@adatechnology/game-floorplan-three 0.10.3 → 0.11.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/index.d.ts CHANGED
@@ -1,5 +1,5 @@
1
- import { R as RoomRects, T as Three, H as HouseRendererOptions, a as HouseRenderer, b as HouseRecord } from './testing-DWLAejq6.js';
2
- export { A as AreaContext, B as BuildOptions, D as DEFAULT_SPECIMENS, c as Damageable, F as FLOORPLAN_AREA_ID, d as FloorplanEngineLike, e as FloorplanTestOptions, f as House, g as HouseBoxCollider, h as HouseFurnitureCollider, i as HouseInteractable, j as HouseInteractives, k as HousePart, l as HousePlan, m as HousePoint, n as HouseTargetOptions, L as LightingOptions, M as Messages, S as SPECIMEN_AT, o as SpecimenDef, p as TemplateGroup, q as Translate, r as buildSpecimenMeshes, s as createFloorplanTestModule, t as createHouseScenarios, u as createTranslator, v as en, w as locales, x as ptBR, y as specimenSpec } from './testing-DWLAejq6.js';
1
+ import { R as RoomRects, T as Three, H as HouseRendererOptions, a as HouseRenderer, b as HouseRecord } from './testing-Db8KbfLm.js';
2
+ export { A as AreaContext, B as BuildOptions, D as DEFAULT_SPECIMENS, c as Damageable, F as FLOORPLAN_AREA_ID, d as FloorplanEngineLike, e as FloorplanTestOptions, f as House, g as HouseBoxCollider, h as HouseFurnitureCollider, i as HouseInteractable, j as HouseInteractives, k as HousePart, l as HousePlan, m as HousePoint, n as HouseTargetOptions, L as LightingOptions, M as Messages, S as SPECIMEN_AT, o as SpecimenDef, p as TemplateGroup, q as Translate, r as buildSpecimenMeshes, s as createFloorplanTestModule, t as createHouseScenarios, u as createTranslator, v as en, w as locales, x as ptBR, y as specimenSpec } from './testing-Db8KbfLm.js';
3
3
  import { DestructionEvent, DestructionWorld } from '@adatechnology/game-destruction';
4
4
  import { DestructibleSpec, WarmUpProbes } from '@adatechnology/game-contracts';
5
5
  import * as THREE_NS from 'three';
@@ -397,4 +397,28 @@ declare function wallPlan(options: WallPieceOptions): WallPlan;
397
397
  */
398
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  declare function wallPiece(THREE: Three, options: WallPieceOptions): WallPiece;
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399
 
400
- export { type DestructibleHouse, type FloorNavigator, type FurnitureCatalogEntry, type FurnitureSpecOptions, type FurnitureSpecResult, HouseRenderer, HouseRendererOptions, type NavFlight, type NavFloor, type NavHouse, type NavHouseDef, type NavRect, type NavResult, type NavShape, type NavStair, type NavigableHouse, type NavigationDefOptions, type NavigatorBinding, OPEN_ROOM_TYPES, type TapSpecOptions, type TapSpecResult, VERSION, type WallPiece, type WallPieceOptions, bindNavigator, create, createFloorNavigator, create as createHouseRenderer, furnitureSpec, isOpenArea, navigationDefOf, planLod, rectsOf, tapSpec, wallPiece, wallPlan };
400
+ /**
401
+ * The outer baseboard is a band of glazed ceramic tiles (cerâmica esmaltada, 8 mm, on 4 mm of tile adhesive: 12 mm out of the plaster), the usual barrado of a
402
+ * facade, which takes the splashes of rain and the knocks at foot height. Each tile is a piece of its own (`baseboard:<wall>:<side>:<n>`, `length` long with a
403
+ * `joint` of grout between tiles), glued to the wall: a shot craters the tile it hits, more shots or a kick crack and shatter that tile and the wall shows
404
+ * behind it, a blast breaks the tiles it reaches, and a tile comes off when its wall goes. `BuildOptions.baseboard: 'band'` draws it as one strip per face
405
+ * (the Visor de casas 3D's drawing), still ceramic.
406
+ */
407
+ declare const BASEBOARD_TILES: {
408
+ readonly length: 0.6;
409
+ readonly joint: 0.003;
410
+ readonly material: "ceramic";
411
+ readonly density: 2300;
412
+ };
413
+ /**
414
+ * The protective sidewalk around the walls is cast concrete (4.5 cm on the ground, 60 cm wide) cut by expansion joints every `length` metres: each slab is a
415
+ * piece resting on the ground, so a blast cracks, chips and breaks the slabs it reaches and a shot marks the one it hits.
416
+ */
417
+ declare const SIDEWALK_SLABS: {
418
+ readonly length: 1.2;
419
+ readonly joint: 0.01;
420
+ readonly material: "concrete";
421
+ readonly density: 2400;
422
+ };
423
+
424
+ export { BASEBOARD_TILES, type DestructibleHouse, type FloorNavigator, type FurnitureCatalogEntry, type FurnitureSpecOptions, type FurnitureSpecResult, HouseRenderer, HouseRendererOptions, type NavFlight, type NavFloor, type NavHouse, type NavHouseDef, type NavRect, type NavResult, type NavShape, type NavStair, type NavigableHouse, type NavigationDefOptions, type NavigatorBinding, OPEN_ROOM_TYPES, SIDEWALK_SLABS, type TapSpecOptions, type TapSpecResult, VERSION, type WallPiece, type WallPieceOptions, bindNavigator, create, createFloorNavigator, create as createHouseRenderer, furnitureSpec, isOpenArea, navigationDefOf, planLod, rectsOf, tapSpec, wallPiece, wallPlan };
@@ -23,9 +23,11 @@ var GameFloorplanThree = (() => {
23
23
  // src/index.ts
24
24
  var index_exports = {};
25
25
  __export(index_exports, {
26
+ BASEBOARD_TILES: () => BASEBOARD_TILES,
26
27
  DEFAULT_SPECIMENS: () => DEFAULT_SPECIMENS,
27
28
  FLOORPLAN_AREA_ID: () => FLOORPLAN_AREA_ID,
28
29
  OPEN_ROOM_TYPES: () => OPEN_ROOM_TYPES,
30
+ SIDEWALK_SLABS: () => SIDEWALK_SLABS,
29
31
  SPECIMEN_AT: () => SPECIMEN_AT,
30
32
  VERSION: () => VERSION,
31
33
  bindNavigator: () => bindNavigator,
@@ -1545,6 +1547,26 @@ var GameFloorplanThree = (() => {
1545
1547
 
1546
1548
  // ../game-contracts/dist/index.js
1547
1549
  var DEFAULT_BLAST_IMPULSE = { bodyArea: 0.7, lift: 0.15, minSpeed: 0.3, tntPerJoule: 0.24 / 2e5 };
1550
+ var NEAREST = 0.3;
1551
+ function sideOnImpulse(tnt, distance2) {
1552
+ if (!(tnt > 0)) return 0;
1553
+ const w3 = Math.cbrt(tnt);
1554
+ const z = Math.max(distance2, NEAREST) / w3;
1555
+ const scaled = 0.067 * Math.sqrt(1 + (z / 0.23) ** 4) / (z * z * Math.cbrt(1 + (z / 1.55) ** 3));
1556
+ return scaled * w3 * 100;
1557
+ }
1558
+ var ATMOSPHERE = 101325;
1559
+ function sideOnOverpressure(tnt, distance2) {
1560
+ if (!(tnt > 0)) return 0;
1561
+ const z = Math.max(distance2, NEAREST) / Math.cbrt(tnt);
1562
+ const ratio = 808 * (1 + (z / 4.5) ** 2) / (Math.sqrt(1 + (z / 0.048) ** 2) * Math.sqrt(1 + (z / 0.32) ** 2) * Math.sqrt(1 + (z / 1.35) ** 2));
1563
+ return ratio * ATMOSPHERE;
1564
+ }
1565
+ function bodyImpulse(tnt, distance2) {
1566
+ if (!(tnt > 0)) return 0;
1567
+ const z = Math.max(distance2, NEAREST) / Math.cbrt(tnt);
1568
+ return sideOnImpulse(tnt, distance2) * (2 + 4 / (1 + z * z));
1569
+ }
1548
1570
  var DEFAULT_COST_ALLOCATION_BYTES = 1024 * 1024;
1549
1571
  var DEFAULT_IGNITION_RULES = {
1550
1572
  fillCurve: [
@@ -6563,8 +6585,10 @@ uniform mat4 uNodes[${nodes.length}]; attribute float aNodeIndex; attribute vec3
6563
6585
  }
6564
6586
 
6565
6587
  // src/house/baseboard.ts
6588
+ var BASEBOARD_TILES = { length: 0.6, joint: 3e-3, material: "ceramic", density: 2300 };
6589
+ var SIDEWALK_SLABS = { length: 1.2, joint: 0.01, material: "concrete", density: 2400 };
6566
6590
  function installHouseBaseboard(K, shared) {
6567
- const { Y0, bx, cursor, sideOf } = K;
6591
+ const { Y0, bx, cursor, pieceRecord, sideOf } = K;
6568
6592
  const sh = (...a) => K.sh(...a);
6569
6593
  function baseboardAndSidewalk() {
6570
6594
  const R = shared.ctx.r, W = 0.6, t = 0.012, ht = 0.35, color2 = sh(shared.ctx.colors.facade != null ? shared.ctx.colors.facade : 14209216, 0.62), y0 = Y0(0), cal = 13947078;
@@ -6586,15 +6610,29 @@ uniform mat4 uNodes[${nodes.length}]; attribute float aNodeIndex; attribute vec3
6586
6610
  };
6587
6611
  for (const A of ws) for (const [side, sd] of [[A.w.sides[0], -1], [A.w.sides[1], 1]]) {
6588
6612
  if (!sideOf(side, false).exterior) continue;
6589
- const strip = (k, y1, y2, o0, o1, mat, c, y1b) => {
6613
+ const strip = (k, y1, y2, o0, o1, mat, c, piece2, laid = BASEBOARD_TILES) => {
6590
6614
  const ea = junction(A, A.a, sd) > 0 ? A.th / 2 + k : junction(A, A.a, sd) < 0 ? -A.th / 2 : 0, eb = junction(A, A.b, sd) > 0 ? A.th / 2 + k : junction(A, A.b, sd) < 0 ? -A.th / 2 : 0;
6591
6615
  const s0 = A.a - ea, s1 = A.b + eb, f0 = A.L + sd * (A.th / 2 + o0), f1 = A.L + sd * (A.th / 2 + o1), lo = Math.min(f0, f1), hi = Math.max(f0, f1);
6592
6616
  if (s1 - s0 < 1e-3) return;
6593
- if (A.au) bx(mat, s0, y1, lo, s1, y2, hi, c);
6594
- else bx(mat, lo, y1, s0, hi, y2, s1, c);
6617
+ const box3 = (a, b) => {
6618
+ if (A.au) bx(mat, a, y1, lo, b, y2, hi, c);
6619
+ else bx(mat, lo, y1, a, hi, y2, b, c);
6620
+ };
6621
+ const tag = laid === BASEBOARD_TILES ? "baseboard" : "sidewalk";
6622
+ const tile = (id, a, b) => {
6623
+ cursor.pc = pieceRecord(id, laid.material, null, { floor: 0, mass: Math.round((b - a) * (y2 - y1) * (hi - lo) * laid.density * 100) / 100, tags: [tag] });
6624
+ box3(a, b);
6625
+ };
6626
+ if (!piece2) box3(s0, s1);
6627
+ else if (shared.ctx.baseboardBand) tile(piece2, s0, s1);
6628
+ else {
6629
+ const n = Math.max(1, Math.round((s1 - s0) / laid.length)), w = (s1 - s0) / n, j = laid.joint / 2;
6630
+ for (let i = 0; i < n; i++) tile(`${piece2}:${i}`, s0 + i * w + (i > 0 ? j : 0), s0 + (i + 1) * w - (i < n - 1 ? j : 0));
6631
+ }
6632
+ cursor.pc = null;
6595
6633
  };
6596
- strip(t, y0, y0 + ht, 0, t, "plaster", color2);
6597
- strip(W, y0, y0 + 0.045, 0, W, "sidewalk", cal);
6634
+ strip(t, y0, y0 + ht, 0, t, "plaster", color2, A.w.id ? `baseboard:${A.w.id}:${sd < 0 ? 0 : 1}` : void 0);
6635
+ strip(W, y0, y0 + 0.045, 0, W, "sidewalk", cal, A.w.id ? `sidewalk:${A.w.id}:${sd < 0 ? 0 : 1}` : void 0, SIDEWALK_SLABS);
6598
6636
  }
6599
6637
  }
6600
6638
  const defined = { baseboardAndSidewalk };
@@ -14182,9 +14220,15 @@ uniform mat4 uNodes[${nodes.length}]; attribute float aNodeIndex; attribute vec3
14182
14220
  var BREACH_AREA = 0.25;
14183
14221
  var BREACH_BLAST_REACH = 0.12;
14184
14222
  var MEMBER_CUT_REACH = 0.5;
14223
+ var FAR_MEMBER_HP_FLOOR = 0.25;
14185
14224
  var BLAST_REFERENCE_RESISTANCE = 200 * 1900 * 0.13;
14186
14225
  var BLAST_EDGE_RAGGED = 0.3;
14187
14226
  var BLAST_EDGE_LOOSE = 1.35;
14227
+ var PANEL_PRESSURE = 7e4;
14228
+ var PANEL_IMPULSE = 150;
14229
+ var PANEL_PI = 6e6;
14230
+ var PANEL_POINTS = [[0, 0], [-0.3, 0], [0.3, 0], [0, -0.3], [0, 0.3]];
14231
+ var PANEL_POINTS_LOADED = 4;
14188
14232
  var BLAST_EDGE_WEAR = 0.6;
14189
14233
  var RESIDUAL_CAPACITY = 0.15;
14190
14234
  var SEVER_BAND = 0.1;
@@ -14209,23 +14253,42 @@ uniform mat4 uNodes[${nodes.length}]; attribute float aNodeIndex; attribute vec3
14209
14253
  const v = table[mat.penetrationClass ?? mat.id] ?? table[mat.id];
14210
14254
  return v === void 0 ? void 0 : v * (mat.penetrationScale ?? 1);
14211
14255
  };
14212
- var capacityScale = (p) => {
14256
+ var BURIED_BLAST_REACH = 0.5;
14257
+ var GIVE_AT_CUT_HP = 0.5;
14258
+ var capacityScale = (p, borne, through) => {
14213
14259
  const residual = p.spec.reinforcement?.residualCapacity ?? RESIDUAL_CAPACITY;
14214
14260
  if (p.st.stripped) return residual;
14215
- const kept = Math.min(p.rt.removed ? 1 - p.rt.removed / p.mass0 : 1, 1 - sectionLoss(p));
14261
+ const kept = Math.min(p.rt.removed ? 1 - p.rt.removed / p.mass0 : 1, sectionKept(p, residual, borne, through));
14216
14262
  return Math.max(p.spec.reinforcement ? residual : 0.05, kept);
14217
14263
  };
14218
- var sectionLoss = (p) => {
14264
+ var sectionKept = (p, residual, borne, through) => {
14265
+ let kept = 1;
14266
+ forEachSection(p, borne, (c, along, gone) => {
14267
+ const share = through?.(c.center, along) ?? 1;
14268
+ if (share <= 0) return;
14269
+ kept = Math.min(kept, Math.max(p.spec.reinforcement ? residual : 0, 1 - gone) / share);
14270
+ });
14271
+ return kept;
14272
+ };
14273
+ var sectionLoss = (p, borne) => {
14274
+ let worst = 0;
14275
+ forEachSection(p, borne, (_c, _along, gone) => {
14276
+ worst = Math.max(worst, gone);
14277
+ });
14278
+ return Math.min(1, worst);
14279
+ };
14280
+ var forEachSection = (p, borne, visit) => {
14219
14281
  const cells = p.st.chipped;
14220
- if (!cells?.length) return 0;
14282
+ if (!cells?.length) return;
14221
14283
  const [u, v] = planeAxes(p.thin);
14222
14284
  const role = p.spec.structure?.role;
14223
14285
  const up = rotateVec(p.q, [0, 0, 0].map((_, k) => k === v ? 1 : 0));
14224
14286
  const upright = Math.abs(up[1]) > 0.7 ? v : Math.abs(rotateVec(p.q, [0, 0, 0].map((_, k) => k === u ? 1 : 0))[1]) > 0.7 ? u : -1;
14225
14287
  const along = (role === "wall" || role === "partition" || role === "column") && upright >= 0 ? upright : p.dims[u] >= p.dims[v] ? u : v;
14226
14288
  const across = along === u ? v : u;
14227
- let worst = 0;
14289
+ const lying = along !== upright || upright < 0;
14228
14290
  for (const c of cells) {
14291
+ if (lying && borne?.(c.center, along)) continue;
14229
14292
  const spans = [];
14230
14293
  for (const d of cells) if (Math.abs(d.center[along] - c.center[along]) < d.size[along] / 2 + 1e-6) spans.push([d.center[across] - d.size[across] / 2, d.center[across] + d.size[across] / 2]);
14231
14294
  spans.sort((a, b) => a[0] - b[0]);
@@ -14235,9 +14298,8 @@ uniform mat4 uNodes[${nodes.length}]; attribute float aNodeIndex; attribute vec3
14235
14298
  gone += b - Math.max(a, end);
14236
14299
  end = b;
14237
14300
  }
14238
- worst = Math.max(worst, gone / Math.max(p.dims[across], 1e-6));
14301
+ visit(c, along, Math.min(1, gone / Math.max(p.dims[across], 1e-6)));
14239
14302
  }
14240
- return Math.min(1, worst);
14241
14303
  };
14242
14304
  var isLost = (p) => p.st.status === "broken" || p.st.status === "melted" || p.st.status === "ashes";
14243
14305
  var clone = (v) => structuredClone(v);
@@ -14548,6 +14610,26 @@ uniform mat4 uNodes[${nodes.length}]; attribute float aNodeIndex; attribute vec3
14548
14610
  byTouching.set(support, { version: poseVersion, box: box3 });
14549
14611
  return box3;
14550
14612
  };
14613
+ const throughOf = (p) => {
14614
+ const load = p.st.load ?? 0;
14615
+ if (load <= 0) return void 0;
14616
+ const above = Math.max(0, load - p.st.mass);
14617
+ const up = rotateVec(p.q, [0, 1, 0]);
14618
+ return (local, along) => {
14619
+ const axis = [0, 0, 0];
14620
+ axis[along] = 1;
14621
+ const sign2 = Math.sign(rotateVec(p.q, axis)[1]);
14622
+ if (Math.abs(up[1]) < 0.7 && Math.abs(rotateVec(p.q, axis)[1]) < 0.7) return 1;
14623
+ const half = p.dims[along] / 2;
14624
+ const share = clamp2((half - sign2 * local[along]) / Math.max(p.dims[along], 1e-6), 0, 1);
14625
+ return (above + p.st.mass * share) / load;
14626
+ };
14627
+ };
14628
+ const borneOn = (p, supports) => {
14629
+ if (supports.length === 0) return void 0;
14630
+ const boxes = supports.map((support) => contactBox(p, support));
14631
+ return (local, along) => boxes.some(([lo, hi]) => local[along] >= lo[along] - SUPPORT_TOLERANCE && local[along] <= hi[along] + SUPPORT_TOLERANCE);
14632
+ };
14551
14633
  const measureContact = (p, support) => {
14552
14634
  const A = aabbOf(p.spec.shape, p.pos, p.q), B = aabbOf(support.spec.shape, support.pos, support.q);
14553
14635
  const lo = [0, 0, 0], hi = [0, 0, 0];
@@ -14755,7 +14837,7 @@ uniform mat4 uNodes[${nodes.length}]; attribute float aNodeIndex; attribute vec3
14755
14837
  o.unsup[i] = o.anyAnchor && !isLost(p) && !p.orphan;
14756
14838
  continue;
14757
14839
  }
14758
- p.st.stress = p.st.load * structureSafety / (p.cap * capacityScale(p));
14840
+ p.st.stress = p.st.load * structureSafety / (p.cap * capacityScale(p, borneOn(p, (lowerOf.get(i) ?? []).map((k) => parts[k])), throughOf(p)));
14759
14841
  if (p.bend) {
14760
14842
  p.bendLoad = p.st.mass + bending[i];
14761
14843
  const bent = restFlexure(o, p, lowerOf.get(i) ?? []);
@@ -15740,7 +15822,7 @@ uniform mat4 uNodes[${nodes.length}]; attribute float aNodeIndex; attribute vec3
15740
15822
  return BREACH_BLAST_REACH * Math.cbrt(Math.max(0, energy) / 1e3) * clamp2(Math.cbrt(BLAST_REFERENCE_RESISTANCE / resistance), 0.3, 2);
15741
15823
  };
15742
15824
  const blastUnits = (o, p, wp, energy, dist, src) => {
15743
- var _a, _b;
15825
+ var _a;
15744
15826
  if (!p.staged || p.st.stripped || isLost(p) || chipEnergy <= 0) return false;
15745
15827
  const reach = blastReachOf(p, energy);
15746
15828
  if (dist >= reach) return false;
@@ -15770,6 +15852,62 @@ uniform mat4 uNodes[${nodes.length}]; attribute float aNodeIndex; attribute vec3
15770
15852
  }
15771
15853
  }
15772
15854
  if (out.length === 0) return false;
15855
+ return knockOutUnits(o, p, wp, energy, out, src);
15856
+ };
15857
+ const blastPanel = (o, p, point, energy, src) => {
15858
+ var _a;
15859
+ if (!p.staged || p.st.stripped || isLost(p) || !p.spec.units || p.spec.units.mortar === p.spec.material || p.spec.reinforcement) return false;
15860
+ const [u, v] = planeAxes(p.thin);
15861
+ const lp = toLocal(p.pos, p.q, objLocal(o, point));
15862
+ const half = p.dims[u] / 2;
15863
+ const posts = [];
15864
+ for (const m of o.parts) {
15865
+ if (m === p || !m.spec.reinforcement || isLost(m) || m.spec.shape.kind !== "box") continue;
15866
+ const mp = toLocal(p.pos, p.q, m.pos);
15867
+ if (Math.abs(mp[p.thin]) > p.dims[p.thin] + 0.15 || Math.abs(mp[u]) > half + 0.15 || m.dims[v] < p.dims[v] * 0.5) continue;
15868
+ posts.push(mp[u]);
15869
+ }
15870
+ let from = -half, to = half;
15871
+ for (const x of posts) {
15872
+ if (x <= lp[u] && x > from) from = x;
15873
+ if (x >= lp[u] && x < to) to = x;
15874
+ }
15875
+ if (to - from < 0.2) return false;
15876
+ const tnt = energy * DEFAULT_BLAST_IMPULSE.tntPerJoule;
15877
+ const centre = objLocal(o, point);
15878
+ const span = to - from, height = p.dims[v];
15879
+ let loaded = 0;
15880
+ for (const [fu, fv] of PANEL_POINTS) {
15881
+ const at2 = [0, 0, 0];
15882
+ at2[u] = (from + to) / 2 + fu * span;
15883
+ at2[v] = fv * height;
15884
+ at2[p.thin] = Math.sign(lp[p.thin]) * p.dims[p.thin] / 2;
15885
+ const r = vec.distance(toWorld(p.pos, p.q, at2), centre);
15886
+ const side = sideOnOverpressure(tnt, r);
15887
+ const reflected = 2 * side + 6 * side * side / (side + 7 * 101325);
15888
+ const impulse = bodyImpulse(tnt, r);
15889
+ if (reflected > PANEL_PRESSURE && impulse > PANEL_IMPULSE && (reflected - PANEL_PRESSURE) * (impulse - PANEL_IMPULSE) >= PANEL_PI) loaded++;
15890
+ }
15891
+ if (loaded < PANEL_POINTS_LOADED) return false;
15892
+ const grid = gridOf(p);
15893
+ const worn = (_a = p.rt).chips ?? (_a.chips = {});
15894
+ const out = [];
15895
+ for (let i = 0; i < grid.length; i++) {
15896
+ const cell = grid[i];
15897
+ if (worn[i] === -1) continue;
15898
+ if (cell.center[u] - cell.size[u] / 2 >= from - 1e-6 && cell.center[u] + cell.size[u] / 2 <= to + 1e-6) out.push(i);
15899
+ }
15900
+ if (out.length === 0) return false;
15901
+ for (const i of out) worn[i] = -1;
15902
+ return knockOutUnits(o, p, point, energy, out, src);
15903
+ };
15904
+ const knockOutUnits = (o, p, wp, energy, out, src) => {
15905
+ var _a, _b;
15906
+ const [u, v] = planeAxes(p.thin);
15907
+ const op = p.st.opening ? toLocal(p.pos, p.q, p.st.opening.center) : null;
15908
+ const grid = gridOf(p);
15909
+ const worn = (_a = p.rt).chips ?? (_a.chips = {});
15910
+ for (const i of out) worn[i] = -1;
15773
15911
  const loose = unsupportedCells(grid, p.thin, p.dims, (i) => worn[i] !== -1 && !(op && p.st.opening && Math.hypot(grid[i].center[u] - op[u], grid[i].center[v] - op[v]) <= p.st.opening.radius));
15774
15912
  for (const i of loose) worn[i] = -1;
15775
15913
  const blown = out.map((i) => grid[i]), fallen = loose.map((i) => grid[i]);
@@ -15845,6 +15983,27 @@ uniform mat4 uNodes[${nodes.length}]; attribute float aNodeIndex; attribute vec3
15845
15983
  debris(o, p, p.mat.breakDebris, center, [0, -1, 0], 6, 1, src);
15846
15984
  return loose.length;
15847
15985
  };
15986
+ const giveAtCut = (o, p, src) => {
15987
+ if (!p.spec.reinforcement || !p.spec.units || !p.st.chipped?.length || sectionLoss(p) <= 0) return false;
15988
+ const opened = [];
15989
+ for (const j of o.byPart.get(p.spec.id) ?? []) {
15990
+ if (j.st.open) continue;
15991
+ const onIt = j.bears === "a_on_b" && j.spec.b === p.spec.id || j.bears === "b_on_a" && j.spec.a === p.spec.id;
15992
+ if (!onIt) continue;
15993
+ j.st.open = true;
15994
+ j.st.openedBy = "break";
15995
+ opened.push(j);
15996
+ }
15997
+ if (opened.length === 0) return false;
15998
+ p.st.hp = Math.max(p.st.hp, p.st.maxHp * GIVE_AT_CUT_HP);
15999
+ markDamaged(p);
16000
+ solveStructure(o);
16001
+ recomputeGroups(o);
16002
+ detachEvents(o, opened, "break", src);
16003
+ exposeRebar(o, p, src);
16004
+ collapseCheck(o, src);
16005
+ return true;
16006
+ };
15848
16007
  const stripPart = (o, p, reinforcement, src) => {
15849
16008
  const bars = rebarBars(p.dims, p.thin, reinforcement.spacing);
15850
16009
  p.st.stripped = true;
@@ -15902,6 +16061,7 @@ uniform mat4 uNodes[${nodes.length}]; attribute float aNodeIndex; attribute vec3
15902
16061
  hingeDrop(o, p, src);
15903
16062
  return;
15904
16063
  }
16064
+ if (!force && giveAtCut(o, p, src)) return;
15905
16065
  const ex = p.spec.explodes;
15906
16066
  const style = force ?? (p.snap ? "snap" : p.mat.fracture === "none" ? "snap" : p.mat.fracture);
15907
16067
  const { c, q } = partXf(o, p);
@@ -16230,12 +16390,15 @@ uniform mat4 uNodes[${nodes.length}]; attribute float aNodeIndex; attribute vec3
16230
16390
  return reach;
16231
16391
  }
16232
16392
  if (Ein > 20 && p.layers.length > 0) spallOuter(o, p, wp, faceOf(o, p, wn), wn, clamp2(0.05 + Math.sqrt(Ein) * 2e-3, 0.05, 0.4), src);
16233
- const dealt = applyDamage(o, p, amount, "explosive", point, null, Ein * 0.3, 40, src);
16393
+ const breachReach = BREACH_BLAST_REACH * Math.cbrt(Math.max(0, energy) / 1e3);
16394
+ const farMember = Boolean(p.spec.reinforcement && p.spec.units) && dist > MEMBER_CUT_REACH * breachReach;
16395
+ const dealt = farMember ? applyDamage(o, p, Math.min(amount, Math.max(0, p.st.hp - p.st.maxHp * FAR_MEMBER_HP_FLOOR)), "explosive", null, null, Ein * 0.3, 40, src) : applyDamage(o, p, amount, "explosive", point, null, Ein * 0.3, 40, src);
16234
16396
  res.damage += dealt;
16235
16397
  if (p.bend && flexure.enabled) bendByBlast(o, p, point, energy, radius, reach, src);
16236
- const breachReach = BREACH_BLAST_REACH * Math.cbrt(Math.max(0, energy) / 1e3);
16237
- if (p.spec.units && p.spec.units.mortar !== p.spec.material) blastUnits(o, p, wp, energy, dist, src);
16238
- else if (p.spec.reinforcement && p.spec.units && dist > MEMBER_CUT_REACH * breachReach) blastUnits(o, p, wp, energy, dist, src);
16398
+ if (p.spec.units && p.spec.units.mortar !== p.spec.material) {
16399
+ blastPanel(o, p, point, energy, src);
16400
+ if (!isLost(p)) blastUnits(o, p, wp, energy, dist, src);
16401
+ } else if (farMember) blastUnits(o, p, wp, energy, dist, src);
16239
16402
  else if (dist <= breachReach) addBreach(o, p, wp, breachAreaOf(p, dealt, true), Ein, null, src);
16240
16403
  return reach;
16241
16404
  };
@@ -16248,7 +16411,9 @@ uniform mat4 uNodes[${nodes.length}]; attribute float aNodeIndex; attribute vec3
16248
16411
  const dx = local[0] - p.pos[0];
16249
16412
  const dy = local[1] - p.pos[1];
16250
16413
  const dz = local[2] - p.pos[2];
16251
- if (dx * dx + dy * dy + dz * dz < reach * reach) near.push(p);
16414
+ if (dx * dx + dy * dy + dz * dz >= reach * reach) continue;
16415
+ if (p.spec.anchored && p.spec.structure?.role === "foundation" && distToPart(o, p, point) > BURIED_BLAST_REACH) continue;
16416
+ near.push(p);
16252
16417
  }
16253
16418
  blastProbe.partsTested += o.parts.length;
16254
16419
  blastProbe.partsNear += near.length;
@@ -20670,7 +20835,7 @@ uniform mat4 uNodes[${nodes.length}]; attribute float aNodeIndex; attribute vec3
20670
20835
  if (!b) continue;
20671
20836
  const vol = Math.max(1e-6, (b[3] - b[0]) * (b[4] - b[1]) * (b[5] - b[2]));
20672
20837
  const p = { id, role: "none", material: pc.mat, aabb: [b[0], b[2], b[3], b[5]], y0: b[1], y1: b[4], floor: pc.floor != null ? pc.floor : floorAtY(b[1] + 0.1), mass: pc.mass != null ? pc.mass : Math.max(0.5, vol * (DENSITY[pc.mat] || 800) * (pc.fill != null ? pc.fill : 0.15)), meshes: meshes.get(id).length, extra: true };
20673
- for (const k of ["contains", "explodes", "tags", "form", "thickness", "fill"]) if (pc[k] != null) p[k] = pc[k];
20838
+ for (const k of ["contains", "explodes", "tags", "form", "thickness", "fill", "units"]) if (pc[k] != null) p[k] = pc[k];
20674
20839
  parts.push(p);
20675
20840
  byId.set(id, p);
20676
20841
  }
@@ -20679,7 +20844,11 @@ uniform mat4 uNodes[${nodes.length}]; attribute float aNodeIndex; attribute vec3
20679
20844
  return cx >= q.aabb[0] - m && cx <= q.aabb[2] + m && cz >= q.aabb[1] - m && cz <= q.aabb[3] + m && cy >= q.y0 - m && cy <= q.y1 + m;
20680
20845
  };
20681
20846
  for (const p of parts.slice(base)) {
20682
- if (!/^(window|window_pane|door|jamb|pipe|water_tank)/.test(p.id)) continue;
20847
+ if (/^sidewalk:/.test(p.id)) {
20848
+ supports.push({ part: p.id, on: "ground", joint: "mortar", extra: true });
20849
+ continue;
20850
+ }
20851
+ if (!/^(window|window_pane|door|jamb|pipe|water_tank|baseboard)/.test(p.id)) continue;
20683
20852
  const target = /^water_tank/.test(p.id) ? ["slab"] : ["wall", "partition"];
20684
20853
  let m = null, md = 1e9;
20685
20854
  for (const q of parts.slice(0, base)) {
@@ -20690,7 +20859,7 @@ uniform mat4 uNodes[${nodes.length}]; attribute float aNodeIndex; attribute vec3
20690
20859
  m = q;
20691
20860
  }
20692
20861
  }
20693
- if (m) supports.push({ part: p.id, on: m.id, joint: /^(window|jamb)/.test(p.id) ? "glue" : "clip", bears: false, extra: true });
20862
+ if (m) supports.push({ part: p.id, on: m.id, joint: /^(window|jamb|baseboard)/.test(p.id) ? "glue" : "clip", bears: false, extra: true });
20694
20863
  }
20695
20864
  const specParts = parts.slice(), specSupports = supports.slice();
20696
20865
  if (view.panels.length) {
@@ -21792,6 +21961,7 @@ uniform mat4 uNodes[${nodes.length}]; attribute float aNodeIndex; attribute vec3
21792
21961
  cursor.separate = opts.pieces === "meshes";
21793
21962
  cursor.pc = null;
21794
21963
  shared.ctx.showPillars = opts.pillars !== "hidden";
21964
+ shared.ctx.baseboardBand = opts.baseboard === "band";
21795
21965
  shared.ctx.apartment = r.template === "apartment_modern";
21796
21966
  shared.ctx.pa = Math.max(3, Math.min(20, pr.floors != null ? pr.floors : 5));
21797
21967
  shared.ctx.pf = Math.max(1, Math.min(shared.ctx.pa, pr.floor != null ? pr.floor : 3));