lecodes-sdk 0.20.2 → 1.0.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/global.d.ts +17 -5
- package/dist/types/canvas/Canvas.d.ts +2 -0
- package/dist/types/gl/DecalSet.d.ts +48 -3
- package/dist/types/gl/Geometry.d.ts +12 -0
- package/dist/types/gl/Lightmap.d.ts +9 -0
- package/dist/types/gl/Material.d.ts +4 -0
- package/dist/types/gl/Mesh.d.ts +7 -1
- package/dist/types/gl/Model.d.ts +34 -0
- package/dist/types/gl/Particles.d.ts +13 -0
- package/dist/types/gl/Scene.d.ts +1 -1
- package/dist/types/gl/animation/DynamicBone.d.ts +173 -0
- package/dist/types/gl/{IK.d.ts → animation/IK.d.ts} +4 -4
- package/dist/types/gl/{Locomotion.d.ts → animation/Locomotion.d.ts} +6 -6
- package/dist/types/gl/{AudioSource.d.ts → audio/AudioSource.d.ts} +6 -6
- package/dist/types/gl/{AudioZone.d.ts → audio/AudioZone.d.ts} +4 -4
- package/dist/types/gl/{SceneAudio.d.ts → audio/SceneAudio.d.ts} +1 -1
- package/dist/types/gl/{NavAgent.d.ts → nav/NavAgent.d.ts} +4 -4
- package/dist/types/gl/{NavMesh.d.ts → nav/NavMesh.d.ts} +4 -4
- package/dist/types/gl/{CharacterController.d.ts → physics/CharacterController.d.ts} +5 -5
- package/dist/types/gl/{Physics.d.ts → physics/Physics.d.ts} +6 -5
- package/dist/types/gl/{Ragdoll.d.ts → physics/Ragdoll.d.ts} +4 -4
- package/dist/types/gl/{Shape.d.ts → physics/Shape.d.ts} +3 -3
- package/dist/types/gl/{Trigger.d.ts → physics/Trigger.d.ts} +2 -2
- package/dist/types/gl/{Terrain.d.ts → terrain/Terrain.d.ts} +6 -6
- package/dist/types/gl/{terrainMesh.d.ts → terrain/terrainMesh.d.ts} +1 -1
- package/dist/types/gl/vehicle/Vehicle.d.ts +300 -0
- package/dist/types/gl/vehicle/Wheel.d.ts +147 -0
- package/dist/types/inject.d.ts +28 -26
- package/dist/types/runtime/files.d.ts +24 -1
- package/dist/types/scene/defineScene.d.ts +10 -3
- package/dist/types.json +1 -1
- package/package.json +1 -1
- package/prompts/README.md +142 -142
- package/src/bridges.d.ts +1599 -1481
- package/src/canvas/Canvas.ts +21 -0
- package/src/compile/__tests__/compile.test.ts +11 -0
- package/src/compile/header.ts +6 -3
- package/src/compile/index.ts +1 -0
- package/src/compile/sceneEditor.ts +42 -1
- package/src/gl/DecalSet.ts +132 -5
- package/src/gl/Geometry.ts +348 -284
- package/src/gl/Lightmap.ts +32 -5
- package/src/gl/Material.ts +21 -0
- package/src/gl/Mesh.ts +120 -102
- package/src/gl/Model.ts +33 -1
- package/src/gl/Node.ts +1 -1
- package/src/gl/Particles.ts +21 -3
- package/src/gl/Scene.ts +1 -1
- package/src/gl/animation/DynamicBone.ts +459 -0
- package/src/gl/{IK.ts → animation/IK.ts} +4 -4
- package/src/gl/{Locomotion.ts → animation/Locomotion.ts} +7 -7
- package/src/gl/{AudioSource.ts → audio/AudioSource.ts} +7 -7
- package/src/gl/{AudioZone.ts → audio/AudioZone.ts} +75 -75
- package/src/gl/{SceneAudio.ts → audio/SceneAudio.ts} +2 -2
- package/src/gl/{NavAgent.ts → nav/NavAgent.ts} +5 -5
- package/src/gl/{NavMesh.ts → nav/NavMesh.ts} +8 -8
- package/src/gl/{CharacterController.ts → physics/CharacterController.ts} +5 -5
- package/src/gl/{Physics.ts → physics/Physics.ts} +12 -5
- package/src/gl/{Ragdoll.ts → physics/Ragdoll.ts} +8 -6
- package/src/gl/{Shape.ts → physics/Shape.ts} +3 -3
- package/src/gl/{Trigger.ts → physics/Trigger.ts} +45 -45
- package/src/gl/{physicsEvents.ts → physics/physicsEvents.ts} +1 -1
- package/src/gl/{Terrain.ts → terrain/Terrain.ts} +10 -10
- package/src/gl/{terrainMesh.ts → terrain/terrainMesh.ts} +1 -1
- package/src/gl/vehicle/Vehicle.ts +666 -0
- package/src/gl/vehicle/Wheel.ts +290 -0
- package/src/inject.ts +226 -224
- package/src/runtime/files.ts +32 -2
- package/src/scene/defineScene.ts +26 -10
- package/src/scene/level.ts +2 -2
- package/dist/types/gl/Gearbox.d.ts +0 -86
- package/dist/types/gl/Vehicle.d.ts +0 -191
- package/dist/types/gl/Wheel.d.ts +0 -95
- package/src/gl/Gearbox.ts +0 -212
- package/src/gl/Vehicle.ts +0 -473
- package/src/gl/Wheel.ts +0 -240
- /package/dist/types/gl/{physicsEvents.d.ts → physics/physicsEvents.d.ts} +0 -0
package/src/gl/Gearbox.ts
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// The gearbox of a `Vehicle`, as an aspect on the same node. It is deliberately NOT in the engine:
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// picking a gear is policy, not physics — two RPM thresholds and a latency timer — and every game
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// wants its own. The engine keeps only the physical half (the clutch's stiffness and the coupled
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// engine/wheel solve), and is told one ratio and one clutch scalar per frame.
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//
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// car.aspect(Gearbox, { ratios: [2.66, 1.78, 1.3, 1.0, 0.74], reverse: -2.9 })
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//
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// A `Vehicle` with no `Gearbox` attaches this one with its defaults, so a car that never mentions
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// gears still drives.
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//
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// Custom behaviour is a subclass overriding ONE method:
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//
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// class SportBox extends Gearbox {
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// select(v: Vehicle): number { return v.rpm > 6200 ? this.gear + 1 : this.gear }
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// }
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//
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// The clutch is two things multiplied. The SHIFT envelope (`shiftTime`/`clutchTime`) stays with the
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// base class on purpose: a forgotten ramp breaks a car silently — no drive at all, or a slammed
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// clutch. The TAKE-UP (`takeUp`) is the left-foot half, and is overridable for a car that launches
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// unusually — a torque converter, a rally launch control.
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import { Aspect } from "../core/Aspect"
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import type { FieldMeta } from "../core/fields"
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import type { Node } from "./Node"
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import type { Vehicle } from "./Vehicle"
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// How far above idle counts as "revs to spare". A simulated engine cannot fall below its idle — the
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// physics clamps it — so being AT idle is the observable form of "the wheels are dragging me under".
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// This is the tolerance for reading that clamp, not a tuning knob.
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const IDLE_MARGIN = 1.05
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// The car this gearbox belongs to. Read through the aspect accessor rather than node.get(Vehicle),
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// so this file needs Vehicle only as a TYPE and the two do not import each other at runtime.
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const carOf = (n: Node): Vehicle | null => (n as unknown as { vehicle?: Vehicle }).vehicle ?? null
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export class Gearbox extends Aspect<"gearbox", Node> {
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static readonly aspect = "gearbox"
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/** Forward gear ratios, first gear first. Engine RPM = wheel speed × ratio × the differential. */
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ratios: number[] = [ 2.66, 1.78, 1.3, 1.0, 0.74 ]
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/** Reverse ratio — negative, because a ratio's SIGN is what reverse means to the engine. */
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reverse = -2.9
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/** Shift up when the engine passes this fraction of its redline. */
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shiftUp = 0.67
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/** Shift down when it falls below this fraction. */
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shiftDown = 0.33
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/** How long a shift takes, in seconds — the clutch is out for this long. */
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shiftTime = 0.2
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/** How long the clutch takes to re-engage afterwards. */
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clutchTime = 0.3
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/** How long to wait after a shift before another is allowed — without it a car sitting on a
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* threshold hunts between two gears. */
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latency = 0.5
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/** How far the clutch bites the instant drive is asked for from rest, 0..1. It only has to COUPLE
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* the shafts — how much torque that passes is the engine's business, so a feathered throttle
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* still pulls away gently at the same bite point. */
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bite = 0.4
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static fields: FieldMeta<Gearbox> = {
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reverse: { max: -0.1, step: 0.1 },
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shiftUp: { min: 0.1, max: 1, step: 0.01 },
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shiftDown: { min: 0, max: 0.9, step: 0.01 },
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shiftTime: { min: 0, max: 3, step: 0.05 },
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clutchTime: { min: 0, max: 3, step: 0.05 },
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latency: { min: 0, max: 3, step: 0.05 },
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bite: { min: 0, max: 1, step: 0.05 },
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ratios: { hidden: true },
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}
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/** Current gear: −1 reverse, 0 neutral, 1… forward. Read it for a HUD. */
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gear = 0
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/** True while a shift is in progress — the clutch is out and the engine is not driving the wheels. */
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get shifting(): boolean { return this._shiftLeft > 0 }
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private _shiftLeft = 0 // seconds of clutch-out left
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private _engageLeft = 0 // seconds of clutch re-engagement left
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private _waitLeft = 0 // anti-hunting
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private _take = 0 // how far the CAR's own state wants the clutch in, latched per frame
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/** EARLY phase: the pair has to be latched before this frame's step consumes it. */
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updateBefore(dt: number): void {
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const v = carOf(this.node)
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if (!v || !v.id) return
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this._waitLeft = Math.max(0, this._waitLeft - dt)
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if (this._shiftLeft > 0) {
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// Mid-shift: clutch fully out, and the moment it ends the re-engagement ramp starts.
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this._shiftLeft = Math.max(0, this._shiftLeft - dt)
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if (this._shiftLeft === 0) this._engageLeft = this.clutchTime
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} else {
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const want = this.select(v)
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if (want !== this.gear) this.shift(want)
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else this._engageLeft = Math.max(0, this._engageLeft - dt)
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}
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// The pedal only moves while no shift is in flight. During one the revs say nothing about
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// whether the wheels can sustain them: an engine still spinning down from the last gear reads as
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// "revs to spare" and would drop the clutch straight back in — enough to shove a stopped car
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// several km/h with no throttle at all. Freezing it is what a driver does anyway; the foot is
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// already down, and the envelope owns the clutch until the gear is in.
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if (this._shiftLeft === 0 && this._engageLeft === 0) {
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this._take = Math.max(0, Math.min(1, this.takeUp(v, dt)))
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}
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v._setTransmission(this.ratio, this.clutch)
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}
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/**
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* The driver's left foot: where the clutch pedal is, ignoring shifts. Returns the new engagement.
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*
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* A driver does not compute anything. They watch the tacho: **revs sinking to idle means the
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* wheels are about to drag the engine under, and that is when you push the clutch in.** That
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* single test replaces every ratio and threshold — the crossover it finds is the exact speed where
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* engine braking stops and the engine would start PUSHING instead, and it finds it per gear
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* without being told the gear.
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*
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* The pedal comes back UP only for the throttle. Healthy revs are not on their own a reason to
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* engage: a car standing still shows healthy revs too — the wheels simply are not turning to say
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* otherwise — and a clutch dropped on that evidence lurches the car off with no throttle at all.
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*
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* Three things fall out of it for free:
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*
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* - **A braked car stops.** The engine cannot stall, so a clutch left in at 0 km/h feeds idle
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* torque to the wheels forever and the car creeps against its own brakes. Here the revs pin at
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* idle, so the pedal goes down and the brakes have nothing to fight.
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* - **Reverse is not a special case.** No ratio takes part, so it needs no separate number — which
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* is exactly why a fixed road-speed threshold got reverse wrong.
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* - **Hill starts judder instead of stalling.** Let the pedal out, the load pulls the revs down,
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* the rule pushes it straight back in, and the clutch sits slipping at the bite point until the
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* car moves. So the test deliberately ignores the throttle — gating it on "no throttle" would
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* stall the car under load. Throttle only holds the floor at `bite`.
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*
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* The cost is honest and small: once the pedal is down the revs sit at idle and cannot rise on
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* their own, so **coasting downhill gives no engine braking until you touch the throttle** — which
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* is precisely what a car with the clutch in does. Slipping it permanently to keep listening would
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* bring the creep straight back.
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*/
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protected takeUp(v: Vehicle, dt: number): number {
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if (this.gear === 0) return 0
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const idle = v.engine.idleRpm ?? 1000
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const step = dt / Math.max(this.clutchTime, dt)
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const asked = v.throttle !== 0
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let take = this._take
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if (v.rpm <= idle * IDLE_MARGIN) take -= step // being dragged under: pedal goes down
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else if (asked) take += step // revs to spare AND somewhere to go: let it up
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// Asking for drive also holds the pedal at the bite point however far down the rule wants it;
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// that is what makes a launch — and a hill start — slip instead of collapsing to nothing.
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return asked ? Math.max(take, this.bite) : take
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}
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/**
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* Which gear the car should be in. The default is an ordinary automatic: pull away from neutral in
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* the direction of the throttle, shift up past `shiftUp` of the redline and down below `shiftDown`,
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* and refuse to shift again for `latency` seconds. Override this and nothing else.
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*/
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select(v: Vehicle): number {
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const throttle = v.throttle
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// Neutral, or asked to go the other way: engage once the car has (nearly) stopped.
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if (this.gear === 0 || throttle * this.gear < 0) {
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if (Math.abs(v.speed) > 1 && this.gear !== 0) return this.gear
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return throttle > 0 ? 1 : throttle < 0 ? -1 : this.gear
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}
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if (this.gear < 0 || this._waitLeft > 0 || this.shifting) return this.gear
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const rpm = v.rpm
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const max = v.engine.maxRpm ?? 6000
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// Upshifting needs COUPLED revs. With the clutch out the engine is free, so a blip at a
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// standstill reads as 6000 rpm and the box would climb to top gear without the car moving —
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// then launch in it. Downshifting stays open either way: it can only take you to a lower gear,
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// which is where a car with dying revs belongs.
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if (rpm > max * this.shiftUp && this.clutch >= 1 && this.gear < this.ratios.length) return this.gear + 1
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if (rpm < max * this.shiftDown && this.gear > 1) return this.gear - 1
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return this.gear
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}
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/** Change gear now, with the clutch envelope. Safe to call from `select()` or from game code
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* (a sequential manual is `if (Input.key('KeyE')) car.gearbox.shift(car.gearbox.gear + 1)`). */
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shift(gear: number): void {
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const clamped = Math.max(-1, Math.min(this.ratios.length, Math.round(gear)))
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if (clamped === this.gear) return
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// The envelope is for swapping one ENGAGED gear for another. If nothing is coupled there is
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// nothing to disengage, so it is skipped: neutral at either end, and equally a car sitting still
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// with the pedal already down — picking reverse there should pull away the moment it is asked
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// to, not sit out a shift it never had to make.
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const swapping = this.gear !== 0 && clamped !== 0 && this._take > 0
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this.gear = clamped
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this._shiftLeft = swapping ? this.shiftTime : 0
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this._engageLeft = swapping ? this.clutchTime : 0
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this._waitLeft = this.latency + this._shiftLeft
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}
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/** The ratio the engine should be running: 0 in neutral, negative in reverse. */
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get ratio(): number {
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if (this.gear === 0) return 0
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if (this.gear < 0) return this.reverse
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return this.ratios[this.gear - 1] ?? 1
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}
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/**
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* The clutch scalar 0..1 the engine is given: the SHIFT envelope (out during a shift, ramping back
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* over `clutchTime`) times the driver's pedal (`takeUp`). Two independent reasons for the clutch
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* to be out, so they multiply: mid-shift is out however healthy the revs are, and an engine being
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* dragged to idle is out whatever gear it just picked.
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*/
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get clutch(): number {
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if (this._shiftLeft > 0) return 0
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const envelope =
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this._engageLeft > 0 && this.clutchTime > 0 ? 1 - this._engageLeft / this.clutchTime : 1
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210
|
-
return envelope * this._take
|
|
211
|
-
}
|
|
212
|
-
}
|