@minicode-dev/chat 0.1.12 → 0.1.13
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +9 -6
- package/assets/sounds/effects/avalanche.mp3 +0 -0
- package/dist/chunks/{TanksGameCard-B47ZQcSr.js → TanksGameCard-GrqmdwJ7.js} +2 -2
- package/dist/chunks/{TanksGameCard-B47ZQcSr.js.map → TanksGameCard-GrqmdwJ7.js.map} +1 -1
- package/dist/chunks/{TanksLiveGameCard-DGsnMD3j.js → TanksLiveGameCard-DSmQcUMh.js} +2 -2
- package/dist/chunks/{TanksLiveGameCard-DGsnMD3j.js.map → TanksLiveGameCard-DSmQcUMh.js.map} +1 -1
- package/dist/chunks/avalancheScene3d-Dnl2E3EA.js +1878 -0
- package/dist/chunks/avalancheScene3d-Dnl2E3EA.js.map +1 -0
- package/dist/chunks/createLiveScene-819NWv84.js +365 -0
- package/dist/chunks/createLiveScene-819NWv84.js.map +1 -0
- package/dist/chunks/{createTankScene-CV7Brxmt.js → createTankScene-6asWHKFf.js} +120 -119
- package/dist/chunks/{createTankScene-CV7Brxmt.js.map → createTankScene-6asWHKFf.js.map} +1 -1
- package/dist/chunks/fx-BNJvJYOu.js +871 -0
- package/dist/chunks/fx-BNJvJYOu.js.map +1 -0
- package/dist/chunks/tank-DIn6Jyt8.js +605 -0
- package/dist/chunks/tank-DIn6Jyt8.js.map +1 -0
- package/dist/index.js +1524 -1127
- package/dist/index.js.map +1 -1
- package/dist/styles.css +1 -1
- package/index.d.ts +1 -1
- package/package.json +1 -1
- package/dist/chunks/createLiveScene-BqI7qV4n.js +0 -364
- package/dist/chunks/createLiveScene-BqI7qV4n.js.map +0 -1
- package/dist/chunks/fx-BHsl4S_J.js +0 -1470
- package/dist/chunks/fx-BHsl4S_J.js.map +0 -1
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import { _ as e, a as t, c as n, f as r, h as i, i as a, l as o, o as s, s as c, u as l } from "./tank-DIn6Jyt8.js";
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import { a as ee, c as u, i as d, l as te, n as ne, o as f, r as re, s as ie } from "./TanksLiveGameCard-DSmQcUMh.js";
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import { a as ae, i as oe, n as se, o as ce, r as le, t as ue } from "./fx-BNJvJYOu.js";
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import { ACESFilmicToneMapping as de, DirectionalLight as fe, DynamicDrawUsage as pe, Fog as me, Group as he, HemisphereLight as ge, InstancedMesh as _e, Matrix4 as ve, MeshBasicMaterial as ye, MeshLambertMaterial as be, MeshStandardMaterial as xe, PCFSoftShadowMap as Se, PerspectiveCamera as Ce, Plane as we, PlaneGeometry as Te, Raycaster as Ee, Scene as De, Vector2 as Oe, Vector3 as p, WebGLRenderer as ke, sRGBEncoding as Ae } from "three";
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// src/games/tanks-live/scene/createLiveScene.js
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var m = 4, je = 8, h = 14, Me = 2, Ne = 1 / 15, Pe = new p(.62, .42, .66).normalize(), Fe = {
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green: "green",
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red: "red"
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}, Ie = {
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green: i("#22c55e"),
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red: i("#ef4444"),
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gold: i("#fbbf24")
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};
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function Le(t, n, r) {
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let i = e(r), a = [
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i() * 6.28,
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i() * 6.28,
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i() * 6.28,
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i() * 6.28
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], o = new Float32Array(t * t), s = n / (t - 1);
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for (let e = 0; e < t; e++) for (let n = 0; n < t; n++) {
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let r = n * s, i = e * s;
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o[e * t + n] = 2 + .45 * Math.sin(r * .07 + a[0]) * Math.cos(i * .06 + a[1]) + .3 * Math.sin(r * .16 + i * .11 + a[2]) + .18 * Math.cos(r * .23 - i * .19 + a[3]);
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}
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return o;
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}
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function g(g, { arena: Re, lowPower: _ = !1, reducedMotion: v = !1, onEvent: ze } = {}) {
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if (!g) throw Error("createLiveScene: container element required");
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let Be = (e) => {
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try {
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ze?.(e);
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} catch {}
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}, y = _ ? "low" : "high", b = re(Re), x = Math.ceil((Math.max(b.width, b.depth) + 28) / Me) * Me, S = h - b.minX, C = h - b.minZ, w = !1, Ve = typeof window < "u" && window.devicePixelRatio || 1, T = new ke({
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antialias: !_ || Ve < 2,
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alpha: !1,
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stencil: !1,
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powerPreference: "high-performance"
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});
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T.outputEncoding = Ae, T.toneMapping = de, T.toneMappingExposure = 1.05, T.shadowMap.enabled = !_, T.shadowMap.type = Se, T.setPixelRatio(Math.min(Ve, _ ? 1.25 : 1.75)), T.setClearColor(le.horizon, 1);
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let E = T.domElement;
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E.style.display = "block", E.style.width = "100%", E.style.height = "100%", E.style.outline = "none", g.appendChild(E);
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let D = Math.max(1, g.clientWidth), O = Math.max(1, g.clientHeight);
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T.setSize(D, O, !1);
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let He = !1, Ue = (e) => {
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e?.preventDefault?.(), He = !0, Be({ type: "context_lost" });
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};
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E.addEventListener("webglcontextlost", Ue);
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let k = new De();
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k.fog = new me(le.fog.clone(), 70, 320);
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let A = new Ce(55, D / O, .5, 1400), j = new he();
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k.add(j);
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let We = new ge(i("#ffd2b0"), i("#33402f"), _ ? .8 : .6), M = new fe(i("#ffbe7a"), 1.9);
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if (!_) {
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M.castShadow = !0, M.shadow.mapSize.set(1024, 1024), M.shadow.bias = -6e-4, M.shadow.normalBias = .04;
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let e = M.shadow.camera;
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e.left = -42, e.right = 42, e.top = 42, e.bottom = -42, e.near = 20, e.far = 320, e.updateProjectionMatrix();
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}
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k.add(We, M, M.target);
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let N = new p(x / 2, 0, x / 2), Ge = ae(Pe);
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k.add(Ge.mesh);
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let Ke = oe(N, Pe);
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k.add(Ke.mesh);
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let P = ce(), qe = x / Me + 1;
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P.setHeights({
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heights: Le(qe, x, Number(Re?.seed) || 7),
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grid: qe,
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size: x
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}), j.add(P.mesh);
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let F = se();
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F.setQuality(y), F.setShadows(!_);
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let Je = d(Re), I = [], Ye = [];
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for (let e of Je) {
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let t = e.x + S, n = e.z + C;
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e.kind === "tree" ? I.push({
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kind: "tree",
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x: t,
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z: n,
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scale: l(e.r / 1.3, .7, 2.2)
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}) : Ye.push({
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kind: "rock",
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x: t,
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z: n,
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w: e.r * 2,
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d: e.r * 2,
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h: e.r * 1.2
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});
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}
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{
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let t = e(31), n = _ ? 40 : 90;
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for (let e = 0; e < n; e++) {
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let n = e % 4, r = t() * x, i = 2 + t() * 9, a = n === 0 ? i : n === 1 ? x - i : r, o = n === 2 ? i : n === 3 ? x - i : r;
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I.push({
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kind: "tree",
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x: a,
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z: o,
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scale: .8 + t() * .7
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});
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}
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}
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F.build(j, {
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decor: I,
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obstacles: Ye
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}, P);
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let Xe = [];
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{
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let t = e(53), n = _ ? 7 : 4.5, r = (e, r, i, a) => {
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let o = Math.hypot(i - e, a - r), s = Math.max(1, Math.round(o / n));
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for (let n = 0; n <= s; n++) {
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let o = n / s;
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Xe.push({
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kind: "rock",
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x: e + (i - e) * o,
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z: r + (a - r) * o,
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scale: .45 + t() * .35
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});
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}
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}, i = h + b.width + 1, a = h + b.depth + 1;
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r(13, 13, i, 13), r(i, 13, i, a), r(i, a, 13, a), r(13, a, 13, 13);
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}
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let L = se();
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L.setQuality(y), L.build(j, {
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decor: Xe,
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obstacles: []
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}, P);
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let R = ue(k, {
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quality: y,
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reducedMotion: v,
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heightAt: P.heightAt
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}), z = s(), B = c();
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B.wheelMat = _ ? new be({ vertexColors: !0 }) : new xe({
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vertexColors: !0,
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roughness: .7,
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metalness: .25
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});
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let V = new _e(z.wheel, B.wheelMat, m * a.length);
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V.instanceMatrix.setUsage(pe), V.frustumCulled = !1, V.count = 0, j.add(V);
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let Ze = o(64), Qe = new Te(1, 1);
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Qe.rotateX(-Math.PI / 2);
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let $e = new ye({
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map: Ze,
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transparent: !0,
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depthWrite: !1,
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polygonOffset: !0,
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polygonOffsetFactor: -2,
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polygonOffsetUnits: -2
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}), H = new _e(Qe, $e, m);
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H.frustumCulled = !1, H.count = 0, H.renderOrder = 2, j.add(H);
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let U = /* @__PURE__ */ new Map(), W = new p(), G = new p(), et = new ve(), tt = new p();
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function nt(e, n) {
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let r = String(e.id), i = U.get(r);
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if (i && i.alive === !1 && e.alive !== !1 && (rt(r), i = null), i) return i;
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let a = Fe[e.color] || (n === 0 ? "green" : "red"), o = t(z, B, {
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id: r,
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color: a,
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quality: y
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});
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return o.setShadows(!_), j.add(o.root), o.state.pitch = 4, i = {
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t: o,
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color: a,
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alive: !0,
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last: null,
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dustAcc: 0,
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exhaustAcc: 0,
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seen: !0
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}, U.set(r, i), i;
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}
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function rt(e) {
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let t = U.get(e);
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t && (t.t.state.blown && t.t.turret.removeFromParent(), t.t.dispose(), U.delete(e));
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}
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function it(e, t) {
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let r = e.state;
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if (r.blown) return;
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if (j.attach(e.turret), !t) {
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let t = (r.hullYaw + 120) * n, i = r.x + Math.cos(t) * 4.5, a = r.z + Math.sin(t) * 4.5;
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e.turret.position.set(i, P.heightAt(i, a) + .2, a), e.turret.rotation.set(.5, t, 2.6), r.blown = {
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p: e.turret.position.clone(),
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v: new p(),
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w: new p(),
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landed: !0
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};
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return;
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}
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let i = Math.random() * Math.PI * 2;
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r.blown = {
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p: e.turret.position.clone(),
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v: new p(Math.cos(i) * 3.5, 15, Math.sin(i) * 3.5),
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w: new p((Math.random() - .5) * 6, (Math.random() - .5) * 5, (Math.random() - .5) * 6),
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landed: !1
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};
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}
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function at(e, t) {
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let n = e.state.blown;
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if (!n || n.landed) return;
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n.v.y -= 20 * t, n.p.addScaledVector(n.v, t), e.turret.rotation.x += n.w.x * t, e.turret.rotation.y += n.w.y * t, e.turret.rotation.z += n.w.z * t;
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let r = P.heightAt(n.p.x, n.p.z) + .25;
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n.p.y < r && n.v.y < 0 && (n.p.y = r, n.v.y < -5 ? (n.v.y *= -.25, n.v.x *= .5, n.v.z *= .5, n.w.multiplyScalar(.4), R.dust(n.p.x, r, n.p.z, 2)) : n.landed = !0), e.turret.position.copy(n.p);
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}
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let K = /* @__PURE__ */ new Map(), ot = Array.from({ length: je }, (e, t) => t);
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function st(e) {
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let t = /* @__PURE__ */ new Set();
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for (let n of e || []) {
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let e = String(n.id);
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t.add(e);
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let r = n.x + S, i = n.z + C, a = Number.isFinite(n.y) ? n.y + ct : P.heightAt(r, i) + 1.8, o = K.get(e);
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if (o == null) {
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if (!ot.length) continue;
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o = ot.pop(), K.set(e, o), R.projShow(o, r, a, i, !1);
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} else R.projMove(o, r, a, i);
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}
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for (let [e, n] of K) t.has(e) || (R.projHide(n), K.delete(e), ot.push(n));
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}
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let ct = 2, q = {
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pos: new p(),
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target: new p(),
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yaw: 0,
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snap: !0,
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shake: 0,
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orbit: 0
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}, J = !1;
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function lt() {
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let e = D / O;
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J = e < .85, A.fov = J ? 68 : e < 1.25 ? 60 : 52, A.aspect = e, A.updateProjectionMatrix();
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}
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lt();
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function ut(e) {
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v || (q.shake = Math.max(q.shake, e));
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}
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function dt(e, t) {
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if (!t) q.pos.set(N.x, 70, N.z + x * .55), q.target.set(N.x, 2, N.z);
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else {
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let i = t.t.state, a = J ? 19 : 15, o = J ? 15 : 10.5, s = J ? 14 : 12;
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if (t.alive) {
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let t = te(i.hullYaw * n - q.yaw);
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q.yaw += t * (q.snap ? 1 : r(2.6, e));
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let c = Math.cos(q.yaw), l = Math.sin(q.yaw);
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W.set(i.x - c * a, i.y + o, i.z - l * a), G.set(i.x + c * s, i.y + 1, i.z + l * s);
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} else q.orbit += e * (v ? 0 : .3), W.set(i.x + Math.cos(q.orbit) * 20, i.y + 9, i.z + Math.sin(q.orbit) * 20), G.set(i.x, i.y + 2, i.z);
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let c = P.heightAt(W.x, W.z) + 2.5;
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W.y < c && (W.y = c), q.snap ? (q.pos.copy(W), q.target.copy(G), q.orbit = Math.atan2(q.pos.z - i.z, q.pos.x - i.x)) : (q.pos.lerp(W, r(6, e)), q.target.lerp(G, r(8, e))), q.snap = !1;
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}
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if (A.position.copy(q.pos), q.shake > .002) {
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A.position.x += (Math.random() - .5) * t, A.position.y += (Math.random() - .5) * t, A.position.z += (Math.random() - .5) * t, q.shake *= Math.exp(-7 * e);
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} else q.shake = 0;
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A.lookAt(q.target), _ || (M.target.position.copy(q.target), M.position.copy(q.target).addScaledVector(Pe, 200));
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}
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let Y = null;
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function ft(e, t) {
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let n = f(e);
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if (n === "fire") {
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let n = ie(e, t), r = n ? U.get(String(n.id)) : null;
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if (!r) return;
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r.t.state.recoil = 1, r.t.muzzleWorld(W), r.t.gunDirWorld(G), R.muzzle(W, G), n.self && ut(.18);
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} else if (n === "impact") {
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if (!Number.isFinite(e.x) || !Number.isFinite(e.z)) return;
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let t = e.x + S, n = e.z + C, r = P.heightAt(t, n);
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R.explosion(t, r, n, 3, e.kind === "obstacle" ? "obstacle" : "terrain"), P.crater(t, n, 2.2, 0), F.blast(P, t, n, 2.5);
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} else if (n === "hit") {
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let n = u(t, e.target), r = n ? U.get(String(n.id)) : null, i = Number.isFinite(e.x) ? e.x + S : r?.t.state.x, a = Number.isFinite(e.z) ? e.z + C : r?.t.state.z;
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let o = (r ? r.t.state.y : P.heightAt(i, a)) + 1.6;
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R.hitSparks(i, o, a), R.explosion(i, o, a, 2.6, "tank"), r && (r.t.state.hitFlash = 1), ut(n?.self ? .9 : .25);
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} else if (n === "destroyed") {
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let i = r.t.state;
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R.bigExplosion(i.x, i.y, i.z), F.blast(P, i.x, i.z, 6), P.crater(i.x, i.z, 4, 0), r.t.setCharred(!0), it(r.t, !v), r.alive = !1, ut(n.self ? 1.4 : .6);
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} else n === "over" && (Y = {
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id: e.winner == null ? null : String(e.winner),
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t: 0,
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next: .2
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});
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}
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let pt = {
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tanks: 0,
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shells: 0,
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particles: 0,
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calls: 0,
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triangles: 0
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}, X = null;
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function mt(e, t = 16) {
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if (w || He) return;
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let r = l((Number(t) || 16) / 1e3, .001, Ne), i = e && e.tanks || [];
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for (let e of U.values()) e.seen = !1;
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let o = 0, s = 0;
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X = null, i.forEach((e, t) => {
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let i = nt(e, t);
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i.seen = !0;
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let c = i.t, l = c.state, u = e.x + S, d = e.z + C, f = (e.yaw ?? 0) * ne;
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if (i.last) {
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let e = u - i.last.x, t = d - i.last.z, a = e * Math.cos(f * n) + t * Math.sin(f * n), o = te((f - i.last.yaw) * n) * 1.4;
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(Math.abs(a) > 1e-4 || Math.abs(o) > 1e-4) && c.scrollTracks(Math.abs(a) > 1e-4 ? a : o);
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let s = Math.hypot(e, t) / r;
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if (s > 1 && i.alive) for (i.dustAcc += r * s * (_ ? .5 : 1); i.dustAcc > 1.4;) i.dustAcc -= 1.4, c.localToWorld(W, -2.6, 0, (Math.random() - .5) * 2.6), R.dust(W.x, P.heightAt(W.x, W.z), W.z, .9);
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}
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if (i.last = {
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x: u,
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z: d,
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yaw: f
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}, i.alive && e.alive !== !1) for (i.exhaustAcc += r * (_ ? 3 : 6); i.exhaustAcc > 1;) --i.exhaustAcc, c.localToWorld(W, -2.9, 1.3, .8), R.exhaust(W.x, W.y, W.z);
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l.x = u, l.z = d, l.y = P.heightAt(u, d), l.hullYaw = f, l.yaw = (e.turretYaw ?? e.yaw ?? 0) * ne, l.hp = e.hp ?? l.hp, e.alive === !1 && i.alive && (i.alive = !1, c.setCharred(!0), it(c, !1)), l.recoil > 0 && (l.recoil = Math.max(0, l.recoil - r * 4)), l.hitFlash > 0 && (l.hitFlash = Math.max(0, l.hitFlash - r * 3), c.setFlash(l.hitFlash)), c.place(P, r), at(c, r);
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let re = ee(e.hp ?? 100, i.alive);
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re > 0 && (c.localToWorld(W, -.6, 2.2, 0), R.emitDamage(W.x, W.y, W.z, r, re, l)), o + a.length <= m * a.length && (c.writeWheels(V, o), o += a.length), _ && s < m && (tt.set(8, 1, 6), et.makeRotationY(-f * n).scale(tt).setPosition(u, l.y + .05, d), H.setMatrixAt(s++, et)), e.self && (X = i);
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});
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for (let [e, t] of U) t.seen || rt(e);
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|
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V.count = o, V.instanceMatrix.needsUpdate = !0, H.count = s, s && (H.instanceMatrix.needsUpdate = !0), !X && i.length && (X = U.get(String(i[0].id)) || null);
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for (let t of e && e.events || []) ft(t, i);
|
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|
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if (st(e && e.shells), Y) {
|
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|
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|
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|
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let e = Y.id == null ? null : U.get(Y.id);
|
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if (e && Y.t < 4 && Y.t >= Y.next && !v) {
|
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|
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Y.next += .45;
|
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315
|
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let t = e.t.state;
|
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|
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R.firework(t.x + (Math.random() - .5) * 8, t.y + 9 + Math.random() * 4, t.z + (Math.random() - .5) * 8, Math.random() < .5 && Ie[e.color] || Ie.gold);
|
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|
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}
|
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318
|
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Y.t > 4 && (Y = null);
|
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}
|
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320
|
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dt(r, X), R.update(r, A, T, !1), T.render(k, A);
|
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|
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let c = T.info.render;
|
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|
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pt = {
|
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|
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tanks: U.size,
|
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324
|
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shells: K.size,
|
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|
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particles: R.particleCount,
|
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|
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calls: c.calls,
|
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|
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triangles: c.triangles
|
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|
+
};
|
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|
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}
|
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|
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let ht = new Ee(), gt = new Oe(), _t = new we(new p(0, 1, 0), 0), Z = new p();
|
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|
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function vt(e, t) {
|
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|
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if (w) return null;
|
|
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|
+
gt.set(e, t), ht.setFromCamera(gt, A);
|
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|
+
let n = X ? X.t.state.y + 1 : 2;
|
|
335
|
+
return _t.constant = -n, ht.ray.intersectPlane(_t, Z) ? {
|
|
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|
+
x: Z.x - S,
|
|
337
|
+
z: Z.z - C
|
|
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|
+
} : null;
|
|
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|
+
}
|
|
340
|
+
function Q() {
|
|
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|
+
if (w) return;
|
|
342
|
+
let e = g.clientWidth, t = g.clientHeight;
|
|
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|
+
e && t && (D = e, O = t, T.setSize(e, t, !1), lt());
|
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344
|
+
}
|
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345
|
+
let $ = typeof ResizeObserver < "u" ? new ResizeObserver(Q) : null;
|
|
346
|
+
return $ ? $.observe(g) : typeof window < "u" && window.addEventListener("resize", Q), {
|
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347
|
+
kind: "3d",
|
|
348
|
+
render: mt,
|
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349
|
+
screenToGround: vt,
|
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350
|
+
resize: Q,
|
|
351
|
+
getStats() {
|
|
352
|
+
return { ...pt };
|
|
353
|
+
},
|
|
354
|
+
dispose() {
|
|
355
|
+
if (!w) {
|
|
356
|
+
w = !0, $ ? $.disconnect() : typeof window < "u" && window.removeEventListener("resize", Q), E.removeEventListener("webglcontextlost", Ue);
|
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|
+
for (let e of Array.from(U.keys())) rt(e);
|
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|
+
V.dispose(), B.wheelMat.dispose(), B.dispose(), z.dispose(), H.dispose(), Qe.dispose(), $e.dispose(), Ze.dispose(), R.dispose(), F.dispose(), L.dispose(), P.dispose(), Ge.dispose(), Ke.dispose(), M.shadow && M.shadow.map && M.shadow.map.dispose(), k.clear(), T.dispose(), T.forceContextLoss(), E.parentNode && E.parentNode.removeChild(E);
|
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|
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}
|
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360
|
+
}
|
|
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|
+
};
|
|
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|
+
}
|
|
363
|
+
export { g as createLiveScene, g as default };
|
|
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|
+
|
|
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|
+
//# sourceMappingURL=createLiveScene-819NWv84.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"createLiveScene-819NWv84.js","names":["rng","createTank","DEG","dampK","lin","WHEELS","blobTexture","createTankGeometries","createTankShared","clamp","damageLevel","tankById","arenaObstacles","wrapAngle","RAD_TO_DEG","eventKind","arenaBounds","shooterOf","createSky","createHills","createDecor","createTerrain","SKY","createFx","MAX_TANKS","MAX_SHELLS","MARGIN","CELL","MAX_DT","SUN_DIR","Vector3","COLORS","FIREWORK","makeHeights","r","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","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","blobGeo","PlaneGeometry","blobMat","MeshBasicMaterial","blobs","tanks","v1","v2","mtx","Matrix4","scl","ensureTank","key","rt","entry","removeTank","color","index","blowTurret","s","animate","a","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","lastStats","render","dtMs","state","wheelCount","blobCount","hullYaw","fwd","turn","moved","level","e","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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