingMoving": "После выстрела в движении",
"camouflageShootingStill": "Shooting while still",
"camouflageShootingMoving": "Shooting while moving",
"camouflageCaughtOnFire": "При пожаре",
"width": "Ширина",
"height": "Высота",
+16 -12
View File
@@ -13,7 +13,7 @@
"hp": "{value}од",
"x": "x{value}",
"percentage": "{value}%",
"deg_s": "{value}град/c",
"deg_s": "{value}°/c",
"plus": "+{value}"
},
"gun_types": {
@@ -37,8 +37,8 @@
"d_1": "Вчора"
},
"branches": {
"beta": "Beta",
"development": "Development",
"beta": "Бета",
"development": "Розробка",
"opentest": "Відкритий тест",
"preview": "Preview",
"production": "Production"
@@ -194,6 +194,7 @@
"title": "Налаштування",
"description": "Змінити налаштування BlitzKit ",
"dev_mode": "Режим розробника",
"auto_load_models": "Auto-load models",
"language": "Мова"
},
"common": {
@@ -340,8 +341,8 @@
},
"mixer": {
"name": "Mixer",
"button": "Mix and match",
"description": "Mix tank modules",
"button": "Змішувати та поєднувати",
"description": "Змішані танкові модулі",
"seo_description": "Mix and match hulls, turrets, and guns of tanks in World of Tanks Blitz",
"screenshot": "Знімок екрану",
"randomize": "Рандомізувати"
@@ -412,6 +413,7 @@
}
},
"sandbox": {
"load_model": "Load model",
"poses": {
"hull_down": "Від башти",
"face_hug": "Клінч",
@@ -501,11 +503,11 @@
"tech_tree": {
"title": "Звичайний",
"battle": "1 бій",
"battles": "{count} battles",
"battles": "{count} битви",
"route": "Route {index} of {count}"
},
"game_modes": {
"title": "Game mode abilities"
"title": "Здібності ігрового режиму"
},
"review": {
"title": "Review videos",
@@ -515,8 +517,7 @@
"title": "Configuration",
"equalizer": {
"title": "Equalizer",
"equalize": "Equalize",
"beta": "Beta"
"equalize": "Equalize"
},
"modules": {
"title": "Модулі",
@@ -572,6 +573,8 @@
"shellRicochet": "Рикошет",
"dpm": "DPM",
"dpmEffective": "Effective at 60s",
"peekabooDpm": "Peekaboo DPM",
"peekabooDpmInfo": "Damage per minute assuming you only fire after resetting camouflage (or the reload finishes, if it's slower) — at least 10 seconds between shots.",
"shells": "Снаряди",
"mostOptimalShellIndex": "Most optimal shell",
"shellReloads": "Reloads",
@@ -620,13 +623,14 @@
"hullTraverseSoftTerrain": "Soft",
"health": "Здоров'я",
"fireChance": "Fire chance",
"trackRepairTime": "Track repair time",
"viewRange": "View range",
"camouflageStill": "Нерухомо",
"camouflageMoving": "У русі",
"camouflageShootingStill": "Нерухомо",
"camouflageShootingMoving": "У русі",
"camouflageCaughtOnFire": "Caught on fire",
"width": "Width",
"width": "Ширина",
"height": "Height",
"length": "Length",
"volume": "Volume",
@@ -740,7 +744,7 @@
}
},
"gallery": {
"name": "Gallery",
"name": "Галерея",
"button": "Browse all",
"description": "Blitz player avatars",
"seo_description": "Усі World of Tanks Blitz аватари гравців",
@@ -843,7 +847,7 @@
"breakdown": {
"name": "Breakdown",
"options": {
"width": "Width",
"width": "Ширина",
"height": "Height",
"showTotal": "Show total",
"listGap": "List gap",
+153 -149
View File
@@ -7,13 +7,13 @@
"common": {
"name": "BlitzKit",
"units": {
"m": "{value} 公尺",
"mm": "{value} 毫米",
"deg": "{value} 度°",
"hp": "{value} 生命值",
"m": "{value}m",
"mm": "{value}mm",
"deg": "{value} °",
"hp": "{value}血量",
"x": "x{value}",
"percentage": "{value}%",
"deg_s": "{value}度每秒",
"deg_s": "{value}°/s",
"plus": "+{value}"
},
"gun_types": {
@@ -23,7 +23,7 @@
},
"shells": {
"ap": "穿甲弹",
"ap_cr": "硬式复合穿甲弹",
"ap_cr": "硬芯穿甲弹",
"hc": "破甲弹",
"he": "高爆弹"
},
@@ -38,10 +38,10 @@
},
"branches": {
"beta": "测试版",
"development": "Development",
"opentest": "开放测试",
"preview": "Preview",
"production": "Production"
"development": "开发分支",
"opentest": "公开测试",
"preview": "预览分支",
"production": "生产环境"
},
"locales": {
"en": "英语",
@@ -61,23 +61,23 @@
"3": "平均",
"4": "高于平均",
"5": "好",
"6": "好",
"6": "非常好",
"7": "很好",
"8": "非常好",
"9": "极品"
"8": "强势",
"9": "超强势"
},
"bkni_percentile": {
"0": "垃圾",
"1": "非常差",
"2": "很差",
"3": "差",
"4": "低于平均",
"4": "较差",
"5": "平均",
"6": "较好",
"7": "好",
"8": "很好",
"9": "非常好",
"10": "极品"
"9": "强势",
"10": "超强势"
},
"nations": {
"ussr": "苏联",
@@ -87,8 +87,8 @@
"uk": "英国",
"france": "法国",
"japan": "日本",
"european": "欧盟 (E系)",
"other": "X系"
"european": "泛欧",
"other": "混合系"
},
"nations_adjectives": {
"ussr": "苏联",
@@ -98,14 +98,14 @@
"uk": "英国",
"france": "法国",
"japan": "日本",
"european": "欧盟 (E系)",
"other": "X系"
"european": "泛欧",
"other": "混合系"
},
"tank_class_short": {
"-1": "未知",
"0": "轻型坦克",
"1": "中型坦克",
"2": "重型战车",
"2": "重型坦克",
"3": "坦克歼击车"
},
"tank_class_short_plural_lowercase": {
@@ -129,14 +129,14 @@
},
"regions": {
"normal": {
"com": "北美",
"eu": "欧洲",
"asia": "亚太地区"
"com": "北美服务器",
"eu": "欧洲服务器",
"asia": "亚太服务器"
},
"short": {
"com": "北美",
"com": "美服",
"eu": "欧洲",
"asia": "亚太地区"
"asia": "亚服"
}
},
"leagues": {
@@ -155,7 +155,7 @@
"normalized_losses": "战败率",
"normalized_misses": "未命中数",
"normalized_shots": "开火次数",
"normalized_spotted": "侦查次数",
"normalized_spotted": "侦查数",
"normalized_survived_battles": "存活率",
"normalized_win_and_survived": "胜利并幸存的概率",
"normalized_wins": "胜率",
@@ -178,7 +178,7 @@
"cumulative_shots": "总射击数",
"cumulative_spotted": "总侦查敌人数",
"cumulative_survived_battles": "存活场次",
"cumulative_win_and_survived": "胜利与存活场次",
"cumulative_win_and_survived": "胜利并存活场次",
"cumulative_wins": "胜利",
"cumulative_xp": "总经验",
"cumulative_wn8": "WN8",
@@ -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": {
@@ -203,27 +204,27 @@
"searching": "搜索中..."
},
"copy_button": {
"copied": "已拷贝!"
"copied": "已复制!"
},
"tank_search": {
"select_dialog_title": "搜索坦克",
"select_dialog_title": "查找坦克",
"swap_dialog_title": "交换坦克",
"clear_filters": "清除筛选",
"login": "登录以使用它",
"search_bar_hint": "搜寻战车……",
"recent": "最近查看的",
"clear_filters": "清空筛选器",
"login": "请先登录",
"search_bar_hint": "查找坦克……",
"recent": "最近查过",
"select_all": "全选",
"count_singular": "1 辆坦克",
"count_plural": "{count} 辆坦克",
"sorting_by": "按 {name} 排序",
"clear": "清除",
"tier": "{tier} 阶",
"clear": "清空",
"tier": "{tier} 级",
"passive": "{name} (被动)",
"active": "{name} (主动)",
"no_tanks_found": {
"body": "未找到坦克。",
"search_again": "请尝试重新搜索。",
"clear_filters": "请尝试清除筛选。"
"clear_filters": "请尝试清空筛选器。"
},
"sort": {
"meta.none": "无",
@@ -231,30 +232,30 @@
"survivability.viewRange": "侦察范围",
"survivability.camouflageStill": "静止中隐蔽值",
"survivability.camouflageMoving": "移动中隐蔽值",
"survivability.camouflageShooting": "射击隐蔽值",
"survivability.camouflageShooting": "射击隐蔽",
"survivability.volume": "体积",
"survivability.length": "长度",
"fire.dpm": "标准炮弹 每分钟伤害血量",
"fire.dpmPremium": "金币炮弹 每分钟伤害值",
"fire.dpm": "银币弹 每分钟伤害",
"fire.dpmPremium": "金币弹 每分钟伤害",
"fire.reload": "装填时间",
"fire.caliber": "口径",
"fire.standardPenetration": "标准炮弹穿透力",
"fire.premiumPenetration": "金币炮弹穿透力",
"fire.tertiaryPenetration": "第三种炮弹穿透力",
"fire.damage": "炮弹伤害值",
"fire.standardPenetration": "银币弹穿深",
"fire.premiumPenetration": "金币弹穿深",
"fire.tertiaryPenetration": "高爆弹穿深",
"fire.damage": "均伤",
"fire.moduleDamage": "模组伤害值",
"fire.shellVelocity": "炮弹飞行速度",
"fire.shellVelocity": "弹速",
"fire.shellRange": "最大射程",
"fire.shellCapacity": "携弹量",
"fire.shellCapacity": "载弹量",
"fire.aimTime": "瞄准时间",
"fire.dispersionStill": "一百米处扩散度",
"fire.dispersionMoving": "移动时扩散度",
"fire.dispersionStill": "百米精度",
"fire.dispersionMoving": "移动扩圈",
"fire.gunDepression": "俯角",
"fire.gunElevation": "仰角",
"maneuverability.forwardsSpeed": "最高前进速度",
"maneuverability.backwardsSpeed": "最高后退速度",
"maneuverability.forwardsSpeed": "前进极速",
"maneuverability.backwardsSpeed": "后退极速",
"maneuverability.power": "引擎功率",
"maneuverability.powerToWeight": "功重比",
"maneuverability.powerToWeight": "推重比",
"maneuverability.weight": "重量",
"maneuverability.traverseSpeed": "转速"
},
@@ -266,10 +267,10 @@
"label": "排序依据",
"fire": "开火",
"maneuverability": "机动性",
"survivability": "生存能力"
"survivability": "生存性"
},
"direction": {
"label": "排序算法",
"label": "排序方式",
"ascending": "升序",
"descending": "倒序"
}
@@ -301,8 +302,8 @@
},
"docs": {
"patches": {
"name": "BlitzKit 变更日志",
"seo_description": "BlitzKit Discord 机器人和网站的变更日志"
"name": "BlitzKit 更新日志",
"seo_description": "BlitzKit Discord 机器人和网站的更新日志"
}
},
"tools": {
@@ -339,44 +340,44 @@
"pool_size": "{count} 辆可生成的坦克"
},
"mixer": {
"name": "组装",
"name": "拼装器",
"button": "混合搭配",
"description": "混搭不同坦克间的模块",
"seo_description": "《坦克世界:闪击战》的车体, 炮塔, 主炮混合搭配",
"seo_description": "混搭WoTB的坦克车体、炮塔与主炮",
"screenshot": "屏幕截图",
"randomize": "随机搭配"
},
"guess": {
"name": "猜测",
"button": "这会是什么?",
"button": "这可能是什么?",
"description": "坦克剪影小游戏",
"seo_description": "看剪影猜坦克",
"search": {
"placeholder": "输入你的猜想……",
"placeholder": "输入你的猜测……",
"skip": "跳过",
"guess": "猜测",
"next": "下一个",
"no_results": "沒有結果"
"no_results": "无结果"
},
"stats": "猜对了 {correct} / {total}",
"stats": "猜对了 {correct} / {total},连对 {streak} 个",
"help": {
"title": "显示坦克?",
"description": "显示坦克而不显示名字。这轮会被视为不正确,并打破你的连续记录!",
"title": "部分揭示坦克?",
"description": "揭示坦克但不显示答案。本轮会被视为答错,并中断连对!",
"cancel": "取消",
"reveal": "显示"
"reveal": "揭示"
},
"clear": "清除",
"select_all": "全选",
"tier": "{tier} 阶"
"tier": "{tier} 级"
},
"tankopedia": {
"search": "搜索属性……",
"name": "战车百科",
"button": "搜索战车",
"description": "闪击战坦克百科全书",
"seo_description": "《坦克世界:闪击战》的所有坦克参数, 装甲, 等等...",
"tank_seo_title": "{name} - {tier} 阶 {nationality} {class} | {website} 坦克百科 | 坦克世界闪击战 (WoTB)",
"tank_seo_description": "{name} 装甲,统计资料,装备,规定配给等。 {dpm} 每分钟伤害, {alpha} 伤害值, {penetration}毫米 穿透, {speed}公里/小時 最高速度, {health} 生命值。",
"name": "坦克百科",
"button": "搜索坦克",
"description": "WoTB坦克百科",
"seo_description": "WoTB所有坦克的参数、 装甲等",
"tank_seo_title": "{name} - {tier} 级 {nationality} {class} | {website} 坦克百科 | 坦克世界闪击战(坦闪/WoTB)",
"tank_seo_description": "{name} 装甲、参数、配件、补给等。 {dpm} 每分钟伤害, {alpha} 均伤, {penetration}mm 穿深, {speed}km/h 极速, {health} 血量。",
"visualizers": {
"reload": {
"skip": "跳过"
@@ -387,15 +388,15 @@
"rotator": {
"hull": "车体",
"turret": "炮塔",
"hard": "硬地质",
"medium": "中性地質",
"soft": "軟地質",
"effective": "效率"
"hard": "公路",
"medium": "平地",
"soft": "水面",
"effective": "等效"
},
"ricochet": {
"angle": "角度",
"normalization": "转正",
"effective_angle": "有效角度",
"effective_angle": "有效倾角",
"armor": "装甲",
"no_ricochet": "高爆弹不会跳弹"
},
@@ -407,20 +408,21 @@
"flexibility": {
"yaw": "水平角度",
"pitch": "俯仰角度",
"min": "最少俯角",
"max": "最大仰角"
"min": "极限俯角",
"max": "极限仰角"
}
},
"sandbox": {
"load_model": "Load model",
"poses": {
"hull_down": "俯角视角",
"face_hug": "抱脸视角",
"face_hug": "顶牛视角",
"default": "默认"
},
"settings": {
"armor": "装甲",
"green_penetration": "可击穿区域",
"hide_model_under_armor": "隐藏装甲下的模型",
"green_penetration": "绿色可击穿",
"hide_model_under_armor": "隐藏坦克模型",
"opaque": "不透明",
"dev_wireframe": "开发选项:网格"
},
@@ -454,14 +456,14 @@
"track": "履带"
},
"status": {
"penetration": "{damage}生命值 击穿",
"penetration": "击穿:{damage}血量",
"blocked": "抵挡伤害",
"ricochet": "跳弹",
"splash": "{damage}生命值 溅射"
"splash": "溅射:{damage}血量"
},
"stats": {
"thickness_and_angle": "{thickness}毫米 {angle}度°",
"nominal": "{thickness}毫米 装甲厚度",
"thickness_and_angle": "{thickness}mm/倾角{angle}°",
"nominal": "{thickness}mm 垂直厚度",
"ricochet_loss": "{loss}% 击穿"
}
}
@@ -490,9 +492,9 @@
"nation": "国别",
"class": "坦克车型",
"tier": "阶级",
"type": "战车类型",
"type": "坦克类型",
"dev_id": "开发参数:ID",
"dev_name": "DEV: NAME",
"dev_name": "开发者名称",
"purchase": "购买价格",
"restoration": "恢复坦克价格",
"sale": "出售价格",
@@ -500,9 +502,9 @@
},
"tech_tree": {
"title": "科技树",
"battle": "一场比赛",
"battles": "{count} 战斗场次",
"route": "路线 {index} / {count}"
"battle": "1场比赛",
"battles": "{count} 场次",
"route": "第 {index} / {count} 种科技线"
},
"game_modes": {
"title": "游戏模式技能"
@@ -514,33 +516,32 @@
"configuration": {
"title": "配置设定",
"equalizer": {
"title": "Equalizer",
"equalize": "Equalize",
"beta": "测试版"
"title": "平衡器",
"equalize": "平衡"
},
"modules": {
"title": "坦克模块",
"stock": "白板",
"upgrade": "顶级配置"
"upgrade": "满配"
},
"equipment": {
"title": "装备",
"clear": "清除"
},
"provisions": {
"title": "规定配给",
"title": "补给",
"clear": "清除"
},
"consumables": {
"title": "消耗品",
"clear": "清除",
"info": "黄色高亮消耗品不影响坦克参数。"
"info": "以黄色标识的消耗品不影响坦克参数。"
},
"skills": {
"title": "乘员技能",
"clear": "清除",
"maximize": "最大化",
"info": "黄色高亮技能只适用于特殊情况。 按空格键可在0到7级之间快速切换。"
"info": "以黄色标识的技能只在特定情形起效。 按空格键可在0到7级之间快速切换。"
},
"miscellaneous": {
"title": "杂项"
@@ -550,48 +551,50 @@
"title": "属性",
"compare": {
"label": "比较",
"class": "{tier} 阶的 {class}",
"tier": "所有{tier} 阶的",
"class": "{tier}级{class}",
"tier": "所有{tier}级坦克",
"all": "所有坦克"
},
"values": {
"shell_index": "炮弹 {index}",
"at_distance": "在 {distance} 公尺",
"at_distance": "距离{distance}m",
"at_distance_slider_label": "距离",
"dispersion_at_distance": "在 {distance} 公尺的扩散度",
"gun_flexibility": "炮管转动界限",
"dispersion_at_distance": "在 {distance}m 的精度",
"gun_flexibility": "主炮俯仰角",
"speed": "速度",
"terrain_coefficients": "地形系数",
"terrain_coefficients": "地形适应性",
"raw_terrain_coefficients": "原始地形系数",
"power_to_weight_ratio": "功重比",
"power_to_weight_ratio": "推重比",
"hull_traverse_speed": "车体转向速率",
"camouflage": "迷彩",
"camouflage": "涂装",
"reload": "装填时间",
"crewCount": "乘员人数",
"shellNormalization": "转正",
"shellRicochet": "跳弹",
"dpm": "每分钟伤害",
"dpmEffective": "60秒内生效",
"dpmEffective": "60秒内实际输出",
"peekabooDpm": "Peekaboo DPM",
"peekabooDpmInfo": "Damage per minute assuming you only fire after resetting camouflage (or the reload finishes, if it's slower) — at least 10 seconds between shots.",
"shells": "炮弹 ",
"mostOptimalShellIndex": "最优炮弹",
"shellReloads": "装填时间",
"shellReload": "装填时间",
"intraClip": "炮弹装填",
"intraClip": "短装",
"caliber": "口径",
"penetration": "穿深",
"damage": "伤害",
"damageWithoutAssault": "无突击弹的伤害",
"clipDamage": "弹匣伤害期望值",
"moduleDamage": "模组伤害",
"clipDamage": "总爆发",
"moduleDamage": "模块伤害",
"explosionRadius": "溅射半径",
"shellVelocity": "炮弹飞行速度",
"aimTime": "瞄准时间",
"dispersion": "静止時",
"dispersionMoving": "移动时",
"dispersionHullTraversing": "车体转向时",
"dispersionTurretTraversing": "炮塔转向时",
"dispersionTurretTraversing": "炮转扩圈",
"dispersionShooting": "开火时",
"dispersionGunDamaged": "主炮损坏时",
"dispersionGunDamaged": "主炮损坏扩圈",
"gunDepression": "俯角",
"gunElevation": "仰角",
"gunFrontalDepression": "车体前部俯角",
@@ -600,42 +603,43 @@
"gunRearElevation": "车体后部仰角",
"azimuthLeft": "左射界",
"azimuthRight": "右射界",
"speedForwards": "最高前进速度",
"speedBackwards": "最高后退速度",
"hardTerrainCoefficient": "硬地质",
"hardTerrainCoefficientRaw": "硬地质",
"mediumTerrainCoefficient": "中性地质",
"mediumTerrainCoefficientRaw": "中性地质",
"softTerrainCoefficient": "软地质",
"softTerrainCoefficientRaw": "软地质",
"speedForwards": "前进极速",
"speedBackwards": "后退极速",
"hardTerrainCoefficient": "公路",
"hardTerrainCoefficientRaw": "公路-原始",
"mediumTerrainCoefficient": "平地",
"mediumTerrainCoefficientRaw": "平地-原始",
"softTerrainCoefficient": "水面",
"softTerrainCoefficientRaw": "水面-原始",
"enginePower": "引擎功率",
"powerToWeightRatioHardTerrain": "硬地质",
"powerToWeightRatioMediumTerrain": "中性地质",
"powerToWeightRatioSoftTerrain": "软地质",
"powerToWeightRatioHardTerrain": "公路实际推重",
"powerToWeightRatioMediumTerrain": "平地实际推重",
"powerToWeightRatioSoftTerrain": "水面实际推重",
"weight": "重量",
"turretTraverseSpeed": "炮塔转向速率",
"gunTraverseSpeed": "炮管转向速率",
"hullTraverseHardTerrain": "硬地质",
"hullTraverseMediumTerrain": "中性地质",
"hullTraverseSoftTerrain": "软地质",
"health": "生命值",
"fireChance": "着火概率",
"hullTraverseHardTerrain": "公路上车转速率",
"hullTraverseMediumTerrain": "平地上车转速率",
"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": "静止时",
"camouflageStill": "静止隐蔽",
"camouflageMoving": "移动时",
"camouflageShootingStill": "静止时",
"camouflageShootingMoving": "移动时",
"camouflageCaughtOnFire": "着火时",
"camouflageShootingMoving": "移动开火隐蔽",
"camouflageCaughtOnFire": "着火时隐蔽",
"width": "宽度",
"height": "高度",
"length": "长度",
"volume": "体积",
"shellRange": "射程",
"shellCapacity": "携弹量",
"gunType": "炮管类型",
"penetrationAt250m": "两百五十米处的穿透力",
"burstShells": "爆破计数",
"burstInterShell": "爆破弹"
"shellCapacity": "载弹量",
"gunType": "主炮类型",
"penetrationAt250m": "250m处穿深",
"burstShells": "小弹夹发数",
"burstInterShell": "小弹夹短装"
}
},
"firepower": {
@@ -662,7 +666,7 @@
"name": "比较",
"button": "坦克比较",
"description": "比较坦克参数",
"seo_description": "比较《坦克世界:闪击战》中的坦克参数和装备配置",
"seo_description": "比较坦克世界闪击战中的坦克参数和装备配置",
"actions": {
"add": {
"button": "添加",
@@ -692,15 +696,15 @@
},
"modules": {
"stock": "白板",
"upgrade": "顶级配置"
"upgrade": "满配"
},
"provisions": {
"clear": "清除",
"clear_all": "清除所有坦克"
"clear": "清空此坦克",
"clear_all": "清空所有坦克"
},
"consumables": {
"clear": "清除",
"clear_all": "清除所有坦克"
"clear": "清空此坦克",
"clear_all": "清空所有坦克"
}
}
},
@@ -708,7 +712,7 @@
"name": "性能表现",
"button": "查看坦克",
"description": "坦克性能统计",
"seo_description": "最好的坦克及其在《坦克世界:闪击战》中的表现",
"seo_description": "最好的坦克及其在坦克世界闪击战中的数据",
"estimation": {
"body": "基于 {count} 个玩家的估计数据。更新于 {age} 之前。",
"hours": "{count} 小时",
@@ -726,15 +730,15 @@
"winrate": "胜率",
"players": "玩家",
"damage": "伤害",
"survival": "生存性",
"survival": "生存率",
"xp": "经验值",
"kills": "击杀数",
"spots": "侦查次数",
"spots": "侦查数",
"accuracy": "命中率",
"shots": "开火次数",
"hits": "命中数",
"damage_ratio": "伤害效率",
"damage_taken": "承受伤害值",
"damage_ratio": "伤害比率",
"damage_taken": "承受伤害",
"capture_points": "占领值"
}
}
@@ -743,11 +747,11 @@
"name": "图库",
"button": "浏览全部",
"description": "Blitz玩家头像",
"seo_description": "所有《坦克世界:闪击战》玩家头像",
"seo_description": "所有坦克世界闪击战玩家头像",
"last_updated": "最后更新于 {time}",
"search": {
"hint": "搜索頭像……",
"results": "{count} 头像"
"hint": "搜索头像……",
"results": "{count}个头像"
}
},
"session": {
+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;
}
}
+2 -1
View File
@@ -78,7 +78,8 @@ if (provider === "steam") {
console.log(`Downloading ${urls.length} packages...`);
await rm(WGPKG_DIR, { recursive: true });
await rm(WGPKG_DIR, { recursive: true, force: true });
await mkdir(WGPKG_DIR, { recursive: true });
const inputContent = urls
.map((url) => {
+2
View File
@@ -6,7 +6,9 @@ import { promisify } from "util";
const MAX_COMMAND_LENGTH = 2 ** 11;
const TS_PROTO_EXECUTABLE_LOCATIONS = [
"./node_modules/.bin/protoc-gen-ts_proto",
"./node_modules/.bin/protoc-gen-ts_proto.exe",
"../../node_modules/.bin/protoc-gen-ts_proto",
"../../node_modules/.bin/protoc-gen-ts_proto.exe",
];
const roots = [
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@@ -5,7 +5,7 @@ import {
} from "@blitzkit/core";
import { invalidate, useFrame } from "@react-three/fiber";
import type { QuicklimeEvent } from "quicklime";
import { useEffect } from "react";
import { useEffect, useRef } from "react";
import {
MeshBasicMaterial,
NormalBlending,
@@ -43,42 +43,44 @@ export function PrimaryArmorSceneComponent({
node,
thickness,
}: PrimaryArmorSceneComponentProps) {
const material = new ShaderMaterial({
fragmentShader,
vertexShader,
const material = useRef(
new ShaderMaterial({
fragmentShader,
vertexShader,
fog: true,
transparent: true,
fog: true,
transparent: true,
blending: isHalloween ? SubtractiveBlending : NormalBlending,
blending: isHalloween ? SubtractiveBlending : NormalBlending,
uniforms: UniformsUtils.merge([
UniformsLib.common,
UniformsLib.fog,
uniforms: UniformsUtils.merge([
UniformsLib.common,
UniformsLib.fog,
{
thickness: { value: null },
penetration: { value: null },
caliber: { value: null },
ricochet: { value: null },
normalization: { value: null },
isExplosive: { value: null },
canSplash: { value: null },
damage: { value: null },
explosionRadius: { value: null },
greenPenetration: { value: null },
advancedHighlighting: { value: null },
opaque: { value: null },
{
thickness: { value: null },
penetration: { value: null },
caliber: { value: null },
ricochet: { value: null },
normalization: { value: null },
isExplosive: { value: null },
canSplash: { value: null },
damage: { value: null },
explosionRadius: { value: null },
greenPenetration: { value: null },
advancedHighlighting: { value: null },
opaque: { value: null },
inverseProjectionMatrix: { value: null },
resolution: { value: new Vector2() },
spacedArmorBuffer: { value: null },
spacedArmorDepth: { value: null },
inverseProjectionMatrix: { value: null },
resolution: { value: new Vector2() },
spacedArmorBuffer: { value: null },
spacedArmorDepth: { value: null },
opacity: { value: 0 },
},
]),
});
opacity: { value: 0 },
},
]),
}),
);
useEffect(() => {
function handleShellChange() {
@@ -86,17 +88,17 @@ export function PrimaryArmorSceneComponent({
const shell =
tankopediaEphemeral.customShell ?? Duel.state.antagonist.shell;
material.uniforms.caliber.value = shell.caliber;
material.uniforms.ricochet.value = degToRad(
material.current.uniforms.caliber.value = shell.caliber;
material.current.uniforms.ricochet.value = degToRad(
isExplosive(shell.type) ? 90 : shell.ricochet!,
);
material.uniforms.normalization.value = degToRad(
material.current.uniforms.normalization.value = degToRad(
shell.normalization ?? 0,
);
material.uniforms.isExplosive.value = isExplosive(shell.type);
material.uniforms.canSplash.value = canSplash(shell.type);
material.uniforms.damage.value = shell.armor_damage;
material.uniforms.explosionRadius.value = shell.explosion_radius;
material.current.uniforms.isExplosive.value = isExplosive(shell.type);
material.current.uniforms.canSplash.value = canSplash(shell.type);
material.current.uniforms.damage.value = shell.armor_damage;
material.current.uniforms.explosionRadius.value = shell.explosion_radius;
handleProtagonistEquipmentChange(true);
handleAntagonistEquipmentChange(true);
@@ -104,17 +106,18 @@ export function PrimaryArmorSceneComponent({
invalidate();
}
function handleGreenPenetrationChange(greenPenetration: boolean) {
material.uniforms.greenPenetration.value = greenPenetration;
material.current.uniforms.greenPenetration.value = greenPenetration;
}
function handleAdvancedHighlightingChange(advancedHighlighting: boolean) {
material.uniforms.advancedHighlighting.value = advancedHighlighting;
material.current.uniforms.advancedHighlighting.value =
advancedHighlighting;
invalidate();
}
function handleOpaqueChange(opaque: boolean) {
material.uniforms.opaque.value = opaque;
material.current.uniforms.opaque.value = opaque;
}
function handleWireframeChange(wireframe: boolean) {
material.wireframe = wireframe;
material.current.wireframe = wireframe;
}
function handleProtagonistEquipmentChange(noInvalidate = false) {
const equipment = Duel.state.protagonist.equipmentMatrix;
@@ -128,7 +131,7 @@ export function PrimaryArmorSceneComponent({
? Duel.state.protagonist.tank.equalizer?.armor
: undefined) ?? 1;
material.uniforms.thickness.value =
material.current.uniforms.thickness.value =
thickness * (hasEnhancedArmor ? 1.04 : 1) * equalizer;
if (!noInvalidate) invalidate();
@@ -145,7 +148,7 @@ export function PrimaryArmorSceneComponent({
equipment,
);
material.uniforms.penetration.value =
material.current.uniforms.penetration.value =
penetration *
resolvePenetrationCoefficient(
hasCalibratedShells,
@@ -158,7 +161,7 @@ export function PrimaryArmorSceneComponent({
}
function handleTransitionEvent(event: QuicklimeEvent<number>) {
material.uniforms.opacity.value = event.data;
material.current.uniforms.opacity.value = event.data;
}
handleShellChange();
@@ -209,13 +212,14 @@ export function PrimaryArmorSceneComponent({
}, []);
useFrame(({ gl, camera }) => {
gl.getSize(material.uniforms.resolution.value).multiplyScalar(
gl.getSize(material.current.uniforms.resolution.value).multiplyScalar(
gl.getPixelRatio(),
);
material.uniforms.spacedArmorBuffer.value = spacedArmorRenderTarget.texture;
material.uniforms.spacedArmorDepth.value =
material.current.uniforms.spacedArmorBuffer.value =
spacedArmorRenderTarget.texture;
material.current.uniforms.spacedArmorDepth.value =
spacedArmorRenderTarget.depthTexture;
material.uniforms.inverseProjectionMatrix.value =
material.current.uniforms.inverseProjectionMatrix.value =
camera.projectionMatrixInverse;
});
@@ -240,7 +244,7 @@ export function PrimaryArmorSceneComponent({
{...props}
key={`${key}-include`}
renderOrder={1}
material={material}
material={material.current}
/>
);
},
@@ -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) => {
@@ -18,6 +18,10 @@ import {
import { degToRad } from "three/src/math/MathUtils.js";
import { hasEquipment } from "../../../../core/blitzkit/hasEquipment";
import { jsxTree } from "../../../../core/blitzkit/jsxTree";
import {
SPALL_LINER_HE_DAMAGE_DELTA,
SPALL_LINER_PROVISION_ID,
} from "../../../../core/blitzkit/spallLiner";
import { defaultEqualizer } from "../../../../core/blitzkit/tankToDuelMember";
import { discardClippingPlane } from "../../../../core/three/discardClippingPlane";
import { Duel } from "../../../../stores/duel";
@@ -59,6 +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,
@@ -85,6 +119,7 @@ export function SpacedArmorSceneComponent({
intersections: Intersection[],
allowRicochet: boolean,
remainingPenetrationInput?: number,
penetrationScale = 1,
) => {
const { customShell } = Tankopedia.state;
const shell = customShell ?? Duel.state.antagonist.shell;
@@ -121,6 +156,7 @@ export function SpacedArmorSceneComponent({
Duel.state.protagonist.equipmentMatrix,
);
const penetration =
penetrationScale *
shell.penetration!.near *
resolvePenetrationCoefficient(
hasCalibratedShells,
@@ -363,6 +399,7 @@ export function SpacedArmorSceneComponent({
ricochetIntersections,
false,
remainingPenetration,
penetrationScale,
);
shot.in.status = "ricochet";
@@ -384,6 +421,13 @@ export function SpacedArmorSceneComponent({
shot.damage *= antagonistEqualizer.damage;
const hasSpallLiner = Duel.state.protagonist.provisions.includes(
SPALL_LINER_PROVISION_ID,
);
if (hasSpallLiner && shell.type === ShellType.SHELL_TYPE_HE) {
shot.damage *= 1 + SPALL_LINER_HE_DAMAGE_DELTA;
}
return shot;
},
[camera],
@@ -411,6 +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;
});
@@ -27,8 +27,6 @@ export const Armor = memo(() => {
const newRenderSize = new Vector2();
useFrame(({ gl, camera, scene }) => {
gl.autoClear = true;
gl.getSize(newRenderSize).multiplyScalar(gl.getPixelRatio());
if (!newRenderSize.equals(renderSize)) {
@@ -50,6 +48,8 @@ export const Armor = memo(() => {
gl.clearDepth();
gl.render(primaryArmorScene, camera);
gl.autoClear = true;
}, 1);
return (
@@ -0,0 +1,113 @@
---
import { Grid, Heading, Text } from "@radix-ui/themes";
import { credits } from "../config/credits";
import { getStrings } from "../core/i18n/getStrings";
interface Props {
locale: string;
}
const { locale } = Astro.props;
const strings = getStrings(locale);
---
<style>
.credits {
display: flex;
justify-content: center;
padding: var(--space-4);
margin-top: var(--space-4);
.inner {
display: flex;
flex-direction: column;
gap: var(--space-2);
width: 100%;
max-width: 80rem;
.list {
gap: var(--space-5);
.link {
display: contents;
.person {
--profile-size: 5rem;
display: flex;
flex-direction: column;
background-color: var(--gray-3);
padding: var(--space-4);
padding-top: 0;
margin-top: calc(var(--profile-size) / 2);
gap: var(--space-1);
box-shadow: var(--shadow-2);
border-radius: var(--radius-3);
.link:first-child & {
background-color: var(--gray-5);
box-shadow: 0 0 2rem var(--gray-a4);
outline: 1px solid var(--gray-7);
/* background-color: var(--blue-3);
outline: 1px solid var(--blue-5);
box-shadow: 0 0 3rem var(--blue-a3); */
}
img {
border-radius: 50%;
position: relative;
margin-top: calc(var(--profile-size) / -2);
object-fit: cover;
width: var(--profile-size);
height: var(--profile-size);
margin-bottom: var(--space-2);
}
}
}
}
}
}
</style>
<div class="credits">
<div class="inner">
<Heading align="center">{strings.credits.title}</Heading>
<Grid
className="list"
py="4"
columns="repeat(auto-fill, minmax(16rem, 1fr))"
flow="dense"
gap="4"
gapY="8"
>
{
credits.map((person) => (
<a target="_blank" href={person.url} class="link">
<div class="person">
<img src={person.image} />
<Text weight="medium" className="text" color="gray" highContrast>
{person.name}
</Text>
<Text className="text" color="gray" wrap="pretty">
{person.description}
</Text>
</div>
</a>
))
}</Grid
>
</div>
</div>
+5 -7
View File
@@ -12,6 +12,7 @@ export interface Props {
}
const gameDefinitions = await api.gameDefinitions();
const gameVersion = gameDefinitions.version.split("_")[0];
const environment = assertSecret(import.meta.env.PUBLIC_ENVIRONMENT);
const { locale } = Astro.props;
const strings = getStrings(locale);
@@ -83,9 +84,6 @@ const strings = getStrings(locale);
sm: "start",
}}
>
<LinkI18n {locale} href="/docs/about/credits" color="gray">
{strings.website.footer.about.credits}
</LinkI18n>
<Link
href="https://discord.gg/nDt7AjGJQH"
target="_blank"
@@ -141,7 +139,7 @@ const strings = getStrings(locale);
</Text>
)
}
<Text size="2" color="gray">CDN</Text>
<Text size="2" color="gray">Branch</Text>
</Flex>
<Flex direction="column" gap="1" flexGrow="1" flexBasis="0" align="start">
@@ -151,7 +149,7 @@ const strings = getStrings(locale);
{
environment !== "preview" && (
<Code size="2" color="gray">
{gameDefinitions.version}
{gameVersion}
</Code>
)
}
@@ -174,13 +172,13 @@ const strings = getStrings(locale);
WoTB
</Text>
<Code size="2" color="gray">
{gameDefinitions.version}
{gameVersion}
</Code>
</>
)
}
<Text size="2" color="gray">CDN</Text>
<Text size="2" color="gray">Branch</Text>
<Code size="2" color="gray">
{environment}
</Code>
+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
@@ -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";
@@ -45,14 +45,13 @@ const consumableDefinitions = await api.consumableDefinitions();
const provisionDefinitions = await api.provisionDefinitions();
const tankDefinitions = await api.tankDefinitions();
const gameModeRoleSets: Record<number, Set<number>> = {};
const gameModeRoleSets: Record<string, Set<number>> = {};
for (const tankIdString in tankDefinitions.tanks) {
const gameMode = tankDefinitions.tanks[tankIdString];
for (const gameModeIdString in gameMode.roles) {
const role = gameMode.roles[gameModeIdString];
const gameModeId = Number(gameModeIdString);
for (const gameModeId in gameMode.roles) {
const role = gameMode.roles[gameModeId];
if (gameModeId in gameModeRoleSets) {
gameModeRoleSets[gameModeId].add(role);
@@ -63,7 +62,7 @@ for (const tankIdString in tankDefinitions.tanks) {
}
const gameModeRoles: {
gameModeId: number;
gameModeId: string;
consumables: number[];
provisions: number[];
}[] = [];
@@ -72,8 +71,7 @@ const allGameModeConsumables = new Set<number>();
const allGameModeProvisions = new Set<number>();
for (const gameModeIdString in gameModeRoleSets) {
const gameModeId = Number(gameModeIdString);
const roles = gameModeRoleSets[gameModeId];
const roles = gameModeRoleSets[gameModeIdString];
const consumables = new Set<number>();
const provisions = new Set<number>();
@@ -116,7 +114,7 @@ for (const gameModeIdString in gameModeRoleSets) {
}
gameModeRoles.push({
gameModeId: gameModeId,
gameModeId: gameModeIdString,
consumables: Array.from(consumables.values()),
provisions: Array.from(provisions.values()),
});
@@ -173,7 +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 (
@@ -791,6 +789,7 @@ function OwnershipFilterInternal(props: FlexProps) {
onClick={() => {
TankFilters.mutate((draft) => {
draft.showOwned = !draft.showOwned;
if (draft.showOwned) draft.showUnowned = false;
});
}}
>
@@ -810,6 +809,7 @@ function OwnershipFilterInternal(props: FlexProps) {
onClick={() => {
TankFilters.mutate((draft) => {
draft.showUnowned = !draft.showUnowned;
if (draft.showUnowned) draft.showOwned = false;
});
}}
>
@@ -836,6 +836,7 @@ function TestFilter() {
onClick={() => {
TankFilters.mutate((draft) => {
draft.showNonTesting = !draft.showNonTesting;
if (draft.showNonTesting) draft.showTesting = false;
});
}}
>
@@ -856,6 +857,7 @@ function TestFilter() {
onClick={() => {
TankFilters.mutate((draft) => {
draft.showTesting = !draft.showTesting;
if (draft.showTesting) draft.showNonTesting = false;
});
}}
>
@@ -33,7 +33,7 @@ export function SearchBar({ topResult, skeleton, onSelect }: SearchBarProps) {
draft.search = sanitized.length === 0 ? null : sanitized;
});
}, 500),
[]
[],
);
const handleChange = useCallback(() => {
if (!searching) {
@@ -46,7 +46,14 @@ export function SearchBar({ topResult, skeleton, onSelect }: SearchBarProps) {
}, [searching]);
const handleKeyDown = useCallback<KeyboardEventHandler>(
(event) => {
if (event.key !== "Enter" || !topResult || searching) return;
if (
event.key !== "Enter" ||
!topResult ||
!TankFilters.state.search ||
TankFilters.state.searching
) {
return;
}
event.preventDefault();
@@ -56,7 +63,7 @@ export function SearchBar({ topResult, skeleton, onSelect }: SearchBarProps) {
window.location.href = `/tanks/${topResult.slug}`;
}
},
[topResult]
[topResult],
);
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 (
@@ -1,6 +1,14 @@
import { alias, isExplosive } from "@blitzkit/core";
import { literals } from "@blitzkit/i18n";
import { Flex, Heading, IconButton, Tooltip } from "@radix-ui/themes";
import { InfoCircledIcon } from "@radix-ui/react-icons";
import {
Flex,
Heading,
IconButton,
Popover,
Text,
Tooltip,
} from "@radix-ui/themes";
import { useLocale } from "../../../../../../hooks/useLocale";
import { useTankModelDefinition } from "../../../../../../hooks/useTankModelDefinition";
import { Duel } from "../../../../../../stores/duel";
@@ -9,7 +17,7 @@ import { AssaultRangesVisualizer } from "./AssaultRangesVisualizer";
import { GunFlexibilityVisualizer } from "./GunFlexibilityVisualizer";
import { Info } from "./Info";
import { InfoWithDelta } from "./InfoWithDelta";
import { ReloadVisualizer } from "./ReloadVisualizer";
import { RELOAD_PRECISION, ReloadVisualizer } from "./ReloadVisualizer";
import { RicochetVisualizer } from "./RicochetVisualizer";
import { StatsTableWrapper } from "./StatsTableWrapper";
import type { StatsAcceptorProps } from "./TraverseVisualizer";
@@ -77,6 +85,40 @@ export function Firepower({
{strings.common.gun_types[gun.gun_type!.$case]}
</Info>
<InfoWithDelta stats={stats} decimals={0} value="dpm" />
{gun.gun_type!.$case === "regular" && (
<InfoWithDelta
stats={stats}
indent
decimals={0}
noRanking
name={
<Flex align="center" gap="1" display="inline-flex">
{
strings.website.tools.tankopedia.characteristics.values
.peekabooDpm
}
<Popover.Root>
<Popover.Trigger>
<IconButton variant="ghost" size="1">
<InfoCircledIcon />
</IconButton>
</Popover.Trigger>
<Popover.Content style={{ maxWidth: 280 }}>
<Text size="2">
{
strings.website.tools.tankopedia.characteristics.values
.peekabooDpmInfo
}
</Text>
</Popover.Content>
</Popover.Root>
</Flex>
}
value={(tank) => tank.peekabooDpm}
/>
)}
<InfoWithDelta stats={stats} decimals={0} value="damage" />
{gun.gun_type!.$case !== "regular" && (
<InfoWithDelta stats={stats} indent decimals={0} value="clipDamage" />
@@ -121,7 +163,7 @@ export function Firepower({
.shell_index,
{ index: index + 1 },
)}
decimals={2}
decimals={RELOAD_PRECISION}
deltaType="lowerIsBetter"
noRanking
value={() => reload}
@@ -131,7 +173,7 @@ export function Firepower({
) : (
<InfoWithDelta
stats={stats}
decimals={2}
decimals={RELOAD_PRECISION}
deltaType="lowerIsBetter"
value="shellReload"
/>
@@ -141,7 +183,7 @@ export function Firepower({
<InfoWithDelta
stats={stats}
indent
decimals={2}
decimals={RELOAD_PRECISION}
deltaType="lowerIsBetter"
value="intraClip"
/>
@@ -1,6 +1,7 @@
import type { QuicklimeEvent } from "quicklime";
import { useEffect, useRef } from "react";
import type { Group } from "three";
import { degToRad } from "three/src/math/MathUtils.js";
import { api } from "../../../../../../../../core/blitzkit/api";
import {
modelTransformEvent,
@@ -21,6 +22,13 @@ export function CanvasContent() {
const tankModel = modelDefinitions.models[tank.id];
const turretModel = tankModel.turrets[turret.id];
// baked-in turret mount tilt (e.g. Minotauro sits pitched 3deg forward);
// applied as a static base rotation so the live gun pitch composes on top
// of it, mirroring useTankTransform.ts's turretContainer/gunContainer nesting
const initialTurretPitch = -degToRad(
tankModel.initial_turret_rotation?.pitch ?? 0,
);
useEffect(() => {
function handleModelTransformEvent(
event: QuicklimeEvent<ModelTransformEventData>,
@@ -45,10 +53,23 @@ export function CanvasContent() {
</group>
</group>
<ModelChunk only="turret" />
<group
position={[0, turretModel.gun_origin!.y, turretModel.gun_origin!.z]}
rotation={[initialTurretPitch, 0, 0]}
>
<group
position={[
0,
-turretModel.gun_origin!.y,
-turretModel.gun_origin!.z,
]}
>
<ModelChunk only="turret" />
<group ref={gunWrapper}>
<ModelChunk only="gun" />
<group ref={gunWrapper}>
<ModelChunk only="gun" />
</group>
</group>
</group>
</>
);
@@ -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";
@@ -43,18 +44,33 @@ 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];
const gunModel = turretModel.guns[gun.id];
// turret's own baked-in mount tilt (e.g. Minotauro's turret sits pitched
// 3deg forward on the hull); must be folded into displayed pitch values
// the same way tankCharacteristics.ts and QuickInputs do
const initialTurretPitch = degToRad(
tankModel.initial_turret_rotation?.pitch ?? 0,
);
// radial map is in the tilt-compensated frame so the neutrality circle sits
// at the displayed 0deg
const tiltDeg = radToDeg(initialTurretPitch);
const magTilted = (deg: number) => mag(deg + tiltDeg);
const [yaw, setYaw] = useState(0);
const [pitch, setPitch] = useState(0);
const [minPitch, setMinPitch] = useState(
-degToRad(gunModel.pitch!.front?.max ?? gunModel.pitch!.max),
-degToRad(gunModel.pitch!.front?.max ?? gunModel.pitch!.max) -
initialTurretPitch,
);
const [maxPitch, setMaxPitch] = useState(
-degToRad(gunModel.pitch!.front?.min ?? gunModel.pitch!.min),
-degToRad(gunModel.pitch!.front?.min ?? gunModel.pitch!.min) -
initialTurretPitch,
);
const container = useRef<HTMLDivElement>(null);
@@ -70,7 +86,7 @@ export function GunFlexibilityVisualizer({
let d = "";
// right
const mo = mag(p.max);
const mo = magTilted(p.max);
if (y) {
d += `M 0 0`;
d += `L ${c(90 - y.max, mo)}`;
@@ -87,7 +103,7 @@ export function GunFlexibilityVisualizer({
// front
if (f) {
const m = mag(f.max);
const m = magTilted(f.max);
d += `L ${c(90 - f.range / 2, m)}`;
d += `A ${m} ${m} 0 0 0 ${c(90 + f.range / 2, m)}`;
}
@@ -108,7 +124,7 @@ export function GunFlexibilityVisualizer({
// back
if (!y && b) {
const m = mag(b.max);
const m = magTilted(b.max);
d += `L ${c(-90 - b.range / 2, m)}`;
d += `A ${m} ${m} 0 0 0 ${c(-90 + b.range / 2, m)}`;
}
@@ -116,7 +132,7 @@ export function GunFlexibilityVisualizer({
d += `Z`;
// right
const mi = mag(p.min);
const mi = magTilted(p.min);
if (y) {
d += `M 0 0`;
d += `L ${c(90 - y.max, mi)}`;
@@ -133,7 +149,7 @@ export function GunFlexibilityVisualizer({
// front
if (f) {
const m = mag(f.min);
const m = magTilted(f.min);
d += `L ${c(90 - f.range / 2, m)}`;
d += `A ${m} ${m} 0 0 0 ${c(90 + f.range / 2, m)}`;
}
@@ -154,14 +170,14 @@ export function GunFlexibilityVisualizer({
// back
if (!y && b) {
const m = mag(b.min);
const m = magTilted(b.min);
d += `L ${c(-90 - b.range / 2, m)}`;
d += `A ${m} ${m} 0 0 0 ${c(-90 + b.range / 2, m)}`;
}
d += `Z`;
const r = mag(radToDeg(-pitch));
const r = mag(radToDeg(-(pitch - initialTurretPitch)));
const dotX = r * Math.sin(yaw);
const dotY = r * Math.cos(yaw);
@@ -179,7 +195,7 @@ export function GunFlexibilityVisualizer({
top="0"
left="0"
>
{!skeleton && <FlexibilityCanvas />}
{!skeleton && modelRequested && <FlexibilityCanvas />}
<Box
position="absolute"
@@ -251,13 +267,13 @@ export function GunFlexibilityVisualizer({
yaw = min[1];
let t = 2 * Math.sqrt((u / rect.width) ** 2 + (v / rect.height) ** 2);
t = clamp(t, 0, 1);
let pitch = degToRad(magInverse(-t));
let pitch = degToRad(magInverse(-t)) + initialTurretPitch;
pitch = clamp(pitch, min[0], max[0]);
setPitch(pitch);
setYaw(yaw);
setMinPitch(min[0]);
setMaxPitch(max[0]);
setMinPitch(min[0] - initialTurretPitch);
setMaxPitch(max[0] - initialTurretPitch);
modelTransformEvent.dispatch({ pitch, yaw });
}}
@@ -376,7 +392,7 @@ export function GunFlexibilityVisualizer({
<VisualizerCornerStat
label={strings.website.tools.tankopedia.visualizers.flexibility.pitch}
value={literals(strings.common.units.deg, {
value: radToDeg(pitch).toFixed(0),
value: radToDeg(pitch - initialTurretPitch).toFixed(0),
})}
side="top-left"
/>
@@ -11,7 +11,7 @@ import { Shell } from './components/Shell';
import { Target } from './components/Target';
import './index.css';
const PRECISION = 2;
export const RELOAD_PRECISION = 1;
export interface ReloadUpdateData {
reload: number;
@@ -82,9 +82,9 @@ export function ReloadVisualizer({ stats }: StatsAcceptorProps) {
);
}
totalTime.current.innerHTML = shellReload.toFixed(PRECISION);
totalTime.current.innerHTML = shellReload.toFixed(RELOAD_PRECISION);
progressTime.current.innerHTML = ((1 - reload) * shellReload).toFixed(
PRECISION,
RELOAD_PRECISION,
);
if (state.current >= reloadThreshold) shoot();
@@ -117,9 +117,9 @@ export function ReloadVisualizer({ stats }: StatsAcceptorProps) {
shells = times(stats.shells, (index) => index > state.current - 1);
}
totalTime.current.innerHTML = interval.toFixed(PRECISION);
totalTime.current.innerHTML = interval.toFixed(RELOAD_PRECISION);
progressTime.current.innerHTML = ((1 - reload) * interval).toFixed(
PRECISION,
RELOAD_PRECISION,
);
if (lastState % 1 > state.current % 1) shoot();
@@ -262,7 +262,7 @@ export function ReloadVisualizer({ stats }: StatsAcceptorProps) {
transform: 'translate(50%, -50%)',
}}
>
0.00
{(0).toFixed(RELOAD_PRECISION)}
</Code>
<Code
ref={totalTime}
@@ -277,7 +277,7 @@ export function ReloadVisualizer({ stats }: StatsAcceptorProps) {
transform: 'translate(-50%, -50%)',
}}
>
0.00
{(0).toFixed(RELOAD_PRECISION)}
</Code>
{stats.shells > 1 &&
@@ -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
@@ -1,5 +1,5 @@
import { alias } from "@blitzkit/core";
import { Badge, Box, Flex, Heading, Switch, Text } from "@radix-ui/themes";
import { Box, Flex, Heading, Switch, Text } from "@radix-ui/themes";
import { useLocale } from "../../../../hooks/useLocale";
import { Duel } from "../../../../stores/duel";
import { Tankopedia } from "../../../../stores/tankopedia";
@@ -12,12 +12,7 @@ export function Equalizer() {
return (
<ConfigurationChildWrapper>
<Heading size="4">
<Flex gap="2" align="center">
{strings.website.tools.tankopedia.configuration.equalizer.title}{" "}
<Badge variant="outline">
{strings.website.tools.tankopedia.configuration.equalizer.beta}
</Badge>
</Flex>
{strings.website.tools.tankopedia.configuration.equalizer.title}
</Heading>
<Box
@@ -33,23 +28,17 @@ export function Equalizer() {
width="100%"
style={{
cursor: "pointer",
borderRadius: "var(--radius-3)",
backgroundImage: `url(${alias("api", `/gamemodes/45/banner.webp`)})`,
backgroundSize: "cover",
backgroundPosition: "center",
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)",
@@ -25,8 +25,7 @@ export function GameModeSection() {
</Heading>
<Flex justify="center" gap="4" wrap="wrap" px="4">
{roles.map(([key, value]) => {
const id = Number(key);
{roles.map(([id, value]) => {
const gameMode = gameDefinitions.gameModes[id];
return (
@@ -0,0 +1,128 @@
import { alias, availableProvisions } from "@blitzkit/core";
import { ShuffleIcon } from "@radix-ui/react-icons";
import { Flex, IconButton, Popover } from "@radix-ui/themes";
import { api } from "../../../../../../core/blitzkit/api";
import { SPALL_LINER_PROVISION_ID } from "../../../../../../core/blitzkit/spallLiner";
import { useLocale } from "../../../../../../hooks/useLocale";
import { Duel } from "../../../../../../stores/duel";
import { Tankopedia } from "../../../../../../stores/tankopedia";
const provisionDefinitions = await api.provisionDefinitions();
export function SpallLinerSwitcher() {
const { tank, gun, provisions } = Duel.use((state) => state.protagonist);
const { unwrap } = useLocale();
const isSpallLinerActive = provisions.includes(SPALL_LINER_PROVISION_ID);
const hasSlotAvailable = provisions.length < tank.max_provisions;
const canEquipSpallLiner = availableProvisions(
tank,
gun,
provisionDefinitions,
).some((provision) => provision.id === SPALL_LINER_PROVISION_ID);
if (!canEquipSpallLiner) return null;
function equip(replacing?: number) {
Duel.mutate((draft) => {
if (replacing !== undefined) {
const provisions = draft.protagonist.provisions;
provisions[provisions.indexOf(replacing)] = SPALL_LINER_PROVISION_ID;
} else {
draft.protagonist.provisions.push(SPALL_LINER_PROVISION_ID);
}
});
Tankopedia.mutate((draft) => {
draft.shot = undefined;
});
}
function unequip() {
Duel.mutate((draft) => {
draft.protagonist.provisions = draft.protagonist.provisions.filter(
(id) => id !== SPALL_LINER_PROVISION_ID,
);
});
Tankopedia.mutate((draft) => {
draft.shot = undefined;
});
}
const button = (
<IconButton
color={isSpallLinerActive ? undefined : "gray"}
variant="soft"
size={{ initial: "2", sm: "3" }}
radius="medium"
onClick={() => {
if (isSpallLinerActive) {
unequip();
} else if (hasSlotAvailable) {
equip();
}
}}
>
<img
alt={unwrap(
provisionDefinitions.provisions[SPALL_LINER_PROVISION_ID].name!,
)}
src={alias("api", `/icons/provisions/${SPALL_LINER_PROVISION_ID}.webp`)}
style={{
width: "50%",
height: "50%",
}}
/>
</IconButton>
);
if (isSpallLinerActive || hasSlotAvailable) return button;
return (
<Popover.Root>
<Popover.Trigger>{button}</Popover.Trigger>
<Popover.Content>
<Flex gap="2" align="center">
<img
alt={unwrap(
provisionDefinitions.provisions[SPALL_LINER_PROVISION_ID].name!,
)}
src={alias(
"api",
`/icons/provisions/${SPALL_LINER_PROVISION_ID}.webp`,
)}
style={{
width: "1.25em",
height: "1.25em",
}}
/>
<ShuffleIcon color="var(--gray-9)" />
<Flex gap="2">
{provisions.map((id) => (
<Popover.Close key={id}>
<IconButton
color="gray"
variant="soft"
size="3"
radius="medium"
onClick={() => equip(id)}
>
<img
alt={unwrap(provisionDefinitions.provisions[id].name!)}
src={alias("api", `/icons/provisions/${id}.webp`)}
style={{
width: "50%",
height: "50%",
}}
/>
</IconButton>
</Popover.Close>
))}
</Flex>
</Flex>
</Popover.Content>
</Popover.Root>
);
}
@@ -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",
}}
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