@minicode-dev/chat 0.0.0-stage → 0.1.1

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.
Files changed (45) hide show
  1. package/CHANGELOG.md +24 -0
  2. package/README.md +163 -2
  3. package/assets/sounds/battleship_audio_pack/assets/cannon_fire.ogg +0 -0
  4. package/assets/sounds/battleship_audio_pack/assets/cruiser_damage_alarm.ogg +0 -0
  5. package/assets/sounds/battleship_audio_pack/assets/defeat.ogg +0 -0
  6. package/assets/sounds/battleship_audio_pack/assets/ocean_ambient_loop.ogg +0 -0
  7. package/assets/sounds/battleship_audio_pack/assets/projectile_flyby.ogg +0 -0
  8. package/assets/sounds/battleship_audio_pack/assets/ship_heavy_hit.ogg +0 -0
  9. package/assets/sounds/battleship_audio_pack/assets/ship_hit.ogg +0 -0
  10. package/assets/sounds/battleship_audio_pack/assets/ship_place.ogg +0 -0
  11. package/assets/sounds/battleship_audio_pack/assets/ship_rotate.ogg +0 -0
  12. package/assets/sounds/battleship_audio_pack/assets/ship_sinking.ogg +0 -0
  13. package/assets/sounds/battleship_audio_pack/assets/sonar_ping.ogg +0 -0
  14. package/assets/sounds/battleship_audio_pack/assets/ui_click.ogg +0 -0
  15. package/assets/sounds/battleship_audio_pack/assets/victory.ogg +0 -0
  16. package/assets/sounds/battleship_audio_pack/assets/water_splash.ogg +0 -0
  17. package/assets/sounds/connect4/close.ogg +0 -0
  18. package/assets/sounds/connect4/draw.ogg +0 -0
  19. package/assets/sounds/connect4/drop.ogg +0 -0
  20. package/assets/sounds/connect4/invite.ogg +0 -0
  21. package/assets/sounds/connect4/lose.ogg +0 -0
  22. package/assets/sounds/connect4/start.ogg +0 -0
  23. package/assets/sounds/connect4/turn.ogg +0 -0
  24. package/assets/sounds/connect4/win.ogg +0 -0
  25. package/assets/sounds/notification.mp3 +0 -0
  26. package/assets/sounds/notification.ogg +0 -0
  27. package/assets/sounds/ting.mp3 +0 -0
  28. package/assets/sounds/ting.ogg +0 -0
  29. package/dist/chunks/BattleshipGameCard-CW_A8Nim.js +958 -0
  30. package/dist/chunks/BattleshipGameCard-CW_A8Nim.js.map +1 -0
  31. package/dist/chunks/BattleshipPrototype-Duz-S1JE.js +373 -0
  32. package/dist/chunks/BattleshipPrototype-Duz-S1JE.js.map +1 -0
  33. package/dist/chunks/battleship-DXKuIZ1I.js +124 -0
  34. package/dist/chunks/battleship-DXKuIZ1I.js.map +1 -0
  35. package/dist/chunks/connect4Sounds-Do3nvVFx.js +1847 -0
  36. package/dist/chunks/connect4Sounds-Do3nvVFx.js.map +1 -0
  37. package/dist/chunks/createBattleScene-HIAvjixn.js +1621 -0
  38. package/dist/chunks/createBattleScene-HIAvjixn.js.map +1 -0
  39. package/dist/chunks/webglSupport-2WjPEPZ_.js +16 -0
  40. package/dist/chunks/webglSupport-2WjPEPZ_.js.map +1 -0
  41. package/dist/index.js +9519 -0
  42. package/dist/index.js.map +1 -0
  43. package/dist/styles.css +2 -0
  44. package/index.d.ts +470 -0
  45. package/package.json +67 -4
@@ -0,0 +1,1621 @@
1
+ import { ACESFilmicToneMapping as e, AdditiveBlending as t, BackSide as n, BufferAttribute as r, BufferGeometry as i, CanvasTexture as a, Clock as o, Color as s, DataTexture as c, DirectionalLight as l, DoubleSide as u, DynamicDrawUsage as d, ExtrudeGeometry as f, FogExp2 as p, Group as m, HemisphereLight as h, InstancedMesh as g, LinearFilter as _, Matrix4 as v, Mesh as y, MeshBasicMaterial as b, MeshStandardMaterial as x, NormalBlending as S, PCFSoftShadowMap as ee, Path as C, PerspectiveCamera as w, Plane as T, PlaneGeometry as E, PointLight as D, Points as te, Quaternion as O, RGBAFormat as k, Raycaster as A, Scene as j, ShaderMaterial as M, ShadowMaterial as N, Shape as P, SphereGeometry as F, Sprite as I, SpriteMaterial as L, Vector2 as ne, Vector3 as R, Vector4 as re, WebGLMultisampleRenderTarget as z, WebGLRenderer as ie, sRGBEncoding as ae } from "three";
2
+ import { OrbitControls as B } from "three/examples/jsm/controls/OrbitControls.js";
3
+ import { EffectComposer as oe } from "three/examples/jsm/postprocessing/EffectComposer.js";
4
+ import { RenderPass as se } from "three/examples/jsm/postprocessing/RenderPass.js";
5
+ import { ShaderPass as ce } from "three/examples/jsm/postprocessing/ShaderPass.js";
6
+ import { UnrealBloomPass as le } from "three/examples/jsm/postprocessing/UnrealBloomPass.js";
7
+ // src/games/battleship/scene/effects.js
8
+ var ue = 6, V = 260, de = 90, H = 32, U = 14, W = .22, G = 10, K = new s("#22d3ee"), q = new s("#a78bfa"), fe = new s("#fb923c"), pe = new s("#f43f5e"), me = new s("#e8fbff"), J = new s("#fff3d6");
9
+ function he(e = 64) {
10
+ let t = new Uint8Array(e * e * 4);
11
+ for (let n = 0; n < e; n++) for (let r = 0; r < e; r++) {
12
+ let i = (r + .5) / e * 2 - 1, a = (n + .5) / e * 2 - 1, o = 1 - Math.min(1, Math.sqrt(i * i + a * a)), s = Math.min(1, o ** 2.2 + o ** 10 * .8), c = (n * e + r) * 4;
13
+ t[c] = 255, t[c + 1] = 255, t[c + 2] = 255, t[c + 3] = Math.round(s * 255);
14
+ }
15
+ let n = new c(t, e, e, k);
16
+ return n.magFilter = _, n.minFilter = _, n.generateMipmaps = !1, n.needsUpdate = !0, n;
17
+ }
18
+ var ge = (e) => e < 0 ? 0 : e > 1 ? 1 : e, _e = (e) => 1 - (1 - e) * (1 - e) * (1 - e), ve = (e) => {
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+ let t = ge(e);
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+ return t * .45 + (.5 - .5 * Math.cos(Math.PI * t)) * .55;
21
+ }, ye = "\nuniform float uTime;\nuniform vec3 uOrigin;\nuniform float uMode; // 0 = splash, 1 = explosion\nuniform float uScale; // drawingBufferHeight * 0.5 * proj[1][1]\nuniform float uSpin;\nuniform float uPower;\nuniform float uLife;\nuniform float uFlicker;\nattribute vec3 aDir;\nattribute vec4 aSeed;\nvarying vec4 vColor;\nconst float G = 9.8;\n\nvec3 rotY(vec3 v, float a) {\n float c = cos(a); float s = sin(a);\n return vec3(c * v.x - s * v.z, v.y, s * v.x + c * v.z);\n}\n\nvoid main() {\n vec3 dir = rotY(aDir, uSpin);\n float t = uTime - aSeed.w * 0.08;\n vec3 offs = vec3(0.0);\n float alpha = 0.0;\n float size = 0.0;\n vec3 col = vec3(1.0);\n\n if (t > 0.0) {\n if (uMode < 0.5) {\n // ---- water splash: central column + flung droplets, ballistic gravity\n float drop = step(0.68, aSeed.z);\n vec2 hd = normalize(dir.xz + vec2(1e-4));\n vec2 h = hd * mix(0.18 + 0.32 * aSeed.x, 0.8 + 0.9 * aSeed.x, drop) * uPower;\n float vy = mix(2.9 + 1.6 * aSeed.y, 1.5 + 1.3 * aSeed.y, drop) * uPower;\n float tl = 2.0 * vy / G;\n float k = clamp(t / tl, 0.0, 1.0);\n offs = vec3(h.x * t, vy * t - 0.5 * G * t * t, h.y * t);\n offs.y = max(offs.y, 0.0);\n alpha = (1.0 - smoothstep(0.7, 1.0, k)) * step(t, tl) * mix(0.5, 0.95, drop);\n size = mix(0.17, 0.06, drop) * (0.7 + 0.6 * aSeed.x) * (1.0 - 0.35 * k);\n col = mix(vec3(0.91, 0.98, 1.0), vec3(0.45, 0.85, 0.95), aSeed.y * 0.55 + drop * 0.25);\n } else {\n float kind = aSeed.z;\n if (kind < 0.58) {\n // ---- fireball: drag-damped burst, buoyant, orange -> red -> smoke gray\n vec3 d = normalize(vec3(dir.x, abs(dir.y) * 0.9 + 0.25, dir.z));\n float sp = (2.0 + 3.2 * aSeed.x) * uPower;\n float life = (0.55 + 0.5 * aSeed.y) * mix(1.0, uLife, 0.5);\n float k = t / life;\n float drag = 3.2;\n offs = d * sp * (1.0 - exp(-drag * t)) / drag + vec3(0.0, 0.35 * t * t, 0.0);\n alpha = (1.0 - smoothstep(0.55, 1.0, k)) * step(t, life);\n size = (0.2 + 0.24 * aSeed.y) * (0.55 + 0.9 * smoothstep(0.0, 0.6, k));\n col = mix(vec3(1.0, 0.95, 0.75), vec3(0.984, 0.573, 0.235), smoothstep(0.0, 0.2, k));\n col = mix(col, vec3(0.957, 0.247, 0.369), smoothstep(0.2, 0.55, k));\n col = mix(col, vec3(0.30, 0.29, 0.34), smoothstep(0.55, 0.95, k));\n } else if (kind < 0.8) {\n // ---- embers: fast sparks falling under gravity, flickering\n vec3 d = normalize(vec3(dir.x, abs(dir.y) + 0.4, dir.z));\n float sp = (3.0 + 3.0 * aSeed.x) * uPower;\n float life = (1.2 + 0.8 * aSeed.y) * uLife;\n float k = t / life;\n float drag = 1.4;\n offs = d * sp * (1.0 - exp(-drag * t)) / drag - vec3(0.0, 1.6 * t * t, 0.0);\n offs.y = max(offs.y, 0.02 - uOrigin.y);\n float fl = mix(1.0, 0.6 + 0.4 * sin(t * 30.0 + aSeed.w * 40.0), uFlicker);\n alpha = (1.0 - k) * step(t, life) * fl;\n size = 0.05 + 0.04 * aSeed.x;\n col = mix(vec3(1.0, 0.82, 0.5), vec3(0.984, 0.45, 0.2), k);\n } else {\n // ---- smoke: slow rise, grows, low alpha\n float life = (1.6 + 0.6 * aSeed.y) * uLife;\n float k = t / life;\n offs = vec3(dir.x * 0.5, 0.0, dir.z * 0.5) * (1.0 - exp(-2.0 * t)) + vec3(0.0, 0.55 * t, 0.0);\n alpha = smoothstep(0.0, 0.15, k) * (1.0 - smoothstep(0.5, 1.0, k)) * 0.26 * step(t, life);\n size = (0.35 + 0.3 * aSeed.x) * (0.6 + 1.4 * k);\n col = mix(vec3(0.55, 0.40, 0.36), vec3(0.30, 0.30, 0.40), k);\n }\n }\n }\n\n vec4 mv = modelViewMatrix * vec4(uOrigin + offs, 1.0);\n gl_Position = projectionMatrix * mv;\n gl_PointSize = alpha > 0.002 ? size * uScale / max(-mv.z, 0.1) : 0.0;\n vColor = vec4(col, alpha);\n}\n", be = "\nvarying vec4 vColor;\nvoid main() {\n float d = length(gl_PointCoord - 0.5) * 2.0;\n if (d > 1.0) discard;\n float f = 1.0 - d;\n float a = pow(f, 1.6);\n gl_FragColor = vec4(vColor.rgb * (1.0 + 0.6 * pow(f, 6.0)), vColor.a * a);\n #include <encodings_fragment>\n}\n", xe = "\nuniform float uScale;\nuniform float uSize;\nattribute float aFade;\nvarying float vFade;\nvoid main() {\n vec4 mv = modelViewMatrix * vec4(position, 1.0);\n gl_Position = projectionMatrix * mv;\n gl_PointSize = uSize * (1.0 - aFade * 0.8) * uScale / max(-mv.z, 0.1);\n vFade = aFade;\n}\n", Se = "\nuniform float uOpacity;\nuniform vec3 uHead;\nuniform vec3 uTail;\nvarying float vFade;\nvoid main() {\n float d = length(gl_PointCoord - 0.5) * 2.0;\n if (d > 1.0) discard;\n float a = pow(1.0 - d, 1.8) * pow(1.0 - vFade, 1.5) * uOpacity;\n gl_FragColor = vec4(mix(uHead, uTail, vFade), a);\n #include <encodings_fragment>\n}\n", Ce = "\nvarying vec2 vUv;\nvoid main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n}\n", we = "\nuniform vec3 uColor;\nuniform vec3 uInner;\nuniform float uOpacity;\nuniform float uWidth;\nuniform float uNoise;\nuniform float uSeed;\nvarying vec2 vUv;\nvoid main() {\n vec2 p = vUv * 2.0 - 1.0;\n float r = length(p);\n if (r > 1.0) discard;\n float band = 1.0 - smoothstep(0.0, uWidth, abs(r - 0.85));\n float ang = atan(p.y, p.x);\n float n = 0.65 + 0.35 * sin(ang * 13.0 + uSeed) * sin(ang * 7.0 - uSeed * 1.7);\n band *= mix(1.0, n, uNoise);\n float fill = smoothstep(0.85, 0.2, r) * 0.18;\n vec3 col = uColor * band + uInner * fill;\n gl_FragColor = vec4(col, (band + fill) * uOpacity);\n #include <encodings_fragment>\n}\n";
22
+ function Te(e, { quality: n = "high", reducedMotion: a = !1 } = {}) {
23
+ let o = new m();
24
+ o.name = "battleship-effects", e.add(o);
25
+ let c = { value: 600 }, l = new ne(), u = (e, t, n) => {
26
+ e.getDrawingBufferSize(l), c.value = l.y * .5 * n.projectionMatrix.elements[5];
27
+ }, f = he(64), p = new E(1, 1), h = new i();
28
+ {
29
+ let e = V, t = new Float32Array(e * 3), n = new Float32Array(e * 3), i = new Float32Array(e * 4);
30
+ for (let t = 0; t < e; t++) {
31
+ let e = Math.random() * 2 - 1, r = Math.random() * Math.PI * 2, a = Math.sqrt(1 - e * e);
32
+ n[t * 3] = a * Math.cos(r), n[t * 3 + 1] = e, n[t * 3 + 2] = a * Math.sin(r), i[t * 4] = Math.random(), i[t * 4 + 1] = Math.random(), i[t * 4 + 2] = Math.random(), i[t * 4 + 3] = Math.random();
33
+ }
34
+ h.setAttribute("position", new r(t, 3)), h.setAttribute("aDir", new r(n, 3)), h.setAttribute("aSeed", new r(i, 4));
35
+ }
36
+ let g = new L({
37
+ map: f,
38
+ color: K,
39
+ blending: t,
40
+ transparent: !0,
41
+ depthWrite: !1
42
+ }), _ = new L({
43
+ map: f,
44
+ color: 16777215,
45
+ blending: t,
46
+ transparent: !0,
47
+ depthWrite: !1
48
+ }), v = new D(fe, 0, 6, 2);
49
+ v.castShadow = !1, o.add(v);
50
+ let b = -1, x = [], S = [g, _], ee = [p, h];
51
+ function C(e) {
52
+ let n = new L({
53
+ map: f,
54
+ color: e,
55
+ blending: t,
56
+ transparent: !0,
57
+ depthWrite: !1,
58
+ opacity: 0
59
+ });
60
+ return S.push(n), n;
61
+ }
62
+ for (let e = 0; e < ue; e++) {
63
+ let n = new I(g), a = new I(_);
64
+ n.scale.setScalar(.7), a.scale.setScalar(.24), n.renderOrder = 11, a.renderOrder = 12;
65
+ let l = C(K), f = new I(l);
66
+ f.renderOrder = 12;
67
+ let m = C(J), v = new I(m);
68
+ v.renderOrder = 13;
69
+ let b = /* @__PURE__ */ new Float32Array(96), w = new Float32Array(H), T = new i(), E = new r(b, 3);
70
+ E.setUsage(d), T.setAttribute("position", E), T.setAttribute("aFade", new r(w, 1));
71
+ let D = new M({
72
+ uniforms: {
73
+ uScale: c,
74
+ uSize: { value: .16 },
75
+ uOpacity: { value: 1 },
76
+ uHead: { value: K.clone() },
77
+ uTail: { value: q.clone() }
78
+ },
79
+ vertexShader: xe,
80
+ fragmentShader: Se,
81
+ blending: t,
82
+ transparent: !0,
83
+ depthWrite: !1
84
+ }), O = new te(T, D);
85
+ O.frustumCulled = !1, O.renderOrder = G, O.onBeforeRender = u;
86
+ let k = new M({
87
+ uniforms: {
88
+ uTime: { value: 0 },
89
+ uOrigin: { value: new R() },
90
+ uMode: { value: 0 },
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+ uScale: c,
92
+ uSpin: { value: 0 },
93
+ uPower: { value: 1 },
94
+ uLife: { value: 1 },
95
+ uFlicker: { value: 1 }
96
+ },
97
+ vertexShader: ye,
98
+ fragmentShader: be,
99
+ blending: t,
100
+ transparent: !0,
101
+ depthWrite: !1
102
+ }), A = new te(h, k);
103
+ A.frustumCulled = !1, A.renderOrder = G, A.onBeforeRender = u;
104
+ let j = new M({
105
+ uniforms: {
106
+ uColor: { value: new s() },
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+ uInner: { value: new s() },
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+ uOpacity: { value: 0 },
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+ uWidth: { value: .1 },
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+ uNoise: { value: 0 },
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+ uSeed: { value: 0 }
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+ },
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+ vertexShader: Ce,
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+ fragmentShader: we,
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+ blending: t,
116
+ transparent: !0,
117
+ depthWrite: !1
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+ }), N = new y(p, j);
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+ N.rotation.x = -Math.PI / 2, N.renderOrder = 9, S.push(D, k, j), ee.push(T);
120
+ let P = [
121
+ n,
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+ a,
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+ f,
124
+ v,
125
+ O,
126
+ A,
127
+ N
128
+ ];
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+ for (let e of P) e.visible = !1, o.add(e);
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+ x.push({
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+ index: e,
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+ active: !1,
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+ result: "miss",
134
+ onImpact: null,
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+ start: 0,
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+ flightDur: .9,
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+ impacted: !1,
138
+ impactAt: 0,
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+ endAt: 0,
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+ arcHeight: 1.5,
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+ from: new R(),
142
+ to: new R(),
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+ halo: n,
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+ core: a,
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+ muzzle: f,
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+ muzzleMat: l,
147
+ flash: v,
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+ flashMat: m,
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+ trail: O,
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+ trailMat: D,
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+ trailPos: b,
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+ trailPosAttr: E,
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+ trailFade: w,
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+ trailGeom: T,
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+ particles: A,
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+ partMat: k,
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+ ring: N,
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+ ringMat: j
159
+ });
160
+ }
161
+ let w = n === "low" ? "low" : "high", T = H, O = a ? .65 : .9;
162
+ function k() {
163
+ let e = w === "low" ? de : V, t = a ? Math.round(e * .5) : e;
164
+ h.setDrawRange(0, t), T = w === "low" ? U : H;
165
+ for (let e = 0; e < x.length; e++) {
166
+ let t = x[e], n = t.trailFade;
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+ for (let e = 0; e < H; e++) n[e] = e < T ? e / (T - 1) : 1;
168
+ t.trailGeom.getAttribute("aFade").needsUpdate = !0, t.trailGeom.setDrawRange(0, T), t.trailMat.uniforms.uSize.value = w === "low" ? .2 : .15;
169
+ }
170
+ }
171
+ k();
172
+ let A = 0;
173
+ function j(e, t, n) {
174
+ return n.lerpVectors(e.from, e.to, t), n.y += e.arcHeight * 4 * t * (1 - t), n;
175
+ }
176
+ function N(e) {
177
+ e.halo.visible = !1, e.core.visible = !1, e.muzzle.visible = !1, e.flash.visible = !1, e.trail.visible = !1, e.particles.visible = !1, e.ring.visible = !1;
178
+ }
179
+ function P(e) {
180
+ if (e.impacted) return;
181
+ e.impacted = !0, e.impactAt = A;
182
+ let t = e.result === "hit", n = e.partMat.uniforms;
183
+ n.uOrigin.value.copy(e.to), n.uMode.value = +!!t, n.uSpin.value = Math.random() * Math.PI * 2, n.uPower.value = a ? .7 : 1, n.uLife.value = a ? .6 : 1, n.uFlicker.value = +!a, n.uTime.value = 0, e.particles.visible = !0;
184
+ let r = e.ringMat.uniforms;
185
+ r.uColor.value.copy(t ? fe : me), r.uInner.value.copy(t ? pe : K), r.uNoise.value = t ? .2 : 1, r.uWidth.value = t ? .09 : .12, r.uSeed.value = Math.random() * 10, e.ring.position.set(e.to.x, e.to.y + .02, e.to.z), e.ring.visible = !0, e.flashMat.color.copy(t ? J : me), e.flash.position.set(e.to.x, e.to.y + (t ? .25 : .1), e.to.z), e.flash.visible = !0, e.endAt = A + (t ? a ? 1.5 : 2.4 : a ? .9 : 1.3), t && (v.position.set(e.to.x, e.to.y + .6, e.to.z), b = A);
186
+ let i = e.onImpact;
187
+ e.onImpact = null, i && i();
188
+ }
189
+ function F(e) {
190
+ let t = A - e.start, n = t / e.flightDur;
191
+ if (!e.impacted && n >= 1 && P(e), n < 1) {
192
+ let t = j(e, ve(n), e.halo.position);
193
+ e.core.position.copy(t), e.halo.visible = !0, e.core.visible = !0;
194
+ } else e.halo.visible = !1, e.core.visible = !1;
195
+ if (n < 1.22) {
196
+ let t = e.trailPos, r = T - 1;
197
+ for (let i = 0; i < T; i++) {
198
+ let a = n - i / r * W, o = ve(a < 0 ? 0 : a > 1 ? 1 : a), s = e.from, c = e.to, l = i * 3;
199
+ t[l] = s.x + (c.x - s.x) * o, t[l + 1] = s.y + (c.y - s.y) * o + e.arcHeight * 4 * o * (1 - o), t[l + 2] = s.z + (c.z - s.z) * o;
200
+ }
201
+ e.trailPosAttr.needsUpdate = !0, e.trailMat.uniforms.uOpacity.value = n < 1 ? 1 : 1 - (n - 1) / W, e.trail.visible = !0;
202
+ } else e.trail.visible = !1;
203
+ let r = a ? .12 : .2;
204
+ if (t < r) {
205
+ let n = t / r;
206
+ e.muzzle.scale.setScalar(.35 + n * (a ? .4 : .9)), e.muzzleMat.opacity = (1 - n) * (1 - n), e.muzzle.visible = !0;
207
+ } else e.muzzle.visible = !1;
208
+ if (!e.impacted) return;
209
+ let i = A - e.impactAt, o = e.result === "hit";
210
+ e.partMat.uniforms.uTime.value = i;
211
+ let s = o ? .32 : .18;
212
+ if (i < s) {
213
+ let t = i / s, n = o ? a ? 1.3 : 2.4 : .9;
214
+ e.flash.scale.setScalar(.3 + _e(t) * n), e.flashMat.opacity = (1 - t) * (o ? 1 : .6), o && e.flashMat.color.copy(J).lerp(fe, t);
215
+ } else e.flash.visible = !1;
216
+ let c = o ? .65 : 1;
217
+ if (i < c) {
218
+ let t = i / c, n = .08 + _e(t) * (o ? a ? .9 : 1.6 : .85);
219
+ e.ring.scale.setScalar(n * 2 / .85), e.ringMat.uniforms.uOpacity.value = (1 - t) * (1 - t * .5) * (o ? 1.2 : .8);
220
+ } else e.ring.visible = !1;
221
+ }
222
+ function re() {
223
+ if (b < 0) return;
224
+ let e = A - b;
225
+ if (e > .9) {
226
+ v.intensity = 0, b = -1;
227
+ return;
228
+ }
229
+ let t = a ? 2.5 : 4, n = a ? 1 : .85 + .15 * Math.sin(e * 47);
230
+ v.intensity = t * Math.exp(-e * 5) * n;
231
+ }
232
+ function z() {
233
+ let e = null;
234
+ for (let t = 0; t < x.length; t++) {
235
+ let n = x[t];
236
+ if (!n.active) return n;
237
+ (!e || n.start < e.start) && (e = n);
238
+ }
239
+ if (!e.impacted) {
240
+ let t = e.onImpact;
241
+ e.onImpact = null, e.impacted = !0, t && t();
242
+ }
243
+ return e;
244
+ }
245
+ let ie = !1;
246
+ return {
247
+ shoot(e, t, n, r) {
248
+ if (ie) return;
249
+ let i = z();
250
+ N(i), i.active = !0, i.result = n === "hit" ? "hit" : "miss", i.onImpact = typeof r == "function" ? r : null, i.from.copy(e), i.to.copy(t), i.start = A, i.flightDur = O, i.impacted = !1, i.endAt = Infinity;
251
+ let o = Math.hypot(t.x - e.x, t.z - e.z);
252
+ i.arcHeight = Math.min(5, Math.max(1.2, 1 + o * .35)) * (a ? .7 : 1), i.muzzle.position.copy(e), i.halo.position.copy(e), i.core.position.copy(e);
253
+ },
254
+ update(e) {
255
+ if (!ie) {
256
+ A += Math.min(Math.max(e || 0, 0), .1);
257
+ for (let e = 0; e < x.length; e++) {
258
+ let t = x[e];
259
+ t.active && (F(t), t.impacted && A >= t.endAt && (t.active = !1, N(t)));
260
+ }
261
+ re();
262
+ }
263
+ },
264
+ setQuality(e) {
265
+ let t = e === "low" ? "low" : "high";
266
+ t !== w && (w = t, k());
267
+ },
268
+ dispose() {
269
+ if (!ie) {
270
+ ie = !0;
271
+ for (let e of x) e.onImpact = null;
272
+ e.remove(o), o.clear();
273
+ for (let e of ee) e.dispose();
274
+ for (let e of S) e.dispose();
275
+ f.dispose(), v.dispose?.(), x.length = 0;
276
+ }
277
+ }
278
+ };
279
+ }
280
+ // src/games/battleship/scene/radar.js
281
+ var Ee = 100, De = (e) => new s(e).convertSRGBToLinear(), Oe = "\nvarying vec2 vUv;\nvoid main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n}\n", ke = "\nuniform float uAngle;\nuniform float uTime;\nuniform float uOpacity;\nuniform vec3 uCyan;\nuniform vec3 uViolet;\nvarying vec2 vUv;\nfloat hash(vec2 p) { return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453); }\nfloat band(float x, float w) { return 1.0 - smoothstep(0.0, w, abs(x)); }\nvoid main() {\n vec2 p = vUv * 2.0 - 1.0;\n float r = length(p);\n if (r > 1.0) discard;\n float aa = max(fwidth(r), 1e-4) * 1.5;\n float ang = atan(p.y, p.x);\n\n float rings = band(r - 0.25, aa) + band(r - 0.5, aa) + band(r - 0.75, aa);\n float outer = band(r - 0.96, aa * 1.6) * 1.4 + band(r - 0.995, aa) * 0.8;\n float hair = (band(p.x, aa) + band(p.y, aa)) * step(r, 0.96) * 0.6;\n float tickPos = abs(fract(ang * 5.729578) - 0.5);\n float ticks = step(0.88, r) * step(r, 0.95) * band(tickPos, 0.08);\n\n float d = mod(uAngle - ang, 6.2831853);\n float trail = exp(-d * 2.4) * step(r, 0.96);\n float lead = band(d, 0.025) * step(r, 0.96);\n float noise = hash(floor(vec2(r * 70.0, ang * 30.0)) + floor(uTime * 14.0));\n float scan = 0.6 + 0.4 * sin(r * 140.0 - uTime * 5.0);\n\n vec3 col = uCyan * (rings * 0.5 + hair * 0.5 + trail * (0.4 + 0.25 * noise) * scan + lead * 1.3);\n col += uCyan * (1.0 - r) * 0.06;\n col += uViolet * (outer + ticks * 0.8 + smoothstep(0.82, 1.0, r) * 0.25);\n gl_FragColor = vec4(col, uOpacity);\n #include <encodings_fragment>\n}\n", Ae = "\nuniform float uAngle;\nuniform float uTime;\nuniform float uScale;\nvarying float vBright;\nvoid main() {\n float ang = atan(position.y, position.x);\n float d = mod(uAngle - ang, 6.2831853);\n vBright = 0.18 + exp(-d * 2.2) * 0.95;\n vec4 mv = modelViewMatrix * vec4(position, 1.0);\n gl_Position = projectionMatrix * mv;\n float size = 0.14 * (0.8 + 0.5 * vBright) * (0.9 + 0.1 * sin(uTime * 4.0 + position.x * 9.0));\n gl_PointSize = size * uScale / max(-mv.z, 0.1);\n}\n", je = "\nuniform vec3 uColor;\nuniform float uOpacity;\nvarying float vBright;\nvoid main() {\n float d = length(gl_PointCoord - 0.5) * 2.0;\n if (d > 1.0) discard;\n float core = pow(1.0 - d, 2.2);\n vec3 col = mix(uColor, vec3(1.0), core * vBright * 0.6) * core * vBright * 1.6;\n gl_FragColor = vec4(col, uOpacity);\n #include <encodings_fragment>\n}\n";
282
+ function Me({ quality: e = "high", reducedMotion: n = !1 } = {}) {
283
+ let a = new m();
284
+ a.name = "battleship-radar";
285
+ let o = new m();
286
+ o.rotation.x = -Math.PI / 2, a.add(o);
287
+ let s = 3 / 2, c = { value: 0 }, l = { value: 0 }, u = { value: 0 }, d = new E(3, 3), f = new M({
288
+ uniforms: {
289
+ uAngle: l,
290
+ uTime: u,
291
+ uOpacity: c,
292
+ uCyan: { value: De("#22d3ee") },
293
+ uViolet: { value: De("#a78bfa") }
294
+ },
295
+ vertexShader: Oe,
296
+ fragmentShader: ke,
297
+ blending: t,
298
+ transparent: !0,
299
+ depthWrite: !1,
300
+ extensions: { derivatives: !0 },
301
+ toneMapped: !1
302
+ }), p = new y(d, f);
303
+ p.renderOrder = 8, o.add(p);
304
+ let h = /* @__PURE__ */ new Float32Array(300), g = new i();
305
+ g.setAttribute("position", new r(h, 3)), g.setDrawRange(0, 0);
306
+ let _ = { value: 600 }, v = new ne(), b = new M({
307
+ uniforms: {
308
+ uAngle: l,
309
+ uTime: u,
310
+ uScale: _,
311
+ uOpacity: c,
312
+ uColor: { value: De("#fb923c") }
313
+ },
314
+ vertexShader: Ae,
315
+ fragmentShader: je,
316
+ blending: t,
317
+ transparent: !0,
318
+ depthWrite: !1,
319
+ toneMapped: !1
320
+ }), x = new te(g, b);
321
+ x.frustumCulled = !1, x.renderOrder = 9, x.visible = !1, x.onBeforeRender = (e, t, n) => {
322
+ e.getDrawingBufferSize(v), _.value = v.y * .5 * n.projectionMatrix.elements[5];
323
+ }, o.add(x);
324
+ let S = 0, ee = n ? .7 : 1.8;
325
+ return a.visible = !1, {
326
+ object: a,
327
+ update(e, t) {
328
+ if (u.value = t, l.value = (l.value + e * ee) % (Math.PI * 2), c.value !== S) {
329
+ let t = e / (n ? .12 : .35);
330
+ c.value = S > c.value ? Math.min(S, c.value + t) : Math.max(S, c.value - t);
331
+ }
332
+ a.visible = c.value > .001;
333
+ },
334
+ setVisible(e) {
335
+ S = +!!e, e && (a.visible = !0);
336
+ },
337
+ setContacts(e) {
338
+ let t = 0;
339
+ if (Array.isArray(e)) for (let n = 0; n < e.length && t < Ee; n++) {
340
+ let r = e[n];
341
+ r && Number.isFinite(r.row) && Number.isFinite(r.col) && (h[t * 3] = (r.col - 4.5) / 5 * .84 * s, h[t * 3 + 1] = -(r.row - 4.5) / 5 * .84 * s, h[t * 3 + 2] = .01, t++);
342
+ }
343
+ g.attributes.position.needsUpdate = !0, g.setDrawRange(0, t), x.visible = t > 0;
344
+ },
345
+ dispose() {
346
+ a.removeFromParent(), d.dispose(), f.dispose(), g.dispose(), b.dispose();
347
+ }
348
+ };
349
+ }
350
+ // src/games/battleship/scene/core-ocean.js
351
+ var Ne = -.1, Pe = .55, Fe = .16, Ie = [
352
+ [
353
+ 1,
354
+ .28,
355
+ .17,
356
+ 9,
357
+ 0
358
+ ],
359
+ [
360
+ -.45,
361
+ 1,
362
+ .13,
363
+ 5.6,
364
+ 0
365
+ ],
366
+ [
367
+ .72,
368
+ -.62,
369
+ .1,
370
+ 3.3,
371
+ 1
372
+ ],
373
+ [
374
+ -.92,
375
+ -.3,
376
+ .075,
377
+ 2.2,
378
+ 1
379
+ ]
380
+ ].map(([e, t, n, r, i]) => {
381
+ let a = Math.hypot(e, t), o = Math.PI * 2 / r;
382
+ return {
383
+ dx: e / a,
384
+ dz: t / a,
385
+ s: n,
386
+ l: r,
387
+ f: i,
388
+ k: o,
389
+ c: Math.sqrt(9.8 / o)
390
+ };
391
+ }), Y = (e) => new s(e).convertSRGBToLinear(), Le = (e) => e.toFixed(5), X = Ie.map((e) => `off += gerstner(vec4(${Le(e.dx)}, ${Le(e.dz)}, ${Le(e.s)}, ${Le(e.l)}), p, damp${e.f ? " * fine" : ""}, uTime, tg, bn);`).join("\n "), Re = `
392
+ uniform float uTime;
393
+ uniform float uAmp;
394
+ varying vec3 vWorld;
395
+ varying vec3 vNormal;
396
+ varying float vHeight;
397
+ varying float vFogDepth;
398
+
399
+ vec3 gerstner(vec4 w, vec2 p, float s, float t, inout vec3 tg, inout vec3 bn) {
400
+ float k = 6.2831853 / w.w;
401
+ float c = sqrt(9.8 / k);
402
+ vec2 d = w.xy;
403
+ float st = w.z * s;
404
+ float ph = k * (dot(d, p) - c * t);
405
+ float a = st / k;
406
+ float sf = sin(ph);
407
+ float cf = cos(ph);
408
+ tg += vec3(-d.x * d.x * st * sf, d.x * st * cf, -d.x * d.y * st * sf);
409
+ bn += vec3(-d.x * d.y * st * sf, d.y * st * cf, -d.y * d.y * st * sf);
410
+ return vec3(d.x * a * cf, a * sf, d.y * a * cf);
411
+ }
412
+
413
+ void main() {
414
+ vec4 wp = modelMatrix * vec4(position, 1.0);
415
+ vec2 p = wp.xz;
416
+ vec2 q = abs(p);
417
+ float damp = mix(${Le(Fe)}, 1.0, smoothstep(6.0, 10.0, max(q.x, q.y))) * uAmp;
418
+ float fine = 1.0 - smoothstep(18.0, 45.0, length(p));
419
+ vec3 tg = vec3(1.0, 0.0, 0.0);
420
+ vec3 bn = vec3(0.0, 0.0, 1.0);
421
+ vec3 off = vec3(0.0);
422
+ ${X}
423
+ wp.xyz += off;
424
+ vHeight = off.y;
425
+ vNormal = normalize(cross(bn, tg));
426
+ vWorld = wp.xyz;
427
+ vec4 mv = viewMatrix * wp;
428
+ vFogDepth = -mv.z;
429
+ gl_Position = projectionMatrix * mv;
430
+ }
431
+ `, ze = "\nuniform float uTime;\nuniform float uDetail;\nuniform vec3 uDeep;\nuniform vec3 uShallow;\nuniform vec3 uSky;\nuniform vec3 uHorizon;\nuniform vec3 uFoam;\nuniform vec3 uSunDir;\nuniform vec3 uSunColor;\nuniform vec3 uGlow;\nuniform vec3 uFogColor;\nuniform float uFogDensity;\nvarying vec3 vWorld;\nvarying vec3 vNormal;\nvarying float vHeight;\nvarying float vFogDepth;\n\nvoid main() {\n vec2 q = vWorld.xz;\n vec3 n = normalize(vNormal);\n float r1 = sin(dot(q, vec2(1.7, 0.9)) * 2.3 + uTime * 2.1);\n float r2 = sin(dot(q, vec2(-1.1, 1.9)) * 2.9 - uTime * 1.7);\n float r3 = sin(dot(q, vec2(0.4, -2.3)) * 4.1 + uTime * 2.7);\n n = normalize(n + vec3(r1 * 0.05 + r3 * 0.025, 0.0, r2 * 0.05 - r3 * 0.02) * uDetail);\n\n vec3 v = normalize(cameraPosition - vWorld);\n float ndv = max(dot(n, v), 0.0);\n float fres = 0.03 + 0.97 * pow(1.0 - ndv, 5.0);\n\n vec3 water = mix(uDeep, uShallow, clamp(vHeight * 2.4 + 0.35, 0.0, 1.0));\n vec3 rf = reflect(-v, n);\n vec3 sky = mix(uHorizon, uSky, clamp(rf.y * 1.6, 0.0, 1.0));\n vec3 col = mix(water, sky, fres * 0.9);\n\n float sd = max(dot(rf, uSunDir), 0.0);\n float sparkle = pow(sd, 240.0) * (2.2 + 1.8 * uDetail * max(r1 * r2, 0.0)) + pow(sd, 24.0) * 0.08;\n col += uSunColor * sparkle;\n\n vec2 aq = abs(q);\n float m = max(aq.x, aq.y);\n col *= mix(0.5, 1.0, smoothstep(5.0, 6.6, m));\n col += uGlow * exp(-max(m - 6.3, 0.0) * 0.6) * (0.08 + 0.3 * fres);\n\n float noise = 0.5 + 0.5 * sin(q.x * 3.1 + uTime * 0.7) * sin(q.y * 2.7 - uTime * 0.5);\n float crest = smoothstep(0.12, 0.34, vHeight) * (0.35 + 0.65 * noise);\n float edge = (1.0 - smoothstep(0.0, 0.45, abs(m - 6.42))) * (0.35 + 0.65 * noise);\n col = mix(col, uFoam, clamp(crest * 0.55 + edge * 0.45, 0.0, 1.0));\n\n float fogF = 1.0 - exp(-uFogDensity * uFogDensity * vFogDepth * vFogDepth);\n gl_FragColor = vec4(mix(col, uFogColor, clamp(fogF, 0.0, 1.0)), 1.0);\n #include <tonemapping_fragment>\n #include <encodings_fragment>\n}\n", Be = "\nvarying vec3 vDir;\nvoid main() {\n vDir = normalize(position);\n vec4 p = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n gl_Position = p.xyww;\n}\n", Ve = "\nuniform vec3 uFogColor;\nuniform vec3 uTop;\nuniform vec3 uHaze;\nvarying vec3 vDir;\nfloat hash(vec3 p) { return fract(sin(dot(p, vec3(12.9898, 78.233, 37.719))) * 43758.5453); }\nvoid main() {\n float h = vDir.y;\n vec3 col = mix(uFogColor, uTop, smoothstep(0.0, 0.55, h));\n col += uHaze * exp(-abs(h) * 14.0) * 0.6;\n vec3 cell = floor(vDir * 160.0);\n float s = hash(cell);\n col += vec3(0.75, 0.85, 1.0) * step(0.9975, s) * smoothstep(0.08, 0.4, h) * 0.6;\n gl_FragColor = vec4(col, 1.0);\n #include <tonemapping_fragment>\n #include <encodings_fragment>\n}\n";
432
+ function He(e) {
433
+ let t = new E(2, 2, e, e);
434
+ t.rotateX(-Math.PI / 2);
435
+ let n = t.attributes.position, r = (e) => 110 * (.2 * e + .8 * e * e * e);
436
+ for (let e = 0; e < n.count; e++) n.setX(e, r(n.getX(e))), n.setZ(e, r(n.getZ(e)));
437
+ return t.deleteAttribute("uv"), t.deleteAttribute("normal"), t.computeBoundingSphere(), t;
438
+ }
439
+ function Ue({ quality: e, reducedMotion: t, fogColor: r, fogDensity: i }) {
440
+ let a = r.clone().convertSRGBToLinear(), o = {
441
+ uTime: { value: 0 },
442
+ uAmp: { value: t ? .3 : 1 },
443
+ uDetail: { value: e === "low" ? .4 : 1 },
444
+ uDeep: { value: Y("#04101f") },
445
+ uShallow: { value: Y("#0f4c5c") },
446
+ uSky: { value: Y("#16233d") },
447
+ uHorizon: { value: Y("#33507a") },
448
+ uFoam: { value: Y("#cfefff") },
449
+ uSunDir: { value: new R(-.35, .55, -.75).normalize() },
450
+ uSunColor: { value: Y("#e6f6ff") },
451
+ uGlow: { value: Y("#22d3ee") },
452
+ uFogColor: { value: a },
453
+ uFogDensity: { value: i }
454
+ }, s = new M({
455
+ uniforms: o,
456
+ vertexShader: Re,
457
+ fragmentShader: ze
458
+ }), c = e === "low" ? 64 : 160, l = new y(He(c), s);
459
+ l.position.y = Ne, l.frustumCulled = !1, l.renderOrder = -1;
460
+ let u = new F(300, 24, 12), d = new M({
461
+ uniforms: {
462
+ uFogColor: { value: a },
463
+ uTop: { value: Y("#03060d") },
464
+ uHaze: { value: Y("#123048") }
465
+ },
466
+ vertexShader: Be,
467
+ fragmentShader: Ve,
468
+ side: n,
469
+ depthWrite: !1
470
+ }), f = new y(u, d);
471
+ f.frustumCulled = !1, f.renderOrder = -2;
472
+ let p = t ? .35 : 1, m = 0, h = o.uAmp.value;
473
+ return {
474
+ mesh: l,
475
+ sky: f,
476
+ uniforms: o,
477
+ update(e) {
478
+ m += e * Pe * p, o.uTime.value = m;
479
+ },
480
+ heightAt(e, t) {
481
+ let n = Math.min(1, Math.max(0, (Math.max(Math.abs(e), Math.abs(t)) - 6) / 4)), r = (Fe + .84 * n * n * (3 - 2 * n)) * h, i = 0;
482
+ for (let n = 0; n < Ie.length; n++) {
483
+ let a = Ie[n];
484
+ i += a.s * r / a.k * Math.sin(a.k * (a.dx * e + a.dz * t - a.c * m));
485
+ }
486
+ return Ne + i;
487
+ },
488
+ setQuality(e) {
489
+ let t = e === "low" ? 64 : 160;
490
+ o.uDetail.value = e === "low" ? .4 : 1, t !== c && (c = t, l.geometry.dispose(), l.geometry = He(t));
491
+ },
492
+ setReducedMotion(e) {
493
+ h = e ? .3 : 1, o.uAmp.value = h;
494
+ },
495
+ dispose() {
496
+ l.geometry.dispose(), s.dispose(), u.dispose(), d.dispose();
497
+ }
498
+ };
499
+ }
500
+ // src/games/battleship/scene/core-geo.js
501
+ var We = (e) => new s(e).convertSRGBToLinear(), Ge = {
502
+ hull: We("#1a2232"),
503
+ deck: We("#2c3549"),
504
+ sup: We("#3d4962"),
505
+ metal: We("#5a6782"),
506
+ glow: We("#ffffff")
507
+ }, Ke = class {
508
+ constructor() {
509
+ this.p = [], this.n = [], this.c = [], this.g = [];
510
+ }
511
+ tri(e, t, n, r, i, a = 0) {
512
+ let o = t[0] - e[0], s = t[1] - e[1], c = t[2] - e[2], l = n[0] - e[0], u = n[1] - e[1], d = n[2] - e[2], f = s * d - c * u, p = c * l - o * d, m = o * u - s * l, h = Math.hypot(f, p, m);
513
+ if (h < 1e-9) return;
514
+ f /= h, p /= h, m /= h;
515
+ let g = (e[0] + t[0] + n[0]) / 3 - r[0], _ = (e[1] + t[1] + n[1]) / 3 - r[1], v = (e[2] + t[2] + n[2]) / 3 - r[2], y = t, b = n;
516
+ f * g + p * _ + m * v < 0 && (y = n, b = t, f = -f, p = -p, m = -m), this.p.push(e[0], e[1], e[2], y[0], y[1], y[2], b[0], b[1], b[2]);
517
+ for (let e = 0; e < 3; e++) this.n.push(f, p, m), this.c.push(i.r, i.g, i.b), this.g.push(a);
518
+ }
519
+ quad(e, t, n, r, i, a, o = 0) {
520
+ this.tri(e, t, n, i, a, o), this.tri(e, n, r, i, a, o);
521
+ }
522
+ box(e, t, n, r, i, a, o, s = 0) {
523
+ let c = e - r / 2, l = e + r / 2, u = t - i / 2, d = t + i / 2, f = n - a / 2, p = n + a / 2, m = [
524
+ e,
525
+ t,
526
+ n
527
+ ];
528
+ this.quad([
529
+ c,
530
+ d,
531
+ f
532
+ ], [
533
+ l,
534
+ d,
535
+ f
536
+ ], [
537
+ l,
538
+ d,
539
+ p
540
+ ], [
541
+ c,
542
+ d,
543
+ p
544
+ ], m, o, s), this.quad([
545
+ c,
546
+ u,
547
+ f
548
+ ], [
549
+ l,
550
+ u,
551
+ f
552
+ ], [
553
+ l,
554
+ d,
555
+ f
556
+ ], [
557
+ c,
558
+ d,
559
+ f
560
+ ], m, o, s), this.quad([
561
+ c,
562
+ u,
563
+ p
564
+ ], [
565
+ l,
566
+ u,
567
+ p
568
+ ], [
569
+ l,
570
+ d,
571
+ p
572
+ ], [
573
+ c,
574
+ d,
575
+ p
576
+ ], m, o, s), this.quad([
577
+ c,
578
+ u,
579
+ f
580
+ ], [
581
+ c,
582
+ u,
583
+ p
584
+ ], [
585
+ c,
586
+ d,
587
+ p
588
+ ], [
589
+ c,
590
+ d,
591
+ f
592
+ ], m, o, s), this.quad([
593
+ l,
594
+ u,
595
+ f
596
+ ], [
597
+ l,
598
+ u,
599
+ p
600
+ ], [
601
+ l,
602
+ d,
603
+ p
604
+ ], [
605
+ l,
606
+ d,
607
+ f
608
+ ], m, o, s), this.quad([
609
+ c,
610
+ u,
611
+ f
612
+ ], [
613
+ l,
614
+ u,
615
+ f
616
+ ], [
617
+ l,
618
+ u,
619
+ p
620
+ ], [
621
+ c,
622
+ u,
623
+ p
624
+ ], m, o, s);
625
+ }
626
+ prism(e, t, n, r, i, a, o, s, c = 0, l = 1) {
627
+ let u = [
628
+ e,
629
+ t + a * .5,
630
+ n
631
+ ], d = [
632
+ e,
633
+ t + a,
634
+ n
635
+ ];
636
+ for (let f = 0; f < o; f++) {
637
+ let p = f / o * Math.PI * 2, m = (f + 1) / o * Math.PI * 2, h = [
638
+ e + Math.cos(p) * r,
639
+ t,
640
+ n + Math.sin(p) * i
641
+ ], g = [
642
+ e + Math.cos(m) * r,
643
+ t,
644
+ n + Math.sin(m) * i
645
+ ], _ = [
646
+ e + Math.cos(p) * r * l,
647
+ t + a,
648
+ n + Math.sin(p) * i * l
649
+ ], v = [
650
+ e + Math.cos(m) * r * l,
651
+ t + a,
652
+ n + Math.sin(m) * i * l
653
+ ];
654
+ this.quad(h, g, v, _, u, s, c), this.tri(d, _, v, [
655
+ e,
656
+ t,
657
+ n
658
+ ], s, c);
659
+ }
660
+ }
661
+ annulus(e, t, n, r, i, a, o, s = 0) {
662
+ let c = [
663
+ e,
664
+ t - 1,
665
+ n
666
+ ];
667
+ for (let l = 0; l < a; l++) {
668
+ let u = l / a * Math.PI * 2, d = (l + 1) / a * Math.PI * 2, f = Math.cos(u), p = Math.sin(u), m = Math.cos(d), h = Math.sin(d);
669
+ this.quad([
670
+ e + f * r,
671
+ t,
672
+ n + p * r
673
+ ], [
674
+ e + m * r,
675
+ t,
676
+ n + h * r
677
+ ], [
678
+ e + m * i,
679
+ t,
680
+ n + h * i
681
+ ], [
682
+ e + f * i,
683
+ t,
684
+ n + p * i
685
+ ], c, o, s);
686
+ }
687
+ }
688
+ build() {
689
+ let e = new i();
690
+ return e.setAttribute("position", new r(new Float32Array(this.p), 3)), e.setAttribute("normal", new r(new Float32Array(this.n), 3)), e.setAttribute("color", new r(new Float32Array(this.c), 3)), e.setAttribute("aGlow", new r(new Float32Array(this.g), 1)), e.computeBoundingSphere(), e.computeBoundingBox(), e;
691
+ }
692
+ }, qe = (e, t, n) => {
693
+ let r = Math.min(1, Math.max(0, (n - e) / (t - e)));
694
+ return r * r * (3 - 2 * r);
695
+ };
696
+ function Je(e, { L: t, hw: n, H: r, draft: i, bowStart: a = .68, sternScale: o = .82, sternTaper: s = !1, trim: c = !0 }) {
697
+ let l = Ge, u = [];
698
+ for (let e = 0; e < 10; e++) {
699
+ let c = e / 9, l = -t / 2 + c * t, d, f = 0;
700
+ if (c > a) {
701
+ let e = (c - a) / (1 - a);
702
+ d = Math.sqrt(Math.max(0, 1 - e * e)) * .95 + .05, f = e * e;
703
+ } else if (s && c < 1 - a) {
704
+ let e = (1 - a - c) / (1 - a);
705
+ d = Math.sqrt(Math.max(0, 1 - e * e)) * .9 + .1;
706
+ } else d = o + (1 - o) * qe(0, .2, c);
707
+ let p = r + .05 * f, m = -i * (.5 + .5 * d);
708
+ u.push([
709
+ [
710
+ l,
711
+ p,
712
+ n * d
713
+ ],
714
+ [
715
+ l,
716
+ -i * .45,
717
+ n * d * .84
718
+ ],
719
+ [
720
+ l,
721
+ m,
722
+ 0
723
+ ],
724
+ [
725
+ l,
726
+ -i * .45,
727
+ -n * d * .84
728
+ ],
729
+ [
730
+ l,
731
+ p,
732
+ -n * d
733
+ ]
734
+ ]);
735
+ }
736
+ for (let t = 0; t < 9; t++) {
737
+ let n = u[t], a = u[t + 1], o = (n[0][0] + a[0][0]) / 2, s = [
738
+ o,
739
+ (r - i) * .3,
740
+ 0
741
+ ];
742
+ for (let t = 0; t < 4; t++) e.quad(n[t], a[t], a[t + 1], n[t + 1], s, l.hull);
743
+ e.quad(n[0], a[0], a[4], n[4], [
744
+ o,
745
+ -1,
746
+ 0
747
+ ], l.deck);
748
+ }
749
+ let d = u[0], f = u[9];
750
+ for (let t = 1; t < 4; t++) e.tri(d[0], d[t], d[t + 1], [
751
+ d[0][0] + 1,
752
+ 0,
753
+ 0
754
+ ], l.hull), e.tri(f[0], f[t], f[t + 1], [
755
+ f[0][0] - 1,
756
+ 0,
757
+ 0
758
+ ], l.hull);
759
+ if (c) {
760
+ let i = t * .56, a = -t / 2 + t * .38;
761
+ e.box(a, r + .008, n * .93, i, .014, .018, l.glow, 1), e.box(a, r + .008, -n * .93, i, .014, .018, l.glow, 1);
762
+ }
763
+ }
764
+ function Ye(e, t, n, r) {
765
+ let i = Ge;
766
+ e.prism(t, n, 0, .095, .085, .06, 8, i.sup, 0, .82), e.box(t + r * .17, n + .035, .028, .22, .022, .022, i.metal), e.box(t + r * .17, n + .035, -.028, .22, .022, .022, i.metal), e.box(t - r * .03, n + .064, 0, .04, .008, .04, i.glow, 1);
767
+ }
768
+ function Xe(e, t, n, r, i, a = 1) {
769
+ let o = Ge;
770
+ e.box(t, n + i / 2, 0, r * 1.4, i, r, o.sup), e.box(t + .02, n + i + .05, 0, r * .9, .1, r * .72, o.sup), e.box(t + r * .45 * a + .025, n + i + .055, 0, .012, .026, r * .6, o.glow, 1), e.prism(t - .05, n + i + .1, 0, .012, .012, .2, 4, o.metal), e.box(t - .05, n + i + .27, 0, .012, .012, .16, o.metal), e.box(t - .05, n + i + .3, 0, .02, .02, .02, o.glow, 1);
771
+ }
772
+ var Ze = {
773
+ carrier: "carrier",
774
+ battleship: "battleship",
775
+ cruiser: "cruiser",
776
+ submarine: "submarine",
777
+ destroyer: "destroyer"
778
+ }, Z = {
779
+ 5: "carrier",
780
+ 4: "battleship",
781
+ 3: "cruiser",
782
+ 2: "destroyer",
783
+ 1: "destroyer"
784
+ };
785
+ function Qe(e, t) {
786
+ let n = typeof e == "string" ? e.toLowerCase() : "";
787
+ for (let e in Ze) if (n.includes(e)) return Ze[e];
788
+ return Z[t] || "cruiser";
789
+ }
790
+ function $e(e, t) {
791
+ let n = new Ke(), r = Ge, i = Math.max(1, t) - .14;
792
+ switch (e) {
793
+ case "carrier":
794
+ Je(n, {
795
+ L: i,
796
+ hw: .22,
797
+ H: .12,
798
+ draft: .12,
799
+ bowStart: .78,
800
+ trim: !1
801
+ }), n.box(.04, .15, .02, i * .95, .035, .52, r.deck), n.box(0, .16899999999999998, .06, i * .8, .004, .02, r.glow, 1), n.box(0, .16899999999999998, .255, i * .86, .006, .012, r.glow, 1), n.box(0, .16899999999999998, -.215, i * .86, .006, .012, r.glow, 1), n.box(.35, .29000000000000004, -.19, .44, .22, .1, r.sup), n.box(.3, .43, -.19, .26, .08, .09, r.sup), n.box(.58, .36, -.19, .012, .03, .08, r.glow, 1), n.prism(.28, .46, -.19, .012, .012, .22, 4, r.metal), n.box(.28, .68, -.19, .025, .025, .025, r.glow, 1);
802
+ for (let e = 0; e < 4; e++) n.box(-1.5 + e * .32, .18, .12, .16, .018, .12, r.metal);
803
+ break;
804
+ case "battleship": {
805
+ let e = .13;
806
+ Je(n, {
807
+ L: i,
808
+ hw: .19,
809
+ H: e,
810
+ draft: .11
811
+ }), Xe(n, -.05, e, .24, .14), n.prism(-.45, e, 0, .07, .06, .2, 7, r.sup, 0, .85), n.box(-.45, .33499999999999996, 0, .1, .01, .08, r.glow, 1), Ye(n, .72, e, 1), Ye(n, 1.08, .15, 1), Ye(n, -1, e, -1);
812
+ break;
813
+ }
814
+ case "submarine": {
815
+ let e = .05;
816
+ Je(n, {
817
+ L: i,
818
+ hw: .13,
819
+ H: e,
820
+ draft: .13,
821
+ bowStart: .72,
822
+ sternTaper: !0,
823
+ trim: !1
824
+ }), n.prism(.2, e, 0, .18, .06, .17, 10, r.sup, 0, .85), n.box(.2, .16999999999999998, .052, .18, .012, .01, r.glow, 1), n.box(.2, .16999999999999998, -.052, .18, .012, .01, r.glow, 1), n.box(.22, .16, 0, .04, .012, .32, r.metal), n.box(-i / 2 + .12, 0, 0, .06, .01, .3, r.metal), n.box(-i / 2 + .12, 0, 0, .06, .2, .01, r.metal), n.box(0, .054000000000000006, 0, i * .6, .006, .012, r.glow, 1);
825
+ break;
826
+ }
827
+ case "destroyer": {
828
+ let e = .12;
829
+ Je(n, {
830
+ L: i,
831
+ hw: .14,
832
+ H: e,
833
+ draft: .1
834
+ }), Xe(n, .05, e, .17, .1), n.prism(-.3, e, 0, .05, .045, .16, 6, r.sup, 0, .85), Ye(n, .5, e, 1);
835
+ break;
836
+ }
837
+ default: {
838
+ let e = .12;
839
+ Je(n, {
840
+ L: i,
841
+ hw: .165,
842
+ H: e,
843
+ draft: .1
844
+ }), Xe(n, .05, e, .2, .12), n.prism(-.32, e, 0, .06, .05, .18, 7, r.sup, 0, .85), Ye(n, .72, e, 1), Ye(n, -.78, e, -1);
845
+ }
846
+ }
847
+ return n.build();
848
+ }
849
+ function et() {
850
+ let e = new Ke(), t = We("#e8f6ff");
851
+ return e.prism(0, 0, 0, .065, .065, .2, 8, t, .35, .8), e.annulus(0, .004, 0, .17, .23, 20, t, 1), e.build();
852
+ }
853
+ function tt() {
854
+ let e = new Ke(), t = We("#f43f5e"), n = We("#fb923c");
855
+ return e.prism(0, 0, 0, .075, .075, .24, 8, t, .6, .85), e.prism(0, .24, 0, .065, .065, .1, 8, n, 1, .05), e.build();
856
+ }
857
+ // src/games/battleship/scene/core-board.js
858
+ var nt = .035, Q = 5.35, rt = 6.3, $ = (e) => new s(e).convertSRGBToLinear(), it = {
859
+ own: {
860
+ line: $("#22d3ee").lerp($("#a78bfa"), .55),
861
+ accent: $("#a78bfa")
862
+ },
863
+ target: {
864
+ line: $("#22d3ee"),
865
+ accent: $("#f43f5e")
866
+ }
867
+ }, at = "\nvarying vec2 vP;\nvoid main() {\n vP = position.xz;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n}\n", ot = `
868
+ uniform vec3 uLine;
869
+ uniform vec3 uAccent;
870
+ uniform vec2 uHover;
871
+ uniform float uHoverAmt;
872
+ uniform float uTime;
873
+ uniform float uScan;
874
+ uniform float uActive;
875
+ varying vec2 vP;
876
+ void main() {
877
+ vec2 p = vP;
878
+ vec2 a = abs(p);
879
+ float m = max(a.x, a.y);
880
+ float inside = 1.0 - step(5.0, m);
881
+ vec2 fw = max(fwidth(p), vec2(1e-4));
882
+ vec2 g = abs(fract(p + 0.5) - 0.5);
883
+ vec2 l = 1.0 - smoothstep(fw * 0.6, fw * 1.9, g);
884
+ float line = max(l.x, l.y) * inside;
885
+ vec2 gg = exp(-g * 16.0);
886
+ float glow = max(gg.x, gg.y) * 0.2 * inside;
887
+ float node = l.x * l.y * inside;
888
+
889
+ float border = 1.0 - smoothstep(0.0, 0.035 + fw.x * 1.5, abs(m - 5.0));
890
+ float borderGlow = exp(-abs(m - 5.0) * 9.0) * 0.45;
891
+ float corner = step(3.9, min(a.x, a.y)) * (1.0 - smoothstep(0.0, 0.035 + fw.x * 1.5, abs(m - 5.2)));
892
+
893
+ float scan = 0.55 + 0.45 * sin(p.y * 70.0 + uTime * 3.0);
894
+ float sweep = exp(-pow((p.y - uScan) * 2.4, 2.0)) * inside;
895
+
896
+ vec2 cell = floor(p + 5.0);
897
+ vec2 local = fract(p) - 0.5;
898
+ float hov = uHoverAmt * inside * (1.0 - step(0.5, abs(cell.x - uHover.x) + abs(cell.y - uHover.y)));
899
+ float hEdge = smoothstep(0.36, 0.47, max(abs(local.x), abs(local.y)));
900
+ float hPulse = 0.8 + 0.2 * sin(uTime * 6.0);
901
+
902
+ vec3 col = uLine * ((line * 0.85 + glow + node * 0.6) * mix(0.55, 1.0, uActive) + inside * 0.045 * scan + sweep * 0.14 * uActive);
903
+ col += uAccent * (border * 1.1 + borderGlow + corner * 1.6);
904
+ col += mix(uLine, vec3(1.0), 0.35) * hov * (0.16 + hEdge * 0.9) * hPulse;
905
+ col *= 1.0 - smoothstep(5.22, ${Q.toFixed(2)}, m);
906
+ gl_FragColor = vec4(col, 1.0);
907
+ #include <encodings_fragment>
908
+ }
909
+ `, st = "\nuniform vec3 uColor;\nuniform float uTime;\nuniform float uOpacity;\nvarying vec2 vUv;\nvoid main() {\n vec2 p = vUv * 2.0 - 1.0;\n vec2 a = abs(p);\n float sq = max(a.x, a.y);\n float bracket = (1.0 - smoothstep(0.0, 0.06, abs(sq - 0.8))) * step(0.42, min(a.x, a.y));\n float r = length(p);\n float ang = atan(p.y, p.x);\n float dash = step(0.45, fract(ang * 1.909859 + uTime * 0.25));\n float ring = (1.0 - smoothstep(0.0, 0.04, abs(r - 0.62))) * dash;\n float fill = (1.0 - smoothstep(0.0, 0.7, r)) * 0.12;\n vec3 col = uColor * (bracket * 1.4 + ring * 0.9 + fill);\n gl_FragColor = vec4(col, uOpacity);\n #include <encodings_fragment>\n}\n", ct = "\nvarying vec2 vUv;\nvoid main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n}\n", lt = "\nvarying vec2 vUv;\nvarying float vPhase;\nvoid main() {\n vUv = uv;\n vec4 wp = modelMatrix * instanceMatrix * vec4(position, 1.0);\n vPhase = wp.x * 1.7 + wp.z * 2.3;\n gl_Position = projectionMatrix * viewMatrix * wp;\n}\n", ut = "\nuniform vec3 uColor;\nuniform float uTime;\nvarying vec2 vUv;\nvarying float vPhase;\nvoid main() {\n vec2 p = abs(vUv * 2.0 - 1.0);\n float m = max(p.x, p.y);\n float edge = smoothstep(0.78, 0.95, m) * (1.0 - smoothstep(0.95, 1.0, m));\n float pulse = 0.75 + 0.25 * sin(uTime * 5.0 + vPhase);\n float fill = 0.22 + 0.08 * sin((vUv.y + uTime * 0.6) * 30.0);\n gl_FragColor = vec4(uColor * (edge * 1.3 + fill) * pulse, 1.0);\n #include <encodings_fragment>\n}\n", dt = "\nuniform float uTime;\nuniform vec3 uHot;\nuniform vec3 uRed;\nvarying vec2 vUv;\nvarying float vPhase;\nvoid main() {\n vec2 p = vUv * 2.0 - 1.0;\n float r = length(p);\n float pulse = 0.7 + 0.3 * sin(uTime * 3.2 + vPhase);\n float core = exp(-r * r * 9.0);\n float ring = (1.0 - smoothstep(0.0, 0.06, abs(r - (0.45 + 0.08 * pulse)))) * 0.5;\n vec3 col = mix(uRed, uHot, core) * (core * 0.9 + ring) * pulse;\n col *= 1.0 - smoothstep(0.85, 1.0, r);\n gl_FragColor = vec4(col, 1.0);\n #include <encodings_fragment>\n}\n", ft = "\nvarying vec3 vN;\nvarying vec3 vView;\nvarying float vY;\nvoid main() {\n vec4 wp = modelMatrix * vec4(position, 1.0);\n vN = normalize(mat3(modelMatrix) * normal);\n vView = cameraPosition - wp.xyz;\n vY = wp.y;\n gl_Position = projectionMatrix * viewMatrix * wp;\n}\n", pt = "\nuniform vec3 uColor;\nuniform float uTime;\nvarying vec3 vN;\nvarying vec3 vView;\nvarying float vY;\nvoid main() {\n float f = 1.0 - abs(dot(normalize(vN), normalize(vView)));\n float scan = 0.6 + 0.4 * sin(vY * 120.0 - uTime * 6.0);\n gl_FragColor = vec4(uColor * (0.12 + pow(f, 2.0) * 0.9) * scan, 1.0);\n #include <encodings_fragment>\n}\n";
910
+ function mt() {
911
+ let e = document.createElement("canvas");
912
+ e.width = 512, e.height = 256;
913
+ let t = e.getContext("2d");
914
+ t.clearRect(0, 0, e.width, e.height), t.textAlign = "center", t.textBaseline = "middle", t.fillStyle = "#ffffff", t.shadowColor = "rgba(255,255,255,0.85)", t.shadowBlur = 7;
915
+ let n = [];
916
+ for (let e = 0; e < 10; e++) n.push(String.fromCharCode(65 + e));
917
+ for (let e = 1; e <= 10; e++) n.push(String(e));
918
+ n.forEach((e, n) => {
919
+ let r = n % 8 * 64 + 32, i = Math.floor(n / 8) * 64 + 32 + 2;
920
+ t.font = `600 ${e.length > 1 ? 34 : 40}px "Inter", "Segoe UI", system-ui, sans-serif`, t.fillText(e, r, i);
921
+ });
922
+ let r = new a(e);
923
+ return r.minFilter = _, r.magFilter = _, r.generateMipmaps = !1, r;
924
+ }
925
+ function ht() {
926
+ let e = .5, t = [], n = [], a = [], o = (r, i, o) => {
927
+ let s = o % 8 / 8, c = 1 - Math.floor(o / 8) / 4, l = s + 1 / 8, u = c - 1 / 4, d = t.length / 3;
928
+ t.push(r - e / 2, 0, i + e / 2, r + e / 2, 0, i + e / 2, r + e / 2, 0, i - e / 2, r - e / 2, 0, i - e / 2), n.push(s, u, l, u, l, c, s, c), a.push(d, d + 1, d + 2, d, d + 2, d + 3);
929
+ };
930
+ for (let e = 0; e < 10; e++) o(-5.824999999999999, e - 4.5, e);
931
+ for (let e = 0; e < 10; e++) o(e - 4.5, -5.824999999999999, 10 + e);
932
+ let s = new i();
933
+ return s.setAttribute("position", new r(new Float32Array(t), 3)), s.setAttribute("uv", new r(new Float32Array(n), 2)), s.setIndex(a), s.computeBoundingSphere(), s;
934
+ }
935
+ function gt() {
936
+ let e = new P();
937
+ e.moveTo(-6.3, -6.3), e.lineTo(rt, -6.3), e.lineTo(rt, rt), e.lineTo(-6.3, rt), e.lineTo(-6.3, -6.3);
938
+ let t = new C();
939
+ t.moveTo(-5.35, -5.35), t.lineTo(-5.35, Q), t.lineTo(Q, Q), t.lineTo(Q, -5.35), t.lineTo(-5.35, -5.35), e.holes.push(t);
940
+ let n = new f(e, {
941
+ depth: .16,
942
+ bevelEnabled: !0,
943
+ bevelThickness: .025,
944
+ bevelSize: .025,
945
+ bevelSegments: 1,
946
+ curveSegments: 1
947
+ });
948
+ return n.rotateX(-Math.PI / 2), n.translate(0, -.135, 0), n;
949
+ }
950
+ function _t({ quality: e }) {
951
+ let n = { value: 0 }, r = [], a = [], o = [], c = (e, t) => {
952
+ e && a.push(e), t && o.push(t);
953
+ }, l = it.target.line.clone(), d = it.target.accent.clone(), f = new E(Q * 2, Q * 2, 1, 1);
954
+ f.rotateX(-Math.PI / 2);
955
+ let p = {
956
+ uLine: { value: l },
957
+ uAccent: { value: d },
958
+ uHover: { value: new ne(-10, -10) },
959
+ uHoverAmt: { value: 0 },
960
+ uTime: n,
961
+ uScan: { value: -6 },
962
+ uActive: { value: 1 }
963
+ }, m = new M({
964
+ uniforms: p,
965
+ vertexShader: at,
966
+ fragmentShader: ot,
967
+ blending: t,
968
+ transparent: !0,
969
+ depthWrite: !1,
970
+ extensions: { derivatives: !0 },
971
+ toneMapped: !1
972
+ }), h = new y(f, m);
973
+ h.position.y = nt, h.renderOrder = 2, r.push(h), c(f, m);
974
+ let _ = gt(), S = new x({
975
+ color: $("#151c2b"),
976
+ metalness: .75,
977
+ roughness: .38,
978
+ emissive: d,
979
+ emissiveIntensity: .06
980
+ }), ee = new y(_, S);
981
+ ee.receiveShadow = !0, r.push(ee), c(_, S);
982
+ let C = mt(), w = ht(), T = new b({
983
+ map: C,
984
+ color: l,
985
+ transparent: !0,
986
+ depthWrite: !1,
987
+ blending: t,
988
+ toneMapped: !1
989
+ }), D = new y(w, T);
990
+ D.position.y = .055, D.renderOrder = 3, r.push(D), c(w, T);
991
+ let te = new E(Q * 2, Q * 2);
992
+ te.rotateX(-Math.PI / 2);
993
+ let k = new N({
994
+ opacity: .35,
995
+ depthWrite: !1
996
+ }), A = new y(te, k);
997
+ A.position.y = .030000000000000002, A.receiveShadow = !0, A.renderOrder = 1, A.visible = e !== "low", r.push(A), c(te, k);
998
+ let j = new E(1.25, 1.25);
999
+ j.rotateX(-Math.PI / 2);
1000
+ let P = new M({
1001
+ uniforms: {
1002
+ uColor: { value: d },
1003
+ uTime: n,
1004
+ uOpacity: { value: 1 }
1005
+ },
1006
+ vertexShader: ct,
1007
+ fragmentShader: st,
1008
+ blending: t,
1009
+ transparent: !0,
1010
+ depthWrite: !1,
1011
+ toneMapped: !1
1012
+ }), F = new y(j, P);
1013
+ F.position.y = .05500000000000001, F.renderOrder = 4, F.visible = !1, r.push(F), c(j, P);
1014
+ let I = new E(.92, .92);
1015
+ I.rotateX(-Math.PI / 2);
1016
+ let L = { value: $("#34d399") }, re = new M({
1017
+ uniforms: {
1018
+ uColor: L,
1019
+ uTime: n
1020
+ },
1021
+ vertexShader: lt,
1022
+ fragmentShader: ut,
1023
+ blending: t,
1024
+ transparent: !0,
1025
+ depthWrite: !1,
1026
+ toneMapped: !1
1027
+ }), z = new g(I, re, 5);
1028
+ z.count = 0, z.visible = !1, z.frustumCulled = !1, z.renderOrder = 4, r.push(z), c(I, re);
1029
+ let ie = new M({
1030
+ uniforms: {
1031
+ uColor: L,
1032
+ uTime: n
1033
+ },
1034
+ vertexShader: ft,
1035
+ fragmentShader: pt,
1036
+ blending: t,
1037
+ transparent: !0,
1038
+ depthWrite: !1,
1039
+ side: u,
1040
+ toneMapped: !1
1041
+ }), ae = new i(), B = new y(ae, ie);
1042
+ B.visible = !1, B.renderOrder = 5, r.push(B), c(ae, ie);
1043
+ let oe = et(), se = tt(), ce = (e, t) => new x({
1044
+ vertexColors: !0,
1045
+ metalness: .2,
1046
+ roughness: .35,
1047
+ emissive: e,
1048
+ emissiveIntensity: t
1049
+ }), le = ce($("#9fe8ff"), .35), ue = ce($("#fb923c"), 1.4), V = new g(oe, le, 100), de = new g(se, ue, 100);
1050
+ V.castShadow = de.castShadow = e !== "low";
1051
+ let H = new E(1, 1);
1052
+ H.rotateX(-Math.PI / 2);
1053
+ let U = new M({
1054
+ uniforms: {
1055
+ uTime: n,
1056
+ uHot: { value: $("#fb923c") },
1057
+ uRed: { value: $("#f43f5e") }
1058
+ },
1059
+ vertexShader: lt,
1060
+ fragmentShader: dt,
1061
+ blending: t,
1062
+ transparent: !0,
1063
+ depthWrite: !1,
1064
+ toneMapped: !1
1065
+ }), W = new g(H, U, 100);
1066
+ W.renderOrder = 3;
1067
+ for (let e of [
1068
+ V,
1069
+ de,
1070
+ W
1071
+ ]) e.count = 0, e.visible = !1, e.frustumCulled = !1, r.push(e);
1072
+ c(oe, le), c(se, ue), c(H, U);
1073
+ let G = new v(), K = new O(), q = new R(), fe = new R(1, 1, 1), pe = {
1074
+ line: new s(),
1075
+ accent: new s()
1076
+ }, me = {
1077
+ line: new s(),
1078
+ accent: new s()
1079
+ }, J = 1, he = null, ge = 0, _e = 0, ve = 0;
1080
+ return {
1081
+ objects: r,
1082
+ uTime: n,
1083
+ setMode(e, t) {
1084
+ let n = it[e] || it.target;
1085
+ pe.line.copy(l), pe.accent.copy(d), me.line.copy(n.line), me.accent.copy(n.accent), J = +!!t, t && (l.copy(n.line), d.copy(n.accent), S.emissive.copy(d), T.color.copy(l));
1086
+ },
1087
+ setActive(e) {
1088
+ p.uActive.value = +!!e;
1089
+ },
1090
+ setHover(e) {
1091
+ e ? (p.uHover.value.x = e.col, p.uHover.value.y = e.row, _e = 1) : _e = 0;
1092
+ },
1093
+ setSelected(e) {
1094
+ e ? (he = e, F.position.x = e.col - 4.5, F.position.z = e.row - 4.5, F.visible = !0, ge = 0) : (he = null, F.visible = !1);
1095
+ },
1096
+ setPreview(e, t) {
1097
+ if (!e || !e.cells || e.cells.length === 0) {
1098
+ z.visible = !1, B.visible = !1;
1099
+ return;
1100
+ }
1101
+ L.value.copy(e.valid ? $("#34d399") : $("#f43f5e"));
1102
+ let n = Math.min(5, e.cells.length), r = 99, i = -1, a = 99, o = -1;
1103
+ for (let t = 0; t < n; t++) {
1104
+ let n = e.cells[t];
1105
+ q.set(n.col - 4.5, .047, n.row - 4.5), G.compose(q, K, fe), z.setMatrixAt(t, G), n.row < r && (r = n.row), n.row > i && (i = n.row), n.col < a && (a = n.col), n.col > o && (o = n.col);
1106
+ }
1107
+ z.count = n, z.instanceMatrix.needsUpdate = !0, z.visible = !0, t ? (B.geometry = t, B.position.set((a + o) / 2 - 4.5, .02, (r + i) / 2 - 4.5), B.rotation.set(0, i > r ? -Math.PI / 2 : 0, 0), B.visible = !0) : B.visible = !1;
1108
+ },
1109
+ setMarkers(e, t) {
1110
+ let n = 0, r = 0;
1111
+ if (Array.isArray(e)) for (let i = 0; i < 10; i++) {
1112
+ let a = e[i];
1113
+ if (a) for (let e = 0; e < 10; e++) {
1114
+ let o = a[e];
1115
+ o !== "hit" && o !== "miss" || t(i * 10 + e) || (o === "miss" ? (q.set(e - 4.5, nt, i - 4.5), G.compose(q, K, fe), V.setMatrixAt(n++, G)) : (q.set(e - 4.5, nt, i - 4.5), G.compose(q, K, fe), de.setMatrixAt(r, G), q.y = .045000000000000005, G.compose(q, K, fe), W.setMatrixAt(r++, G)));
1116
+ }
1117
+ }
1118
+ V.count = n, de.count = r, W.count = r, V.visible = n > 0, de.visible = W.visible = r > 0, V.instanceMatrix.needsUpdate = !0, de.instanceMatrix.needsUpdate = !0, W.instanceMatrix.needsUpdate = !0;
1119
+ },
1120
+ setQuality(e) {
1121
+ A.visible = e !== "low", V.castShadow = de.castShadow = e !== "low";
1122
+ },
1123
+ update(e, t, r) {
1124
+ if (n.value = t, J < 1) {
1125
+ J = Math.min(1, J + e / .45);
1126
+ let t = J * J * (3 - 2 * J);
1127
+ l.copy(pe.line).lerp(me.line, t), d.copy(pe.accent).lerp(me.accent, t), S.emissive.copy(d), T.color.copy(l);
1128
+ }
1129
+ let i = p.uHoverAmt;
1130
+ if (i.value += (_e - i.value) * Math.min(1, e * 14), r ? p.uScan.value = -20 : (ve += e, p.uScan.value = ve * 2.2 % 16 - 8), he) {
1131
+ ge += e;
1132
+ let n = Math.min(1, ge / .22), i = r ? 1 : 1 + .05 * Math.sin(t * 5), a = (1.35 - .35 * n * (2 - n)) * i;
1133
+ F.scale.set(a, 1, a), P.uniforms.uOpacity.value = n;
1134
+ }
1135
+ },
1136
+ dispose() {
1137
+ for (let e of a) e.dispose();
1138
+ for (let e of o) e.dispose();
1139
+ C.dispose();
1140
+ }
1141
+ };
1142
+ }
1143
+ // src/games/battleship/scene/core-ships.js
1144
+ var vt = 5, yt = 36, bt = 20, xt = (e) => new s(e).convertSRGBToLinear();
1145
+ function St(e, { color: t, trim: n, trimIntensity: r, roughness: i }) {
1146
+ let a = { value: n }, o = { value: r }, s = new x({
1147
+ vertexColors: !0,
1148
+ color: t,
1149
+ metalness: .6,
1150
+ roughness: i
1151
+ });
1152
+ return s.onBeforeCompile = (e) => {
1153
+ e.uniforms.uTrim = a, e.uniforms.uTrimIntensity = o, e.vertexShader = e.vertexShader.replace("#include <common>", "#include <common>\nattribute float aGlow;\nvarying float vGlow;").replace("#include <begin_vertex>", "#include <begin_vertex>\nvGlow = aGlow;"), e.fragmentShader = e.fragmentShader.replace("#include <common>", "#include <common>\nuniform vec3 uTrim;\nuniform float uTrimIntensity;\nvarying float vGlow;").replace("#include <emissivemap_fragment>", "#include <emissivemap_fragment>\ntotalEmissiveRadiance += uTrim * vGlow * uTrimIntensity;\ndiffuseColor.rgb *= 1.0 - vGlow * 0.7;");
1154
+ }, s.customProgramCacheKey = () => "bs-ship-" + e, {
1155
+ material: s,
1156
+ uTrim: a,
1157
+ uTrimIntensity: o
1158
+ };
1159
+ }
1160
+ var Ct = `
1161
+ uniform vec4 uEmitA[${vt}];
1162
+ uniform vec4 uEmitB[${vt}];
1163
+ uniform float uTime;
1164
+ uniform float uScale;
1165
+ uniform float uEmber;
1166
+ attribute float aEmitter;
1167
+ attribute vec4 aSeed;
1168
+ varying vec4 vColor;
1169
+ void main() {
1170
+ int idx = int(aEmitter + 0.5);
1171
+ vec4 A = uEmitA[idx];
1172
+ vec4 B = uEmitB[idx];
1173
+ float life = mix(2.8 + aSeed.y * 1.6, 1.0 + aSeed.y * 0.8, uEmber);
1174
+ float t = fract((uTime + aSeed.w * life) / life);
1175
+ vec3 base = A.xyz + vec3(B.x, 0.0, B.y) * (aSeed.x * 2.0 - 1.0) * B.z;
1176
+ vec3 pos;
1177
+ float alpha;
1178
+ float size;
1179
+ vec3 col;
1180
+ if (uEmber < 0.5) {
1181
+ pos = base + vec3((aSeed.z - 0.5) * 0.25 + 0.5 * t * t, t * 1.7, (aSeed.y - 0.5) * 0.25 + 0.25 * t * t);
1182
+ alpha = smoothstep(0.0, 0.12, t) * (1.0 - smoothstep(0.5, 1.0, t)) * 0.55;
1183
+ size = (0.22 + 0.6 * t) * (0.7 + 0.6 * aSeed.z);
1184
+ col = mix(vec3(0.05, 0.045, 0.06), vec3(0.16, 0.17, 0.22), t);
1185
+ } else {
1186
+ float sway = sin(t * 9.0 + aSeed.x * 20.0) * 0.06;
1187
+ pos = base + vec3(sway + 0.2 * t, t * (0.7 + aSeed.z * 0.8), sway * 0.6);
1188
+ float flick = 0.55 + 0.45 * sin(uTime * 23.0 + aSeed.w * 50.0);
1189
+ alpha = (1.0 - t) * flick;
1190
+ size = 0.045 + 0.04 * aSeed.z;
1191
+ col = mix(vec3(1.0, 0.75, 0.35), vec3(0.96, 0.25, 0.37), t);
1192
+ }
1193
+ alpha *= A.w;
1194
+ vec4 mv = modelViewMatrix * vec4(pos, 1.0);
1195
+ gl_Position = projectionMatrix * mv;
1196
+ gl_PointSize = alpha > 0.003 ? size * uScale / max(-mv.z, 0.1) : 0.0;
1197
+ vColor = vec4(col, alpha);
1198
+ }
1199
+ `, wt = "\nvarying vec4 vColor;\nvoid main() {\n float d = length(gl_PointCoord - 0.5) * 2.0;\n if (d > 1.0) discard;\n gl_FragColor = vec4(vColor.rgb, vColor.a * pow(1.0 - d, 1.5));\n #include <encodings_fragment>\n}\n";
1200
+ function Tt(e) {
1201
+ let t = e * vt, n = new i(), a = new Float32Array(t), o = new Float32Array(t * 4);
1202
+ for (let e = 0; e < t; e++) {
1203
+ a[e] = e % vt;
1204
+ for (let t = 0; t < 4; t++) o[e * 4 + t] = Math.random();
1205
+ }
1206
+ return n.setAttribute("position", new r(new Float32Array(t * 3), 3)), n.setAttribute("aEmitter", new r(a, 1)), n.setAttribute("aSeed", new r(o, 4)), n;
1207
+ }
1208
+ function Et({ quality: e, reducedMotion: n, heightAt: r }) {
1209
+ let i = new m();
1210
+ i.name = "battleship-fleet";
1211
+ let a = St("intact", {
1212
+ color: new s(1, 1, 1),
1213
+ trim: xt("#a78bfa"),
1214
+ trimIntensity: 1.6,
1215
+ roughness: .42
1216
+ }), o = St("wreck", {
1217
+ color: new s(.32, .3, .32),
1218
+ trim: xt("#fb923c"),
1219
+ trimIntensity: .5,
1220
+ roughness: .75
1221
+ }), c = /* @__PURE__ */ new Map();
1222
+ function l(e, t) {
1223
+ let n = e + ":" + t, r = c.get(n);
1224
+ return r || (r = $e(e, t), c.set(n, r)), r;
1225
+ }
1226
+ let u = [], d = [];
1227
+ for (let e = 0; e < vt; e++) u.push(new re(0, 0, 0, 0)), d.push(new re(1, 0, .5, 0));
1228
+ let f = { value: u }, p = { value: d }, h = { value: 0 }, g = { value: 600 }, _ = new ne(), v = (e, t, n) => {
1229
+ e.getDrawingBufferSize(_), g.value = _.y * .5 * n.projectionMatrix.elements[5];
1230
+ }, b = Tt(yt), x = Tt(bt), ee = (e) => new M({
1231
+ uniforms: {
1232
+ uEmitA: f,
1233
+ uEmitB: p,
1234
+ uTime: h,
1235
+ uScale: g,
1236
+ uEmber: { value: +!!e }
1237
+ },
1238
+ vertexShader: Ct,
1239
+ fragmentShader: wt,
1240
+ transparent: !0,
1241
+ depthWrite: !1,
1242
+ blending: e ? t : S,
1243
+ toneMapped: !e
1244
+ }), C = ee(!1), w = ee(!0), T = new te(b, C), E = new te(x, w);
1245
+ for (let e of [T, E]) e.frustumCulled = !1, e.visible = !1, e.onBeforeRender = v, i.add(e);
1246
+ T.renderOrder = 6, E.renderOrder = 7;
1247
+ function D(e) {
1248
+ let t = e === "low" || n;
1249
+ b.setDrawRange(0, (t ? 14 : yt) * vt), x.setDrawRange(0, (t ? 8 : bt) * vt);
1250
+ }
1251
+ D(e);
1252
+ let O = e !== "low", k = /* @__PURE__ */ new Map(), A = n ? .45 : 1.2, j = 0;
1253
+ function N(e, t) {
1254
+ let n = t.cells || [], r = n.length || t.size || 1, i = 0, a = 0, o = 99, s = -1, c = 99, l = -1;
1255
+ for (let e of n) i += e.row, a += e.col, e.row < o && (o = e.row), e.row > s && (s = e.row), e.col < c && (c = e.col), e.col > l && (l = e.col);
1256
+ let u = Math.max(1, n.length), d = n.length > 1 ? s > o : t.orientation === "vertical";
1257
+ e.x = a / u - 4.5, e.z = i / u - 4.5, e.yaw = d ? -Math.PI / 2 : 0, e.dirX = +!d, e.dirZ = +!!d, e.halfLen = r / 2 - .1, e.size = r;
1258
+ }
1259
+ function P() {
1260
+ for (let e of k.values()) i.remove(e.mesh);
1261
+ k.clear();
1262
+ }
1263
+ return {
1264
+ group: i,
1265
+ geometryFor: l,
1266
+ sync(e, t) {
1267
+ let n = /* @__PURE__ */ new Set();
1268
+ if (Array.isArray(e)) for (let r of e) {
1269
+ if (!r || r.id == null || t.hide(r)) continue;
1270
+ let e = String(r.id);
1271
+ n.add(e);
1272
+ let s = !!r.sunk && !t.forceIntact(r), c = r.size || (r.cells ? r.cells.length : 1), u = Qe(r.id, c), d = k.get(e), f = !d;
1273
+ if (d ? (d.cls !== u || d.size !== c) && (d.mesh.geometry = l(u, c), d.cls = u) : (d = {
1274
+ id: e,
1275
+ mesh: new y(l(u, c), a.material),
1276
+ cls: u,
1277
+ phase: Math.random() * Math.PI * 2,
1278
+ sunk: !1,
1279
+ sinkT: 0,
1280
+ sinking: !1,
1281
+ forcedUntil: 0,
1282
+ x: 0,
1283
+ z: 0,
1284
+ yaw: 0,
1285
+ dirX: 1,
1286
+ dirZ: 0,
1287
+ halfLen: 1,
1288
+ size: c
1289
+ }, d.mesh.castShadow = O, d.mesh.rotation.order = "YZX", k.set(e, d), i.add(d.mesh)), N(d, r), s && !d.sunk) {
1290
+ d.sunk = !0, d.mesh.material = o.material;
1291
+ let e = !f || t.sunkAnimate(r);
1292
+ d.sinking = e, d.sinkT = +!e;
1293
+ } else !s && d.sunk && j > d.forcedUntil && (d.sunk = !1, d.sinking = !1, d.sinkT = 0, d.mesh.material = a.material);
1294
+ }
1295
+ for (let [e, t] of k) n.has(e) || (i.remove(t.mesh), k.delete(e));
1296
+ },
1297
+ clear: P,
1298
+ sinkAt(e, t) {
1299
+ let n = t - 4.5, r = e - 4.5;
1300
+ for (let e of k.values()) {
1301
+ let t = (n - e.x) * e.dirX + (r - e.z) * e.dirZ;
1302
+ if (Math.abs((n - e.x) * e.dirZ - (r - e.z) * e.dirX) < .4 && Math.abs(t) <= e.halfLen + .2) return e.sunk || (e.sunk = !0, e.sinking = !0, e.sinkT = 0, e.forcedUntil = j + 3, e.mesh.material = o.material), !0;
1303
+ }
1304
+ return !1;
1305
+ },
1306
+ occupies(e, t) {
1307
+ let n = t - 4.5, r = e - 4.5;
1308
+ for (let e of k.values()) {
1309
+ let t = (n - e.x) * e.dirX + (r - e.z) * e.dirZ;
1310
+ if (Math.abs((n - e.x) * e.dirZ - (r - e.z) * e.dirX) < .4 && Math.abs(t) <= e.halfLen + .2) return !0;
1311
+ }
1312
+ return !1;
1313
+ },
1314
+ setTrimColor(e) {
1315
+ a.uTrim.value.copy(e);
1316
+ },
1317
+ setQuality(e) {
1318
+ O = e !== "low";
1319
+ for (let e of k.values()) e.mesh.castShadow = O;
1320
+ D(e);
1321
+ },
1322
+ update(e) {
1323
+ j += e, h.value = j;
1324
+ let t = 0, i = n ? .3 : 1;
1325
+ for (let n of k.values()) {
1326
+ n.sinking && (n.sinkT = Math.min(1, n.sinkT + e / A), n.sinkT >= 1 && (n.sinking = !1));
1327
+ let a = n.sinkT, o = a * a * (3 - 2 * a), s = n.halfLen, c = r(n.x + n.dirX * s, n.z + n.dirZ * s), l = r(n.x - n.dirX * s, n.z - n.dirZ * s), f = r(n.x + n.dirZ * .3, n.z - n.dirX * .3), p = r(n.x - n.dirZ * .3, n.z + n.dirX * .3), m = (c + l + f + p) * .25, h = Math.sin(j * 1.3 + n.phase) * .012 * i, g = Math.atan2(c - l, 2 * s) * i + .11 * o, _ = Math.atan2(f - p, .6) * i + Math.sin(j * .9 + n.phase) * .02 * i + .3 * o;
1328
+ if (n.mesh.position.set(n.x, m + h - .14 * o, n.z), n.mesh.rotation.set(_, n.yaw, g), n.sunk && t < vt) {
1329
+ let e = u[t], r = d[t];
1330
+ e.set(n.x, m + .08 - .1 * o, n.z, Math.min(1, a * 1.5)), r.set(n.dirX, n.dirZ, s * .7, 0), t++;
1331
+ }
1332
+ }
1333
+ for (let e = t; e < vt; e++) u[e].w = 0;
1334
+ T.visible = E.visible = t > 0;
1335
+ },
1336
+ dispose() {
1337
+ P();
1338
+ for (let e of c.values()) e.dispose();
1339
+ c.clear(), a.material.dispose(), o.material.dispose(), b.dispose(), x.dispose(), C.dispose(), w.dispose();
1340
+ }
1341
+ };
1342
+ }
1343
+ // src/games/battleship/scene/createBattleScene.js
1344
+ var Dt = "#0b1220", Ot = .018, kt = 38, At = 6, jt = 1 / 20, Mt = (e) => new s(e).convertSRGBToLinear(), Nt = {
1345
+ uniforms: { tDiffuse: { value: null } },
1346
+ vertexShader: "\n varying vec2 vUv;\n void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); }\n ",
1347
+ fragmentShader: "\n uniform sampler2D tDiffuse;\n varying vec2 vUv;\n void main() { gl_FragColor = LinearTosRGB(texture2D(tDiffuse, vUv)); }\n "
1348
+ };
1349
+ function Pt() {
1350
+ if (typeof window > "u") return "low";
1351
+ let e = !!(window.matchMedia && window.matchMedia("(pointer: coarse)").matches), t = Math.min(window.innerWidth || 0, window.innerHeight || 0) < 640, n = typeof navigator < "u" && navigator.hardwareConcurrency || 8;
1352
+ return e || t || n <= 4 ? "low" : "high";
1353
+ }
1354
+ function Ft(e) {
1355
+ let t = typeof window < "u" && window.devicePixelRatio || 1;
1356
+ return e === "high" ? Math.min(t, 1.75) : Math.min(t, t > 1.5 ? 1.25 : 1);
1357
+ }
1358
+ var It = (e) => e < .5 ? 4 * e * e * e : 1 - (-2 * e + 2) ** 3 / 2, Lt = (e) => e && Number.isInteger(e.row) && Number.isInteger(e.col) && e.row >= 0 && e.row < 10 && e.col >= 0 && e.col < 10;
1359
+ function Rt(t, { quality: n = "auto", reducedMotion: r = !1, onCellHover: i, onCellSelect: a } = {}) {
1360
+ if (!t) throw Error("createBattleScene: container element required");
1361
+ let c = n === "auto", u = c ? Pt() : n === "low" ? "low" : "high", d = !1, f = Ft(u), m = new ie({
1362
+ antialias: !(u === "low" && (window.devicePixelRatio || 1) >= 2),
1363
+ alpha: !1,
1364
+ stencil: !1,
1365
+ powerPreference: "high-performance"
1366
+ });
1367
+ m.outputEncoding = ae, m.toneMapping = e, m.toneMappingExposure = 1.08, m.shadowMap.enabled = !0, m.shadowMap.type = ee, m.setPixelRatio(f), m.setClearColor(Dt, 1);
1368
+ let g = m.domElement;
1369
+ g.style.display = "block", g.style.width = "100%", g.style.height = "100%", g.style.touchAction = "none", g.style.outline = "none", t.appendChild(g);
1370
+ let _ = Math.max(1, t.clientWidth), v = Math.max(1, t.clientHeight);
1371
+ m.setSize(_, v, !1);
1372
+ let y = new j();
1373
+ y.fog = new p(Mt(Dt), Ot);
1374
+ let b = new w(kt, _ / v, .1, 500);
1375
+ b.position.set(11, 12, 11);
1376
+ let x = new B(b, g);
1377
+ x.enableDamping = !0, x.dampingFactor = .08, x.enablePan = !1, x.rotateSpeed = .6, x.zoomSpeed = .8, x.minPolarAngle = .32, x.maxPolarAngle = 1.22;
1378
+ let S = new h(Mt("#9db8ff"), Mt(Dt), .55), C = new l(Mt("#e8f0ff"), 1.5);
1379
+ C.position.set(-5, 14, -7), C.shadow.mapSize.set(1024, 1024);
1380
+ let E = C.shadow.camera;
1381
+ E.left = -7.5, E.right = 7.5, E.top = 7.5, E.bottom = -7.5, E.near = 4, E.far = 32, E.updateProjectionMatrix(), C.shadow.bias = -4e-4, C.shadow.normalBias = .02, C.castShadow = u === "high";
1382
+ let te = new D(Mt("#22d3ee"), 1.1, 22, 2);
1383
+ te.position.set(-7.5, 3, 7.5);
1384
+ let O = new D(Mt("#a78bfa"), 1, 22, 2);
1385
+ O.position.set(7.5, 2.5, -7.5), y.add(S, C, C.target, te, O);
1386
+ let M = Ue({
1387
+ quality: u,
1388
+ reducedMotion: r,
1389
+ fogColor: new s(Dt),
1390
+ fogDensity: Ot
1391
+ });
1392
+ y.add(M.sky, M.mesh);
1393
+ let N = _t({ quality: u });
1394
+ for (let e of N.objects) y.add(e);
1395
+ let P = Et({
1396
+ quality: u,
1397
+ reducedMotion: r,
1398
+ heightAt: M.heightAt
1399
+ });
1400
+ y.add(P.group);
1401
+ let F = Me({
1402
+ quality: u,
1403
+ reducedMotion: r
1404
+ });
1405
+ F.object.rotation.order = "YXZ", y.add(F.object);
1406
+ let I = Te(y, {
1407
+ quality: u,
1408
+ reducedMotion: r
1409
+ }), L = null, re = null, ue = null;
1410
+ function V() {
1411
+ if (L) return;
1412
+ let e;
1413
+ m.capabilities.isWebGL2 && (e = new z(_, v, { format: k }), e.samples = 4), L = new oe(m, e), L.setPixelRatio(m.getPixelRatio()), L.setSize(_, v), L.addPass(new se(y, b)), re = new le(new ne(_, v), .6, .45, .7), L.addPass(re), ue = new ce(Nt), L.addPass(ue);
1414
+ }
1415
+ function de() {
1416
+ L && (L.renderTarget1.dispose(), L.renderTarget2.dispose(), re.dispose(), ue.material.dispose(), ue.fsQuad && ue.fsQuad.dispose && ue.fsQuad.dispose(), L.copyPass && (L.copyPass.material.dispose(), L.copyPass.fsQuad && L.copyPass.fsQuad.dispose && L.copyPass.fsQuad.dispose()), L = null, re = null, ue = null);
1417
+ }
1418
+ u === "high" && V();
1419
+ let H = {
1420
+ pos: new R(),
1421
+ target: new R()
1422
+ }, U = {
1423
+ active: !1,
1424
+ t: 0,
1425
+ dur: 1,
1426
+ fromPos: new R(),
1427
+ fromTarget: new R()
1428
+ }, W = new R(), G = !1;
1429
+ function K() {
1430
+ let e = _ / v, t = e < .85, n = kt / 2 * Math.PI / 180, r = Math.atan(Math.tan(n) * e), i = t ? 6.9 : 9.1, a = t ? 7.6 : 6.2, o = Math.min(52, Math.max(14, Math.max(i / Math.tan(r), a / Math.tan(n)) * 1.06));
1431
+ t ? W.set(0, 1.45, 1) : W.set(1, 1.12, 1), W.normalize(), H.target.set(0, 0, t ? .9 : .2), H.pos.copy(H.target).addScaledVector(W, o), x.minDistance = o * .55, x.maxDistance = o * 1.5, t ? (F.object.position.set(-4.4, .25, 8.1), F.object.rotation.set(.45, 0, 0)) : (F.object.position.set(-8.1, .25, 2.6), F.object.rotation.set(.45, Math.PI / 4, 0));
1432
+ }
1433
+ function q() {
1434
+ U.active = !1, b.position.copy(H.pos), x.target.copy(H.target), x.update();
1435
+ }
1436
+ function fe(e) {
1437
+ U.fromPos.copy(b.position), U.fromTarget.copy(x.target), U.t = 0, U.dur = e, U.active = !0;
1438
+ }
1439
+ K(), r ? q() : (b.position.copy(H.target).addScaledVector(W.copy(H.pos).sub(H.target), 1.45), b.position.y += 4, x.target.copy(H.target), x.update(), fe(1.8)), x.addEventListener("start", () => {
1440
+ G = !0, U.active = !1;
1441
+ });
1442
+ function pe() {
1443
+ let e = t.clientWidth, n = t.clientHeight;
1444
+ e && n && (_ = e, v = n, m.setSize(e, n, !1), b.aspect = e / n, b.updateProjectionMatrix(), L && (L.setPixelRatio(m.getPixelRatio()), L.setSize(e, n)), K(), !G && !U.active && q());
1445
+ }
1446
+ let me = typeof ResizeObserver < "u" ? new ResizeObserver(pe) : null;
1447
+ me ? me.observe(t) : window.addEventListener("resize", pe);
1448
+ let J = typeof document > "u" || !document.hidden, he = !0, ge = typeof IntersectionObserver < "u" ? new IntersectionObserver((e) => {
1449
+ he = e[e.length - 1].isIntersecting, Q();
1450
+ }) : null;
1451
+ ge && ge.observe(t);
1452
+ let _e = () => {
1453
+ J = !document.hidden, Q();
1454
+ };
1455
+ document.addEventListener("visibilitychange", _e);
1456
+ let ve = null, ye = !1, be = null, xe = /* @__PURE__ */ new Map(), Se = /* @__PURE__ */ new Set(), Ce = [], we = 0, Ee = (e, t) => {
1457
+ let n = e.cells;
1458
+ if (!Array.isArray(n)) return !1;
1459
+ for (let e = 0; e < n.length; e++) if (t(n[e].row * 10 + n[e].col)) return !0;
1460
+ return !1;
1461
+ }, De = (e) => xe.has(e), Oe = (e) => {
1462
+ for (let t = 0; t < Ce.length; t++) if (Ce[t].key === e && we - Ce[t].at < 3) return !0;
1463
+ return !1;
1464
+ }, ke = {
1465
+ hide: (e) => ve === "target" && !!e.sunk && Ee(e, De),
1466
+ forceIntact: (e) => Ee(e, De),
1467
+ sunkAnimate: (e) => Ee(e, Oe)
1468
+ };
1469
+ function Ae() {
1470
+ P.sync(be ? be.ships : null, ke);
1471
+ }
1472
+ function je() {
1473
+ N.setMarkers(be ? be.shots : null, De);
1474
+ }
1475
+ let Ne = new A(), Pe = new ne(), Fe = new T(new R(0, 1, 0), -nt), Ie = new R(), Y = -1, Le = "", X = {
1476
+ id: -1,
1477
+ x: 0,
1478
+ y: 0,
1479
+ moved: !1
1480
+ };
1481
+ function Re(e) {
1482
+ e !== Le && (Le = e, g.style.cursor = e);
1483
+ }
1484
+ function ze(e, t) {
1485
+ let n = g.getBoundingClientRect();
1486
+ if (!n.width || !n.height || (Pe.set((e - n.left) / n.width * 2 - 1, -((t - n.top) / n.height) * 2 + 1), Ne.setFromCamera(Pe, b), !Ne.ray.intersectPlane(Fe, Ie))) return -1;
1487
+ let r = Math.floor(Ie.x + 5), i = Math.floor(Ie.z + 5);
1488
+ return i < 0 || i > 9 || r < 0 || r > 9 ? -1 : i * 10 + r;
1489
+ }
1490
+ function Be(e) {
1491
+ if (e === Y) return;
1492
+ Y = e;
1493
+ let t = e < 0 ? null : {
1494
+ row: Math.floor(e / 10),
1495
+ col: e % 10
1496
+ };
1497
+ N.setHover(t), Re(t ? "pointer" : ""), typeof i == "function" && i(t);
1498
+ }
1499
+ function Ve(e) {
1500
+ X.id = e.pointerId, X.x = e.clientX, X.y = e.clientY, X.moved = !1;
1501
+ }
1502
+ function He(e) {
1503
+ X.id === e.pointerId && !X.moved && Math.hypot(e.clientX - X.x, e.clientY - X.y) >= At && (X.moved = !0), ye && !X.moved && e.pointerType !== "touch" && Be(ze(e.clientX, e.clientY));
1504
+ }
1505
+ function We(e) {
1506
+ if (X.id !== e.pointerId) return;
1507
+ let t = !X.moved && Math.hypot(e.clientX - X.x, e.clientY - X.y) < At;
1508
+ if (X.id = -1, !t || !ye) return;
1509
+ let n = ze(e.clientX, e.clientY);
1510
+ n < 0 || (e.pointerType !== "mouse" && Be(n), typeof a == "function" && a({
1511
+ row: Math.floor(n / 10),
1512
+ col: n % 10
1513
+ }));
1514
+ }
1515
+ function Ge(e) {
1516
+ e.pointerType === "mouse" && Be(-1);
1517
+ }
1518
+ function Ke() {
1519
+ X.id = -1;
1520
+ }
1521
+ g.addEventListener("pointerdown", Ve), g.addEventListener("pointermove", He), g.addEventListener("pointerup", We), g.addEventListener("pointerleave", Ge), g.addEventListener("pointercancel", Ke);
1522
+ let qe = new R(), Je = new R();
1523
+ function Ye(e) {
1524
+ if (e.done) return;
1525
+ e.done = !0, Se.delete(e);
1526
+ let t = (xe.get(e.key) || 1) - 1;
1527
+ t <= 0 ? xe.delete(e.key) : xe.set(e.key, t), Ce.push({
1528
+ key: e.key,
1529
+ at: we
1530
+ }), Ce.length > 12 && Ce.shift(), d || (je(), e.sunk && (Ae(), e.result === "hit" && P.sinkAt(e.row, e.col))), e.resolve();
1531
+ }
1532
+ function Xe() {
1533
+ for (let e of Array.from(Se)) Ye(e);
1534
+ }
1535
+ let Ze = new o(!1), Z = 0, $e = 0, et = 0;
1536
+ function tt() {
1537
+ Z = requestAnimationFrame(tt);
1538
+ let e = Ze.getDelta(), t = Math.min(e, jt);
1539
+ if (we += t, M.update(t), P.update(t), N.update(t, we, r), F.update(t, we), I.update(t), U.active) {
1540
+ U.t += t / U.dur;
1541
+ let e = It(Math.min(1, U.t));
1542
+ b.position.lerpVectors(U.fromPos, H.pos, e), x.target.lerpVectors(U.fromTarget, H.target, e), U.t >= 1 && (U.active = !1);
1543
+ }
1544
+ x.update(), L ? L.render(t) : m.render(y, b), c && u === "high" && we > 3 && ($e += Math.min(e, .25), et++, et >= 120 && ($e / et > 1 / 40 && (rt("low"), c = !1), $e = 0, et = 0));
1545
+ }
1546
+ function Q() {
1547
+ let e = !d && J && he;
1548
+ e && !Z ? (Ze.start(), Ze.getDelta(), $e = 0, et = 0, Z = requestAnimationFrame(tt)) : !e && Z && (cancelAnimationFrame(Z), Z = 0, Ze.stop(), Xe());
1549
+ }
1550
+ function rt(e) {
1551
+ u = e, m.setPixelRatio(Ft(e)), m.setSize(_, v, !1), C.castShadow = e === "high", M.setQuality(e), N.setQuality(e), P.setQuality(e), I.setQuality(e), e === "high" ? V() : de(), L && (L.setPixelRatio(m.getPixelRatio()), L.setSize(_, v));
1552
+ }
1553
+ return Q(), {
1554
+ setView(e) {
1555
+ if (d || !e) return;
1556
+ let t = e.mode === "own" ? "own" : "target";
1557
+ if (t !== ve) {
1558
+ let e = ve === null;
1559
+ ve = t, P.clear(), N.setMode(ve, e || r), P.setTrimColor(it[ve].accent);
1560
+ }
1561
+ ye = !!e.interactive, N.setActive(ye), ye || Be(-1), be = e, Ae(), je();
1562
+ let n = e.preview;
1563
+ if (n && Array.isArray(n.cells) && n.cells.length) {
1564
+ let e = Math.min(5, n.cells.length);
1565
+ N.setPreview(n, P.geometryFor(Qe(null, e), e));
1566
+ } else N.setPreview(null, null);
1567
+ },
1568
+ playShot({ row: e, col: t, result: n, sunk: r = !1, incoming: i = !1 } = {}) {
1569
+ return new Promise((a) => {
1570
+ if (d || !Lt({
1571
+ row: e,
1572
+ col: t
1573
+ })) {
1574
+ a();
1575
+ return;
1576
+ }
1577
+ let o = e * 10 + t, s = {
1578
+ key: o,
1579
+ row: e,
1580
+ col: t,
1581
+ result: n === "hit" ? "hit" : "miss",
1582
+ sunk: !!r,
1583
+ done: !1,
1584
+ resolve: a
1585
+ };
1586
+ if (Se.add(s), xe.set(o, (xe.get(o) || 0) + 1), je(), !Z) {
1587
+ Ye(s);
1588
+ return;
1589
+ }
1590
+ let c = t - 4.5, l = e - 4.5;
1591
+ i ? qe.set(c * .35, 5, -12) : qe.set(c * .3, 4, 9.5);
1592
+ let u = s.result === "hit" && P.occupies(e, t);
1593
+ Je.set(c, u ? .12 : nt, l), I.shoot(qe, Je, s.result, () => Ye(s));
1594
+ });
1595
+ },
1596
+ selectCell(e) {
1597
+ d || N.setSelected(Lt(e) ? e : null);
1598
+ },
1599
+ setRadarVisible(e) {
1600
+ d || F.setVisible(!!e);
1601
+ },
1602
+ setRadarContacts(e) {
1603
+ d || F.setContacts(e);
1604
+ },
1605
+ resetCamera() {
1606
+ d || (G = !1, K(), r ? q() : fe(.9));
1607
+ },
1608
+ setQuality(e) {
1609
+ if (d) return;
1610
+ c = !1;
1611
+ let t = e === "low" ? "low" : "high";
1612
+ t !== u && rt(t);
1613
+ },
1614
+ dispose() {
1615
+ d || (d = !0, Z && cancelAnimationFrame(Z), Z = 0, me ? me.disconnect() : window.removeEventListener("resize", pe), ge && ge.disconnect(), document.removeEventListener("visibilitychange", _e), g.removeEventListener("pointerdown", Ve), g.removeEventListener("pointermove", He), g.removeEventListener("pointerup", We), g.removeEventListener("pointerleave", Ge), g.removeEventListener("pointercancel", Ke), Xe(), x.dispose(), I.dispose(), F.dispose(), P.dispose(), N.dispose(), M.dispose(), de(), C.shadow && C.shadow.map && C.shadow.map.dispose(), y.clear(), m.dispose(), m.forceContextLoss(), g.parentNode && g.parentNode.removeChild(g));
1616
+ }
1617
+ };
1618
+ }
1619
+ export { Rt as createBattleScene, Rt as default };
1620
+
1621
+ //# sourceMappingURL=createBattleScene-HIAvjixn.js.map