Files
blitzkit/packages/website/src/stores/tankopedia.ts
T
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

125 lines
3.0 KiB
TypeScript

import {
createDefaultSkills,
ShellDefinition,
type ModelDefinition,
} from "@blitzkit/core";
import type { Vector3 } from "three";
import { Varuna } from "varuna";
import type { ArmorType } from "../components/Armor/components/SpacedArmorScene";
import type { ExternalModuleVariant } from "../components/Armor/components/SpacedArmorSceneComponent";
import type { XP_MULTIPLIERS } from "../components/Tankopedia/TechTreeSection";
import { api } from "../core/blitzkit/api";
import { App } from "./app";
import { TankopediaDisplay } from "./tankopediaPersistent/constants";
export interface ShotLayerBase {
index: number;
thickness: number;
point: Vector3;
surfaceNormal: Vector3;
status: "blocked" | "penetration" | "ricochet";
}
interface ShotLayerExternal extends ShotLayerBase {
type: ArmorType.External;
variant: ExternalModuleVariant;
}
export interface ShotLayerNonExternal extends ShotLayerBase {
type: Exclude<ArmorType, ArmorType.External>;
angle: number;
thicknessAngled: number;
}
export interface ShotLayerGap {
type: null;
status: "penetration" | "blocked";
distance: number;
}
export type ShotLayer = ShotLayerExternal | ShotLayerNonExternal | ShotLayerGap;
export type Shot = {
containsGaps: boolean;
damage: number;
splashRadius?: number;
penetrationChance?: number;
in: {
surfaceNormal: Vector3;
status: ShotStatus;
layers: ShotLayer[];
};
out?: {
surfaceNormal: Vector3;
status: ShotStatus;
layers: ShotLayer[];
};
};
export type ShotStatus = "penetration" | "blocked" | "ricochet" | "splash";
export type ArmorPiercingLayer =
| {
distance: number;
nominal: number;
angled: number;
ricochet: boolean;
type: "core" | "spaced" | "external";
}
| {
type: "gap";
gap: number;
};
export enum TankopediaRelativeAgainst {
Class,
Tier,
All,
}
interface Tankopedia {
disturbed: boolean;
revealed: boolean;
modelRequested: boolean;
shot?: Shot;
skills: Record<string, number>;
relativeAgainst: TankopediaRelativeAgainst;
model: ModelDefinition;
editStatic: boolean;
highlightArmor?: {
editingPlate: boolean;
name: string;
point: Vector3;
thickness: number;
color: string;
} & (
| {
type: ArmorType.Primary | ArmorType.Spaced;
thicknessAngled: number;
angle: number;
}
| { type: ArmorType.External }
);
xpMultiplier: (typeof XP_MULTIPLIERS)[number];
customShell?: ShellDefinition;
requestedDisplay: TankopediaDisplay;
display: TankopediaDisplay;
statSearch?: string;
}
const skillDefinitions = await api.skillDefinitions();
export const Tankopedia = new Varuna<Tankopedia, ModelDefinition>((model) => ({
disturbed: false,
revealed: false,
modelRequested: App.state.autoLoadModels,
relativeAgainst: TankopediaRelativeAgainst.Class,
editStatic: false,
skills: createDefaultSkills(skillDefinitions),
model,
xpMultiplier: 1,
requestedDisplay: TankopediaDisplay.Model,
display: TankopediaDisplay.Model,
}));