@minicode-dev/chat 0.1.15 → 0.1.16

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Files changed (57) hide show
  1. package/CHANGELOG.md +10 -0
  2. package/dist/chunks/{BattleshipGameCard-8H-sBCsv.js → BattleshipGameCard-DwNzgH5G.js} +199 -199
  3. package/dist/chunks/{BattleshipGameCard-8H-sBCsv.js.map → BattleshipGameCard-DwNzgH5G.js.map} +1 -1
  4. package/dist/chunks/{BattleshipPrototype-CmQd5AUO.js → BattleshipPrototype-CSQxQJt5.js} +52 -52
  5. package/dist/chunks/{BattleshipPrototype-CmQd5AUO.js.map → BattleshipPrototype-CSQxQJt5.js.map} +1 -1
  6. package/dist/chunks/{ChatContext-CVW58bzC.js → ChatContext-D5rqvt5D.js} +2 -2
  7. package/dist/chunks/{ChatContext-CVW58bzC.js.map → ChatContext-D5rqvt5D.js.map} +1 -1
  8. package/dist/chunks/RacingLiveGameCard-_wvhDRlG.js +1873 -0
  9. package/dist/chunks/RacingLiveGameCard-_wvhDRlG.js.map +1 -0
  10. package/dist/chunks/{TanksGameCard-DnCufSH6.js → TanksGameCard-B-gtDYYg.js} +137 -137
  11. package/dist/chunks/{TanksGameCard-DnCufSH6.js.map → TanksGameCard-B-gtDYYg.js.map} +1 -1
  12. package/dist/chunks/{TanksLiveGameCard-D_27Jomp.js → TanksLiveGameCard-DXgd1J2Y.js} +392 -392
  13. package/dist/chunks/{TanksLiveGameCard-D_27Jomp.js.map → TanksLiveGameCard-DXgd1J2Y.js.map} +1 -1
  14. package/dist/chunks/{avalancheScene3d-CIE2WKQn.js → avalancheScene3d-CNbQyGUd.js} +2 -2
  15. package/dist/chunks/{avalancheScene3d-CIE2WKQn.js.map → avalancheScene3d-CNbQyGUd.js.map} +1 -1
  16. package/dist/chunks/{connect4Sounds-BqEHULjv.js → connect4Sounds-3a6h7gUC.js} +8 -8
  17. package/dist/chunks/{connect4Sounds-BqEHULjv.js.map → connect4Sounds-3a6h7gUC.js.map} +1 -1
  18. package/dist/chunks/createLiveScene-jrzyQogh.js +756 -0
  19. package/dist/chunks/{createLiveScene-MTGRv8rx.js.map → createLiveScene-jrzyQogh.js.map} +1 -1
  20. package/dist/chunks/createRaceScene-C-aw0dlX.js +291 -0
  21. package/dist/chunks/createRaceScene-C-aw0dlX.js.map +1 -0
  22. package/dist/chunks/{createTankScene-yhX6la27.js → createTankScene-6asWHKFf.js} +123 -125
  23. package/dist/chunks/{createTankScene-yhX6la27.js.map → createTankScene-6asWHKFf.js.map} +1 -1
  24. package/dist/chunks/fx-BNJvJYOu.js +871 -0
  25. package/dist/chunks/fx-BNJvJYOu.js.map +1 -0
  26. package/dist/chunks/{games-Bl_8raG6.js → games-D_9SiSBT.js} +708 -697
  27. package/dist/chunks/games-D_9SiSBT.js.map +1 -0
  28. package/dist/chunks/tank-DIn6Jyt8.js +605 -0
  29. package/dist/chunks/tank-DIn6Jyt8.js.map +1 -0
  30. package/dist/chunks/{tanks-live-BcKmrhnV.js → tanks-live-BRhYW4MG.js} +36 -36
  31. package/dist/chunks/{tanks-live-BcKmrhnV.js.map → tanks-live-BRhYW4MG.js.map} +1 -1
  32. package/dist/chunks/{tanksSounds-DTnidbiq.js → tanksSounds-tYPzje61.js} +4 -4
  33. package/dist/chunks/{tanksSounds-DTnidbiq.js.map → tanksSounds-tYPzje61.js.map} +1 -1
  34. package/dist/chunks/track-C1TWWT19.js +557 -0
  35. package/dist/chunks/track-C1TWWT19.js.map +1 -0
  36. package/dist/index.js +4234 -4018
  37. package/dist/index.js.map +1 -1
  38. package/dist/styles.css +1 -1
  39. package/index.d.ts +2 -0
  40. package/package.json +1 -1
  41. package/dist/chunks/RacingLiveGameCard-8j9QLnxW.js +0 -1654
  42. package/dist/chunks/RacingLiveGameCard-8j9QLnxW.js.map +0 -1
  43. package/dist/chunks/createLiveScene-MTGRv8rx.js +0 -758
  44. package/dist/chunks/createRaceScene-BiEtQsVs.js +0 -306
  45. package/dist/chunks/createRaceScene-BiEtQsVs.js.map +0 -1
  46. package/dist/chunks/decor-CyyCnmct.js +0 -418
  47. package/dist/chunks/decor-CyyCnmct.js.map +0 -1
  48. package/dist/chunks/fx-1ZwzmPWj.js +0 -458
  49. package/dist/chunks/fx-1ZwzmPWj.js.map +0 -1
  50. package/dist/chunks/games-Bl_8raG6.js.map +0 -1
  51. package/dist/chunks/rolldown-runtime-CGnMp29N.js +0 -10
  52. package/dist/chunks/tank-DjEQ4FXF.js +0 -553
  53. package/dist/chunks/tank-DjEQ4FXF.js.map +0 -1
  54. package/dist/chunks/track-BcnnpnAm.js +0 -259
  55. package/dist/chunks/track-BcnnpnAm.js.map +0 -1
  56. package/dist/chunks/util-DwI9bfS7.js +0 -57
  57. package/dist/chunks/util-DwI9bfS7.js.map +0 -1
@@ -1 +1 @@
1
- {"version":3,"file":"createLiveScene-MTGRv8rx.js","names":["createCarModels","dampK","lin","blobTexture","clamp","hash2","DEG","rng","createTank","WHEELS","createTankGeometries","createTankShared","createTerrain","createSky","SKY","createHills","createDecor","damageLevel","mapDestructibles","shooterOf","tankById","arenaObstacles","mapObstacles","RAD_TO_DEG","eventKind","wrapAngle","arenaBounds","isMapArena","shieldOf","createFx","MAP_PALETTES","paletteFor","map","applyPalette","palette","u","sky","renderer","hills","tint","material","terrain","shader","tintAdded","hex","c","child","parent","before","WALL_COLORS","HOUSE_COLORS","RUST","DECOR","createLiveMap","group","Group","disposables","own","x","dummy","Object3D","color","Color","ground","m","z","rot","s","b","lx","w","lz","d","lambert","lowPower","MeshLambertMaterial","opts","MeshStandardMaterial","box","BoxGeometry","roof","CylinderGeometry","cyl","rock","DodecahedronGeometry","blob","IcosahedronGeometry","logGeo","cone","ConeGeometry","instanced","items","mesh","InstancedMesh","geo","mat","shadows","place","item","i","obstacles","o","ox","oz","byKind","shape","kinds","placeRect","sink","inflate","h","white","houses","wide","len","span","iceMat","cars","models","mats","list","k","part","model","sx","sy","minY","decor","decorMat","decorGeos","geoName","spec","y","crateGeo","crateMat","barrelMat","bandMat","destructibles","body","Mesh","band","side","breakDestructible","id","render","entry","best","bestD","maxD","dist","MAX_TANKS","MAX_SHELLS","MARGIN","CELL","MAX_DT","SUN_DIR","Vector3","COLORS","SHIELD_COLOR","FIREWORK","makeHeights","seed","p","n","cell","size","iz","ix","createLiveScene","container","emit","quality","bounds","arena","disposed","dpr","WebGLRenderer","sRGBEncoding","ACESFilmicToneMapping","PCFSoftShadowMap","canvas","width","height","contextLost","onContextLost","scene","Scene","Fog","camera","PerspectiveCamera","world","hemi","HemisphereLight","sun","DirectionalLight","sc","center","grid","decorList","rockList","r","count","t","inset","beforeDecor","liveMap","borderRocks","step","edge","x1","x0","z1","z0","bx","bz","borderDecor","fx","tankGeos","tankShared","wheels","DynamicDrawUsage","blobTex","blobGeo","PlaneGeometry","blobMat","MeshBasicMaterial","blobs","tanks","shieldGeo","shieldMat","AdditiveBlending","shieldClock","v1","v2","mtx","Matrix4","scl","ensureTank","key","rt","removeTank","index","blowTurret","animate","a","updateBlown","dt","g","shellSlots","freeSlots","syncShells","seen","terrainBase","slot","cam","portrait","updateFov","aspect","shake","reducedMotion","amount","updateCamera","focus","back","up","ahead","diff","dx","dz","celebrate","handleEvent","kind","near","chained","lastStats","dtMs","state","wheelCount","blobCount","hullYaw","fwd","turn","moved","shieldMs","level","e","info","raycaster","Raycaster","ndc","Vector2","Plane","hit","screenToGround","nx","ny","resize","ro"],"sources":["../../src/games/tanks-live/scene/liveMapScene.js","../../src/games/tanks-live/scene/createLiveScene.js"],"sourcesContent":["// TANQUES LIVE 3D — generated map layer (logic/maps.js): per-map palette, rect/circle obstacles,\n// destructibles (crates, red barrels) and visual-only decor. Only used when the arena has a map id;\n// the legacy arena keeps the original createLiveScene path untouched.\n// Rects follow simulation.js: width `w` along (cos rot, sin rot) on x/z → three rotation.y = -rot.\nimport {\n BoxGeometry,\n Color,\n ConeGeometry,\n CylinderGeometry,\n DodecahedronGeometry,\n Group,\n IcosahedronGeometry,\n InstancedMesh,\n Mesh,\n MeshLambertMaterial,\n MeshStandardMaterial,\n Object3D,\n} from 'three'\nimport { createCarModels } from '../../../effects/avalanche/models/cars.js'\nimport { hash2, lin } from '../../tanks/scene/util.js'\nimport { mapDestructibles, mapObstacles } from './liveView.js'\n\n// ground: luminance recolor of the shared terrain (mix 0 = original grass).\nexport const MAP_PALETTES = {\n meadow: null,\n forest: {\n ground: '#55803a', mix: 0.45, gain: 4.2,\n sky: { top: '#3d5a7a', mid: '#9fb3a0', horizon: '#d9d2a8', bottom: '#a9b49a', sun: '#ffe2a8' },\n fog: '#9fae94', fogNear: 50, fogFar: 250, hemiSky: '#d6e6c0', hemiGround: '#2c3a26', sun: '#ffd9a0', hills: '#9fb898', treeTint: '#e0f0d8', border: 'tree',\n },\n desert: {\n ground: '#d9b77a', mix: 0.9, gain: 4.4,\n sky: { top: '#3f7cc4', mid: '#9fc4e0', horizon: '#f4dcb0', bottom: '#e6c79a', sun: '#fff1c8' },\n fog: '#e8cfa2', fogNear: 80, fogFar: 340, hemiSky: '#fff0d0', hemiGround: '#6b5534', sun: '#fff0cc', hills: '#ffd9a8', treeTint: '#c8b878', border: 'rock',\n },\n ruins: {\n ground: '#8d8475', mix: 0.8, gain: 4.2,\n sky: { top: '#3b4250', mid: '#8a8c93', horizon: '#c9b9a0', bottom: '#9b9086', sun: '#f0d8b0' },\n fog: '#a69c91', fogNear: 50, fogFar: 260, hemiSky: '#d8d4cc', hemiGround: '#3a342e', sun: '#f2d2a8', hills: '#a8a4a4', treeTint: '#9c9a80', border: 'rock',\n },\n arctic: {\n ground: '#eef5fb', mix: 0.93, gain: 5,\n sky: { top: '#5f86c4', mid: '#b8cde6', horizon: '#eaf2fa', bottom: '#d6e2ee', sun: '#ffffff' },\n fog: '#dbe7f2', fogNear: 60, fogFar: 300, hemiSky: '#eaf4ff', hemiGround: '#6f8094', sun: '#f4f8ff', hills: '#d8e6f6', treeTint: '#dceaf2', border: 'tree',\n },\n}\n\nexport const paletteFor = (map) => (map && MAP_PALETTES[map.id]) || null\n\n/** Recolors sky, fog, lights, hills and the terrain material for a generated map (meadow: no-op). */\nexport function applyPalette(palette, { renderer, scene, sky, hills, hemi, sun, terrain }) {\n if (!palette) return\n const u = sky.mesh.material.uniforms\n u.uTop.value = lin(palette.sky.top)\n u.uMid.value = lin(palette.sky.mid)\n u.uHorizon.value = lin(palette.sky.horizon)\n u.uBottom.value = lin(palette.sky.bottom)\n u.uSunColor.value = lin(palette.sky.sun)\n scene.fog.color = lin(palette.fog)\n scene.fog.near = palette.fogNear\n scene.fog.far = palette.fogFar\n renderer.setClearColor(lin(palette.sky.horizon), 1)\n hemi.color = lin(palette.hemiSky)\n hemi.groundColor = lin(palette.hemiGround)\n sun.color = lin(palette.sun)\n if (hills.mesh.material.color) hills.mesh.material.color = lin(palette.hills)\n const tint = lin(palette.ground)\n const material = terrain.material || terrain.mesh.material\n material.onBeforeCompile = (shader) => {\n shader.uniforms.uMapTint = { value: tint }\n shader.uniforms.uMapMix = { value: palette.mix }\n shader.uniforms.uMapGain = { value: palette.gain }\n shader.fragmentShader = shader.fragmentShader\n .replace('#include <common>', '#include <common>\\nuniform vec3 uMapTint;\\nuniform float uMapMix;\\nuniform float uMapGain;')\n .replace('#include <color_fragment>', '#include <color_fragment>\\n{ float l = dot(diffuseColor.rgb, vec3(0.2126, 0.7152, 0.0722));\\n diffuseColor.rgb = mix(diffuseColor.rgb, min(uMapTint * l * uMapGain, vec3(1.0)), uMapMix); }')\n }\n material.customProgramCacheKey = () => `tl-map-${palette.ground}`\n material.needsUpdate = true\n}\n\n/** Tints every vertex-colored instanced mesh a decor builder added to `parent` (e.g. frosty trees). */\nexport function tintAdded(parent, before, hex) {\n if (!hex) return\n const c = lin(hex)\n for (const child of parent.children) if (!before.has(child) && child.isInstancedMesh && child.material?.color) child.material.color = c\n}\n\nconst WALL_COLORS = ['#9a8f84', '#a69a8a', '#8b7f74', '#b0a493']\nconst HOUSE_COLORS = ['#b9a58a', '#a8927a', '#c2b097', '#9d8b78']\nconst RUST = ['#6b4a35', '#7a5a3e', '#5a4a40', '#8a6a4a', '#6a6058']\nconst DECOR = {\n grass: { geo: 'cone', color: '#5f8f3c', h: 0.7, r: 0.25 },\n weed: { geo: 'cone', color: '#6b7a3a', h: 0.6, r: 0.25 },\n dry_grass: { geo: 'cone', color: '#b8a060', h: 0.6, r: 0.25 },\n flower: { geo: 'blob', color: '#e8d24a', alt: ['#e86a8a', '#f2f2f2', '#9a7ae8'], h: 0.3, r: 0.22 },\n bush: { geo: 'blob', color: '#3f6f32', h: 0.9, r: 0.9 },\n pebble: { geo: 'rock', color: '#8d877e', h: 0.25, r: 0.35 },\n rubble: { geo: 'rock', color: '#8a8278', alt: ['#7a5a48', '#a09a90'], h: 0.35, r: 0.55 },\n bones: { geo: 'rock', color: '#ece2cc', h: 0.15, r: 0.4 },\n snow: { geo: 'blob', color: '#f4f8fc', h: 0.25, r: 0.9 },\n ice_shard: { geo: 'cone', color: '#bfe4f4', h: 1.1, r: 0.3 },\n cactus: { geo: 'cactus', color: '#4f8a46', h: 1.8, r: 0.35 },\n}\n\n/**\n * Builds the map layer into `world` (scene coords = arena + (ox, oz)).\n * Returns { destructibles: Map(id → { x, z, kind, mesh }), breakDestructible(id), syncBroken(set), dispose() }.\n */\nexport function createLiveMap(world, map, terrain, { ox, oz, lowPower = false, shadows = false } = {}) {\n const group = new Group()\n world.add(group)\n const disposables = []\n const own = (x) => { disposables.push(x); return x }\n const dummy = new Object3D()\n const color = new Color()\n const ground = (x, z, w = 0, d = 0, rot = 0) => {\n let m = terrain.heightAt(x, z)\n const c = Math.cos(rot); const s = Math.sin(rot)\n for (const [a, b] of [[-0.5, -0.5], [0.5, -0.5], [0.5, 0.5], [-0.5, 0.5]]) {\n const lx = a * w; const lz = b * d\n m = Math.min(m, terrain.heightAt(x + lx * c - lz * s, z + lx * s + lz * c))\n }\n return m\n }\n const lambert = (opts) => own(lowPower ? new MeshLambertMaterial(opts) : new MeshStandardMaterial({ roughness: 0.85, metalness: 0.05, ...opts }))\n\n // unit geometries (base at y = 0)\n const box = own(new BoxGeometry(1, 1, 1).translate(0, 0.5, 0))\n const roof = own(new CylinderGeometry(0.5, 0.5, 1, 3, 1).rotateX(-Math.PI / 2).translate(0, 0.25, 0).rotateY(Math.PI / 2))\n const cyl = own(new CylinderGeometry(1, 1, 1, lowPower ? 8 : 14).translate(0, 0.5, 0))\n const rock = own(new DodecahedronGeometry(1, 0))\n const blob = own(new IcosahedronGeometry(1, 0))\n const logGeo = own(new CylinderGeometry(1, 1, 1, lowPower ? 6 : 10).rotateZ(Math.PI / 2))\n const cone = own(new ConeGeometry(1, 1, lowPower ? 4 : 6).translate(0, 0.5, 0))\n\n function instanced(geo, mat, items, place) {\n if (!items.length) return null\n const mesh = new InstancedMesh(geo, mat, items.length)\n mesh.castShadow = shadows\n mesh.receiveShadow = shadows\n items.forEach((item, i) => {\n const tint = place(item, i)\n dummy.updateMatrix()\n mesh.setMatrixAt(i, dummy.matrix)\n if (tint) mesh.setColorAt(i, color.set(tint).convertSRGBToLinear())\n })\n mesh.instanceMatrix.needsUpdate = true\n if (mesh.instanceColor) mesh.instanceColor.needsUpdate = true\n group.add(mesh)\n disposables.push({ dispose: () => mesh.dispose() })\n return mesh\n }\n\n const obstacles = mapObstacles(map).map((o) => ({ ...o, x: o.x + ox, z: o.z + oz }))\n const byKind = (shape, kinds) => obstacles.filter((o) => o.shape === shape && kinds.includes(o.kind))\n const placeRect = (o, h, inflate = 1, sink = 0.3) => {\n dummy.position.set(o.x, ground(o.x, o.z, o.w, o.d, o.rot) - sink, o.z)\n dummy.rotation.set(0, -o.rot, 0)\n dummy.scale.set(o.w * inflate, h + sink, o.d * inflate)\n }\n\n // ---- rect obstacles\n const white = { color: 0xffffff }\n instanced(box, lambert(white), byKind('rect', ['wall']), (o) => {\n placeRect(o, 2.6 + hash2(o.x, o.z) * 0.8)\n return WALL_COLORS[Math.floor(hash2(o.z, o.x) * WALL_COLORS.length) % WALL_COLORS.length]\n })\n const houses = byKind('rect', ['house'])\n instanced(box, lambert(white), houses, (o) => { placeRect(o, 3.4); return HOUSE_COLORS[Math.floor(hash2(o.x, o.z) * 4) % 4] })\n instanced(roof, lambert(white), houses, (o) => {\n const wide = o.w >= o.d\n dummy.position.set(o.x, ground(o.x, o.z, o.w, o.d, o.rot) + 3.35, o.z)\n dummy.rotation.set(0, -o.rot + (wide ? 0 : Math.PI / 2), 0)\n const len = wide ? o.w : o.d\n const span = wide ? o.d : o.w\n dummy.scale.set(len * 1.04, 2.2, span * 1.1)\n return hash2(o.z, o.x) < 0.5 ? '#8a3a2a' : '#5a4038'\n })\n instanced(box, lambert({ color: lin('#a89468') }), byKind('rect', ['low']), (o) => { placeRect(o, 1.1, 1, 0.15); return null })\n const iceMat = own(new MeshStandardMaterial({ color: lin('#cfeefa'), roughness: 0.15, metalness: 0.05, transparent: true, opacity: 0.88 }))\n instanced(box, iceMat, byKind('rect', ['ice_block']), (o) => { placeRect(o, 2.4 + hash2(o.x, o.z) * 1.2); return null })\n instanced(rock, iceMat, byKind('circle', ['ice']), (o) => {\n dummy.position.set(o.x, terrain.heightAt(o.x, o.z) + o.r * 0.25, o.z)\n dummy.rotation.set(0, hash2(o.x, o.z) * 6.28, 0)\n dummy.scale.set(o.r, o.r * 0.9, o.r)\n return null\n })\n instanced(logGeo, lambert({ color: lin('#6b4a2e') }), byKind('circle', ['log']), (o) => {\n dummy.position.set(o.x, terrain.heightAt(o.x, o.z) + 0.6, o.z)\n dummy.rotation.set(0, hash2(o.x, o.z) * 6.28, 0)\n dummy.scale.set(o.r * 2, 0.7, 0.7)\n return null\n })\n\n // ---- wrecked cars (Avalancha models), scaled to the rect, rusty and slightly tilted\n const cars = byKind('rect', ['car'])\n if (cars.length) {\n const models = createCarModels({ lowPower })\n const mats = new Set()\n models.forEach((model, k) => {\n const list = cars.filter((o) => Math.floor(hash2(o.x * 1.7, o.z) * models.length) % models.length === k)\n for (const part of model.parts) {\n part.geometry.computeBoundingBox()\n mats.add(part.material)\n disposables.push(part.geometry)\n }\n if (!list.length) return\n let sx = 0; let sy = 0; let minY = Infinity\n for (const part of model.parts) {\n const b = part.geometry.boundingBox\n sx = Math.max(sx, b.max.x - b.min.x); sy = Math.max(sy, b.max.y); minY = Math.min(minY, b.min.y)\n }\n for (const part of model.parts) {\n instanced(part.geometry, part.material, list, (o) => {\n const s = o.w / Math.max(0.01, sx)\n dummy.position.set(o.x, ground(o.x, o.z, o.w, o.d, o.rot) - minY * s - 0.1, o.z)\n dummy.rotation.set((hash2(o.x, o.z) - 0.5) * 0.12, -o.rot, (hash2(o.z, o.x) - 0.5) * 0.1)\n dummy.scale.setScalar(s)\n return part.tinted ? RUST[Math.floor(hash2(o.x, o.z) * RUST.length) % RUST.length] : null\n })\n }\n })\n mats.forEach((m) => disposables.push(m))\n }\n\n // ---- decor (visual only); lowPower draws half\n const decor = (map.decor || []).filter((d, i) => DECOR[d?.kind] && Number.isFinite(d.x) && Number.isFinite(d.z) && (!lowPower || i % 2 === 0))\n const decorMat = lambert(white)\n const decorGeos = { cone, blob, rock, cactus: cyl }\n for (const geoName of Object.keys(decorGeos)) {\n const items = decor.filter((d) => DECOR[d.kind].geo === geoName)\n instanced(decorGeos[geoName], decorMat, items, (d) => {\n const spec = DECOR[d.kind]\n const s = Number.isFinite(d.s) ? d.s : 1\n const x = d.x + ox; const z = d.z + oz\n const y = terrain.heightAt(x, z)\n dummy.position.set(x, geoName === 'cone' || geoName === 'cactus' ? y - 0.05 : y + spec.h * s * 0.3, z)\n dummy.rotation.set(0, Number.isFinite(d.rot) ? d.rot : 0, 0)\n dummy.scale.set(spec.r * s, spec.h * s, spec.r * s)\n const alt = spec.alt && hash2(d.x, d.z) < 0.6 ? spec.alt[Math.floor(hash2(d.z, d.x) * spec.alt.length) % spec.alt.length] : null\n return alt || spec.color\n })\n }\n\n // ---- destructibles: individual meshes so they can be removed\n const crateGeo = own(new BoxGeometry(1, 1, 1).translate(0, 0.5, 0))\n const crateMat = lambert({ color: lin('#a7773f') })\n const barrelMat = lambert({ color: lin('#c62d24') })\n const bandMat = lambert({ color: lin('#3a2a24') })\n const destructibles = new Map()\n for (const d of mapDestructibles(map)) {\n const x = d.x + ox; const z = d.z + oz\n const y = terrain.heightAt(x, z) - 0.05\n let mesh\n if (d.kind === 'barrel') {\n mesh = new Group()\n const body = new Mesh(cyl, barrelMat)\n body.scale.set(d.r * 0.85, d.r * 2.2, d.r * 0.85)\n const band = new Mesh(cyl, bandMat)\n band.scale.set(d.r * 0.88, d.r * 0.18, d.r * 0.88)\n band.position.y = d.r * 1.4\n mesh.add(body, band)\n } else {\n mesh = new Mesh(crateGeo, crateMat)\n const side = d.r * 1.55\n mesh.scale.set(side, side, side)\n mesh.rotation.y = hash2(d.x, d.z) * 1.5\n }\n mesh.position.set(x, y, z)\n mesh.traverse((m) => { m.castShadow = shadows; m.receiveShadow = shadows })\n group.add(mesh)\n destructibles.set(d.id, { ...d, x, z, y, mesh, broken: false })\n }\n\n function breakDestructible(id) {\n const d = destructibles.get(String(id))\n if (!d || d.broken) return null\n d.broken = true\n d.mesh.visible = false\n return d\n }\n\n return {\n destructibles,\n breakDestructible,\n /** Mirrors the render state without effects: hides broken ones (late join / resync), restores alive ones (rematch). */\n sync(render) {\n for (const d of render?.destructibles || []) {\n const entry = d && d.id != null ? destructibles.get(String(d.id)) : null\n if (!entry) continue\n const gone = d.alive === false || (Number.isFinite(d.hp) && d.hp <= 0)\n if (gone) breakDestructible(entry.id)\n else if (entry.broken) { entry.broken = false; entry.mesh.visible = true }\n }\n },\n /** Nearest unbroken destructible to (x, z) in scene coords (for events without an id). */\n nearest(x, z, maxD = 3) {\n let best = null; let bestD = maxD\n for (const d of destructibles.values()) {\n if (d.broken) continue\n const dist = Math.hypot(d.x - x, d.z - z)\n if (dist < bestD) { bestD = dist; best = d }\n }\n return best\n },\n dispose() {\n group.removeFromParent()\n for (const x of disposables) x.dispose?.()\n },\n }\n}\n","// 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 AdditiveBlending,\n IcosahedronGeometry,\n Matrix4,\n Mesh,\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, isMapArena, mapObstacles, RAD_TO_DEG, shieldOf, shooterOf, tankById, wrapAngle } from './liveView.js'\nimport { applyPalette, createLiveMap, paletteFor, tintAdded } from './liveMapScene.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 SHIELD_COLOR = lin('#7fdcff')\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 // Generated maps (logic/maps.js) recolor the world and add their own layer; the legacy arena (no map id) is untouched.\n const map = isMapArena(arena) ? arena : null\n const palette = paletteFor(map)\n applyPalette(palette, { renderer, scene, sky, hills, hemi, sun, terrain })\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 = map\n ? mapObstacles(arena).filter((o) => o.shape === 'circle' && (o.kind === 'tree' || o.kind === 'rock'))\n : 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 if (palette?.border === 'rock') { if (i % 2 === 0) decorList.push({ kind: 'rock', x, z, scale: 0.8 + r() * 1.4 }) }\n else decorList.push({ kind: 'tree', x, z, scale: 0.8 + r() * 0.7 })\n }\n }\n const beforeDecor = new Set(world.children)\n decor.build(world, { decor: decorList, obstacles: rockList }, terrain)\n tintAdded(world, beforeDecor, palette?.treeTint)\n const liveMap = map ? createLiveMap(world, map, terrain, { ox, oz, lowPower, shadows: !lowPower }) : null\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, bubble }\n // Spawn shield: one translucent bubble per tank, created on first use.\n const shieldGeo = new IcosahedronGeometry(1, lowPower ? 1 : 2)\n const shieldMat = new MeshBasicMaterial({ color: SHIELD_COLOR, transparent: true, opacity: 0.3, depthWrite: false, blending: AdditiveBlending })\n let shieldClock = 0\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.bubble?.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 if (e.kind === 'shield') {\n // shot absorbed by a spawn shield: no crater\n fx.flash(x, y + 1.6, z, 6, SHIELD_COLOR, 0.25)\n fx.hitSparks(x, y + 1.4, z)\n return\n }\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 (liveMap && (kind === 'crate_break' || kind === 'barrel_explode')) {\n const x0 = Number.isFinite(e.x) ? e.x + ox : null\n const z0 = Number.isFinite(e.z) ? e.z + oz : null\n const d = liveMap.breakDestructible(e.id ?? e.target) || (x0 != null ? liveMap.nearest(x0, z0) : null)\n if (d && !d.broken) liveMap.breakDestructible(d.id)\n const x = x0 ?? d?.x\n const z = z0 ?? d?.z\n if (x == null) return\n const y = terrain.heightAt(x, z)\n if (kind === 'crate_break') {\n fx.explosion(x, y + 0.4, z, 1.6, 'obstacle')\n fx.dust(x, y, z, 1.5)\n } else {\n fx.explosion(x, y + 0.6, z, 6, 'tank')\n terrain.crater(x, z, 3, 0)\n decor.blast(terrain, x, z, 6)\n const near = (list || []).find((t) => t.self)\n shake(near && Math.hypot(near.x + ox - x, near.z + oz - z) < 14 ? 0.8 : 0.3)\n const chained = e.chained && typeof e.chained === 'object' ? liveMap.breakDestructible(e.chained.id) : null\n if (chained) {\n fx.explosion(chained.x, chained.y + 0.6, chained.z, 6, 'tank')\n terrain.crater(chained.x, chained.z, 3, 0)\n decor.blast(terrain, chained.x, chained.z, 6)\n }\n }\n } else if (liveMap && kind === 'destructible_hit') {\n const d = liveMap.destructibles.get(String(e.target ?? e.id))\n if (d && !d.broken) {\n fx.dust(d.x, d.y + 0.5, d.z, 1)\n d.mesh.rotation.y += 0.25\n }\n } else if (kind === 'wall_hit') {\n if (!Number.isFinite(e.x) || !Number.isFinite(e.z)) return\n const x = e.x + ox\n const z = e.z + oz\n fx.dust(x, terrain.heightAt(x, z) + 1, z, 1.2)\n } else if (kind === 'respawn') {\n const rt = tankById(list, e.target ?? e.tank)\n const x = Number.isFinite(e.x) ? e.x + ox : rt ? rt.x + ox : null\n const z = Number.isFinite(e.z) ? e.z + oz : rt ? rt.z + oz : null\n if (x == null) return\n const y = terrain.heightAt(x, z)\n fx.ring(x, y + 0.2, z, 7, 0.8, SHIELD_COLOR)\n fx.flash(x, y + 1.6, z, 7, SHIELD_COLOR, 0.35)\n if (!reducedMotion) fx.dust(x, y, z, 2)\n if (rt?.self) cam.snap = true\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 shieldClock += dt\n if (!reducedMotion) shieldMat.opacity = 0.24 + Math.sin(shieldClock * 5) * 0.06\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 shieldMs = entry.alive && rt.alive !== false ? shieldOf(state, rt) : 0\n if (shieldMs > 0 && !entry.bubble) {\n entry.bubble = new Mesh(shieldGeo, shieldMat)\n entry.bubble.renderOrder = 3\n world.add(entry.bubble)\n }\n if (entry.bubble) {\n entry.bubble.visible = shieldMs > 0 && (shieldMs > 500 || Math.floor(shieldClock * 8) % 2 === 0)\n if (entry.bubble.visible) {\n const k = 3.6 + (reducedMotion ? 0 : Math.sin(shieldClock * 6) * 0.12)\n entry.bubble.position.set(s.x, s.y + 1.3, s.z)\n entry.bubble.scale.set(k * 1.1, k * 0.75, k * 1.1)\n }\n }\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 if (liveMap) liveMap.sync(state)\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 liveMap?.dispose()\n shieldGeo.dispose()\n shieldMat.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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Only used when the arena has a map id;\n// the legacy arena keeps the original createLiveScene path untouched.\n// Rects follow simulation.js: width `w` along (cos rot, sin rot) on x/z → three rotation.y = -rot.\nimport {\n BoxGeometry,\n Color,\n ConeGeometry,\n CylinderGeometry,\n DodecahedronGeometry,\n Group,\n IcosahedronGeometry,\n InstancedMesh,\n Mesh,\n MeshLambertMaterial,\n MeshStandardMaterial,\n Object3D,\n} from 'three'\nimport { createCarModels } from '../../../effects/avalanche/models/cars.js'\nimport { hash2, lin } from '../../tanks/scene/util.js'\nimport { mapDestructibles, mapObstacles } from './liveView.js'\n\n// ground: luminance recolor of the shared terrain (mix 0 = original grass).\nexport const MAP_PALETTES = {\n meadow: null,\n forest: {\n ground: '#55803a', mix: 0.45, gain: 4.2,\n sky: { top: '#3d5a7a', mid: '#9fb3a0', horizon: '#d9d2a8', bottom: '#a9b49a', sun: '#ffe2a8' },\n fog: '#9fae94', fogNear: 50, fogFar: 250, hemiSky: '#d6e6c0', hemiGround: '#2c3a26', sun: '#ffd9a0', hills: '#9fb898', treeTint: '#e0f0d8', border: 'tree',\n },\n desert: {\n ground: '#d9b77a', mix: 0.9, gain: 4.4,\n sky: { top: '#3f7cc4', mid: '#9fc4e0', horizon: '#f4dcb0', bottom: '#e6c79a', sun: '#fff1c8' },\n fog: '#e8cfa2', fogNear: 80, fogFar: 340, hemiSky: '#fff0d0', hemiGround: '#6b5534', sun: '#fff0cc', hills: '#ffd9a8', treeTint: '#c8b878', border: 'rock',\n },\n ruins: {\n ground: '#8d8475', mix: 0.8, gain: 4.2,\n sky: { top: '#3b4250', mid: '#8a8c93', horizon: '#c9b9a0', bottom: '#9b9086', sun: '#f0d8b0' },\n fog: '#a69c91', fogNear: 50, fogFar: 260, hemiSky: '#d8d4cc', hemiGround: '#3a342e', sun: '#f2d2a8', hills: '#a8a4a4', treeTint: '#9c9a80', border: 'rock',\n },\n arctic: {\n ground: '#eef5fb', mix: 0.93, gain: 5,\n sky: { top: '#5f86c4', mid: '#b8cde6', horizon: '#eaf2fa', bottom: '#d6e2ee', sun: '#ffffff' },\n fog: '#dbe7f2', fogNear: 60, fogFar: 300, hemiSky: '#eaf4ff', hemiGround: '#6f8094', sun: '#f4f8ff', hills: '#d8e6f6', treeTint: '#dceaf2', border: 'tree',\n },\n}\n\nexport const paletteFor = (map) => (map && MAP_PALETTES[map.id]) || null\n\n/** Recolors sky, fog, lights, hills and the terrain material for a generated map (meadow: no-op). */\nexport function applyPalette(palette, { renderer, scene, sky, hills, hemi, sun, terrain }) {\n if (!palette) return\n const u = sky.mesh.material.uniforms\n u.uTop.value = lin(palette.sky.top)\n u.uMid.value = lin(palette.sky.mid)\n u.uHorizon.value = lin(palette.sky.horizon)\n u.uBottom.value = lin(palette.sky.bottom)\n u.uSunColor.value = lin(palette.sky.sun)\n scene.fog.color = lin(palette.fog)\n scene.fog.near = palette.fogNear\n scene.fog.far = palette.fogFar\n renderer.setClearColor(lin(palette.sky.horizon), 1)\n hemi.color = lin(palette.hemiSky)\n hemi.groundColor = lin(palette.hemiGround)\n sun.color = lin(palette.sun)\n if (hills.mesh.material.color) hills.mesh.material.color = lin(palette.hills)\n const tint = lin(palette.ground)\n const material = terrain.material || terrain.mesh.material\n material.onBeforeCompile = (shader) => {\n shader.uniforms.uMapTint = { value: tint }\n shader.uniforms.uMapMix = { value: palette.mix }\n shader.uniforms.uMapGain = { value: palette.gain }\n shader.fragmentShader = shader.fragmentShader\n .replace('#include <common>', '#include <common>\\nuniform vec3 uMapTint;\\nuniform float uMapMix;\\nuniform float uMapGain;')\n .replace('#include <color_fragment>', '#include <color_fragment>\\n{ float l = dot(diffuseColor.rgb, vec3(0.2126, 0.7152, 0.0722));\\n diffuseColor.rgb = mix(diffuseColor.rgb, min(uMapTint * l * uMapGain, vec3(1.0)), uMapMix); }')\n }\n material.customProgramCacheKey = () => `tl-map-${palette.ground}`\n material.needsUpdate = true\n}\n\n/** Tints every vertex-colored instanced mesh a decor builder added to `parent` (e.g. frosty trees). */\nexport function tintAdded(parent, before, hex) {\n if (!hex) return\n const c = lin(hex)\n for (const child of parent.children) if (!before.has(child) && child.isInstancedMesh && child.material?.color) child.material.color = c\n}\n\nconst WALL_COLORS = ['#9a8f84', '#a69a8a', '#8b7f74', '#b0a493']\nconst HOUSE_COLORS = ['#b9a58a', '#a8927a', '#c2b097', '#9d8b78']\nconst RUST = ['#6b4a35', '#7a5a3e', '#5a4a40', '#8a6a4a', '#6a6058']\nconst DECOR = {\n grass: { geo: 'cone', color: '#5f8f3c', h: 0.7, r: 0.25 },\n weed: { geo: 'cone', color: '#6b7a3a', h: 0.6, r: 0.25 },\n dry_grass: { geo: 'cone', color: '#b8a060', h: 0.6, r: 0.25 },\n flower: { geo: 'blob', color: '#e8d24a', alt: ['#e86a8a', '#f2f2f2', '#9a7ae8'], h: 0.3, r: 0.22 },\n bush: { geo: 'blob', color: '#3f6f32', h: 0.9, r: 0.9 },\n pebble: { geo: 'rock', color: '#8d877e', h: 0.25, r: 0.35 },\n rubble: { geo: 'rock', color: '#8a8278', alt: ['#7a5a48', '#a09a90'], h: 0.35, r: 0.55 },\n bones: { geo: 'rock', color: '#ece2cc', h: 0.15, r: 0.4 },\n snow: { geo: 'blob', color: '#f4f8fc', h: 0.25, r: 0.9 },\n ice_shard: { geo: 'cone', color: '#bfe4f4', h: 1.1, r: 0.3 },\n cactus: { geo: 'cactus', color: '#4f8a46', h: 1.8, r: 0.35 },\n}\n\n/**\n * Builds the map layer into `world` (scene coords = arena + (ox, oz)).\n * Returns { destructibles: Map(id → { x, z, kind, mesh }), breakDestructible(id), syncBroken(set), dispose() }.\n */\nexport function createLiveMap(world, map, terrain, { ox, oz, lowPower = false, shadows = false } = {}) {\n const group = new Group()\n world.add(group)\n const disposables = []\n const own = (x) => { disposables.push(x); return x }\n const dummy = new Object3D()\n const color = new Color()\n const ground = (x, z, w = 0, d = 0, rot = 0) => {\n let m = terrain.heightAt(x, z)\n const c = Math.cos(rot); const s = Math.sin(rot)\n for (const [a, b] of [[-0.5, -0.5], [0.5, -0.5], [0.5, 0.5], [-0.5, 0.5]]) {\n const lx = a * w; const lz = b * d\n m = Math.min(m, terrain.heightAt(x + lx * c - lz * s, z + lx * s + lz * c))\n }\n return m\n }\n const lambert = (opts) => own(lowPower ? new MeshLambertMaterial(opts) : new MeshStandardMaterial({ roughness: 0.85, metalness: 0.05, ...opts }))\n\n // unit geometries (base at y = 0)\n const box = own(new BoxGeometry(1, 1, 1).translate(0, 0.5, 0))\n const roof = own(new CylinderGeometry(0.5, 0.5, 1, 3, 1).rotateX(-Math.PI / 2).translate(0, 0.25, 0).rotateY(Math.PI / 2))\n const cyl = own(new CylinderGeometry(1, 1, 1, lowPower ? 8 : 14).translate(0, 0.5, 0))\n const rock = own(new DodecahedronGeometry(1, 0))\n const blob = own(new IcosahedronGeometry(1, 0))\n const logGeo = own(new CylinderGeometry(1, 1, 1, lowPower ? 6 : 10).rotateZ(Math.PI / 2))\n const cone = own(new ConeGeometry(1, 1, lowPower ? 4 : 6).translate(0, 0.5, 0))\n\n function instanced(geo, mat, items, place) {\n if (!items.length) return null\n const mesh = new InstancedMesh(geo, mat, items.length)\n mesh.castShadow = shadows\n mesh.receiveShadow = shadows\n items.forEach((item, i) => {\n const tint = place(item, i)\n dummy.updateMatrix()\n mesh.setMatrixAt(i, dummy.matrix)\n if (tint) mesh.setColorAt(i, color.set(tint).convertSRGBToLinear())\n })\n mesh.instanceMatrix.needsUpdate = true\n if (mesh.instanceColor) mesh.instanceColor.needsUpdate = true\n group.add(mesh)\n disposables.push({ dispose: () => mesh.dispose() })\n return mesh\n }\n\n const obstacles = mapObstacles(map).map((o) => ({ ...o, x: o.x + ox, z: o.z + oz }))\n const byKind = (shape, kinds) => obstacles.filter((o) => o.shape === shape && kinds.includes(o.kind))\n const placeRect = (o, h, inflate = 1, sink = 0.3) => {\n dummy.position.set(o.x, ground(o.x, o.z, o.w, o.d, o.rot) - sink, o.z)\n dummy.rotation.set(0, -o.rot, 0)\n dummy.scale.set(o.w * inflate, h + sink, o.d * inflate)\n }\n\n // ---- rect obstacles\n const white = { color: 0xffffff }\n instanced(box, lambert(white), byKind('rect', ['wall']), (o) => {\n placeRect(o, 2.6 + hash2(o.x, o.z) * 0.8)\n return WALL_COLORS[Math.floor(hash2(o.z, o.x) * WALL_COLORS.length) % WALL_COLORS.length]\n })\n const houses = byKind('rect', ['house'])\n instanced(box, lambert(white), houses, (o) => { placeRect(o, 3.4); return HOUSE_COLORS[Math.floor(hash2(o.x, o.z) * 4) % 4] })\n instanced(roof, lambert(white), houses, (o) => {\n const wide = o.w >= o.d\n dummy.position.set(o.x, ground(o.x, o.z, o.w, o.d, o.rot) + 3.35, o.z)\n dummy.rotation.set(0, -o.rot + (wide ? 0 : Math.PI / 2), 0)\n const len = wide ? o.w : o.d\n const span = wide ? o.d : o.w\n dummy.scale.set(len * 1.04, 2.2, span * 1.1)\n return hash2(o.z, o.x) < 0.5 ? '#8a3a2a' : '#5a4038'\n })\n instanced(box, lambert({ color: lin('#a89468') }), byKind('rect', ['low']), (o) => { placeRect(o, 1.1, 1, 0.15); return null })\n const iceMat = own(new MeshStandardMaterial({ color: lin('#cfeefa'), roughness: 0.15, metalness: 0.05, transparent: true, opacity: 0.88 }))\n instanced(box, iceMat, byKind('rect', ['ice_block']), (o) => { placeRect(o, 2.4 + hash2(o.x, o.z) * 1.2); return null })\n instanced(rock, iceMat, byKind('circle', ['ice']), (o) => {\n dummy.position.set(o.x, terrain.heightAt(o.x, o.z) + o.r * 0.25, o.z)\n dummy.rotation.set(0, hash2(o.x, o.z) * 6.28, 0)\n dummy.scale.set(o.r, o.r * 0.9, o.r)\n return null\n })\n instanced(logGeo, lambert({ color: lin('#6b4a2e') }), byKind('circle', ['log']), (o) => {\n dummy.position.set(o.x, terrain.heightAt(o.x, o.z) + 0.6, o.z)\n dummy.rotation.set(0, hash2(o.x, o.z) * 6.28, 0)\n dummy.scale.set(o.r * 2, 0.7, 0.7)\n return null\n })\n\n // ---- wrecked cars (Avalancha models), scaled to the rect, rusty and slightly tilted\n const cars = byKind('rect', ['car'])\n if (cars.length) {\n const models = createCarModels({ lowPower })\n const mats = new Set()\n models.forEach((model, k) => {\n const list = cars.filter((o) => Math.floor(hash2(o.x * 1.7, o.z) * models.length) % models.length === k)\n for (const part of model.parts) {\n part.geometry.computeBoundingBox()\n mats.add(part.material)\n disposables.push(part.geometry)\n }\n if (!list.length) return\n let sx = 0; let sy = 0; let minY = Infinity\n for (const part of model.parts) {\n const b = part.geometry.boundingBox\n sx = Math.max(sx, b.max.x - b.min.x); sy = Math.max(sy, b.max.y); minY = Math.min(minY, b.min.y)\n }\n for (const part of model.parts) {\n instanced(part.geometry, part.material, list, (o) => {\n const s = o.w / Math.max(0.01, sx)\n dummy.position.set(o.x, ground(o.x, o.z, o.w, o.d, o.rot) - minY * s - 0.1, o.z)\n dummy.rotation.set((hash2(o.x, o.z) - 0.5) * 0.12, -o.rot, (hash2(o.z, o.x) - 0.5) * 0.1)\n dummy.scale.setScalar(s)\n return part.tinted ? RUST[Math.floor(hash2(o.x, o.z) * RUST.length) % RUST.length] : null\n })\n }\n })\n mats.forEach((m) => disposables.push(m))\n }\n\n // ---- decor (visual only); lowPower draws half\n const decor = (map.decor || []).filter((d, i) => DECOR[d?.kind] && Number.isFinite(d.x) && Number.isFinite(d.z) && (!lowPower || i % 2 === 0))\n const decorMat = lambert(white)\n const decorGeos = { cone, blob, rock, cactus: cyl }\n for (const geoName of Object.keys(decorGeos)) {\n const items = decor.filter((d) => DECOR[d.kind].geo === geoName)\n instanced(decorGeos[geoName], decorMat, items, (d) => {\n const spec = DECOR[d.kind]\n const s = Number.isFinite(d.s) ? d.s : 1\n const x = d.x + ox; const z = d.z + oz\n const y = terrain.heightAt(x, z)\n dummy.position.set(x, geoName === 'cone' || geoName === 'cactus' ? y - 0.05 : y + spec.h * s * 0.3, z)\n dummy.rotation.set(0, Number.isFinite(d.rot) ? d.rot : 0, 0)\n dummy.scale.set(spec.r * s, spec.h * s, spec.r * s)\n const alt = spec.alt && hash2(d.x, d.z) < 0.6 ? spec.alt[Math.floor(hash2(d.z, d.x) * spec.alt.length) % spec.alt.length] : null\n return alt || spec.color\n })\n }\n\n // ---- destructibles: individual meshes so they can be removed\n const crateGeo = own(new BoxGeometry(1, 1, 1).translate(0, 0.5, 0))\n const crateMat = lambert({ color: lin('#a7773f') })\n const barrelMat = lambert({ color: lin('#c62d24') })\n const bandMat = lambert({ color: lin('#3a2a24') })\n const destructibles = new Map()\n for (const d of mapDestructibles(map)) {\n const x = d.x + ox; const z = d.z + oz\n const y = terrain.heightAt(x, z) - 0.05\n let mesh\n if (d.kind === 'barrel') {\n mesh = new Group()\n const body = new Mesh(cyl, barrelMat)\n body.scale.set(d.r * 0.85, d.r * 2.2, d.r * 0.85)\n const band = new Mesh(cyl, bandMat)\n band.scale.set(d.r * 0.88, d.r * 0.18, d.r * 0.88)\n band.position.y = d.r * 1.4\n mesh.add(body, band)\n } else {\n mesh = new Mesh(crateGeo, crateMat)\n const side = d.r * 1.55\n mesh.scale.set(side, side, side)\n mesh.rotation.y = hash2(d.x, d.z) * 1.5\n }\n mesh.position.set(x, y, z)\n mesh.traverse((m) => { m.castShadow = shadows; m.receiveShadow = shadows })\n group.add(mesh)\n destructibles.set(d.id, { ...d, x, z, y, mesh, broken: false })\n }\n\n function breakDestructible(id) {\n const d = destructibles.get(String(id))\n if (!d || d.broken) return null\n d.broken = true\n d.mesh.visible = false\n return d\n }\n\n return {\n destructibles,\n breakDestructible,\n /** Mirrors the render state without effects: hides broken ones (late join / resync), restores alive ones (rematch). */\n sync(render) {\n for (const d of render?.destructibles || []) {\n const entry = d && d.id != null ? destructibles.get(String(d.id)) : null\n if (!entry) continue\n const gone = d.alive === false || (Number.isFinite(d.hp) && d.hp <= 0)\n if (gone) breakDestructible(entry.id)\n else if (entry.broken) { entry.broken = false; entry.mesh.visible = true }\n }\n },\n /** Nearest unbroken destructible to (x, z) in scene coords (for events without an id). */\n nearest(x, z, maxD = 3) {\n let best = null; let bestD = maxD\n for (const d of destructibles.values()) {\n if (d.broken) continue\n const dist = Math.hypot(d.x - x, d.z - z)\n if (dist < bestD) { bestD = dist; best = d }\n }\n return best\n },\n dispose() {\n group.removeFromParent()\n for (const x of disposables) x.dispose?.()\n },\n }\n}\n","// 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 AdditiveBlending,\n IcosahedronGeometry,\n Matrix4,\n Mesh,\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, isMapArena, mapObstacles, RAD_TO_DEG, shieldOf, shooterOf, tankById, wrapAngle } from './liveView.js'\nimport { applyPalette, createLiveMap, paletteFor, tintAdded } from './liveMapScene.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 SHIELD_COLOR = lin('#7fdcff')\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 // Generated maps (logic/maps.js) recolor the world and add their own layer; the legacy arena (no map id) is untouched.\n const map = isMapArena(arena) ? arena : null\n const palette = paletteFor(map)\n applyPalette(palette, { renderer, scene, sky, hills, hemi, sun, terrain })\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 = map\n ? mapObstacles(arena).filter((o) => o.shape === 'circle' && (o.kind === 'tree' || o.kind === 'rock'))\n : 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 if (palette?.border === 'rock') { if (i % 2 === 0) decorList.push({ kind: 'rock', x, z, scale: 0.8 + r() * 1.4 }) }\n else decorList.push({ kind: 'tree', x, z, scale: 0.8 + r() * 0.7 })\n }\n }\n const beforeDecor = new Set(world.children)\n decor.build(world, { decor: decorList, obstacles: rockList }, terrain)\n tintAdded(world, beforeDecor, palette?.treeTint)\n const liveMap = map ? createLiveMap(world, map, terrain, { ox, oz, lowPower, shadows: !lowPower }) : null\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, bubble }\n // Spawn shield: one translucent bubble per tank, created on first use.\n const shieldGeo = new IcosahedronGeometry(1, lowPower ? 1 : 2)\n const shieldMat = new MeshBasicMaterial({ color: SHIELD_COLOR, transparent: true, opacity: 0.3, depthWrite: false, blending: AdditiveBlending })\n let shieldClock = 0\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.bubble?.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 if (e.kind === 'shield') {\n // shot absorbed by a spawn shield: no crater\n fx.flash(x, y + 1.6, z, 6, SHIELD_COLOR, 0.25)\n fx.hitSparks(x, y + 1.4, z)\n return\n }\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 (liveMap && (kind === 'crate_break' || kind === 'barrel_explode')) {\n const x0 = Number.isFinite(e.x) ? e.x + ox : null\n const z0 = Number.isFinite(e.z) ? e.z + oz : null\n const d = liveMap.breakDestructible(e.id ?? e.target) || (x0 != null ? liveMap.nearest(x0, z0) : null)\n if (d && !d.broken) liveMap.breakDestructible(d.id)\n const x = x0 ?? d?.x\n const z = z0 ?? d?.z\n if (x == null) return\n const y = terrain.heightAt(x, z)\n if (kind === 'crate_break') {\n fx.explosion(x, y + 0.4, z, 1.6, 'obstacle')\n fx.dust(x, y, z, 1.5)\n } else {\n fx.explosion(x, y + 0.6, z, 6, 'tank')\n terrain.crater(x, z, 3, 0)\n decor.blast(terrain, x, z, 6)\n const near = (list || []).find((t) => t.self)\n shake(near && Math.hypot(near.x + ox - x, near.z + oz - z) < 14 ? 0.8 : 0.3)\n const chained = e.chained && typeof e.chained === 'object' ? liveMap.breakDestructible(e.chained.id) : null\n if (chained) {\n fx.explosion(chained.x, chained.y + 0.6, chained.z, 6, 'tank')\n terrain.crater(chained.x, chained.z, 3, 0)\n decor.blast(terrain, chained.x, chained.z, 6)\n }\n }\n } else if (liveMap && kind === 'destructible_hit') {\n const d = liveMap.destructibles.get(String(e.target ?? e.id))\n if (d && !d.broken) {\n fx.dust(d.x, d.y + 0.5, d.z, 1)\n d.mesh.rotation.y += 0.25\n }\n } else if (kind === 'wall_hit') {\n if (!Number.isFinite(e.x) || !Number.isFinite(e.z)) return\n const x = e.x + ox\n const z = e.z + oz\n fx.dust(x, terrain.heightAt(x, z) + 1, z, 1.2)\n } else if (kind === 'respawn') {\n const rt = tankById(list, e.target ?? e.tank)\n const x = Number.isFinite(e.x) ? e.x + ox : rt ? rt.x + ox : null\n const z = Number.isFinite(e.z) ? e.z + oz : rt ? rt.z + oz : null\n if (x == null) return\n const y = terrain.heightAt(x, z)\n fx.ring(x, y + 0.2, z, 7, 0.8, SHIELD_COLOR)\n fx.flash(x, y + 1.6, z, 7, SHIELD_COLOR, 0.35)\n if (!reducedMotion) fx.dust(x, y, z, 2)\n if (rt?.self) cam.snap = true\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 shieldClock += dt\n if (!reducedMotion) shieldMat.opacity = 0.24 + Math.sin(shieldClock * 5) * 0.06\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 shieldMs = entry.alive && rt.alive !== false ? shieldOf(state, rt) : 0\n if (shieldMs > 0 && !entry.bubble) {\n entry.bubble = new Mesh(shieldGeo, shieldMat)\n entry.bubble.renderOrder = 3\n world.add(entry.bubble)\n }\n if (entry.bubble) {\n entry.bubble.visible = shieldMs > 0 && (shieldMs > 500 || Math.floor(shieldClock * 8) % 2 === 0)\n if (entry.bubble.visible) {\n const k = 3.6 + (reducedMotion ? 0 : Math.sin(shieldClock * 6) * 0.12)\n entry.bubble.position.set(s.x, s.y + 1.3, s.z)\n entry.bubble.scale.set(k * 1.1, k * 0.75, k * 1.1)\n }\n }\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 if (liveMap) liveMap.sync(state)\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 liveMap?.dispose()\n shieldGeo.dispose()\n shieldMat.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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