@minicode-dev/chat 0.1.11 → 0.1.12

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.
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- {"version":3,"file":"createLiveScene-CJQtq54t.js","names":["damageLevel","tankById","arenaObstacles","wrapAngle","RAD_TO_DEG","eventKind","arenaBounds","rng","createTankShared","createHills","lin","createTankGeometries","createSky","dampK","WHEELS","createDecor","clamp","createTank","SKY","createFx","createTerrain","MAX_TANKS","MAX_SHELLS","MARGIN","CELL","MAX_DT","SUN_DIR","Vector3","COLORS","FIREWORK","makeHeights","seed","p","h","n","cell","size","iz","ix","x","z","createLiveScene","container","emit","quality","lowPower","bounds","arena","ox","oz","disposed","dpr","renderer","WebGLRenderer","sRGBEncoding","ACESFilmicToneMapping","PCFSoftShadowMap","canvas","width","height","contextLost","onContextLost","scene","Scene","Fog","camera","PerspectiveCamera","world","Group","hemi","HemisphereLight","sun","DirectionalLight","sc","center","sky","hills","terrain","grid","decor","obstacles","decorList","rockList","o","r","count","i","side","t","inset","borderRocks","step","edge","len","x1","x0","z1","z0","bx","bz","borderDecor","fx","tankGeos","tankShared","MeshLambertMaterial","MeshStandardMaterial","wheels","InstancedMesh","DynamicDrawUsage","blobTex","blobTexture","blobGeo","PlaneGeometry","blobMat","MeshBasicMaterial","blobs","tanks","v1","v2","mtx","Matrix4","scl","ensureTank","key","rt","entry","removeTank","color","index","blowTurret","s","animate","a","DEG","updateBlown","b","dt","g","shellSlots","freeSlots","syncShells","seen","list","id","y","terrainBase","slot","cam","portrait","updateFov","aspect","shake","reducedMotion","amount","updateCamera","focus","back","up","ahead","diff","dx","dz","k","celebrate","handleEvent","kind","shooterOf","lastStats","render","dtMs","state","wheelCount","blobCount","hullYaw","fwd","turn","moved","level","w","info","raycaster","Raycaster","ndc","Vector2","ground","Plane","hit","screenToGround","nx","ny","resize","ro"],"sources":["../../src/games/tanks-live/scene/createLiveScene.js"],"sourcesContent":["// TANQUES LIVE 3D — real-time arena scene (three >=0.134 <0.138). Framework-agnostic.\n//\n// createLiveScene(container, { arena, lowPower, reducedMotion, onEvent }) → {\n// render(renderState, dtMs), screenToGround(nx, ny), resize(), getStats(), dispose()\n// }\n// Reuses the turn-based Tanks look (terrain, tank model, decor, FX) through their modules.\n// The host drives every frame (no internal loop): render() draws once. World meters 1:1;\n// render-state yaw is radians, forward = (cos, sin) on x/z.\nimport {\n ACESFilmicToneMapping,\n DirectionalLight,\n DynamicDrawUsage,\n Fog,\n Group,\n HemisphereLight,\n InstancedMesh,\n Matrix4,\n MeshBasicMaterial,\n MeshLambertMaterial,\n MeshStandardMaterial,\n PCFSoftShadowMap,\n PerspectiveCamera,\n Plane,\n PlaneGeometry,\n Raycaster,\n Scene,\n sRGBEncoding,\n Vector2,\n Vector3,\n WebGLRenderer,\n} from 'three'\nimport { createTerrain, createSky, createHills, SKY } from '../../tanks/scene/terrain.js'\nimport { createDecor } from '../../tanks/scene/decor.js'\nimport { createTank, createTankGeometries, createTankShared, WHEELS } from '../../tanks/scene/tank.js'\nimport { createFx } from '../../tanks/scene/fx.js'\nimport { blobTexture, clamp, dampK, DEG, lin, rng } from '../../tanks/scene/util.js'\nimport { arenaBounds, arenaObstacles, damageLevel, eventKind, RAD_TO_DEG, shooterOf, tankById, wrapAngle } from './liveView.js'\n\nconst MAX_TANKS = 4\nconst MAX_SHELLS = 8 // fx projectile pool\nconst MARGIN = 14 // decorative ground around the arena\nconst CELL = 2\nconst MAX_DT = 1 / 15\nconst SUN_DIR = new Vector3(0.62, 0.42, 0.66).normalize()\nconst COLORS = { green: 'green', red: 'red' }\nconst FIREWORK = { green: lin('#22c55e'), red: lin('#ef4444'), gold: lin('#fbbf24') }\n\n// Gentle rolling ground: tanks drive on a 2D plane, so relief stays under ~1 m.\nfunction makeHeights(n, size, seed) {\n const r = rng(seed)\n const p = [r() * 6.28, r() * 6.28, r() * 6.28, r() * 6.28]\n const h = new Float32Array(n * n)\n const cell = size / (n - 1)\n for (let iz = 0; iz < n; iz++) {\n for (let ix = 0; ix < n; ix++) {\n const x = ix * cell\n const z = iz * cell\n h[iz * n + ix] = 2 +\n 0.45 * Math.sin(x * 0.07 + p[0]) * Math.cos(z * 0.06 + p[1]) +\n 0.3 * Math.sin(x * 0.16 + z * 0.11 + p[2]) +\n 0.18 * Math.cos(x * 0.23 - z * 0.19 + p[3])\n }\n }\n return h\n}\n\nexport function createLiveScene(container, { arena, lowPower = false, reducedMotion = false, onEvent } = {}) {\n if (!container) throw new Error('createLiveScene: container element required')\n const emit = (e) => {\n try { onEvent?.(e) } catch { /* listener errors must never break rendering */ }\n }\n const quality = lowPower ? 'low' : 'high'\n const bounds = arenaBounds(arena)\n const size = Math.ceil((Math.max(bounds.width, bounds.depth) + MARGIN * 2) / CELL) * CELL\n // logical (arena) → scene coordinates\n const ox = MARGIN - bounds.minX\n const oz = MARGIN - bounds.minZ\n let disposed = false\n\n // ------------------------------------------------------------------ renderer\n const dpr = (typeof window !== 'undefined' && window.devicePixelRatio) || 1\n const renderer = new WebGLRenderer({ antialias: !lowPower || dpr < 2, alpha: false, stencil: false, powerPreference: 'high-performance' })\n renderer.outputEncoding = sRGBEncoding\n renderer.toneMapping = ACESFilmicToneMapping\n renderer.toneMappingExposure = 1.05\n renderer.shadowMap.enabled = !lowPower\n renderer.shadowMap.type = PCFSoftShadowMap\n renderer.setPixelRatio(Math.min(dpr, lowPower ? 1.25 : 1.75))\n renderer.setClearColor(SKY.horizon, 1)\n const canvas = renderer.domElement\n canvas.style.display = 'block'\n canvas.style.width = '100%'\n canvas.style.height = '100%'\n canvas.style.outline = 'none'\n container.appendChild(canvas)\n let width = Math.max(1, container.clientWidth)\n let height = Math.max(1, container.clientHeight)\n renderer.setSize(width, height, false)\n\n let contextLost = false\n const onContextLost = (e) => {\n e?.preventDefault?.()\n contextLost = true\n emit({ type: 'context_lost' })\n }\n canvas.addEventListener('webglcontextlost', onContextLost)\n\n // ------------------------------------------------------------------ scene\n const scene = new Scene()\n scene.fog = new Fog(SKY.fog.clone(), 70, 320)\n const camera = new PerspectiveCamera(55, width / height, 0.5, 1400)\n const world = new Group()\n scene.add(world)\n\n const hemi = new HemisphereLight(lin('#ffd2b0'), lin('#33402f'), lowPower ? 0.8 : 0.6)\n const sun = new DirectionalLight(lin('#ffbe7a'), 1.9)\n if (!lowPower) {\n sun.castShadow = true\n sun.shadow.mapSize.set(1024, 1024)\n sun.shadow.bias = -0.0006\n sun.shadow.normalBias = 0.04\n const sc = sun.shadow.camera\n sc.left = -42\n sc.right = 42\n sc.top = 42\n sc.bottom = -42\n sc.near = 20\n sc.far = 320\n sc.updateProjectionMatrix()\n }\n scene.add(hemi, sun, sun.target)\n\n const center = new Vector3(size / 2, 0, size / 2)\n const sky = createSky(SUN_DIR)\n scene.add(sky.mesh)\n const hills = createHills(center, SUN_DIR)\n scene.add(hills.mesh)\n\n const terrain = createTerrain()\n const grid = size / CELL + 1\n terrain.setHeights({ heights: makeHeights(grid, size, Number(arena?.seed) || 7), grid, size })\n world.add(terrain.mesh)\n\n // Obstacles: trees block as trees, everything else as rocks; plus decorative trees outside the arena.\n const decor = createDecor()\n decor.setQuality(quality)\n decor.setShadows(!lowPower)\n const obstacles = arenaObstacles(arena)\n const decorList = []\n const rockList = []\n for (const o of obstacles) {\n const x = o.x + ox\n const z = o.z + oz\n if (o.kind === 'tree') decorList.push({ kind: 'tree', x, z, scale: clamp(o.r / 1.3, 0.7, 2.2) })\n else rockList.push({ kind: 'rock', x, z, w: o.r * 2, d: o.r * 2, h: o.r * 1.2 })\n }\n {\n const r = rng(31)\n const count = lowPower ? 40 : 90\n for (let i = 0; i < count; i++) {\n const side = i % 4\n const t = r() * size\n const inset = 2 + r() * (MARGIN - 5)\n const x = side === 0 ? inset : side === 1 ? size - inset : t\n const z = side === 2 ? inset : side === 3 ? size - inset : t\n decorList.push({ kind: 'tree', x, z, scale: 0.8 + r() * 0.7 })\n }\n }\n decor.build(world, { decor: decorList, obstacles: rockList }, terrain)\n\n // Arena border: a low line of stones marking the playable area.\n const borderRocks = []\n {\n const r = rng(53)\n const step = lowPower ? 7 : 4.5\n const edge = (x0, z0, x1, z1) => {\n const len = Math.hypot(x1 - x0, z1 - z0)\n const n = Math.max(1, Math.round(len / step))\n for (let i = 0; i <= n; i++) {\n const t = i / n\n borderRocks.push({ kind: 'rock', x: x0 + (x1 - x0) * t, z: z0 + (z1 - z0) * t, scale: 0.45 + r() * 0.35 })\n }\n }\n const a = MARGIN - 1\n const bx = MARGIN + bounds.width + 1\n const bz = MARGIN + bounds.depth + 1\n edge(a, a, bx, a)\n edge(bx, a, bx, bz)\n edge(bx, bz, a, bz)\n edge(a, bz, a, a)\n }\n const borderDecor = createDecor()\n borderDecor.setQuality(quality)\n borderDecor.build(world, { decor: borderRocks, obstacles: [] }, terrain)\n\n const fx = createFx(scene, { quality, reducedMotion, heightAt: terrain.heightAt })\n\n // ------------------------------------------------------------------ tanks\n const tankGeos = createTankGeometries()\n const tankShared = createTankShared()\n tankShared.wheelMat = lowPower\n ? new MeshLambertMaterial({ vertexColors: true })\n : new MeshStandardMaterial({ vertexColors: true, roughness: 0.7, metalness: 0.25 })\n const wheels = new InstancedMesh(tankGeos.wheel, tankShared.wheelMat, MAX_TANKS * WHEELS.length)\n wheels.instanceMatrix.setUsage(DynamicDrawUsage)\n wheels.frustumCulled = false\n wheels.count = 0\n world.add(wheels)\n\n const blobTex = blobTexture(64)\n const blobGeo = new PlaneGeometry(1, 1)\n blobGeo.rotateX(-Math.PI / 2)\n const blobMat = new MeshBasicMaterial({ map: blobTex, transparent: true, depthWrite: false, polygonOffset: true, polygonOffsetFactor: -2, polygonOffsetUnits: -2 })\n const blobs = new InstancedMesh(blobGeo, blobMat, MAX_TANKS)\n blobs.frustumCulled = false\n blobs.count = 0\n blobs.renderOrder = 2\n world.add(blobs)\n\n const tanks = new Map() // id → { t, alive, last:{x,z}, dust, exhaust }\n const v1 = new Vector3()\n const v2 = new Vector3()\n const mtx = new Matrix4()\n const scl = new Vector3()\n\n function ensureTank(rt, index) {\n const key = String(rt.id)\n let entry = tanks.get(key)\n if (entry && entry.alive === false && rt.alive !== false) {\n // revived (rematch): rebuild cleanly\n removeTank(key)\n entry = null\n }\n if (entry) return entry\n const color = COLORS[rt.color] || (index === 0 ? 'green' : 'red')\n const t = createTank(tankGeos, tankShared, { id: key, color, quality })\n t.setShadows(!lowPower)\n world.add(t.root)\n t.state.pitch = 4\n entry = { t, color, alive: true, last: null, dustAcc: 0, exhaustAcc: 0, seen: true }\n tanks.set(key, entry)\n return entry\n }\n\n function removeTank(key) {\n const entry = tanks.get(key)\n if (!entry) return\n if (entry.t.state.blown) entry.t.turret.removeFromParent()\n entry.t.dispose()\n tanks.delete(key)\n }\n\n function blowTurret(t, animate) {\n const s = t.state\n if (s.blown) return\n world.attach(t.turret)\n if (!animate) {\n const a = (s.hullYaw + 120) * DEG\n const x = s.x + Math.cos(a) * 4.5\n const z = s.z + Math.sin(a) * 4.5\n t.turret.position.set(x, terrain.heightAt(x, z) + 0.2, z)\n t.turret.rotation.set(0.5, a, 2.6)\n s.blown = { p: t.turret.position.clone(), v: new Vector3(), w: new Vector3(), landed: true }\n return\n }\n const a = Math.random() * Math.PI * 2\n s.blown = {\n p: t.turret.position.clone(),\n v: new Vector3(Math.cos(a) * 3.5, 15, Math.sin(a) * 3.5),\n w: new Vector3((Math.random() - 0.5) * 6, (Math.random() - 0.5) * 5, (Math.random() - 0.5) * 6),\n landed: false,\n }\n }\n\n function updateBlown(t, dt) {\n const b = t.state.blown\n if (!b || b.landed) return\n b.v.y -= 20 * dt\n b.p.addScaledVector(b.v, dt)\n t.turret.rotation.x += b.w.x * dt\n t.turret.rotation.y += b.w.y * dt\n t.turret.rotation.z += b.w.z * dt\n const g = terrain.heightAt(b.p.x, b.p.z) + 0.25\n if (b.p.y < g && b.v.y < 0) {\n b.p.y = g\n if (b.v.y < -5) {\n b.v.y *= -0.25\n b.v.x *= 0.5\n b.v.z *= 0.5\n b.w.multiplyScalar(0.4)\n fx.dust(b.p.x, g, b.p.z, 2)\n } else b.landed = true\n }\n t.turret.position.copy(b.p)\n }\n\n // ------------------------------------------------------------------ shells\n const shellSlots = new Map() // shell id → fx slot\n const freeSlots = Array.from({ length: MAX_SHELLS }, (_, i) => i)\n\n function syncShells(list) {\n const seen = new Set()\n for (const s of list || []) {\n const id = String(s.id)\n seen.add(id)\n const x = s.x + ox\n const z = s.z + oz\n const y = Number.isFinite(s.y) ? s.y + terrainBase : terrain.heightAt(x, z) + 1.8\n let slot = shellSlots.get(id)\n if (slot == null) {\n if (!freeSlots.length) continue\n slot = freeSlots.pop()\n shellSlots.set(id, slot)\n fx.projShow(slot, x, y, z, false)\n } else fx.projMove(slot, x, y, z)\n }\n for (const [id, slot] of shellSlots) {\n if (seen.has(id)) continue\n fx.projHide(slot)\n shellSlots.delete(id)\n freeSlots.push(slot)\n }\n }\n\n // Shell heights in the render state are relative to a flat ground at 0; the terrain sits ~2 m up.\n const terrainBase = 2\n\n // ------------------------------------------------------------------ camera\n const cam = { pos: new Vector3(), target: new Vector3(), yaw: 0, snap: true, shake: 0, orbit: 0 }\n let portrait = false\n function updateFov() {\n const aspect = width / height\n portrait = aspect < 0.85\n camera.fov = portrait ? 68 : aspect < 1.25 ? 60 : 52\n camera.aspect = aspect\n camera.updateProjectionMatrix()\n }\n updateFov()\n\n function shake(amount) {\n if (reducedMotion) return\n cam.shake = Math.max(cam.shake, amount)\n }\n\n function updateCamera(dt, focus) {\n if (!focus) {\n cam.pos.set(center.x, 70, center.z + size * 0.55)\n cam.target.set(center.x, 2, center.z)\n } else {\n const s = focus.t.state\n const back = portrait ? 19 : 15\n const up = portrait ? 15 : 10.5\n const ahead = portrait ? 14 : 12\n if (focus.alive) {\n let diff = wrapAngle(s.hullYaw * DEG - cam.yaw)\n cam.yaw += diff * (cam.snap ? 1 : dampK(2.6, dt))\n const dx = Math.cos(cam.yaw)\n const dz = Math.sin(cam.yaw)\n v1.set(s.x - dx * back, s.y + up, s.z - dz * back)\n v2.set(s.x + dx * ahead, s.y + 1, s.z + dz * ahead)\n } else {\n // own wreck: slow orbit\n cam.orbit += dt * (reducedMotion ? 0 : 0.3)\n v1.set(s.x + Math.cos(cam.orbit) * 20, s.y + 9, s.z + Math.sin(cam.orbit) * 20)\n v2.set(s.x, s.y + 2, s.z)\n }\n const g = terrain.heightAt(v1.x, v1.z) + 2.5\n if (v1.y < g) v1.y = g\n if (cam.snap) {\n cam.pos.copy(v1)\n cam.target.copy(v2)\n cam.orbit = Math.atan2(cam.pos.z - s.z, cam.pos.x - s.x)\n } else {\n cam.pos.lerp(v1, dampK(6, dt))\n cam.target.lerp(v2, dampK(8, dt))\n }\n cam.snap = false\n }\n camera.position.copy(cam.pos)\n if (cam.shake > 0.002) {\n const k = cam.shake\n camera.position.x += (Math.random() - 0.5) * k\n camera.position.y += (Math.random() - 0.5) * k\n camera.position.z += (Math.random() - 0.5) * k\n cam.shake *= Math.exp(-7 * dt)\n } else cam.shake = 0\n camera.lookAt(cam.target)\n if (!lowPower) {\n sun.target.position.copy(cam.target)\n sun.position.copy(cam.target).addScaledVector(SUN_DIR, 200)\n }\n }\n\n // ------------------------------------------------------------------ events\n let celebrate = null\n function handleEvent(e, list) {\n const kind = eventKind(e)\n if (kind === 'fire') {\n const rt = shooterOf(e, list)\n const entry = rt ? tanks.get(String(rt.id)) : null\n if (!entry) return\n entry.t.state.recoil = 1\n entry.t.muzzleWorld(v1)\n entry.t.gunDirWorld(v2)\n fx.muzzle(v1, v2)\n if (rt.self) shake(0.18)\n } else if (kind === 'impact') {\n if (!Number.isFinite(e.x) || !Number.isFinite(e.z)) return\n const x = e.x + ox\n const z = e.z + oz\n const y = terrain.heightAt(x, z)\n fx.explosion(x, y, z, 3, e.kind === 'obstacle' ? 'obstacle' : 'terrain')\n terrain.crater(x, z, 2.2, 0)\n decor.blast(terrain, x, z, 2.5)\n } else if (kind === 'hit') {\n const rt = tankById(list, e.target)\n const entry = rt ? tanks.get(String(rt.id)) : null\n const x = Number.isFinite(e.x) ? e.x + ox : entry?.t.state.x\n const z = Number.isFinite(e.z) ? e.z + oz : entry?.t.state.z\n if (x == null) return\n const y = (entry ? entry.t.state.y : terrain.heightAt(x, z)) + 1.6\n fx.hitSparks(x, y, z)\n fx.explosion(x, y, z, 2.6, 'tank')\n if (entry) entry.t.state.hitFlash = 1\n shake(rt?.self ? 0.9 : 0.25)\n } else if (kind === 'destroyed') {\n const rt = tankById(list, e.target)\n const entry = rt ? tanks.get(String(rt.id)) : null\n if (!entry) return\n const s = entry.t.state\n fx.bigExplosion(s.x, s.y, s.z)\n decor.blast(terrain, s.x, s.z, 6)\n terrain.crater(s.x, s.z, 4, 0)\n entry.t.setCharred(true)\n blowTurret(entry.t, !reducedMotion)\n entry.alive = false\n shake(rt.self ? 1.4 : 0.6)\n } else if (kind === 'over') {\n celebrate = { id: e.winner != null ? String(e.winner) : null, t: 0, next: 0.2 }\n }\n }\n\n // ------------------------------------------------------------------ frame\n let lastStats = { tanks: 0, shells: 0, particles: 0, calls: 0, triangles: 0 }\n let focus = null\n\n function render(state, dtMs = 16) {\n if (disposed || contextLost) return\n const dt = clamp((Number(dtMs) || 16) / 1000, 0.001, MAX_DT)\n const list = (state && state.tanks) || []\n\n // tanks\n for (const entry of tanks.values()) entry.seen = false\n let wheelCount = 0\n let blobCount = 0\n focus = null\n list.forEach((rt, index) => {\n if (!Number.isFinite(rt.x) || !Number.isFinite(rt.z)) return\n const entry = ensureTank(rt, index)\n entry.seen = true\n const t = entry.t\n const s = t.state\n const x = rt.x + ox\n const z = rt.z + oz\n const hullYaw = (rt.yaw ?? 0) * RAD_TO_DEG\n if (entry.last) {\n const dx = x - entry.last.x\n const dz = z - entry.last.z\n const fwd = dx * Math.cos(hullYaw * DEG) + dz * Math.sin(hullYaw * DEG)\n const turn = wrapAngle((hullYaw - entry.last.yaw) * DEG) * 1.4\n if (Math.abs(fwd) > 1e-4 || Math.abs(turn) > 1e-4) t.scrollTracks(Math.abs(fwd) > 1e-4 ? fwd : turn)\n const moved = Math.hypot(dx, dz) / dt\n if (moved > 1 && entry.alive) {\n entry.dustAcc += dt * moved * (lowPower ? 0.5 : 1)\n while (entry.dustAcc > 1.4) {\n entry.dustAcc -= 1.4\n t.localToWorld(v1, -2.6, 0, (Math.random() - 0.5) * 2.6)\n fx.dust(v1.x, terrain.heightAt(v1.x, v1.z), v1.z, 0.9)\n }\n }\n }\n entry.last = { x, z, yaw: hullYaw }\n if (entry.alive && rt.alive !== false) {\n entry.exhaustAcc += dt * (lowPower ? 3 : 6)\n while (entry.exhaustAcc > 1) {\n entry.exhaustAcc -= 1\n t.localToWorld(v1, -2.9, 1.3, 0.8)\n fx.exhaust(v1.x, v1.y, v1.z)\n }\n }\n s.x = x\n s.z = z\n s.y = terrain.heightAt(x, z)\n s.hullYaw = hullYaw\n s.yaw = (rt.turretYaw ?? rt.yaw ?? 0) * RAD_TO_DEG\n s.hp = rt.hp ?? s.hp\n if (rt.alive === false && entry.alive) {\n // dead without a destroyed event (late join / resync): show the wreck as is\n entry.alive = false\n t.setCharred(true)\n blowTurret(t, false)\n }\n if (s.recoil > 0) s.recoil = Math.max(0, s.recoil - dt * 4)\n if (s.hitFlash > 0) {\n s.hitFlash = Math.max(0, s.hitFlash - dt * 3)\n t.setFlash(s.hitFlash)\n }\n t.place(terrain, dt)\n updateBlown(t, dt)\n const level = damageLevel(rt.hp ?? 100, entry.alive)\n if (level > 0) {\n t.localToWorld(v1, -0.6, 2.2, 0)\n fx.emitDamage(v1.x, v1.y, v1.z, dt, level, s)\n }\n if (wheelCount + WHEELS.length <= MAX_TANKS * WHEELS.length) {\n t.writeWheels(wheels, wheelCount)\n wheelCount += WHEELS.length\n }\n if (lowPower && blobCount < MAX_TANKS) {\n scl.set(8, 1, 6)\n mtx.makeRotationY(-hullYaw * DEG).scale(scl).setPosition(x, s.y + 0.05, z)\n blobs.setMatrixAt(blobCount++, mtx)\n }\n if (rt.self) focus = entry\n })\n for (const [key, entry] of tanks) if (!entry.seen) removeTank(key)\n wheels.count = wheelCount\n wheels.instanceMatrix.needsUpdate = true\n blobs.count = blobCount\n if (blobCount) blobs.instanceMatrix.needsUpdate = true\n if (!focus && list.length) focus = tanks.get(String(list[0].id)) || null\n\n // events after tank poses so muzzle positions are current\n for (const e of (state && state.events) || []) handleEvent(e, list)\n syncShells(state && state.shells)\n\n if (celebrate) {\n celebrate.t += dt\n const w = celebrate.id != null ? tanks.get(celebrate.id) : null\n if (w && celebrate.t < 4 && celebrate.t >= celebrate.next && !reducedMotion) {\n celebrate.next += 0.45\n const s = w.t.state\n fx.firework(s.x + (Math.random() - 0.5) * 8, s.y + 9 + Math.random() * 4, s.z + (Math.random() - 0.5) * 8,\n Math.random() < 0.5 ? FIREWORK[w.color] || FIREWORK.gold : FIREWORK.gold)\n }\n if (celebrate.t > 4) celebrate = null\n }\n\n updateCamera(dt, focus)\n fx.update(dt, camera, renderer, false)\n renderer.render(scene, camera)\n const info = renderer.info.render\n lastStats = { tanks: tanks.size, shells: shellSlots.size, particles: fx.particleCount, calls: info.calls, triangles: info.triangles }\n }\n\n // ------------------------------------------------------------------ picking\n const raycaster = new Raycaster()\n const ndc = new Vector2()\n const ground = new Plane(new Vector3(0, 1, 0), 0)\n const hit = new Vector3()\n /** Normalized device coords (-1..1, y up) → arena ground point { x, z } or null. */\n function screenToGround(nx, ny) {\n if (disposed) return null\n ndc.set(nx, ny)\n raycaster.setFromCamera(ndc, camera)\n const y = focus ? focus.t.state.y + 1 : terrainBase\n ground.constant = -y\n if (!raycaster.ray.intersectPlane(ground, hit)) return null\n return { x: hit.x - ox, z: hit.z - oz }\n }\n\n // ------------------------------------------------------------------ resize\n function resize() {\n if (disposed) return\n const w = container.clientWidth\n const h = container.clientHeight\n if (!w || !h) return\n width = w\n height = h\n renderer.setSize(w, h, false)\n updateFov()\n }\n const ro = typeof ResizeObserver !== 'undefined' ? new ResizeObserver(resize) : null\n if (ro) ro.observe(container)\n else if (typeof window !== 'undefined') window.addEventListener('resize', resize)\n\n return {\n kind: '3d',\n render,\n screenToGround,\n resize,\n getStats() {\n return { ...lastStats }\n },\n dispose() {\n if (disposed) return\n disposed = true\n if (ro) ro.disconnect()\n else if (typeof window !== 'undefined') window.removeEventListener('resize', resize)\n canvas.removeEventListener('webglcontextlost', onContextLost)\n for (const key of Array.from(tanks.keys())) removeTank(key)\n wheels.dispose()\n tankShared.wheelMat.dispose()\n tankShared.dispose()\n tankGeos.dispose()\n blobs.dispose()\n blobGeo.dispose()\n blobMat.dispose()\n blobTex.dispose()\n fx.dispose()\n decor.dispose()\n borderDecor.dispose()\n terrain.dispose()\n sky.dispose()\n hills.dispose()\n if (sun.shadow && sun.shadow.map) sun.shadow.map.dispose()\n scene.clear()\n renderer.dispose()\n renderer.forceContextLoss()\n if (canvas.parentNode) canvas.parentNode.removeChild(canvas)\n },\n }\n}\n\nexport default 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Framework-agnostic.\n//\n// createLiveScene(container, { arena, lowPower, reducedMotion, onEvent }) → {\n// render(renderState, dtMs), screenToGround(nx, ny), resize(), getStats(), dispose()\n// }\n// Reuses the turn-based Tanks look (terrain, tank model, decor, FX) through their modules.\n// The host drives every frame (no internal loop): render() draws once. World meters 1:1;\n// render-state yaw is radians, forward = (cos, sin) on x/z.\nimport {\n ACESFilmicToneMapping,\n DirectionalLight,\n DynamicDrawUsage,\n Fog,\n Group,\n HemisphereLight,\n InstancedMesh,\n Matrix4,\n MeshBasicMaterial,\n MeshLambertMaterial,\n MeshStandardMaterial,\n PCFSoftShadowMap,\n PerspectiveCamera,\n Plane,\n PlaneGeometry,\n Raycaster,\n Scene,\n sRGBEncoding,\n Vector2,\n Vector3,\n WebGLRenderer,\n} from 'three'\nimport { createTerrain, createSky, createHills, SKY } from '../../tanks/scene/terrain.js'\nimport { createDecor } from '../../tanks/scene/decor.js'\nimport { createTank, createTankGeometries, createTankShared, WHEELS } from '../../tanks/scene/tank.js'\nimport { createFx } from '../../tanks/scene/fx.js'\nimport { blobTexture, clamp, dampK, DEG, lin, rng } from '../../tanks/scene/util.js'\nimport { arenaBounds, arenaObstacles, damageLevel, eventKind, RAD_TO_DEG, shooterOf, tankById, wrapAngle } from './liveView.js'\n\nconst MAX_TANKS = 4\nconst MAX_SHELLS = 8 // fx projectile pool\nconst MARGIN = 14 // decorative ground around the arena\nconst CELL = 2\nconst MAX_DT = 1 / 15\nconst SUN_DIR = new Vector3(0.62, 0.42, 0.66).normalize()\nconst COLORS = { green: 'green', red: 'red' }\nconst FIREWORK = { green: lin('#22c55e'), red: lin('#ef4444'), gold: lin('#fbbf24') }\n\n// Gentle rolling ground: tanks drive on a 2D plane, so relief stays under ~1 m.\nfunction makeHeights(n, size, seed) {\n const r = rng(seed)\n const p = [r() * 6.28, r() * 6.28, r() * 6.28, r() * 6.28]\n const h = new Float32Array(n * n)\n const cell = size / (n - 1)\n for (let iz = 0; iz < n; iz++) {\n for (let ix = 0; ix < n; ix++) {\n const x = ix * cell\n const z = iz * cell\n h[iz * n + ix] = 2 +\n 0.45 * Math.sin(x * 0.07 + p[0]) * Math.cos(z * 0.06 + p[1]) +\n 0.3 * Math.sin(x * 0.16 + z * 0.11 + p[2]) +\n 0.18 * Math.cos(x * 0.23 - z * 0.19 + p[3])\n }\n }\n return h\n}\n\nexport function createLiveScene(container, { arena, lowPower = false, reducedMotion = false, onEvent } = {}) {\n if (!container) throw new Error('createLiveScene: container element required')\n const emit = (e) => {\n try { onEvent?.(e) } catch { /* listener errors must never break rendering */ }\n }\n const quality = lowPower ? 'low' : 'high'\n const bounds = arenaBounds(arena)\n const size = Math.ceil((Math.max(bounds.width, bounds.depth) + MARGIN * 2) / CELL) * CELL\n // logical (arena) → scene coordinates\n const ox = MARGIN - bounds.minX\n const oz = MARGIN - bounds.minZ\n let disposed = false\n\n // ------------------------------------------------------------------ renderer\n const dpr = (typeof window !== 'undefined' && window.devicePixelRatio) || 1\n const renderer = new WebGLRenderer({ antialias: !lowPower || dpr < 2, alpha: false, stencil: false, powerPreference: 'high-performance' })\n renderer.outputEncoding = sRGBEncoding\n renderer.toneMapping = ACESFilmicToneMapping\n renderer.toneMappingExposure = 1.05\n renderer.shadowMap.enabled = !lowPower\n renderer.shadowMap.type = PCFSoftShadowMap\n renderer.setPixelRatio(Math.min(dpr, lowPower ? 1.25 : 1.75))\n renderer.setClearColor(SKY.horizon, 1)\n const canvas = renderer.domElement\n canvas.style.display = 'block'\n canvas.style.width = '100%'\n canvas.style.height = '100%'\n canvas.style.outline = 'none'\n container.appendChild(canvas)\n let width = Math.max(1, container.clientWidth)\n let height = Math.max(1, container.clientHeight)\n renderer.setSize(width, height, false)\n\n let contextLost = false\n const onContextLost = (e) => {\n e?.preventDefault?.()\n contextLost = true\n emit({ type: 'context_lost' })\n }\n canvas.addEventListener('webglcontextlost', onContextLost)\n\n // ------------------------------------------------------------------ scene\n const scene = new Scene()\n scene.fog = new Fog(SKY.fog.clone(), 70, 320)\n const camera = new PerspectiveCamera(55, width / height, 0.5, 1400)\n const world = new Group()\n scene.add(world)\n\n const hemi = new HemisphereLight(lin('#ffd2b0'), lin('#33402f'), lowPower ? 0.8 : 0.6)\n const sun = new DirectionalLight(lin('#ffbe7a'), 1.9)\n if (!lowPower) {\n sun.castShadow = true\n sun.shadow.mapSize.set(1024, 1024)\n sun.shadow.bias = -0.0006\n sun.shadow.normalBias = 0.04\n const sc = sun.shadow.camera\n sc.left = -42\n sc.right = 42\n sc.top = 42\n sc.bottom = -42\n sc.near = 20\n sc.far = 320\n sc.updateProjectionMatrix()\n }\n scene.add(hemi, sun, sun.target)\n\n const center = new Vector3(size / 2, 0, size / 2)\n const sky = createSky(SUN_DIR)\n scene.add(sky.mesh)\n const hills = createHills(center, SUN_DIR)\n scene.add(hills.mesh)\n\n const terrain = createTerrain()\n const grid = size / CELL + 1\n terrain.setHeights({ heights: makeHeights(grid, size, Number(arena?.seed) || 7), grid, size })\n world.add(terrain.mesh)\n\n // Obstacles: trees block as trees, everything else as rocks; plus decorative trees outside the arena.\n const decor = createDecor()\n decor.setQuality(quality)\n decor.setShadows(!lowPower)\n const obstacles = arenaObstacles(arena)\n const decorList = []\n const rockList = []\n for (const o of obstacles) {\n const x = o.x + ox\n const z = o.z + oz\n if (o.kind === 'tree') decorList.push({ kind: 'tree', x, z, scale: clamp(o.r / 1.3, 0.7, 2.2) })\n else rockList.push({ kind: 'rock', x, z, w: o.r * 2, d: o.r * 2, h: o.r * 1.2 })\n }\n {\n const r = rng(31)\n const count = lowPower ? 40 : 90\n for (let i = 0; i < count; i++) {\n const side = i % 4\n const t = r() * size\n const inset = 2 + r() * (MARGIN - 5)\n const x = side === 0 ? inset : side === 1 ? size - inset : t\n const z = side === 2 ? inset : side === 3 ? size - inset : t\n decorList.push({ kind: 'tree', x, z, scale: 0.8 + r() * 0.7 })\n }\n }\n decor.build(world, { decor: decorList, obstacles: rockList }, terrain)\n\n // Arena border: a low line of stones marking the playable area.\n const borderRocks = []\n {\n const r = rng(53)\n const step = lowPower ? 7 : 4.5\n const edge = (x0, z0, x1, z1) => {\n const len = Math.hypot(x1 - x0, z1 - z0)\n const n = Math.max(1, Math.round(len / step))\n for (let i = 0; i <= n; i++) {\n const t = i / n\n borderRocks.push({ kind: 'rock', x: x0 + (x1 - x0) * t, z: z0 + (z1 - z0) * t, scale: 0.45 + r() * 0.35 })\n }\n }\n const a = MARGIN - 1\n const bx = MARGIN + bounds.width + 1\n const bz = MARGIN + bounds.depth + 1\n edge(a, a, bx, a)\n edge(bx, a, bx, bz)\n edge(bx, bz, a, bz)\n edge(a, bz, a, a)\n }\n const borderDecor = createDecor()\n borderDecor.setQuality(quality)\n borderDecor.build(world, { decor: borderRocks, obstacles: [] }, terrain)\n\n const fx = createFx(scene, { quality, reducedMotion, heightAt: terrain.heightAt })\n\n // ------------------------------------------------------------------ tanks\n const tankGeos = createTankGeometries()\n const tankShared = createTankShared()\n tankShared.wheelMat = lowPower\n ? new MeshLambertMaterial({ vertexColors: true })\n : new MeshStandardMaterial({ vertexColors: true, roughness: 0.7, metalness: 0.25 })\n const wheels = new InstancedMesh(tankGeos.wheel, tankShared.wheelMat, MAX_TANKS * WHEELS.length)\n wheels.instanceMatrix.setUsage(DynamicDrawUsage)\n wheels.frustumCulled = false\n wheels.count = 0\n world.add(wheels)\n\n const blobTex = blobTexture(64)\n const blobGeo = new PlaneGeometry(1, 1)\n blobGeo.rotateX(-Math.PI / 2)\n const blobMat = new MeshBasicMaterial({ map: blobTex, transparent: true, depthWrite: false, polygonOffset: true, polygonOffsetFactor: -2, polygonOffsetUnits: -2 })\n const blobs = new InstancedMesh(blobGeo, blobMat, MAX_TANKS)\n blobs.frustumCulled = false\n blobs.count = 0\n blobs.renderOrder = 2\n world.add(blobs)\n\n const tanks = new Map() // id → { t, alive, last:{x,z}, dust, exhaust }\n const v1 = new Vector3()\n const v2 = new Vector3()\n const mtx = new Matrix4()\n const scl = new Vector3()\n\n function ensureTank(rt, index) {\n const key = String(rt.id)\n let entry = tanks.get(key)\n if (entry && entry.alive === false && rt.alive !== false) {\n // revived (rematch): rebuild cleanly\n removeTank(key)\n entry = null\n }\n if (entry) return entry\n const color = COLORS[rt.color] || (index === 0 ? 'green' : 'red')\n const t = createTank(tankGeos, tankShared, { id: key, color, quality })\n t.setShadows(!lowPower)\n world.add(t.root)\n t.state.pitch = 4\n entry = { t, color, alive: true, last: null, dustAcc: 0, exhaustAcc: 0, seen: true }\n tanks.set(key, entry)\n return entry\n }\n\n function removeTank(key) {\n const entry = tanks.get(key)\n if (!entry) return\n if (entry.t.state.blown) entry.t.turret.removeFromParent()\n entry.t.dispose()\n tanks.delete(key)\n }\n\n function blowTurret(t, animate) {\n const s = t.state\n if (s.blown) return\n world.attach(t.turret)\n if (!animate) {\n const a = (s.hullYaw + 120) * DEG\n const x = s.x + Math.cos(a) * 4.5\n const z = s.z + Math.sin(a) * 4.5\n t.turret.position.set(x, terrain.heightAt(x, z) + 0.2, z)\n t.turret.rotation.set(0.5, a, 2.6)\n s.blown = { p: t.turret.position.clone(), v: new Vector3(), w: new Vector3(), landed: true }\n return\n }\n const a = Math.random() * Math.PI * 2\n s.blown = {\n p: t.turret.position.clone(),\n v: new Vector3(Math.cos(a) * 3.5, 15, Math.sin(a) * 3.5),\n w: new Vector3((Math.random() - 0.5) * 6, (Math.random() - 0.5) * 5, (Math.random() - 0.5) * 6),\n landed: false,\n }\n }\n\n function updateBlown(t, dt) {\n const b = t.state.blown\n if (!b || b.landed) return\n b.v.y -= 20 * dt\n b.p.addScaledVector(b.v, dt)\n t.turret.rotation.x += b.w.x * dt\n t.turret.rotation.y += b.w.y * dt\n t.turret.rotation.z += b.w.z * dt\n const g = terrain.heightAt(b.p.x, b.p.z) + 0.25\n if (b.p.y < g && b.v.y < 0) {\n b.p.y = g\n if (b.v.y < -5) {\n b.v.y *= -0.25\n b.v.x *= 0.5\n b.v.z *= 0.5\n b.w.multiplyScalar(0.4)\n fx.dust(b.p.x, g, b.p.z, 2)\n } else b.landed = true\n }\n t.turret.position.copy(b.p)\n }\n\n // ------------------------------------------------------------------ shells\n const shellSlots = new Map() // shell id → fx slot\n const freeSlots = Array.from({ length: MAX_SHELLS }, (_, i) => i)\n\n function syncShells(list) {\n const seen = new Set()\n for (const s of list || []) {\n const id = String(s.id)\n seen.add(id)\n const x = s.x + ox\n const z = s.z + oz\n const y = Number.isFinite(s.y) ? s.y + terrainBase : terrain.heightAt(x, z) + 1.8\n let slot = shellSlots.get(id)\n if (slot == null) {\n if (!freeSlots.length) continue\n slot = freeSlots.pop()\n shellSlots.set(id, slot)\n fx.projShow(slot, x, y, z, false)\n } else fx.projMove(slot, x, y, z)\n }\n for (const [id, slot] of shellSlots) {\n if (seen.has(id)) continue\n fx.projHide(slot)\n shellSlots.delete(id)\n freeSlots.push(slot)\n }\n }\n\n // Shell heights in the render state are relative to a flat ground at 0; the terrain sits ~2 m up.\n const terrainBase = 2\n\n // ------------------------------------------------------------------ camera\n const cam = { pos: new Vector3(), target: new Vector3(), yaw: 0, snap: true, shake: 0, orbit: 0 }\n let portrait = false\n function updateFov() {\n const aspect = width / height\n portrait = aspect < 0.85\n camera.fov = portrait ? 68 : aspect < 1.25 ? 60 : 52\n camera.aspect = aspect\n camera.updateProjectionMatrix()\n }\n updateFov()\n\n function shake(amount) {\n if (reducedMotion) return\n cam.shake = Math.max(cam.shake, amount)\n }\n\n function updateCamera(dt, focus) {\n if (!focus) {\n cam.pos.set(center.x, 70, center.z + size * 0.55)\n cam.target.set(center.x, 2, center.z)\n } else {\n const s = focus.t.state\n const back = portrait ? 19 : 15\n const up = portrait ? 15 : 10.5\n const ahead = portrait ? 14 : 12\n if (focus.alive) {\n let diff = wrapAngle(s.hullYaw * DEG - cam.yaw)\n cam.yaw += diff * (cam.snap ? 1 : dampK(2.6, dt))\n const dx = Math.cos(cam.yaw)\n const dz = Math.sin(cam.yaw)\n v1.set(s.x - dx * back, s.y + up, s.z - dz * back)\n v2.set(s.x + dx * ahead, s.y + 1, s.z + dz * ahead)\n } else {\n // own wreck: slow orbit\n cam.orbit += dt * (reducedMotion ? 0 : 0.3)\n v1.set(s.x + Math.cos(cam.orbit) * 20, s.y + 9, s.z + Math.sin(cam.orbit) * 20)\n v2.set(s.x, s.y + 2, s.z)\n }\n const g = terrain.heightAt(v1.x, v1.z) + 2.5\n if (v1.y < g) v1.y = g\n if (cam.snap) {\n cam.pos.copy(v1)\n cam.target.copy(v2)\n cam.orbit = Math.atan2(cam.pos.z - s.z, cam.pos.x - s.x)\n } else {\n cam.pos.lerp(v1, dampK(6, dt))\n cam.target.lerp(v2, dampK(8, dt))\n }\n cam.snap = false\n }\n camera.position.copy(cam.pos)\n if (cam.shake > 0.002) {\n const k = cam.shake\n camera.position.x += (Math.random() - 0.5) * k\n camera.position.y += (Math.random() - 0.5) * k\n camera.position.z += (Math.random() - 0.5) * k\n cam.shake *= Math.exp(-7 * dt)\n } else cam.shake = 0\n camera.lookAt(cam.target)\n if (!lowPower) {\n sun.target.position.copy(cam.target)\n sun.position.copy(cam.target).addScaledVector(SUN_DIR, 200)\n }\n }\n\n // ------------------------------------------------------------------ events\n let celebrate = null\n function handleEvent(e, list) {\n const kind = eventKind(e)\n if (kind === 'fire') {\n const rt = shooterOf(e, list)\n const entry = rt ? tanks.get(String(rt.id)) : null\n if (!entry) return\n entry.t.state.recoil = 1\n entry.t.muzzleWorld(v1)\n entry.t.gunDirWorld(v2)\n fx.muzzle(v1, v2)\n if (rt.self) shake(0.18)\n } else if (kind === 'impact') {\n if (!Number.isFinite(e.x) || !Number.isFinite(e.z)) return\n const x = e.x + ox\n const z = e.z + oz\n const y = terrain.heightAt(x, z)\n fx.explosion(x, y, z, 3, e.kind === 'obstacle' ? 'obstacle' : 'terrain')\n terrain.crater(x, z, 2.2, 0)\n decor.blast(terrain, x, z, 2.5)\n } else if (kind === 'hit') {\n const rt = tankById(list, e.target)\n const entry = rt ? tanks.get(String(rt.id)) : null\n const x = Number.isFinite(e.x) ? e.x + ox : entry?.t.state.x\n const z = Number.isFinite(e.z) ? e.z + oz : entry?.t.state.z\n if (x == null) return\n const y = (entry ? entry.t.state.y : terrain.heightAt(x, z)) + 1.6\n fx.hitSparks(x, y, z)\n fx.explosion(x, y, z, 2.6, 'tank')\n if (entry) entry.t.state.hitFlash = 1\n shake(rt?.self ? 0.9 : 0.25)\n } else if (kind === 'destroyed') {\n const rt = tankById(list, e.target)\n const entry = rt ? tanks.get(String(rt.id)) : null\n if (!entry) return\n const s = entry.t.state\n fx.bigExplosion(s.x, s.y, s.z)\n decor.blast(terrain, s.x, s.z, 6)\n terrain.crater(s.x, s.z, 4, 0)\n entry.t.setCharred(true)\n blowTurret(entry.t, !reducedMotion)\n entry.alive = false\n shake(rt.self ? 1.4 : 0.6)\n } else if (kind === 'over') {\n celebrate = { id: e.winner != null ? String(e.winner) : null, t: 0, next: 0.2 }\n }\n }\n\n // ------------------------------------------------------------------ frame\n let lastStats = { tanks: 0, shells: 0, particles: 0, calls: 0, triangles: 0 }\n let focus = null\n\n function render(state, dtMs = 16) {\n if (disposed || contextLost) return\n const dt = clamp((Number(dtMs) || 16) / 1000, 0.001, MAX_DT)\n const list = (state && state.tanks) || []\n\n // tanks\n for (const entry of tanks.values()) entry.seen = false\n let wheelCount = 0\n let blobCount = 0\n focus = null\n list.forEach((rt, index) => {\n if (!Number.isFinite(rt.x) || !Number.isFinite(rt.z)) return\n const entry = ensureTank(rt, index)\n entry.seen = true\n const t = entry.t\n const s = t.state\n const x = rt.x + ox\n const z = rt.z + oz\n const hullYaw = (rt.yaw ?? 0) * RAD_TO_DEG\n if (entry.last) {\n const dx = x - entry.last.x\n const dz = z - entry.last.z\n const fwd = dx * Math.cos(hullYaw * DEG) + dz * Math.sin(hullYaw * DEG)\n const turn = wrapAngle((hullYaw - entry.last.yaw) * DEG) * 1.4\n if (Math.abs(fwd) > 1e-4 || Math.abs(turn) > 1e-4) t.scrollTracks(Math.abs(fwd) > 1e-4 ? fwd : turn)\n const moved = Math.hypot(dx, dz) / dt\n if (moved > 1 && entry.alive) {\n entry.dustAcc += dt * moved * (lowPower ? 0.5 : 1)\n while (entry.dustAcc > 1.4) {\n entry.dustAcc -= 1.4\n t.localToWorld(v1, -2.6, 0, (Math.random() - 0.5) * 2.6)\n fx.dust(v1.x, terrain.heightAt(v1.x, v1.z), v1.z, 0.9)\n }\n }\n }\n entry.last = { x, z, yaw: hullYaw }\n if (entry.alive && rt.alive !== false) {\n entry.exhaustAcc += dt * (lowPower ? 3 : 6)\n while (entry.exhaustAcc > 1) {\n entry.exhaustAcc -= 1\n t.localToWorld(v1, -2.9, 1.3, 0.8)\n fx.exhaust(v1.x, v1.y, v1.z)\n }\n }\n s.x = x\n s.z = z\n s.y = terrain.heightAt(x, z)\n s.hullYaw = hullYaw\n s.yaw = (rt.turretYaw ?? rt.yaw ?? 0) * RAD_TO_DEG\n s.hp = rt.hp ?? s.hp\n if (rt.alive === false && entry.alive) {\n // dead without a destroyed event (late join / resync): show the wreck as is\n entry.alive = false\n t.setCharred(true)\n blowTurret(t, false)\n }\n if (s.recoil > 0) s.recoil = Math.max(0, s.recoil - dt * 4)\n if (s.hitFlash > 0) {\n s.hitFlash = Math.max(0, s.hitFlash - dt * 3)\n t.setFlash(s.hitFlash)\n }\n t.place(terrain, dt)\n updateBlown(t, dt)\n const level = damageLevel(rt.hp ?? 100, entry.alive)\n if (level > 0) {\n t.localToWorld(v1, -0.6, 2.2, 0)\n fx.emitDamage(v1.x, v1.y, v1.z, dt, level, s)\n }\n if (wheelCount + WHEELS.length <= MAX_TANKS * WHEELS.length) {\n t.writeWheels(wheels, wheelCount)\n wheelCount += WHEELS.length\n }\n if (lowPower && blobCount < MAX_TANKS) {\n scl.set(8, 1, 6)\n mtx.makeRotationY(-hullYaw * DEG).scale(scl).setPosition(x, s.y + 0.05, z)\n blobs.setMatrixAt(blobCount++, mtx)\n }\n if (rt.self) focus = entry\n })\n for (const [key, entry] of tanks) if (!entry.seen) removeTank(key)\n wheels.count = wheelCount\n wheels.instanceMatrix.needsUpdate = true\n blobs.count = blobCount\n if (blobCount) blobs.instanceMatrix.needsUpdate = true\n if (!focus && list.length) focus = tanks.get(String(list[0].id)) || null\n\n // events after tank poses so muzzle positions are current\n for (const e of (state && state.events) || []) handleEvent(e, list)\n syncShells(state && state.shells)\n\n if (celebrate) {\n celebrate.t += dt\n const w = celebrate.id != null ? tanks.get(celebrate.id) : null\n if (w && celebrate.t < 4 && celebrate.t >= celebrate.next && !reducedMotion) {\n celebrate.next += 0.45\n const s = w.t.state\n fx.firework(s.x + (Math.random() - 0.5) * 8, s.y + 9 + Math.random() * 4, s.z + (Math.random() - 0.5) * 8,\n Math.random() < 0.5 ? FIREWORK[w.color] || FIREWORK.gold : FIREWORK.gold)\n }\n if (celebrate.t > 4) celebrate = null\n }\n\n updateCamera(dt, focus)\n fx.update(dt, camera, renderer, false)\n renderer.render(scene, camera)\n const info = renderer.info.render\n lastStats = { tanks: tanks.size, shells: shellSlots.size, particles: fx.particleCount, calls: info.calls, triangles: info.triangles }\n }\n\n // ------------------------------------------------------------------ picking\n const raycaster = new Raycaster()\n const ndc = new Vector2()\n const ground = new Plane(new Vector3(0, 1, 0), 0)\n const hit = new Vector3()\n /** Normalized device coords (-1..1, y up) → arena ground point { x, z } or null. */\n function screenToGround(nx, ny) {\n if (disposed) return null\n ndc.set(nx, ny)\n raycaster.setFromCamera(ndc, camera)\n const y = focus ? focus.t.state.y + 1 : terrainBase\n ground.constant = -y\n if (!raycaster.ray.intersectPlane(ground, hit)) return null\n return { x: hit.x - ox, z: hit.z - oz }\n }\n\n // ------------------------------------------------------------------ resize\n function resize() {\n if (disposed) return\n const w = container.clientWidth\n const h = container.clientHeight\n if (!w || !h) return\n width = w\n height = h\n renderer.setSize(w, h, false)\n updateFov()\n }\n const ro = typeof ResizeObserver !== 'undefined' ? new ResizeObserver(resize) : null\n if (ro) ro.observe(container)\n else if (typeof window !== 'undefined') window.addEventListener('resize', resize)\n\n return {\n kind: '3d',\n render,\n screenToGround,\n resize,\n getStats() {\n return { ...lastStats }\n },\n dispose() {\n if (disposed) return\n disposed = true\n if (ro) ro.disconnect()\n else if (typeof window !== 'undefined') window.removeEventListener('resize', resize)\n canvas.removeEventListener('webglcontextlost', onContextLost)\n for (const key of Array.from(tanks.keys())) removeTank(key)\n wheels.dispose()\n tankShared.wheelMat.dispose()\n tankShared.dispose()\n tankGeos.dispose()\n blobs.dispose()\n blobGeo.dispose()\n blobMat.dispose()\n blobTex.dispose()\n fx.dispose()\n decor.dispose()\n borderDecor.dispose()\n terrain.dispose()\n sky.dispose()\n hills.dispose()\n if (sun.shadow && sun.shadow.map) sun.shadow.map.dispose()\n scene.clear()\n renderer.dispose()\n renderer.forceContextLoss()\n if (canvas.parentNode) canvas.parentNode.removeChild(canvas)\n },\n }\n}\n\nexport default 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