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Author SHA1 Message Date
TrèsAbhi 989e3d395a Merge pull request #385 from blitzkit/main
Production
2026-10-14 13:15:55 -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tresabhi 7f7d0cc499 remove outdated docs 2026-10-10 16:41:57 -05:00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
Mark Greene 643e1dd352 Fix: crop transparent padding from fade flags
The fade flag images are 2:1 but the flag only fills the left part, with the rest transparent. That made `cover` + `center` in the tech tree node crop and offset the visible flag.

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

**Changes**
- Place the filters and the generate button in a fixed-width column (`22rem`) on medium screens and up so the filter buttons wrap compactly
- Stretch the generate button to the column width
- Let the tank pool take the remaining width
- Tighten the gap between the two columns
- Keep the existing stacked layout on small screens
2026-10-04 20:07:52 +13:00
Mark Greene 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
31 changed files with 243 additions and 381 deletions

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{
"words": [
"words": [
"gamemodes",
"Tankopedia"
]
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# BlitzKit 1.31.4
Thank you to [Mark Greene](https://github.com/Hitjack007) for your contributions this update.
## Features
- Added Peekaboo DPM [Mark Greene]
- Your Peekaboo DPM is lower than your normal DPM if your reload is faster than 10s as you'll have to wait for the remaining 10s for you to get unspotted before you can poke and shoot
- The test and owned tank filters are now more intuitive as clicking on them now turns the clicked option on instead of off [Mark Greene]
- Added a spall liner button to the Tankopedia beside the other equipment [Mark Greene]
## Fixes
- BlitzKit Session now properly handles tanks removed from the game [Mark Greene]
- Removed the Beta badge from the Equalizer button [Mark Greene]
- Updated the background image for the Equalizer button to the actual banner of the new game mode
- The armor no longer disappears when you turn on Dynamic Armor System [Mark Greene]
- Camouflage values in Tankopedia are now more descriptive when shooting [Mark Greene]
- The contact shadows on the ground no longer grow & darken when switching between tabs [Mark Greene]
- The "Help Translate BlitzKit" text on the home page is now properly centered vertically
- The footer now says "Branch" instead of "CDN" [Mark Greene]
- The game version in the footer now displays a shorthand version instead of the entire version number [Mark Greene]
- The reload visualizer now displays just 1 decimal place [Mark Greene]
- The search bar no longer redirects to a seemingly random tank when clicking enter when searching [Mark Greene]
- Tank search now properly handles the full names of tanks like the Super Pershing [Mark Greene]
- The loading bar below the name of the tanks in Tankopedia is now sufficiently spaced below [Mark Greene]
- The gun depression visualizer now properly handles the inherent tilt of tanks like the Minotauro [Mark Greene]
## Technical Features
- Added documentation to the README on setting up and developing BlitzKit locally
- Added bug report and feature request forms to GitHub
- Switched to the GNU AGPLv3 license
## Technical Fixes
- BlitzKit now handles the new ID system for game-modes in WoTB
- The directory which preview versions of the game are downloaded to are now created properly
- This was the last bug standing in the way of BlitzKit Previews
- Welcome back, BlitzKit Previews!
- Removed some dead code from the BlitzKit model mangler
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# BlitzKit 1.32.0
Thank you to [Mark Greene](https://github.com/Hitjack007) for your contributions this update.
## Features
### Tankopedia & Armor
- Added a spall liner button to the Tankopedia beside the other equipment [Mark Greene]
- Listed track repair times in the Tankopedia [Mark Greene]
- The penetration chance is now displayed when penetration testing armor [Mark Greene]
- Added a new setting to disable automatically loading tanks in Tankopedia [Mark Greene]
### Tank Performance & Mechanics
- Added Peekaboo DPM [Mark Greene]
- Your Peekaboo DPM is lower than your normal DPM if your reload is faster than 10s as you'll have to wait for the remaining 10s for you to get unspotted before you can poke and shoot
### Tank Filters
- The test and owned tank filters are now more intuitive as clicking on them now turns the clicked option on instead of off [Mark Greene]
### Game Compatibility
- Added compatibility for tier XI tanks [Mark Greene]
## Fixes
### Tankopedia & Armor
- The armor no longer disappears when you turn on Dynamic Armor System [Mark Greene]
- Camouflage values in Tankopedia are now more descriptive when shooting [Mark Greene]
- The penetration chance is now displayed when penetration testing armor [Mark Greene]
- Listed track repair times in the Tankopedia [Mark Greene]
- Added a spall liner button to the Tankopedia beside the other equipment [Mark Greene]
- The flags in the Tankopedia tech tree are no longer offset to the top left [Mark Greene]
- The loading bar below the name of the tanks in Tankopedia is now sufficiently spaced below [Mark Greene]
- Removed the vertical sliver of pixels found to the right of the Equalizer toggle in Tankopedia
### Tank Search & Filters
- The search bar no longer redirects to a seemingly random tank when clicking enter when searching [Mark Greene]
- Tank search now properly handles the full names of tanks like the Super Pershing [Mark Greene]
- The tank search now remains consistent in order even when an added filter does not add/remove tanks from the list [Mark Greene]
- The test and owned tank filters are now more intuitive as clicking on them now turns the clicked option on instead of off [Mark Greene]
### Visuals & UI
- Removed the Beta badge from the Equalizer button [Mark Greene]
- Updated the background image for the Equalizer button to the actual banner of the new game mode
- The contact shadows on the ground no longer grow & darken when switching between tabs [Mark Greene]
- Additionally, the contact shadows stays visible at low angles [Mark Greene]
- The "Help Translate BlitzKit" text on the home page is now properly centered vertically
- The footer now says "Branch" instead of "CDN" [Mark Greene]
- The game version in the footer now displays a shorthand version instead of the entire version number [Mark Greene]
- The reload visualizer now displays just 1 decimal place [Mark Greene]
- Plot controls for the Static armor tab no longer pokes in from the right on non-Static armor tabs in some languages [Mark Greene]
- Mixer's controllers now scale better on smaller screens [Mark Greene]
- The list of available tanks in the Playlist is no longer excessively wide [Mark Greene]
### Tank Mechanics & Models
- The gun depression visualizer now properly handles the inherent tilt of tanks like the Minotauro [Mark Greene]
- When moving the tracks of tanks, the textures no longer move at different rates [Mark Greene]
### Localization
- Users with a preference on a language are once again redirected to the correct localized pages [Mark Greene]
### Session & Game Compatibility
- BlitzKit Session now properly handles tanks removed from the game [Mark Greene]
## Technical Fixes
- BlitzKit now handles the new ID system for game-modes in WoTB
- The directory which preview versions of the game are downloaded to are now created properly
- This was the last bug standing in the way of BlitzKit Previews
- Welcome back, BlitzKit Previews!
- Removed some dead code from the BlitzKit model mangler
- The player discovery loop now persists for longer than 1 iteration [Mark Greene]
- Bun is now forced to run scripts with the `--bun` flag
## Technical Features
- Added documentation to the README on setting up and developing BlitzKit locally
- Added bug report and feature request forms to GitHub
- Switched to the GNU AGPLv3 license
## Technical Fixes
- BlitzKit now handles the new ID system for game-modes in WoTB
- The directory which preview versions of the game are downloaded to are now created properly
- This was the last bug standing in the way of BlitzKit Previews
- Welcome back, BlitzKit Previews!
- Removed some dead code from the BlitzKit model mangler
- The player discovery loop now persists for longer than 1 iteration [Mark Greene]
- Bun is now forced to run scripts with the `--bun` flag
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# 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.
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# 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;
};
}
```
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# Discovered Ids
```c
primary DiscoveredIds {
utf8"DIDS" magic;
Header header;
primary Body body;
}
Header {
uint16 version; // always 1
}
Body {
uint32 count;
uint32[count] ids;
}
```
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# 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!
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# 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;
}
```
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{
"name": "blitzkit",
"version": "1.31.4",
"version": "1.32.0",
"license": "BlitzKit License",
"private": true,
"scripts": {
@@ -434,6 +434,7 @@ export abstract class ServerBlitzKitAPI1 extends ServerBlitzKitAPI0 {
resistance_hard: terrainResistances[0],
resistance_medium: terrainResistances[1],
resistance_soft: terrainResistances[2],
repair_time: track.hysteresisHealth / track.healthRegenPerSec,
tier: track.level,
unlocks: resolveUnlocks(
this.blitzModuleTypeToBlitzkit,
@@ -87,6 +87,7 @@ message TrackDefinition {
required float resistance_medium = 10;
required float resistance_soft = 11;
repeated Unlock unlocks = 12;
required float repair_time = 13;
}
message EngineDefinition {
@@ -338,6 +338,7 @@ export interface TrackDefinition {
resistance_medium: number;
resistance_soft: number;
unlocks: Unlock[];
repair_time: number;
}
export interface EngineDefinition {
@@ -1759,6 +1760,7 @@ function createBaseTrackDefinition(): TrackDefinition {
resistance_medium: 0,
resistance_soft: 0,
unlocks: [],
repair_time: 0,
};
}
@@ -1800,6 +1802,9 @@ export const TrackDefinition: MessageFns<TrackDefinition> = {
for (const v of message.unlocks) {
Unlock.encode(v!, writer.uint32(98).fork()).join();
}
if (message.repair_time !== 0) {
writer.uint32(109).float(message.repair_time);
}
return writer;
},
@@ -1906,6 +1911,14 @@ export const TrackDefinition: MessageFns<TrackDefinition> = {
message.unlocks.push(Unlock.decode(reader, reader.uint32()));
continue;
}
case 13: {
if (tag !== 109) {
break;
}
message.repair_time = reader.float();
continue;
}
}
if ((tag & 7) === 4 || tag === 0) {
break;
@@ -1929,6 +1942,7 @@ export const TrackDefinition: MessageFns<TrackDefinition> = {
resistance_medium: isSet(object.resistance_medium) ? globalThis.Number(object.resistance_medium) : 0,
resistance_soft: isSet(object.resistance_soft) ? globalThis.Number(object.resistance_soft) : 0,
unlocks: globalThis.Array.isArray(object?.unlocks) ? object.unlocks.map((e: any) => Unlock.fromJSON(e)) : [],
repair_time: isSet(object.repair_time) ? globalThis.Number(object.repair_time) : 0,
};
},
@@ -1970,6 +1984,9 @@ export const TrackDefinition: MessageFns<TrackDefinition> = {
if (message.unlocks?.length) {
obj.unlocks = message.unlocks.map((e) => Unlock.toJSON(e));
}
if (message.repair_time !== 0) {
obj.repair_time = message.repair_time;
}
return obj;
},
@@ -1994,6 +2011,7 @@ export const TrackDefinition: MessageFns<TrackDefinition> = {
message.resistance_medium = object.resistance_medium ?? 0;
message.resistance_soft = object.resistance_soft ?? 0;
message.unlocks = object.unlocks?.map((e) => Unlock.fromPartial(e)) || [];
message.repair_time = object.repair_time ?? 0;
return message;
},
};
@@ -34,6 +34,8 @@ export interface VehicleDefinitions {
};
level: number;
hullPosition: string;
hysteresisHealth: number;
healthRegenPerSec: number;
armor: {
leftTrack:
| number
+1
View File
@@ -683,6 +683,7 @@
"hullTraverseSoftTerrain": "Soft",
"health": "Health",
"fireChance": "Fire chance",
"trackRepairTime": "Track repair time",
"viewRange": "View range",
"camouflageStill": "Camouflage still",
"camouflageMoving": "Moving",
+1
View File
@@ -623,6 +623,7 @@
"hullTraverseSoftTerrain": "Suave",
"health": "Salud",
"fireChance": "Probabilidad de incendio",
"trackRepairTime": "Track repair time",
"viewRange": "Rango de visión",
"camouflageStill": "Quieto",
"camouflageMoving": "En movimiento",
+1
View File
@@ -623,6 +623,7 @@
"hullTraverseSoftTerrain": "Soft",
"health": "Health",
"fireChance": "Fire chance",
"trackRepairTime": "Track repair time",
"viewRange": "View range",
"camouflageStill": "Still",
"camouflageMoving": "Moving",
+1
View File
@@ -623,6 +623,7 @@
"hullTraverseSoftTerrain": "軟弱地",
"health": "耐久値",
"fireChance": "火災発生率",
"trackRepairTime": "Track repair time",
"viewRange": "視認範囲",
"camouflageStill": "静止時",
"camouflageMoving": "移動時",
+1
View File
@@ -623,6 +623,7 @@
"hullTraverseSoftTerrain": "Soft",
"health": "Health",
"fireChance": "Fire chance",
"trackRepairTime": "Track repair time",
"viewRange": "View range",
"camouflageStill": "Still",
"camouflageMoving": "Moving",
+1
View File
@@ -623,6 +623,7 @@
"hullTraverseSoftTerrain": "Macio",
"health": "Vida",
"fireChance": "Chance de incêndio",
"trackRepairTime": "Track repair time",
"viewRange": "Alcance de visão",
"camouflageStill": "Parado",
"camouflageMoving": "Em movimento",
+1
View File
@@ -623,6 +623,7 @@
"hullTraverseSoftTerrain": "На мягком грунте",
"health": "Прочность",
"fireChance": "Вероятность возгорания",
"trackRepairTime": "Track repair time",
"viewRange": "Радиус обзора",
"camouflageStill": "Когда неподвижен",
"camouflageMoving": "В движении",
+1
View File
@@ -623,6 +623,7 @@
"hullTraverseSoftTerrain": "Soft",
"health": "Здоров'я",
"fireChance": "Fire chance",
"trackRepairTime": "Track repair time",
"viewRange": "View range",
"camouflageStill": "Нерухомо",
"camouflageMoving": "У русі",
+1
View File
@@ -623,6 +623,7 @@
"hullTraverseSoftTerrain": "水面上车转速率",
"health": "血量",
"fireChance": "发动机受击时着火概率",
"trackRepairTime": "Track repair time",
"viewRange": "视野范围",
"camouflageStill": "静止隐蔽",
"camouflageMoving": "移动时",
@@ -128,19 +128,30 @@ export function ShotDisplayCard({ shot, ...props }: ShotDisplayCardProps) {
? shotStatusColors[shot.out.status]
: undefined;
const inTitleColor = shotStatusColors[shot.in.status];
const hasOutLayers = shot.out !== undefined && shot.out.layers.length > 0;
const penetrationChance = shot.penetrationChance !== undefined && (
<Text color="gray" weight="bold">
{literals(strings.common.units.percentage, {
value: (shot.penetrationChance * 100).toFixed(0),
})}
</Text>
);
return (
<Card variant="classic" {...props}>
<Flex direction="column" gap="2">
<Flex direction="column" gap="1">
<Text color={inTitleColor} weight="bold">
{literals(
strings.website.tools.tankopedia.sandbox.dynamic.shot_card.status[
shot.in.status
],
{ damage: Math.round(shot.damage).toLocaleString(locale) }
)}
</Text>
<Flex justify="between" align="center" gap="4">
<Text color={inTitleColor} weight="bold">
{literals(
strings.website.tools.tankopedia.sandbox.dynamic.shot_card
.status[shot.in.status],
{ damage: Math.round(shot.damage).toLocaleString(locale) }
)}
</Text>
{!hasOutLayers && penetrationChance}
</Flex>
<table
style={{
@@ -204,13 +215,17 @@ export function ShotDisplayCard({ shot, ...props }: ShotDisplayCardProps) {
</Flex>
</Inset>
<Text color={outTitleColor} weight="bold">
{literals(
strings.website.tools.tankopedia.sandbox.dynamic.shot_card
.status[shot.out.status],
{ damage: Math.round(shot.damage).toLocaleString(locale) }
)}
</Text>
<Flex justify="between" align="center" gap="4">
<Text color={outTitleColor} weight="bold">
{literals(
strings.website.tools.tankopedia.sandbox.dynamic.shot_card
.status[shot.out.status],
{ damage: Math.round(shot.damage).toLocaleString(locale) }
)}
</Text>
{penetrationChance}
</Flex>
<Flex direction="column">
{shot.out.layers.map((layer, index) => {
@@ -63,6 +63,36 @@ export type ArmorUserData = {
}
);
const PENETRATION_RANDOMIZATION = 0.05;
function resolvePenetrationChance(shoot: (scale: number) => Shot | null) {
function penetrates(scale: number) {
const shot = shoot(scale);
return (shot?.out ?? shot?.in)?.status === "penetration";
}
let low = 1 - PENETRATION_RANDOMIZATION;
let high = 1 + PENETRATION_RANDOMIZATION;
if (penetrates(low)) return 1;
if (!penetrates(high)) return 0;
for (let iteration = 0; iteration < 16; iteration++) {
const middle = (low + high) / 2;
if (penetrates(middle)) {
high = middle;
} else {
low = middle;
}
}
return (
(1 + PENETRATION_RANDOMIZATION - high) / (2 * PENETRATION_RANDOMIZATION)
);
}
const omitMaterial = new MeshBasicMaterial({
colorWrite: false,
depthWrite: true,
@@ -89,6 +119,7 @@ export function SpacedArmorSceneComponent({
intersections: Intersection[],
allowRicochet: boolean,
remainingPenetrationInput?: number,
penetrationScale = 1,
) => {
const { customShell } = Tankopedia.state;
const shell = customShell ?? Duel.state.antagonist.shell;
@@ -125,6 +156,7 @@ export function SpacedArmorSceneComponent({
Duel.state.protagonist.equipmentMatrix,
);
const penetration =
penetrationScale *
shell.penetration!.near *
resolvePenetrationCoefficient(
hasCalibratedShells,
@@ -367,6 +399,7 @@ export function SpacedArmorSceneComponent({
ricochetIntersections,
false,
remainingPenetration,
penetrationScale,
);
shot.in.status = "ricochet";
@@ -422,6 +455,16 @@ export function SpacedArmorSceneComponent({
const shot = shoot(event.point, event.intersections, true)!;
shot.penetrationChance = resolvePenetrationChance((scale) =>
shoot(
event.point,
event.intersections,
true,
undefined,
scale,
),
);
Tankopedia.mutate((draft) => {
draft.shot = shot;
});
@@ -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
@@ -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
@@ -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",
}}
@@ -119,6 +119,7 @@ export function tankCharacteristics(
const hasImprovedVerticalStabilizer = equipment(122);
const hasDownImprovedVerticalStabilizer = equipment(124);
const hasImprovedSuspension = equipment(123);
const hasToolbox = equipment(113);
const hasTungsten = consumable(45);
const hasAdrenaline = consumable(18);
@@ -518,6 +519,12 @@ export function tankCharacteristics(
}
const fireChance = engine.fire_chance * fireChanceCoefficient;
const trackRepairTime = track.repair_time
? track.repair_time /
((hasToolbox ? 1.2 : 1) *
(1 + (crewSkills.repair ?? 0) * 0.04) *
(hasProtectiveKit ? 1.1 : 1))
: undefined;
const viewRange = turret.view_range * viewRangeCoefficient;
const camouflageStill = tank.camouflage_still * camouflageCoefficientStill;
const camouflageMoving =
@@ -602,6 +609,7 @@ export function tankCharacteristics(
hullTraverseSoftTerrain,
health,
fireChance,
trackRepairTime,
viewRange,
camouflageStill,
camouflageMoving,
@@ -1,3 +1,4 @@
import sharp from "sharp";
import type { APIContext, GetStaticPathsItem } from "astro";
import { mixStaticPaths } from "../../../../core/blitzkit/mixStaticPaths";
import { vfs } from "../../../../core/blitzkit/vfs";
@@ -29,7 +30,10 @@ export const getStaticPaths = mixStaticPaths(_getStaticPaths, async () => {
});
export async function GET({ props }: APIContext<{ path: string }>) {
const bytes = new Uint8Array(await vfs.file(props.path));
const bytes = await sharp(new Uint8Array(await vfs.file(props.path)))
.trim({ background: { r: 0, g: 0, b: 0, alpha: 0 }, threshold: 1 })
.webp()
.toBuffer();
return new Response(bytes);
return new Response(new Uint8Array(bytes));
}
@@ -94,7 +94,7 @@ function ModuleChooser({
<Dialog.Trigger>
<Button
variant="surface"
size={{ initial: "3", md: "4" }}
size={{ initial: "2", xs: "3", md: "4" }}
style={{
overflow: "clip",
borderTopRightRadius: subSelector ? 0 : undefined,
@@ -137,7 +137,7 @@ function ModuleChooser({
<Popover.Trigger>
<IconButton
variant="surface"
size={{ initial: "3", md: "4" }}
size={{ initial: "2", xs: "3", md: "4" }}
style={{
overflow: "clip",
borderTopLeftRadius: 0,
@@ -204,7 +204,7 @@ function ModuleChooser({
function ModuleSeparator() {
return (
<Text size="5" color="gray" trim="end">
<Text size={{ initial: "3", xs: "5" }} color="gray" trim="end">
<CaretRightIcon width="1em" height="1em" />
</Text>
);
@@ -260,7 +260,7 @@ function Content({ skeleton }: MaybeSkeletonComponentProps) {
</Button>
</Flex>
<Flex gap="2" align="center">
<Flex gap={{ initial: "1", xs: "2" }} align="center">
<ModuleChooser
skeleton={skeleton}
tank={hullTankId.id}
@@ -43,6 +43,7 @@ export type Shot = {
containsGaps: boolean;
damage: number;
splashRadius?: number;
penetrationChance?: number;
in: {
surfaceNormal: Vector3;