feat: add factory sample machines and robot pricing conversations

This commit is contained in:
2026-10-28 12:53:07 +03:30
parent d0da416923
commit 55d4123fe5
71 changed files with 8179 additions and 3978 deletions
+18 -2301
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+49 -7
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@@ -6,7 +6,6 @@ import * as THREE from 'three';
// The rear camera's field of view across its long side; typical phone main cameras are 60–70°.
const CAMERA_LONG_FOV = 65;
const zee = new THREE.Vector3(0, 0, 1),
euler = new THREE.Euler(),
q0 = new THREE.Quaternion();
@@ -14,6 +13,15 @@ const q1 = new THREE.Quaternion(-Math.SQRT1_2, 0, 0, Math.SQRT1_2); // camera lo
// Device orientation (degrees) to a camera quaternion in a frame where −z is north and +y is up.
// `alpha` must be measured from north (absolute), counter-clockwise.
/**
* Runs the orientation quaternion operation for this subsystem.
* @param {*} target - target.
* @param {*} alpha - alpha.
* @param {*} beta - beta.
* @param {*} gamma - gamma.
* @param {*} screenAngle - screen Angle.
* @returns {*} Operation result, when applicable.
*/
export function orientationQuaternion(target, alpha, beta, gamma, screenAngle) {
const r = Math.PI / 180;
euler.set(beta * r, alpha * r, -gamma * r, 'YXZ');
@@ -24,6 +32,12 @@ export function orientationQuaternion(target, alpha, beta, gamma, screenAngle) {
}
// Vertical field of view of what is visible once the video is scaled to cover the screen.
/**
* Runs the cover fov operation for this subsystem.
* @param {*} videoAspect - video Aspect.
* @param {*} screenAspect - screen Aspect.
* @returns {*} Operation result, when applicable.
*/
export function coverFov(videoAspect, screenAspect) {
const long = Math.tan((CAMERA_LONG_FOV * Math.PI) / 360);
// The video's own vertical and horizontal half-angle tangents.
@@ -33,7 +47,11 @@ export function coverFov(videoAspect, screenAspect) {
const visibleV = screenAspect > videoAspect ? hTan / screenAspect : vTan;
return (Math.atan(visibleV) * 360) / Math.PI;
}
/**
* Creates ar view resources for the game.
* @param {*} video - video.
* @returns {*} Operation result, when applicable.
*/
export function createArView(video) {
let stream = null,
orientation = null,
@@ -42,11 +60,25 @@ export function createArView(video) {
const target = new THREE.Quaternion();
// Android sends north-referenced readings as `deviceorientationabsolute`; iOS and some browsers
// only send `deviceorientation`, which is used until (or unless) absolute readings arrive.
/**
* Runs the on absolute operation for this subsystem.
* @param {*} event - event.
* @returns {*} Operation result, when applicable.
*/
const onAbsolute = (event) => {
if (event.alpha == null) return;
absoluteSeen = true;
orientation = { alpha: event.alpha, beta: event.beta, gamma: event.gamma };
orientation = {
alpha: event.alpha,
beta: event.beta,
gamma: event.gamma,
};
};
/**
* Runs the on orientation operation for this subsystem.
* @param {*} event - event.
* @returns {*} Operation result, when applicable.
*/
const onOrientation = (event) => {
if (event.alpha == null || absoluteSeen) return;
let alpha = event.alpha;
@@ -55,7 +87,11 @@ export function createArView(video) {
compassOffset = 360 - event.webkitCompassHeading - event.alpha;
}
if (!event.absolute && compassOffset != null) alpha += compassOffset;
orientation = { alpha, beta: event.beta, gamma: event.gamma };
orientation = {
alpha,
beta: event.beta,
gamma: event.gamma,
};
};
let sensing = false;
return {
@@ -88,9 +124,15 @@ export function createArView(video) {
try {
stream = await navigator.mediaDevices.getUserMedia({
video: {
facingMode: { ideal: 'environment' },
width: { ideal: 1280 },
height: { ideal: 720 },
facingMode: {
ideal: 'environment',
},
width: {
ideal: 1280,
},
height: {
ideal: 720,
},
},
audio: false,
});
+35 -9
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@@ -14,30 +14,50 @@ export function setupPwa(ui) {
const ios =
/iphone|ipad|ipod/i.test(navigator.userAgent) ||
(navigator.platform === 'MacIntel' && navigator.maxTouchPoints > 1);
if (!standalone && ios) ui.patch('install', { hidden: false });
if (!standalone && ios)
ui.patch('install', {
hidden: false,
});
window.addEventListener(
'beforeinstallprompt',
(event) => {
event.preventDefault();
deferred = event;
ui.patch('install', { hidden: false });
ui.patch('install', {
hidden: false,
});
},
{
signal,
},
);
window.addEventListener(
'appinstalled',
() =>
ui.patch('install', {
hidden: true,
}),
{
signal,
},
{ signal },
);
window.addEventListener('appinstalled', () => ui.patch('install', { hidden: true }), { signal });
ui.on('install', async () => {
if (deferred) {
deferred.prompt();
await deferred.userChoice;
deferred = null;
ui.patch('install', { hidden: true });
ui.patch('install', {
hidden: true,
});
} else if (ios) ui.open('ios-install');
});
ui.on('ios-close', () => ui.close('ios-install'));
if ('serviceWorker' in navigator && !import.meta.env.DEV) {
/** Offers a version change only after a worker has installed successfully. */
const offer = (worker) => {
ui.patch('update-toast', { hidden: false });
ui.patch('update-toast', {
hidden: false,
});
ui.on('update-reload', () => worker.postMessage('skip-waiting'));
};
navigator.serviceWorker
@@ -55,10 +75,14 @@ export function setupPwa(ui) {
if (worker.state === 'installed' && navigator.serviceWorker.controller)
offer(worker);
},
{ signal },
{
signal,
},
);
},
{ signal },
{
signal,
},
);
})
.catch(() => {});
@@ -69,7 +93,9 @@ export function setupPwa(ui) {
reloading = true;
location.reload();
},
{ signal },
{
signal,
},
);
}
return () => {
+69 -6
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@@ -6,8 +6,17 @@ import { toLocal } from '../../utils/geo.js';
export const MAX_WALKING_SPEED = 6; // m/s (~22 km/h); faster means a vehicle, so buying pauses.
// Blends a new fix into the previous estimate, trusting whichever is more accurate.
/**
* Runs the smooth fix operation for this subsystem.
* @param {*} previous - previous.
* @param {*} fix - fix.
* @returns {*} Operation result, when applicable.
*/
export function smoothFix(previous, fix) {
if (!previous || fix.time - previous.time > 30000) return { ...fix };
if (!previous || fix.time - previous.time > 30000)
return {
...fix,
};
const weight = previous.accuracy ** 2 / (previous.accuracy ** 2 + fix.accuracy ** 2);
const dt = Math.max(0.001, (fix.time - previous.time) / 1000);
const x = previous.x + (fix.x - previous.x) * weight,
@@ -32,6 +41,11 @@ export function smoothFix(previous, fix) {
// dropped (after three in a row it is accepted: the phone really moved, e.g. got in a car);
// - the shown position stays put until the estimate drifts beyond about half the GPS error,
// or the phone reports walking speed. Without stable mode every smoothed fix is shown.
/**
* Creates stabilizer resources for the game.
* @param {*} options - Operation options.
* @returns {*} Operation result, when applicable.
*/
export function createStabilizer({ maxSpeed = 3 } = {}) {
let estimate = null,
shown = null,
@@ -48,14 +62,20 @@ export function createStabilizer({ maxSpeed = 3 } = {}) {
rejected < 3
) {
rejected++;
return shown && { ...shown };
return (
shown && {
...shown,
}
);
}
}
rejected = 0;
estimate = smoothFix(estimate, fix);
const drift = shown ? Math.hypot(estimate.x - shown.x, estimate.z - shown.z) : Infinity;
if (!this.stable || drift > Math.max(3, estimate.accuracy / 2) || (fix.speed ?? 0) > 0.7)
shown = { ...estimate };
shown = {
...estimate,
};
else
shown = {
...shown,
@@ -63,21 +83,39 @@ export function createStabilizer({ maxSpeed = 3 } = {}) {
time: estimate.time,
speed: fix.speed ?? 0,
};
return { ...shown };
return {
...shown,
};
},
};
}
// How close counts as "at the machine": 2.5× the GPS error, between 20 m (good outdoor fix) and 50 m,
// so reaching the area around a machine is enough.
/**
* Runs the arrival radius operation for this subsystem.
* @param {*} accuracy - accuracy.
* @returns {*} Operation result, when applicable.
*/
export const arrivalRadius = (accuracy) => Math.min(50, Math.max(20, accuracy * 2.5));
/**
* Runs the inside world operation for this subsystem.
* @param {*} bounds - bounds.
* @param {*} x - x.
* @param {*} z - z.
* @returns {*} Operation result, when applicable.
*/
export const insideWorld = (bounds, x, z) =>
x > bounds.minX && x < bounds.maxX && z > bounds.minZ && z < bounds.maxZ;
// Watches the phone's position and compass. Calls onFix({x, z, accuracy, speed, lat, lon}),
// onHeading(radians in the game's heading convention), onError(message) for a real problem and
// onStatus(message) while it is still searching. `stabilizer` filters the fixes (see above).
/**
* Runs the start tracking operation for this subsystem.
* @param {*} options - Operation options.
* @returns {*} Operation result, when applicable.
*/
export function startTracking({
onFix,
onHeading,
@@ -94,6 +132,11 @@ export function startTracking({
return () => {};
}
let fixes = 0;
/**
* Runs the handle operation for this subsystem.
* @param {*} position - position.
* @returns {*} Operation result, when applicable.
*/
const handle = (position) => {
const { latitude: lat, longitude: lon, accuracy, speed } = position.coords,
local = toLocal(lat, lon);
@@ -104,8 +147,18 @@ export function startTracking({
time: position.timestamp,
});
fixes++;
if (shown) onFix({ ...shown, lat, lon });
if (shown)
onFix({
...shown,
lat,
lon,
});
};
/**
* Runs the fail operation for this subsystem.
* @param {*} error - error.
* @returns {*} Operation result, when applicable.
*/
const fail = (error) => {
if (error.code === error.PERMISSION_DENIED)
onError(
@@ -131,6 +184,11 @@ export function startTracking({
timeout: 30000,
});
// Compass: iOS reports webkitCompassHeading; Android reports absolute alpha (counter-clockwise).
/**
* Runs the orientation operation for this subsystem.
* @param {*} event - event.
* @returns {*} Operation result, when applicable.
*/
const orientation = (event) => {
const compass =
event.webkitCompassHeading ??
@@ -148,6 +206,11 @@ export function startTracking({
}
// iOS needs an explicit permission prompt for the compass, and it must come from a tap.
/**
* Runs the request compass operation for this subsystem.
* @returns {*} Operation result, when applicable.
*/
export async function requestCompass() {
try {
if (typeof DeviceOrientationEvent !== 'undefined' && DeviceOrientationEvent.requestPermission)
+119 -13
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@@ -1,34 +1,121 @@
// Money is counted in whole hetoman: 10 hetoman = 100,000 rial.
export const INITIAL_BALANCE = 500;
export const START_MINUTES = 8 * 60 + 30;
/**
* Runs the fa operation for this subsystem.
* @param {*} n - n.
* @returns {*} Operation result, when applicable.
*/
export const fa = (n) => n.toLocaleString('fa-IR');
/**
* Runs the format hetoman operation for this subsystem.
* @param {*} value - value.
* @returns {*} Operation result, when applicable.
*/
export const formatHetoman = (value) => `${fa(value)} هتومان`;
/**
* Runs the hetoman to rial operation for this subsystem.
* @param {*} value - value.
* @returns {*} Operation result, when applicable.
*/
export const hetomanToRial = (value) => value * 10000;
/**
* Runs the format clock operation for this subsystem.
* @param {*} minutes - minutes.
* @returns {*} Operation result, when applicable.
*/
export const formatClock = (minutes) => {
const m = Math.floor(minutes) % (24 * 60);
return `${fa(Math.floor(m / 60)).padStart(2, '۰')}:${fa(m % 60).padStart(2, '۰')}`;
};
export const catalog = {
juice: { id: 'juice', name: 'آب‌میوه', icon: '🧃', cost: 35, type: 'drink' },
water: { id: 'water', name: 'آب معدنی', icon: '💧', cost: 15, type: 'drink' },
milk: { id: 'milk', name: 'شیر کاکائو', icon: '🥛', cost: 40, type: 'drink' },
tea: { id: 'tea', name: 'چای سرد', icon: '🧋', cost: 45, type: 'drink' },
lemonade: { id: 'lemonade', name: 'لیموناد', icon: '🍋', cost: 40, type: 'drink' },
biscuit: { id: 'biscuit', name: 'بیسکویت', icon: '🍪', cost: 25, type: 'snack' },
chocolate: { id: 'chocolate', name: 'شکلات', icon: '🍫', cost: 30, type: 'snack' },
nuts: { id: 'nuts', name: 'آجیل', icon: '🥜', cost: 65, type: 'snack' },
cake: { id: 'cake', name: 'کیک', icon: '🧁', cost: 35, type: 'snack' },
juice: {
id: 'juice',
name: 'آب‌میوه',
icon: '🧃',
cost: 35,
type: 'drink',
},
water: {
id: 'water',
name: 'آب معدنی',
icon: '💧',
cost: 15,
type: 'drink',
},
milk: {
id: 'milk',
name: 'شیر کاکائو',
icon: '🥛',
cost: 40,
type: 'drink',
},
tea: {
id: 'tea',
name: 'چای سرد',
icon: '🧋',
cost: 45,
type: 'drink',
},
lemonade: {
id: 'lemonade',
name: 'لیموناد',
icon: '🍋',
cost: 40,
type: 'drink',
},
biscuit: {
id: 'biscuit',
name: 'بیسکویت',
icon: '🍪',
cost: 25,
type: 'snack',
},
chocolate: {
id: 'chocolate',
name: 'شکلات',
icon: '🍫',
cost: 30,
type: 'snack',
},
nuts: {
id: 'nuts',
name: 'آجیل',
icon: '🥜',
cost: 65,
type: 'snack',
},
cake: {
id: 'cake',
name: 'کیک',
icon: '🧁',
cost: 35,
type: 'snack',
},
};
/**
* Runs the price at operation for this subsystem.
* @param {*} machine - machine.
* @param {*} productId - product Id.
* @returns {*} Operation result, when applicable.
*/
export const priceAt = (machine, productId) =>
Math.round(catalog[productId].cost * machine.priceFactor);
/**
* Runs the is open operation for this subsystem.
* @param {*} machine - machine.
* @param {*} minutes - minutes.
* @returns {*} Operation result, when applicable.
*/
export function isOpen(machine, minutes) {
const m = minutes % (24 * 60);
return m >= machine.hours[0] && m < machine.hours[1];
}
/**
* Creates state resources for the game.
* @returns {*} Operation result, when applicable.
*/
export function createState() {
return {
balance: INITIAL_BALANCE,
@@ -41,6 +128,13 @@ export function createState() {
}
// Returns why a purchase cannot happen, or null when it can.
/**
* Runs the purchase blocker operation for this subsystem.
* @param {*} state - state.
* @param {*} machine - machine.
* @param {*} productId - product Id.
* @returns {*} Operation result, when applicable.
*/
export function purchaseBlocker(state, machine, productId) {
if (!machine || !machine.products.includes(productId)) return 'unknown';
if (state.busy) return 'busy';
@@ -48,7 +142,13 @@ export function purchaseBlocker(state, machine, productId) {
if (state.balance < priceAt(machine, productId)) return 'funds';
return null;
}
/**
* Runs the purchase operation for this subsystem.
* @param {*} state - state.
* @param {*} machine - machine.
* @param {*} productId - product Id.
* @returns {*} Operation result, when applicable.
*/
export function purchase(state, machine, productId) {
if (purchaseBlocker(state, machine, productId)) return null;
const product = catalog[productId],
@@ -67,6 +167,12 @@ export function purchase(state, machine, productId) {
}
// The run ends once no open or later-opening machine sells anything the player can afford.
/**
* Runs the can afford anything operation for this subsystem.
* @param {*} state - state.
* @param {*} machines - machines.
* @returns {*} Operation result, when applicable.
*/
export function canAffordAnything(state, machines) {
return machines.some(
(m) =>
+43 -7
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@@ -1,23 +1,54 @@
import { purchase, purchaseBlocker } from './gameState.js';
// idle → approaching (camera moves to the reader) → ready → approved (card swiped, charged once).
export function createPayment() {
return { phase: 'idle', machine: null, productId: null, record: null };
}
/**
* Creates payment resources for the game.
* @returns {*} Operation result, when applicable.
*/
export function createPayment() {
return {
phase: 'idle',
machine: null,
productId: null,
record: null,
};
}
/**
* Runs the begin payment operation for this subsystem.
* @param {*} state - state.
* @param {*} payment - payment.
* @param {*} machine - machine.
* @param {*} productId - product Id.
* @returns {*} Operation result, when applicable.
*/
export function beginPayment(state, payment, machine, productId) {
if (payment.phase !== 'idle' || purchaseBlocker(state, machine, productId)) return false;
Object.assign(payment, { phase: 'approaching', machine, productId, record: null });
Object.assign(payment, {
phase: 'approaching',
machine,
productId,
record: null,
});
state.busy = true;
return true;
}
/**
* Runs the ready payment operation for this subsystem.
* @param {*} payment - payment.
* @returns {*} Operation result, when applicable.
*/
export function readyPayment(payment) {
if (payment.phase !== 'approaching') return false;
payment.phase = 'ready';
return true;
}
/**
* Runs the swipe payment operation for this subsystem.
* @param {*} state - state.
* @param {*} payment - payment.
* @returns {*} Operation result, when applicable.
*/
export function swipePayment(state, payment) {
if (payment.phase !== 'ready') return false;
state.busy = false;
@@ -31,7 +62,12 @@ export function swipePayment(state, payment) {
payment.phase = 'approved';
return true;
}
/**
* Runs the cancel payment operation for this subsystem.
* @param {*} state - state.
* @param {*} payment - payment.
* @returns {*} Operation result, when applicable.
*/
export function cancelPayment(state, payment) {
if (!['approaching', 'ready'].includes(payment.phase)) return false;
Object.assign(payment, createPayment());
+75 -17
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@@ -2,27 +2,66 @@ import { CATEGORIES } from '../../constants/locations.js';
// The bonus for visiting every kind of place counts city locations, not the factory.
const CITY_CATEGORIES = Object.keys(CATEGORIES).filter((c) => c !== 'factory' && c !== 'test');
export const POINTS = { purchase: 100, discovery: 250, combo: 150, allCategories: 500 };
export const POINTS = {
purchase: 100,
discovery: 250,
combo: 150,
allCategories: 500,
};
export const RANKS = [
{ name: 'تازه‌وارد', xp: 0 },
{ name: 'کاوشگر', xp: 600 },
{ name: 'راه‌بلد', xp: 1400 },
{ name: 'شکارچی دستگاه', xp: 2600 },
{ name: 'استاد نقشه', xp: 4200 },
{ name: 'افسانهٔ مشهد', xp: 6500 },
{
name: 'تازه‌وارد',
xp: 0,
},
{
name: 'کاوشگر',
xp: 600,
},
{
name: 'راه‌بلد',
xp: 1400,
},
{
name: 'شکارچی دستگاه',
xp: 2600,
},
{
name: 'استاد نقشه',
xp: 4200,
},
{
name: 'افسانهٔ مشهد',
xp: 6500,
},
];
// Awards for `record`, given the purchases that happened before it.
/**
* Runs the awards for operation for this subsystem.
* @param {*} previous - previous.
* @param {*} record - record.
* @returns {*} Operation result, when applicable.
*/
export function awardsFor(previous, record) {
const awards = [{ label: 'خرید موفق', points: POINTS.purchase }];
const awards = [
{
label: 'خرید موفق',
points: POINTS.purchase,
},
];
const here = previous.filter((p) => p.machineId === record.machineId);
if (!here.length) awards.push({ label: 'کشف مکان جدید', points: POINTS.discovery });
if (!here.length)
awards.push({
label: 'کشف مکان جدید',
points: POINTS.discovery,
});
// Paid once per machine: the first time it has sold both a drink and a snack.
const typesHere = new Set(here.map((p) => p.type));
if (typesHere.size === 1 && !typesHere.has(record.type))
awards.push({ label: 'ترکیب نوشیدنی و خوراکی', points: POINTS.combo });
awards.push({
label: 'ترکیب نوشیدنی و خوراکی',
points: POINTS.combo,
});
const categories = new Set(
previous.map((p) => p.category).filter((c) => CITY_CATEGORIES.includes(c)),
);
@@ -31,10 +70,17 @@ export function awardsFor(previous, record) {
!categories.has(record.category) &&
categories.size === CITY_CATEGORIES.length - 1
)
awards.push({ label: 'همهٔ انواع مکان', points: POINTS.allCategories });
awards.push({
label: 'همهٔ انواع مکان',
points: POINTS.allCategories,
});
return awards;
}
/**
* Runs the rank for operation for this subsystem.
* @param {*} xp - xp.
* @returns {*} Operation result, when applicable.
*/
export function rankFor(xp) {
let index = 0;
while (index + 1 < RANKS.length && xp >= RANKS[index + 1].xp) index++;
@@ -47,9 +93,12 @@ export function rankFor(xp) {
progress: next ? (xp - RANKS[index].xp) / (next.xp - RANKS[index].xp) : 1,
};
}
/**
* Runs the places visited operation for this subsystem.
* @param {*} purchases - purchases.
* @returns {*} Operation result, when applicable.
*/
const placesVisited = (purchases) => new Set(purchases.map((p) => p.machineId)).size;
export const MISSIONS = [
{
id: 'factory',
@@ -110,6 +159,11 @@ export const MISSIONS = [
];
// Marks and returns missions that the current purchases complete for the first time.
/**
* Runs the complete missions operation for this subsystem.
* @param {*} state - state.
* @returns {*} Operation result, when applicable.
*/
export function completeMissions(state) {
const fresh = MISSIONS.filter(
(m) => !state.missionsDone.includes(m.id) && m.done(state.purchases),
@@ -121,6 +175,10 @@ export function completeMissions(state) {
}
return fresh;
}
/**
* Runs the active mission operation for this subsystem.
* @param {*} state - state.
* @returns {*} Operation result, when applicable.
*/
export const activeMission = (state) =>
MISSIONS.find((m) => !state.missionsDone.includes(m.id)) ?? null;
+40 -6
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@@ -6,7 +6,14 @@ import { publishProgress } from '../store/slices/gameSlice.js';
* @returns {object} View publication and action registration API.
*/
export function createInterfaceBridge(store) {
let nodes = { briefing: { hidden: false }, hud: { hidden: true } },
let nodes = {
briefing: {
hidden: false,
},
hud: {
hidden: true,
},
},
actions = new Map(),
timer = null,
disposed = false;
@@ -19,18 +26,45 @@ export function createInterfaceBridge(store) {
function patch(id, values) {
const previous = nodes[id] ?? {};
if (Object.keys(values).every((key) => Object.is(previous[key], values[key]))) return;
nodes = { ...nodes, [id]: { ...previous, ...values } };
nodes = {
...nodes,
[id]: {
...previous,
...values,
},
};
if (timer === null && !disposed) timer = setTimeout(flush, 100);
}
return {
activate() {
disposed = false;
},
patch,
read: (id) => nodes[id] ?? {},
open: (id) => patch(id, { open: true }),
close: (id) => patch(id, { open: false }),
open: (id) =>
patch(id, {
open: true,
}),
close: (id) =>
patch(id, {
open: false,
}),
on: (id, handler) => actions.set(id, handler),
emit: (id, value) => actions.get(id)?.(value),
style: (id, style) => patch(id, { style: { ...nodes[id]?.style, ...style } }),
classState: (id, name, on) => patch(id, { classes: { ...nodes[id]?.classes, [name]: on } }),
style: (id, style) =>
patch(id, {
style: {
...nodes[id]?.style,
...style,
},
}),
classState: (id, name, on) =>
patch(id, {
classes: {
...nodes[id]?.classes,
[name]: on,
},
}),
publishGame: (state) => store.dispatch(publishProgress(structuredClone(state))),
clearActions: () => actions.clear(),
dispose() {
+164 -27
View File
@@ -3,10 +3,28 @@ import * as THREE from 'three';
// Detailed vehicles for the family and the factory. All face local +X and sit on y = 0, like
// createCarModel in traffic.js; `wheels` lists rear wheels first, then the two front (steering) ones.
/**
* Runs the mat operation for this subsystem.
* @param {*} color - color.
* @param {*} extra - extra.
* @returns {*} Operation result, when applicable.
*/
const mat = (color, extra = {}) =>
new THREE.MeshStandardMaterial({ color, roughness: 0.45, ...extra });
new THREE.MeshStandardMaterial({
color,
roughness: 0.45,
...extra,
});
// A side profile (x along the car, y up) extruded across its width, with rounded edges.
/**
* Runs the extrude profile operation for this subsystem.
* @param {*} points - points.
* @param {*} width - width.
* @param {*} material - material.
* @param {*} bevel - bevel.
* @returns {*} Operation result, when applicable.
*/
function extrudeProfile(points, width, material, bevel = 0.1) {
const shape = new THREE.Shape();
points.forEach(([x, y], i) => (i ? shape.lineTo(x, y) : shape.moveTo(x, y)));
@@ -25,6 +43,15 @@ function extrudeProfile(points, width, material, bevel = 0.1) {
}
// Lower-body outline with wheel arches cut around the wheel centres.
/**
* Runs the body outline operation for this subsystem.
* @param {*} front - front.
* @param {*} rear - rear.
* @param {*} arches - arches.
* @param {*} radius - radius.
* @param {*} top - top.
* @returns {*} Operation result, when applicable.
*/
function bodyOutline(front, rear, arches, radius, top) {
const shape = new THREE.Shape();
shape.moveTo(rear[0][0], rear[0][1]);
@@ -39,11 +66,27 @@ function bodyOutline(front, rear, arches, radius, top) {
for (const [x, y] of rear.slice(1).reverse()) shape.lineTo(x, y);
return shape;
}
/**
* Runs the add wheels operation for this subsystem.
* @param {*} group - group.
* @param {*} positions - positions.
* @param {*} radius - radius.
* @param {*} tyreWidth - tyre Width.
* @param {*} rimColor - rim Color.
* @param {*} spokes - spokes.
* @returns {*} Operation result, when applicable.
*/
function addWheels(group, positions, radius, tyreWidth, rimColor = '#c9cdd1', spokes = 5) {
const tyre = mat('#151719', { roughness: 0.9 }),
rim = mat(rimColor, { metalness: 0.85, roughness: 0.25 }),
brake = mat('#3a3d40', { metalness: 0.6 });
const tyre = mat('#151719', {
roughness: 0.9,
}),
rim = mat(rimColor, {
metalness: 0.85,
roughness: 0.25,
}),
brake = mat('#3a3d40', {
metalness: 0.6,
});
const wheels = [];
for (const [x, z] of positions) {
const wheel = new THREE.Group();
@@ -86,10 +129,21 @@ function addWheels(group, positions, radius, tyreWidth, rimColor = '#c9cdd1', sp
*/
export function createSportSedan(color = '#1d3f78') {
const group = new THREE.Group();
const paint = mat(color, { metalness: 0.7, roughness: 0.28 }),
glass = mat('#0f1a22', { metalness: 0.7, roughness: 0.08 });
const black = mat('#0b0c0d', { roughness: 0.6 }),
chrome = mat('#d8dcdf', { metalness: 0.95, roughness: 0.15 });
const paint = mat(color, {
metalness: 0.7,
roughness: 0.28,
}),
glass = mat('#0f1a22', {
metalness: 0.7,
roughness: 0.08,
});
const black = mat('#0b0c0d', {
roughness: 0.6,
}),
chrome = mat('#d8dcdf', {
metalness: 0.95,
roughness: 0.15,
});
const W = 1.86;
const outline = bodyOutline(
[
@@ -203,8 +257,14 @@ export function createSportSedan(color = '#1d3f78') {
}
}
// Headlights with two light rings each, and slim L-shaped tail lights.
const ring = mat('#eaf6ff', { emissive: '#cfe9ff', emissiveIntensity: 1.6 });
const tail = mat('#9e1410', { emissive: '#e0261c', emissiveIntensity: 0.9 });
const ring = mat('#eaf6ff', {
emissive: '#cfe9ff',
emissiveIntensity: 1.6,
});
const tail = mat('#9e1410', {
emissive: '#e0261c',
emissiveIntensity: 0.9,
});
for (const side of [-1, 1]) {
const housing = new THREE.Mesh(new THREE.BoxGeometry(0.12, 0.14, 0.44), black);
housing.position.set(2.42, 0.72, side * 0.6);
@@ -245,7 +305,10 @@ export function createSportSedan(color = '#1d3f78') {
'#b8bcc0',
5,
);
return { group, wheels };
return {
group,
wheels,
};
}
/**
@@ -254,10 +317,32 @@ export function createSportSedan(color = '#1d3f78') {
*/
export function createPickup(color = '#e8e8e4') {
const group = new THREE.Group();
const paint = mat(color, { metalness: 0.5, roughness: 0.32 }),
glass = mat('#13202a', { metalness: 0.6, roughness: 0.1 });
const black = mat('#1a1c1e', { roughness: 0.7 }),
chrome = mat('#d0d4d7', { metalness: 0.9, roughness: 0.2 });
const paint = mat(color, {
metalness: 0.5,
roughness: 0.32,
}),
glass = mat('#13202a', {
metalness: 0.6,
roughness: 0.1,
});
const black = mat('#1a1c1e', {
roughness: 0.7,
}),
chrome = mat('#d0d4d7', {
metalness: 0.9,
roughness: 0.2,
});
/**
* Runs the box operation for this subsystem.
* @param {*} w - w.
* @param {*} h - h.
* @param {*} d - d.
* @param {*} m - m.
* @param {*} x - x.
* @param {*} y - y.
* @param {*} z - z.
* @returns {*} Operation result, when applicable.
*/
const box = (w, h, d, m, x, y, z) => {
const mesh = new THREE.Mesh(new THREE.BoxGeometry(w, h, d), m);
mesh.position.set(x, y, z);
@@ -315,14 +400,20 @@ export function createPickup(color = '#e8e8e4') {
// Front: wide grille with horizontal chrome bars, headlights, bumper and skid plate.
box(0.06, 0.34, 1.1, black, 2.67, 0.92, 0);
for (let i = 0; i < 3; i++) box(0.07, 0.04, 1.12, chrome, 2.68, 0.82 + i * 0.1, 0);
const lamp = mat('#eaf6ff', { emissive: '#cfe9ff', emissiveIntensity: 1.2 });
const lamp = mat('#eaf6ff', {
emissive: '#cfe9ff',
emissiveIntensity: 1.2,
});
for (const side of [-1, 1]) {
box(0.08, 0.14, 0.32, lamp, 2.62, 1.02, side * 0.74);
box(
0.06,
0.26,
0.1,
mat('#9e1410', { emissive: '#c4241b', emissiveIntensity: 0.7 }),
mat('#9e1410', {
emissive: '#c4241b',
emissiveIntensity: 0.7,
}),
-2.7,
1.0,
side * 0.86,
@@ -349,7 +440,10 @@ export function createPickup(color = '#e8e8e4') {
);
for (const x of [-1.7, 1.7])
for (const side of [-1, 1]) box(1.05, 0.1, 0.2, black, x, 0.86, side * 0.96);
return { group, wheels };
return {
group,
wheels,
};
}
/**
@@ -358,10 +452,33 @@ export function createPickup(color = '#e8e8e4') {
*/
export function createTruck(color = '#e9eef0') {
const group = new THREE.Group();
const paint = mat(color, { metalness: 0.35, roughness: 0.4 }),
glass = mat('#14212b', { metalness: 0.6, roughness: 0.1 });
const black = mat('#1b1d1f', { roughness: 0.7 }),
teal = mat('#0b8f88', { metalness: 0.3, roughness: 0.4 });
const paint = mat(color, {
metalness: 0.35,
roughness: 0.4,
}),
glass = mat('#14212b', {
metalness: 0.6,
roughness: 0.1,
});
const black = mat('#1b1d1f', {
roughness: 0.7,
}),
teal = mat('#0b8f88', {
metalness: 0.3,
roughness: 0.4,
});
/**
* Runs the box operation for this subsystem.
* @param {*} w - w.
* @param {*} h - h.
* @param {*} d - d.
* @param {*} m - m.
* @param {*} x - x.
* @param {*} y - y.
* @param {*} z - z.
* @param {*} parent - parent.
* @returns {*} Operation result, when applicable.
*/
const box = (w, h, d, m, x, y, z, parent = group) => {
const mesh = new THREE.Mesh(new THREE.BoxGeometry(w, h, d), m);
mesh.position.set(x, y, z);
@@ -375,14 +492,27 @@ export function createTruck(color = '#e9eef0') {
for (const side of [-1, 1]) box(1.0, 0.7, 0.04, glass, 3.1, 2.4, side * 1.16);
box(0.08, 0.3, 2.2, teal, 3.92, 1.35, 0);
box(0.25, 0.35, 2.36, black, 3.95, 0.85, 0);
const lamp = mat('#eaf6ff', { emissive: '#cfe9ff', emissiveIntensity: 1 });
const lamp = mat('#eaf6ff', {
emissive: '#cfe9ff',
emissiveIntensity: 1,
});
for (const side of [-1, 1]) {
box(0.06, 0.16, 0.3, lamp, 3.98, 1.1, side * 0.9);
box(0.3, 0.3, 0.08, black, 3.4, 2.7, side * 1.25);
}
// Chassis and the flatbed with low side rails.
box(7.6, 0.3, 1.0, black, 0, 0.75, 0);
box(5.9, 0.14, 2.4, mat('#6b5a45', { roughness: 0.9 }), -1.05, 1.0, 0);
box(
5.9,
0.14,
2.4,
mat('#6b5a45', {
roughness: 0.9,
}),
-1.05,
1.0,
0,
);
for (const side of [-1, 1]) box(5.9, 0.5, 0.06, teal, -1.05, 1.32, side * 1.19);
box(0.06, 0.5, 2.4, teal, -4.0, 1.32, 0);
box(0.1, 1.6, 2.4, black, 1.9, 1.85, 0);
@@ -391,7 +521,10 @@ export function createTruck(color = '#e9eef0') {
0.1,
0.22,
0.26,
mat('#9e1410', { emissive: '#c4241b', emissiveIntensity: 0.6 }),
mat('#9e1410', {
emissive: '#c4241b',
emissiveIntensity: 0.6,
}),
-4.02,
0.82,
side * 0.95,
@@ -412,5 +545,9 @@ export function createTruck(color = '#e9eef0') {
'#c2c6c9',
8,
);
return { group, wheels, bed };
return {
group,
wheels,
bed,
};
}
+538 -390
View File
@@ -2,310 +2,410 @@ import * as THREE from 'three';
// Lightweight articulated characters; all coordinates below are in the group.
// createFamily() builds the father and child; createFamily({robot: true}) builds the Robot Market guide alone.
/**
* Creates family resources for the game.
* @param {*} options - Operation options.
* @returns {*} Operation result, when applicable.
*/
export function createFamily({ robot: robotOnly = false } = {}) {
const group = new THREE.Group();
const mat = (color) => new THREE.MeshStandardMaterial({ color, roughness: 0.82 });
const skin = mat('#edbd98'),
hair = mat('#49382d'),
shoes = mat('#273c36');
const build = {
robotOnly,
};
for (const [name, method] of Object.entries(FAMILY_METHODS))
build[name] = (...args) => method(build, ...args);
for (const initialize of FAMILY_STEPS) initialize(build);
return build.result;
}
/**
* Runs the family shape operation for this subsystem.
* @param {*} build - build.
* @param {*} parent - parent.
* @param {*} geometry - geometry.
* @param {*} material - material.
* @param {*} position - position.
* @returns {*} Operation result, when applicable.
*/
function familyShape(build, parent, geometry, material, position) {
const m = new THREE.Mesh(geometry, material);
m.position.set(...position);
m.castShadow = true;
m.receiveShadow = true;
parent.add(m);
return m;
}
/**
* Runs the family sphere operation for this subsystem.
* @param {*} build - build.
* @param {*} parent - parent.
* @param {*} r - r.
* @param {*} material - material.
* @param {*} pos - pos.
* @param {*} scale - scale.
* @returns {*} Operation result, when applicable.
*/
function familySphere(build, parent, r, material, pos, scale = [1, 1, 1]) {
const m = build.shape(parent, new THREE.SphereGeometry(r, 16, 12), material, pos);
m.scale.set(...scale);
return m;
}
/**
* Runs the family segment operation for this subsystem.
* @param {*} build - build.
* @param {*} parent - parent.
* @param {*} a - a.
* @param {*} b - b.
* @param {*} r - r.
* @param {*} material - material.
* @returns {*} Operation result, when applicable.
*/
function familySegment(build, parent, a, b, r, material) {
const mesh = build.shape(parent, new THREE.CylinderGeometry(r, r, 1, 10), material, [0, 0, 0]);
return {
mesh,
a,
b,
};
}
/**
* Runs the family update segment operation for this subsystem.
* @param {*} build - build.
* @param {*} bone - bone.
* @param {*} a - a.
* @param {*} b - b.
* @returns {*} Operation result, when applicable.
*/
function familyUpdateSegment(build, bone, a, b) {
const delta = b.clone().sub(a);
bone.mesh.position.copy(a).add(b).multiplyScalar(0.5);
bone.mesh.scale.y = delta.length();
bone.mesh.quaternion.setFromUnitVectors(new THREE.Vector3(0, 1, 0), delta.normalize());
}
function shape(parent, geometry, material, position) {
const m = new THREE.Mesh(geometry, material);
m.position.set(...position);
m.castShadow = true;
m.receiveShadow = true;
parent.add(m);
return m;
}
function sphere(parent, r, material, pos, scale = [1, 1, 1]) {
const m = shape(parent, new THREE.SphereGeometry(r, 16, 12), material, pos);
m.scale.set(...scale);
return m;
}
function segment(parent, a, b, r, material) {
const mesh = shape(parent, new THREE.CylinderGeometry(r, r, 1, 10), material, [0, 0, 0]);
return { mesh, a, b };
}
function updateSegment(bone, a, b) {
const delta = b.clone().sub(a);
bone.mesh.position.copy(a).add(b).multiplyScalar(0.5);
bone.mesh.scale.y = delta.length();
bone.mesh.quaternion.setFromUnitVectors(new THREE.Vector3(0, 1, 0), delta.normalize());
}
// Procedural Robot Market mascot: a hovering guide that follows the father and child.
function makeRobot(z) {
const scale = 0.69,
root = new THREE.Group(),
torso = new THREE.Group();
root.name = 'robot-market-mascot';
root.position.z = z;
group.add(root);
root.add(torso);
const teal = new THREE.MeshStandardMaterial({
color: '#079f98',
metalness: 0.4,
roughness: 0.28,
});
const white = new THREE.MeshStandardMaterial({
color: '#edf6f4',
metalness: 0.22,
roughness: 0.32,
});
const joint = new THREE.MeshStandardMaterial({
color: '#102b30',
metalness: 0.5,
roughness: 0.35,
});
const glow = new THREE.MeshStandardMaterial({
color: '#c6f7ff',
emissive: '#23bcff',
emissiveIntensity: 2.5,
roughness: 0.2,
});
const visor = new THREE.MeshStandardMaterial({
color: '#020d16',
metalness: 0.5,
roughness: 0.16,
});
sphere(torso, 0.25, teal, [0, 0.76, 0], [1, 0.65, 0.75]);
sphere(torso, 0.31, white, [0, 0.97, 0], [1, 1.05, 0.72]);
for (const side of [-1, 1]) sphere(torso, 0.17, teal, [side * 0.24, 1.03, -0.04], [0.55, 1, 1]);
shape(torso, new THREE.CylinderGeometry(0.09, 0.09, 0.12, 12), joint, [0, 1.27, 0]);
const head = new THREE.Group();
head.position.y = 1.61;
torso.add(head);
sphere(head, 0.43, teal, [0, 0, 0], [1.12, 0.91, 0.88]);
sphere(head, 0.4, white, [0, -0.015, 0.12], [1.12, 0.86, 0.77]);
sphere(head, 0.35, visor, [0, -0.015, 0.255], [1.13, 0.83, 0.48]);
const eyes = [];
function arc(parent, radius, thickness, pos, rotation = 0, material = glow) {
const line = shape(
parent,
new THREE.TorusGeometry(radius, thickness, 8, 24, Math.PI),
material,
pos,
);
line.rotation.z = rotation;
return line;
}
for (const side of [-1, 1]) {
eyes.push(arc(head, 0.065, 0.016, [side * 0.16, 0.025, 0.423]));
const ear = shape(head, new THREE.CylinderGeometry(0.14, 0.14, 0.085, 24), joint, [
side * 0.47,
0,
0,
]);
ear.rotation.z = Math.PI / 2;
const ring = shape(head, new THREE.TorusGeometry(0.105, 0.012, 8, 24), glow, [
side * 0.518,
0,
0,
]);
ring.rotation.y = Math.PI / 2;
sphere(head, 0.12, teal, [side * 0.49, 0, 0], [0.4, 1, 1]);
}
arc(head, 0.075, 0.016, [0, -0.085, 0.425], Math.PI);
sphere(head, 0.1, teal, [0, 0.38, 0], [1, 0.55, 1]);
shape(head, new THREE.CylinderGeometry(0.017, 0.022, 0.18, 10), teal, [0, 0.49, 0]);
sphere(head, 0.055, teal, [0, 0.6, 0]);
// Draw the chest mark as a texture so it remains attached to the 3D body.
if (typeof document !== 'undefined') {
const canvas = document.createElement('canvas');
canvas.width = 256;
canvas.height = 256;
const c = canvas.getContext('2d');
if (c) {
c.strokeStyle = '#102b30';
c.fillStyle = '#102b30';
c.lineWidth = 12;
c.lineJoin = 'round';
c.beginPath();
c.moveTo(65, 40);
c.lineTo(82, 40);
c.lineTo(99, 110);
c.lineTo(170, 110);
c.lineTo(186, 58);
c.lineTo(89, 58);
c.stroke();
for (const x of [111, 162]) {
c.beginPath();
c.arc(x, 130, 9, 0, Math.PI * 2);
c.fill();
}
c.textAlign = 'center';
c.font = 'bold 34px sans-serif';
c.fillText('ROBOT', 128, 181);
c.fillText('MARKET', 128, 218);
shape(
torso,
new THREE.PlaneGeometry(0.31, 0.31),
new THREE.MeshBasicMaterial({
map: new THREE.CanvasTexture(canvas),
transparent: true,
depthWrite: false,
}),
[0, 0.99, 0.224],
);
}
}
const legs = [-1, 1].map((side) => {
const hip = new THREE.Group();
hip.position.set(side * 0.15, 0.65, 0);
root.add(hip);
sphere(hip, 0.09, joint, [0, 0, 0]);
shape(hip, new THREE.CapsuleGeometry(0.095, 0.12, 4, 12), white, [0, -0.12, 0]);
const knee = new THREE.Group();
knee.position.y = -0.25;
hip.add(knee);
sphere(knee, 0.105, teal, [0, 0, 0.035]);
shape(knee, new THREE.CapsuleGeometry(0.1, 0.12, 4, 12), white, [0, -0.13, 0]);
const foot = sphere(knee, 0.13, teal, [0, -0.29, 0.07], [1, 0.65, 1.6]);
sphere(knee, 0.13, joint, [0, -0.34, 0.07], [1.06, 0.22, 1.65]);
return { hip, knee, foot };
});
const arms = [-1, 1].map(() => ({
upper: segment(group, null, null, 0.09, teal),
lower: segment(group, null, null, 0.085, white),
hand: sphere(group, 0.09, joint, [0, 0, 0], [1, 1.1, 1]),
}));
return { root, torso, head, legs, arms, scale, z, eyes };
}
function makePerson(isChild, z) {
const scale = isChild ? 0.69 : 1.05,
root = new THREE.Group();
root.position.z = z;
group.add(root);
const torso = new THREE.Group();
root.add(torso);
const cloth = mat(isChild ? '#d98150' : '#e4c695'),
pants = mat(isChild ? '#527463' : '#496474');
// Tapered jacket, hips and neck replace the single rounded toy-like body.
shape(torso, new THREE.CylinderGeometry(0.255 * scale, 0.22 * scale, 0.62 * scale, 16), cloth, [
0,
1.2 * scale,
0,
]).scale.z = 0.72;
sphere(torso, 0.23, pants, [0, 0.88 * scale, 0], [scale, 0.55 * scale, 0.72 * scale]);
shape(torso, new THREE.CylinderGeometry(0.075 * scale, 0.09 * scale, 0.18 * scale, 12), skin, [
0,
1.59 * scale,
0,
]);
shape(torso, new THREE.BoxGeometry(0.014 * scale, 0.5 * scale, 0.014 * scale), mat('#bda77f'), [
0,
1.2 * scale,
0.19 * scale,
]);
for (const side of [-1, 1]) {
const collar = shape(
torso,
new THREE.BoxGeometry(0.12 * scale, 0.09 * scale, 0.025 * scale),
cloth,
[side * 0.07 * scale, 1.49 * scale, 0.15 * scale],
);
collar.rotation.z = side * 0.4;
}
const head = new THREE.Group();
head.position.y = 1.77 * scale;
torso.add(head);
head.scale.setScalar(isChild ? 0.9 : 0.77);
const eyes = [];
sphere(head, 0.27 * scale, skin, [0, 0, 0]);
sphere(head, 0.275 * scale, hair, [0, 0.11 * scale, -0.035 * scale], [1, 0.65, 1]);
sphere(head, 0.058 * scale, skin, [0, -0.02 * scale, 0.25 * scale]);
for (const side of [-1, 1]) {
sphere(head, 0.06 * scale, skin, [side * 0.26 * scale, 0, 0]);
sphere(
head,
0.037 * scale,
mat('#f6f1e7'),
[side * 0.09 * scale, 0.03 * scale, 0.241 * scale],
[1, 0.65, 0.5],
);
const eye = sphere(
head,
0.022 * scale,
shoes,
[side * 0.09 * scale, 0.03 * scale, 0.258 * scale],
[0.8, 1, 0.45],
);
eyes.push(eye);
const brow = shape(
head,
new THREE.BoxGeometry(0.075 * scale, 0.015 * scale, 0.015 * scale),
hair,
[side * 0.09 * scale, 0.087 * scale, 0.237 * scale],
);
brow.rotation.z = side * -0.08;
sphere(head, 0.04 * scale, mat('#d79379'), [
side * 0.15 * scale,
-0.055 * scale,
0.215 * scale,
]);
}
const smile = shape(
head,
new THREE.TorusGeometry(0.068 * scale, 0.012 * scale, 6, 14, Math.PI),
shoes,
[0, -0.075 * scale, 0.252 * scale],
// Procedural Robot Market mascot: a hovering guide that follows the father and child.
/**
* Runs the family make robot operation for this subsystem.
* @param {*} build - build.
* @param {*} z - z.
* @returns {*} Operation result, when applicable.
*/
function familyMakeRobot(build, z) {
const scale = 0.69,
root = new THREE.Group(),
torso = new THREE.Group();
root.name = 'robot-market-mascot';
root.position.z = z;
build.group.add(root);
root.add(torso);
const teal = new THREE.MeshStandardMaterial({
color: '#079f98',
metalness: 0.4,
roughness: 0.28,
});
const white = new THREE.MeshStandardMaterial({
color: '#edf6f4',
metalness: 0.22,
roughness: 0.32,
});
const joint = new THREE.MeshStandardMaterial({
color: '#102b30',
metalness: 0.5,
roughness: 0.35,
});
const glow = new THREE.MeshStandardMaterial({
color: '#c6f7ff',
emissive: '#23bcff',
emissiveIntensity: 2.5,
roughness: 0.2,
});
const visor = new THREE.MeshStandardMaterial({
color: '#020d16',
metalness: 0.5,
roughness: 0.16,
});
build.sphere(torso, 0.25, teal, [0, 0.76, 0], [1, 0.65, 0.75]);
build.sphere(torso, 0.31, white, [0, 0.97, 0], [1, 1.05, 0.72]);
for (const side of [-1, 1])
build.sphere(torso, 0.17, teal, [side * 0.24, 1.03, -0.04], [0.55, 1, 1]);
build.shape(torso, new THREE.CylinderGeometry(0.09, 0.09, 0.12, 12), joint, [0, 1.27, 0]);
const head = new THREE.Group();
head.position.y = 1.61;
torso.add(head);
build.sphere(head, 0.43, teal, [0, 0, 0], [1.12, 0.91, 0.88]);
build.sphere(head, 0.4, white, [0, -0.015, 0.12], [1.12, 0.86, 0.77]);
build.sphere(head, 0.35, visor, [0, -0.015, 0.255], [1.13, 0.83, 0.48]);
const eyes = [];
/**
* Runs the arc operation for this subsystem.
* @param {*} parent - parent.
* @param {*} radius - radius.
* @param {*} thickness - thickness.
* @param {*} pos - pos.
* @param {*} rotation - rotation.
* @param {*} material - material.
* @returns {*} Operation result, when applicable.
*/
function arc(parent, radius, thickness, pos, rotation = 0, material = glow) {
const line = build.shape(
parent,
new THREE.TorusGeometry(radius, thickness, 8, 24, Math.PI),
material,
pos,
);
smile.rotation.z = Math.PI;
if (isChild) {
sphere(head, 0.29 * scale, mat('#e8b857'), [0, 0.18 * scale, 0], [1, 0.5, 1]);
shape(head, new THREE.BoxGeometry(0.55 * scale, 0.04 * scale, 0.34 * scale), mat('#e8b857'), [
0,
0.13 * scale,
0.12 * scale,
]);
} else {
sphere(torso, 0.22, mat('#a77950'), [0, 1.2 * scale, -0.24 * scale], [1, 1.2, 0.5]);
}
const legs = [-1, 1].map((side) => {
const hip = new THREE.Group();
hip.position.set(side * 0.15 * scale, 0.83 * scale, 0);
root.add(hip);
shape(hip, new THREE.CapsuleGeometry(0.09 * scale, 0.23 * scale, 4, 10), pants, [
0,
-0.16 * scale,
0,
]);
const knee = new THREE.Group();
knee.position.y = -0.34 * scale;
hip.add(knee);
shape(knee, new THREE.CapsuleGeometry(0.08 * scale, 0.25 * scale, 4, 10), pants, [
0,
-0.16 * scale,
0,
]);
const foot = shape(knee, new THREE.SphereGeometry(0.12 * scale, 12, 8), shoes, [
0,
-0.32 * scale,
0.065 * scale,
]);
foot.scale.set(0.85, 0.65, 1.5);
return { hip, knee, foot };
});
const arms = [-1, 1].map(() => ({
upper: segment(group, null, null, 0.072 * scale, cloth),
lower: segment(group, null, null, 0.061 * scale, skin),
hand: sphere(group, 0.075 * scale, skin, [0, 0, 0]),
}));
return { root, torso, head, legs, arms, scale, z, eyes };
line.rotation.z = rotation;
return line;
}
const father = robotOnly ? null : makePerson(false, -0.45),
child = robotOnly ? null : makePerson(true, 0.45);
const robot = robotOnly ? makeRobot(0) : null;
const actors = robotOnly ? [robot] : [father, child];
// The group faces +X; `facing` is the actors' own yaw inside it (π/2 = along +X).
// `wave` raises the robot's right hand, `point` stretches it forward.
function update({
for (const side of [-1, 1]) {
eyes.push(arc(head, 0.065, 0.016, [side * 0.16, 0.025, 0.423]));
const ear = build.shape(head, new THREE.CylinderGeometry(0.14, 0.14, 0.085, 24), joint, [
side * 0.47,
0,
0,
]);
ear.rotation.z = Math.PI / 2;
const ring = build.shape(head, new THREE.TorusGeometry(0.105, 0.012, 8, 24), glow, [
side * 0.518,
0,
0,
]);
ring.rotation.y = Math.PI / 2;
build.sphere(head, 0.12, teal, [side * 0.49, 0, 0], [0.4, 1, 1]);
}
arc(head, 0.075, 0.016, [0, -0.085, 0.425], Math.PI);
build.sphere(head, 0.1, teal, [0, 0.38, 0], [1, 0.55, 1]);
build.shape(head, new THREE.CylinderGeometry(0.017, 0.022, 0.18, 10), teal, [0, 0.49, 0]);
build.sphere(head, 0.055, teal, [0, 0.6, 0]);
// Draw the chest mark as a texture so it remains attached to the 3D body.
if (typeof document !== 'undefined') {
const canvas = document.createElement('canvas');
canvas.width = 256;
canvas.height = 256;
const c = canvas.getContext('2d');
if (c) {
c.strokeStyle = '#102b30';
c.fillStyle = '#102b30';
c.lineWidth = 12;
c.lineJoin = 'round';
c.beginPath();
c.moveTo(65, 40);
c.lineTo(82, 40);
c.lineTo(99, 110);
c.lineTo(170, 110);
c.lineTo(186, 58);
c.lineTo(89, 58);
c.stroke();
for (const x of [111, 162]) {
c.beginPath();
c.arc(x, 130, 9, 0, Math.PI * 2);
c.fill();
}
c.textAlign = 'center';
c.font = 'bold 34px sans-serif';
c.fillText('ROBOT', 128, 181);
c.fillText('MARKET', 128, 218);
build.shape(
torso,
new THREE.PlaneGeometry(0.31, 0.31),
new THREE.MeshBasicMaterial({
map: new THREE.CanvasTexture(canvas),
transparent: true,
depthWrite: false,
}),
[0, 0.99, 0.224],
);
}
}
const legs = [-1, 1].map((side) => {
const hip = new THREE.Group();
hip.position.set(side * 0.15, 0.65, 0);
root.add(hip);
build.sphere(hip, 0.09, joint, [0, 0, 0]);
build.shape(hip, new THREE.CapsuleGeometry(0.095, 0.12, 4, 12), white, [0, -0.12, 0]);
const knee = new THREE.Group();
knee.position.y = -0.25;
hip.add(knee);
build.sphere(knee, 0.105, teal, [0, 0, 0.035]);
build.shape(knee, new THREE.CapsuleGeometry(0.1, 0.12, 4, 12), white, [0, -0.13, 0]);
const foot = build.sphere(knee, 0.13, teal, [0, -0.29, 0.07], [1, 0.65, 1.6]);
build.sphere(knee, 0.13, joint, [0, -0.34, 0.07], [1.06, 0.22, 1.65]);
return {
hip,
knee,
foot,
};
});
const arms = [-1, 1].map(() => ({
upper: build.segment(build.group, null, null, 0.09, teal),
lower: build.segment(build.group, null, null, 0.085, white),
hand: build.sphere(build.group, 0.09, joint, [0, 0, 0], [1, 1.1, 1]),
}));
return {
root,
torso,
head,
legs,
arms,
scale,
z,
eyes,
};
}
/**
* Runs the family make person operation for this subsystem.
* @param {*} build - build.
* @param {*} isChild - is Child.
* @param {*} z - z.
* @returns {*} Operation result, when applicable.
*/
function familyMakePerson(build, isChild, z) {
const scale = isChild ? 0.69 : 1.05,
root = new THREE.Group();
root.position.z = z;
build.group.add(root);
const torso = new THREE.Group();
root.add(torso);
const cloth = build.mat(isChild ? '#d98150' : '#e4c695'),
pants = build.mat(isChild ? '#527463' : '#496474');
// Tapered jacket, hips and neck replace the single rounded toy-like body.
build.shape(
torso,
new THREE.CylinderGeometry(0.255 * scale, 0.22 * scale, 0.62 * scale, 16),
cloth,
[0, 1.2 * scale, 0],
).scale.z = 0.72;
build.sphere(torso, 0.23, pants, [0, 0.88 * scale, 0], [scale, 0.55 * scale, 0.72 * scale]);
build.shape(
torso,
new THREE.CylinderGeometry(0.075 * scale, 0.09 * scale, 0.18 * scale, 12),
build.skin,
[0, 1.59 * scale, 0],
);
build.shape(
torso,
new THREE.BoxGeometry(0.014 * scale, 0.5 * scale, 0.014 * scale),
build.mat('#bda77f'),
[0, 1.2 * scale, 0.19 * scale],
);
for (const side of [-1, 1]) {
const collar = build.shape(
torso,
new THREE.BoxGeometry(0.12 * scale, 0.09 * scale, 0.025 * scale),
cloth,
[side * 0.07 * scale, 1.49 * scale, 0.15 * scale],
);
collar.rotation.z = side * 0.4;
}
const head = new THREE.Group();
head.position.y = 1.77 * scale;
torso.add(head);
head.scale.setScalar(isChild ? 0.9 : 0.77);
const eyes = [];
build.sphere(head, 0.27 * scale, build.skin, [0, 0, 0]);
build.sphere(head, 0.275 * scale, build.hair, [0, 0.11 * scale, -0.035 * scale], [1, 0.65, 1]);
build.sphere(head, 0.058 * scale, build.skin, [0, -0.02 * scale, 0.25 * scale]);
for (const side of [-1, 1]) {
build.sphere(head, 0.06 * scale, build.skin, [side * 0.26 * scale, 0, 0]);
build.sphere(
head,
0.037 * scale,
build.mat('#f6f1e7'),
[side * 0.09 * scale, 0.03 * scale, 0.241 * scale],
[1, 0.65, 0.5],
);
const eye = build.sphere(
head,
0.022 * scale,
build.shoes,
[side * 0.09 * scale, 0.03 * scale, 0.258 * scale],
[0.8, 1, 0.45],
);
eyes.push(eye);
const brow = build.shape(
head,
new THREE.BoxGeometry(0.075 * scale, 0.015 * scale, 0.015 * scale),
build.hair,
[side * 0.09 * scale, 0.087 * scale, 0.237 * scale],
);
brow.rotation.z = side * -0.08;
build.sphere(head, 0.04 * scale, build.mat('#d79379'), [
side * 0.15 * scale,
-0.055 * scale,
0.215 * scale,
]);
}
const smile = build.shape(
head,
new THREE.TorusGeometry(0.068 * scale, 0.012 * scale, 6, 14, Math.PI),
build.shoes,
[0, -0.075 * scale, 0.252 * scale],
);
smile.rotation.z = Math.PI;
if (isChild) {
build.sphere(head, 0.29 * scale, build.mat('#e8b857'), [0, 0.18 * scale, 0], [1, 0.5, 1]);
build.shape(
head,
new THREE.BoxGeometry(0.55 * scale, 0.04 * scale, 0.34 * scale),
build.mat('#e8b857'),
[0, 0.13 * scale, 0.12 * scale],
);
} else {
build.sphere(torso, 0.22, build.mat('#a77950'), [0, 1.2 * scale, -0.24 * scale], [1, 1.2, 0.5]);
}
const legs = [-1, 1].map((side) => {
const hip = new THREE.Group();
hip.position.set(side * 0.15 * scale, 0.83 * scale, 0);
root.add(hip);
build.shape(hip, new THREE.CapsuleGeometry(0.09 * scale, 0.23 * scale, 4, 10), pants, [
0,
-0.16 * scale,
0,
]);
const knee = new THREE.Group();
knee.position.y = -0.34 * scale;
hip.add(knee);
build.shape(knee, new THREE.CapsuleGeometry(0.08 * scale, 0.25 * scale, 4, 10), pants, [
0,
-0.16 * scale,
0,
]);
const foot = build.shape(knee, new THREE.SphereGeometry(0.12 * scale, 12, 8), build.shoes, [
0,
-0.32 * scale,
0.065 * scale,
]);
foot.scale.set(0.85, 0.65, 1.5);
return {
hip,
knee,
foot,
};
});
const arms = [-1, 1].map(() => ({
upper: build.segment(build.group, null, null, 0.072 * scale, cloth),
lower: build.segment(build.group, null, null, 0.061 * scale, build.skin),
hand: build.sphere(build.group, 0.075 * scale, build.skin, [0, 0, 0]),
}));
return {
root,
torso,
head,
legs,
arms,
scale,
z,
eyes,
};
}
// The group faces +X; `facing` is the actors' own yaw inside it (π/2 = along +X).
// `wave` raises the robot's right hand, `point` stretches it forward.
/**
* Runs the family update operation for this subsystem.
* @param {*} build - build.
* @param {*} options1 - Operation options.
* @returns {*} Operation result, when applicable.
*/
function familyUpdate(
build,
{
time,
gait,
moving,
@@ -317,95 +417,143 @@ export function createFamily({ robot: robotOnly = false } = {}) {
wave = false,
point = false,
dt = 1 / 60,
}) {
actors.forEach((actor, index) => {
const blend = 1 - Math.exp(-dt * 7),
isRobot = actor === robot;
actor.root.position.x = THREE.MathUtils.lerp(
actor.root.position.x,
finished ? (index === 0 ? -0.55 : 0.55) : shopping && !isRobot ? [-0.55, 0.25][index] : 0,
blend,
);
// The robot hovers; it bobs faster while it is speaking.
const hover = isRobot ? 0.35 + Math.sin(time * (talking ? 6 : 2.2)) * 0.07 : 0;
actor.root.position.y = THREE.MathUtils.lerp(
actor.root.position.y,
finished ? -0.6 * actor.scale : hover,
isRobot ? 1 : blend,
);
actor.root.position.z = finished ? 0 : actor.z;
actor.root.rotation.y = facing;
const bob = moving ? Math.abs(Math.sin(gait)) * 0.022 : Math.sin(time * 2) * 0.006;
actor.torso.position.y = bob;
actor.torso.rotation.z = moving ? Math.sin(gait) * 0.018 : 0;
const blinking = Math.sin(time * 1.3 + index) > 0.993;
actor.eyes.forEach((eye) => (eye.scale.y = blinking ? 0.12 : 1));
actor.head.rotation.y = shopping
? -0.65
: isRobot
? Math.sin(time * 0.9) * 0.35
: Math.sin(time * 0.7) * 0.06;
actor.torso.rotation.x = delivery && actor === child ? 0.22 : 0;
actor.legs.forEach((leg, i) => {
const phase = gait + i * Math.PI;
const stride = isRobot ? 0.08 : 0.34;
leg.hip.rotation.x = finished ? -1.4 : moving ? Math.sin(phase) * stride : 0;
leg.foot.rotation.x = moving ? Math.sin(phase + 0.5) * 0.12 : 0;
leg.knee.rotation.x = finished
? 2.5
: isRobot
? 0.25
: moving
? Math.max(0, -Math.sin(phase)) * 0.5
: 0.05;
});
});
group.updateMatrixWorld(true);
const toFamily = (actor, point) => point.applyMatrix4(actor.root.matrix).clone();
const shoulder = (actor, side) =>
toFamily(
actor,
new THREE.Vector3(
side * 0.29 * actor.scale,
(actor === robot ? 1.12 : 1.43) * actor.scale,
0,
),
);
// With characters facing +X, father's left and child's right hands meet.
const contact = new THREE.Vector3(0, 1.06, 0);
actors.forEach((actor) =>
actor.arms.forEach((arm, i) => {
const side = i === 0 ? -1 : 1,
inside = actor === father ? side === -1 : actor === child && side === 1;
const a = shoulder(actor, side);
let target;
if (inside && !shopping && !finished) target = contact.clone();
else if (actor === child && shopping && side === -1)
target = new THREE.Vector3(0.5, delivery ? 0.65 : 1.1, -0.15);
else if (actor === robot && side === 1 && wave)
target = toFamily(actor, new THREE.Vector3(0.42, 1.62 + Math.sin(time * 9) * 0.07, 0.12));
else if (actor === robot && side === 1 && point)
target = toFamily(actor, new THREE.Vector3(0.3, 1.25, 0.62));
else
target = toFamily(
actor,
new THREE.Vector3(
side * 0.34 * actor.scale,
0.88 * actor.scale,
moving ? Math.sin(gait + (i ? Math.PI : 0)) * 0.2 : 0,
),
);
const elbow = a
.clone()
.lerp(target, 0.5)
.add(new THREE.Vector3(0.07, 0, inside ? 0 : 0.07));
updateSegment(arm.upper, a, elbow);
updateSegment(arm.lower, elbow, target);
arm.hand.position.copy(target);
}),
},
) {
build.actors.forEach((actor, index) => {
const blend = 1 - Math.exp(-dt * 7),
isRobot = actor === build.robot;
actor.root.position.x = THREE.MathUtils.lerp(
actor.root.position.x,
finished ? (index === 0 ? -0.55 : 0.55) : shopping && !isRobot ? [-0.55, 0.25][index] : 0,
blend,
);
}
update({ time: 0, gait: 0, moving: false });
return { group, update };
// The robot hovers; it bobs faster while it is speaking.
const hover = isRobot ? 0.35 + Math.sin(time * (talking ? 6 : 2.2)) * 0.07 : 0;
actor.root.position.y = THREE.MathUtils.lerp(
actor.root.position.y,
finished ? -0.6 * actor.scale : hover,
isRobot ? 1 : blend,
);
actor.root.position.z = finished ? 0 : actor.z;
actor.root.rotation.y = facing;
const bob = moving ? Math.abs(Math.sin(gait)) * 0.022 : Math.sin(time * 2) * 0.006;
actor.torso.position.y = bob;
actor.torso.rotation.z = moving ? Math.sin(gait) * 0.018 : 0;
const blinking = Math.sin(time * 1.3 + index) > 0.993;
actor.eyes.forEach((eye) => (eye.scale.y = blinking ? 0.12 : 1));
actor.head.rotation.y = shopping
? -0.65
: isRobot
? Math.sin(time * 0.9) * 0.35
: Math.sin(time * 0.7) * 0.06;
actor.torso.rotation.x = delivery && actor === build.child ? 0.22 : 0;
actor.legs.forEach((leg, i) => {
const phase = gait + i * Math.PI;
const stride = isRobot ? 0.08 : 0.34;
leg.hip.rotation.x = finished ? -1.4 : moving ? Math.sin(phase) * stride : 0;
leg.foot.rotation.x = moving ? Math.sin(phase + 0.5) * 0.12 : 0;
leg.knee.rotation.x = finished
? 2.5
: isRobot
? 0.25
: moving
? Math.max(0, -Math.sin(phase)) * 0.5
: 0.05;
});
});
build.group.updateMatrixWorld(true);
/**
* Runs the to family operation for this subsystem.
* @param {*} actor - actor.
* @param {*} point - point.
* @returns {*} Operation result, when applicable.
*/
const toFamily = (actor, point) => point.applyMatrix4(actor.root.matrix).clone();
/**
* Runs the shoulder operation for this subsystem.
* @param {*} actor - actor.
* @param {*} side - side.
* @returns {*} Operation result, when applicable.
*/
const shoulder = (actor, side) =>
toFamily(
actor,
new THREE.Vector3(
side * 0.29 * actor.scale,
(actor === build.robot ? 1.12 : 1.43) * actor.scale,
0,
),
);
// With characters facing +X, father's left and child's right hands meet.
const contact = new THREE.Vector3(0, 1.06, 0);
build.actors.forEach((actor) =>
actor.arms.forEach((arm, i) => {
const side = i === 0 ? -1 : 1,
inside = actor === build.father ? side === -1 : actor === build.child && side === 1;
const a = shoulder(actor, side);
let target;
if (inside && !shopping && !finished) target = contact.clone();
else if (actor === build.child && shopping && side === -1)
target = new THREE.Vector3(0.5, delivery ? 0.65 : 1.1, -0.15);
else if (actor === build.robot && side === 1 && wave)
target = toFamily(actor, new THREE.Vector3(0.42, 1.62 + Math.sin(time * 9) * 0.07, 0.12));
else if (actor === build.robot && side === 1 && point)
target = toFamily(actor, new THREE.Vector3(0.3, 1.25, 0.62));
else
target = toFamily(
actor,
new THREE.Vector3(
side * 0.34 * actor.scale,
0.88 * actor.scale,
moving ? Math.sin(gait + (i ? Math.PI : 0)) * 0.2 : 0,
),
);
const elbow = a
.clone()
.lerp(target, 0.5)
.add(new THREE.Vector3(0.07, 0, inside ? 0 : 0.07));
build.updateSegment(arm.upper, a, elbow);
build.updateSegment(arm.lower, elbow, target);
arm.hand.position.copy(target);
}),
);
}
/**
* Runs the family build group operation for this subsystem.
* @param {*} build - build.
* @returns {*} Operation result, when applicable.
*/
function familyBuildGroup(build) {
build.group = new THREE.Group();
build.mat = (color) =>
new THREE.MeshStandardMaterial({
color,
roughness: 0.82,
});
build.skin = build.mat('#edbd98');
build.hair = build.mat('#49382d');
build.shoes = build.mat('#273c36');
build.father = build.robotOnly ? null : build.makePerson(false, -0.45);
build.child = build.robotOnly ? null : build.makePerson(true, 0.45);
build.robot = build.robotOnly ? build.makeRobot(0) : null;
build.actors = build.robotOnly ? [build.robot] : [build.father, build.child];
build.update({
time: 0,
gait: 0,
moving: false,
});
build.result = {
group: build.group,
update: build.update,
};
}
const FAMILY_METHODS = {
shape: familyShape,
sphere: familySphere,
segment: familySegment,
updateSegment: familyUpdateSegment,
makeRobot: familyMakeRobot,
makePerson: familyMakePerson,
update: familyUpdate,
};
const FAMILY_STEPS = [familyBuildGroup];
+1323 -536
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+102
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@@ -0,0 +1,102 @@
import { FACTORY } from '../../constants/locations.js';
import { SHOWROOM_CATALOG, SHOWROOM_REACH } from '../../constants/showroomCatalog.js';
import { createVendingMachine } from './vending.js';
import { createFamily } from './characters.js';
/** Projects factory-local coordinates into the shared world metre system.
* @param {number} u - Position along the factory axis.
* @param {number} v - Position normal to the factory axis.
* @returns {{x:number,z:number}} World position.
*/
function showroomPosition(u, v) {
return {
x: FACTORY.center.x + FACTORY.axis.x * u - FACTORY.axis.z * v,
z: FACTORY.center.z + FACTORY.axis.z * u + FACTORY.axis.x * v,
};
}
/** Creates one display-only sample, with a footprint and interaction position.
* @param {{scene:object,model:object,index:number}} options - Sample placement context.
* @returns {object} Sample data and model references.
*/
function createSample({ scene, model, index }) {
const u = -12 + index * 4,
v = -15;
const machine = createVendingMachine({
name: model.shortLabel,
channels: model.channels,
products: ['water', 'juice', 'biscuit', 'chocolate'],
});
const position = showroomPosition(u, v),
front = showroomPosition(u, v + 2);
machine.group.name = `showroom-${model.id}`;
machine.group.position.set(position.x, 0, position.z);
machine.group.rotation.y = Math.atan2(-FACTORY.axis.z, FACTORY.axis.x);
machine.beacon.visible = machine.ring.visible = false;
scene.add(machine.group);
const footprint = [
[-1, -0.6],
[1, -0.6],
[1, 0.6],
[-1, 0.6],
].flatMap(([x, z]) => Object.values(showroomPosition(u + x, v + z)));
return {
model,
machine,
front,
position,
footprint,
};
}
/** Builds the factory sample row and its robot host; it does not register retail stations.
* @param {object} scene - Parent Three.js scene.
* @returns {object} Display samples, nearest lookup, and host update.
*/
export function createShowroom(scene) {
const samples = SHOWROOM_CATALOG.map((model, index) =>
createSample({
scene,
model,
index,
}),
);
const host = createFamily({
robot: true,
});
scene.add(host.group);
host.group.visible = false;
return {
samples,
nearest(player) {
return (
samples
.map((sample) => ({
sample,
distance: Math.hypot(sample.front.x - player.x, sample.front.z - player.z),
}))
.filter((item) => item.distance < SHOWROOM_REACH)
.sort((a, b) => a.distance - b.distance)[0]?.sample ?? null
);
},
update({ player, time, dt, enabled, talking }) {
const sample = this.nearest(player);
host.group.visible = Boolean(sample && enabled);
if (!sample || !enabled) return;
host.group.position.set(sample.position.x - 1.5, 0, sample.position.z + 1.5);
host.group.rotation.y = Math.atan2(
-(player.z - host.group.position.z),
player.x - host.group.position.x,
);
host.update({
dt,
time,
gait: 0,
moving: false,
talking,
wave: !talking,
point: talking,
});
},
};
}
+46
View File
@@ -0,0 +1,46 @@
import { describe, it, expect, afterEach } from 'vitest';
import { Scene } from 'three';
import { stubCanvas } from '../../tests/canvasStub.js';
import { FACTORY } from '../../constants/locations.js';
let mock;
afterEach(() => mock?.mockRestore());
describe('procedural factory and sample construction', () => {
it('constructs the factory, human family and three distinct channel-count samples', async () => {
mock = stubCanvas();
const { createFactory } = await import('./factory.js');
const { createFamily } = await import('./characters.js');
const { createShowroom } = await import('./showroom.js');
const scene = new Scene(),
factory = createFactory(scene),
family = createFamily(),
showroom = createShowroom(scene);
expect(factory.talks.length).toBeGreaterThan(5);
expect(factory.footprints.length).toBeGreaterThan(10);
expect(showroom.samples.map((sample) => sample.machine.group.userData.channels)).toEqual([
35, 48, 60,
]);
for (const sample of showroom.samples) {
const slots = [];
sample.machine.group.traverse((object) => {
if (object.userData.channel) slots.push(object.userData.channel);
});
expect(slots.length).toBe(sample.model.channels);
expect(new Set(slots).size).toBe(sample.model.channels);
}
for (const sample of showroom.samples)
expect(showroom.nearest(sample.front)?.model.id).toBe(sample.model.id);
family.update({ dt: 0.016, time: 1, gait: 1, moving: true });
family.group.updateMatrixWorld(true);
family.group.traverse((object) =>
expect(object.matrixWorld.elements.every(Number.isFinite)).toBe(true),
);
factory.update(1, 0.016, { x: FACTORY.center.x, y: 2, z: FACTORY.center.z });
showroom.update({
player: showroom.samples[0].front,
time: 1,
dt: 0.016,
enabled: true,
talking: true,
});
});
});
+94 -15
View File
@@ -7,13 +7,35 @@ import { textTexture } from './textures.js';
// People face their local +Z; `root.rotation.y` turns them.
const materials = new Map();
/**
* Runs the mat operation for this subsystem.
* @param {*} color - color.
* @param {*} extra - extra.
* @returns {*} Operation result, when applicable.
*/
const mat = (color, extra = {}) => {
const key = color + JSON.stringify(extra);
if (!materials.has(key))
materials.set(key, new THREE.MeshStandardMaterial({ color, roughness: 0.8, ...extra }));
materials.set(
key,
new THREE.MeshStandardMaterial({
color,
roughness: 0.8,
...extra,
}),
);
return materials.get(key);
};
/**
* Runs the part operation for this subsystem.
* @param {*} parent - parent.
* @param {*} geometry - geometry.
* @param {*} material - material.
* @param {*} x - x.
* @param {*} y - y.
* @param {*} z - z.
* @returns {*} Operation result, when applicable.
*/
function part(parent, geometry, material, x = 0, y = 0, z = 0) {
const mesh = new THREE.Mesh(geometry, material);
mesh.position.set(x, y, z);
@@ -77,7 +99,9 @@ export function createPerson({
const shirt = part(
torso,
new THREE.PlaneGeometry(0.12, 0.2),
mat('#f4f4f2', { side: THREE.DoubleSide }),
mat('#f4f4f2', {
side: THREE.DoubleSide,
}),
0,
0.49,
0.133,
@@ -88,7 +112,9 @@ export function createPerson({
const lapel = part(
torso,
new THREE.BoxGeometry(0.05, 0.22, 0.01),
mat(top, { roughness: 0.5 }),
mat(top, {
roughness: 0.5,
}),
side * 0.07,
0.47,
0.132,
@@ -134,7 +160,10 @@ export function createPerson({
);
}
if (glasses) {
const frame = mat('#222', { metalness: 0.6, roughness: 0.3 });
const frame = mat('#222', {
metalness: 0.6,
roughness: 0.3,
});
for (const side of [-1, 1])
part(head, new THREE.TorusGeometry(0.024, 0.004, 4, 14), frame, side * 0.04, 0.02, 0.11);
part(head, new THREE.BoxGeometry(0.03, 0.004, 0.004), frame, 0, 0.022, 0.11);
@@ -151,7 +180,10 @@ export function createPerson({
shoulder.add(elbow);
part(elbow, new THREE.CapsuleGeometry(0.043, 0.18, 4, 8), topMat, 0, -0.12, 0);
part(elbow, new THREE.SphereGeometry(0.045, 8, 6), skinMat, 0, -0.27, 0);
return { shoulder, elbow };
return {
shoulder,
elbow,
};
});
// Legs: hip → knee → foot.
const legs = [-1, 1].map((side) => {
@@ -164,9 +196,11 @@ export function createPerson({
hip.add(knee);
part(knee, new THREE.CapsuleGeometry(0.058, 0.32, 4, 8), bottomMat, 0, -0.22, 0);
part(knee, new THREE.BoxGeometry(0.1, 0.07, 0.24), shoeMat, 0, -0.45, 0.05);
return { hip, knee };
return {
hip,
knee,
};
});
const person = {
root,
head,
@@ -217,6 +251,12 @@ export function createPerson({
}
// Floating name badge above a person's head.
/**
* Runs the name tag operation for this subsystem.
* @param {*} name - name.
* @param {*} role - role.
* @returns {*} Operation result, when applicable.
*/
export function nameTag(name, role = '') {
const texture = textTexture(512, 160, (c, w, h) => {
c.clearRect(0, 0, w, h);
@@ -239,7 +279,11 @@ export function nameTag(name, role = '') {
}
});
const sprite = new THREE.Sprite(
new THREE.SpriteMaterial({ map: texture, transparent: true, depthWrite: false }),
new THREE.SpriteMaterial({
map: texture,
transparent: true,
depthWrite: false,
}),
);
sprite.scale.set(1.3, 0.41, 1);
return sprite;
@@ -253,6 +297,13 @@ export function createCrew(parent, workers) {
const n = workers.length,
group = new THREE.Group();
parent.add(group);
/**
* Runs the instanced operation for this subsystem.
* @param {*} geometry - geometry.
* @param {*} material - material.
* @param {*} count - count.
* @returns {*} Operation result, when applicable.
*/
const instanced = (geometry, material, count = n) => {
const mesh = new THREE.InstancedMesh(geometry, material, count);
mesh.castShadow = true;
@@ -260,7 +311,10 @@ export function createCrew(parent, workers) {
group.add(mesh);
return mesh;
};
const white = new THREE.MeshStandardMaterial({ color: '#ffffff', roughness: 0.8 });
const white = new THREE.MeshStandardMaterial({
color: '#ffffff',
roughness: 0.8,
});
const torso = instanced(new THREE.BoxGeometry(0.42, 0.6, 0.26), white);
const legs = instanced(
new THREE.BoxGeometry(0.15, 0.9, 0.17).translate(0, -0.45, 0),
@@ -274,11 +328,17 @@ export function createCrew(parent, workers) {
);
const heads = instanced(
new THREE.SphereGeometry(0.12, 10, 8),
new THREE.MeshStandardMaterial({ color: '#ffffff', roughness: 0.8 }),
new THREE.MeshStandardMaterial({
color: '#ffffff',
roughness: 0.8,
}),
);
const hats = instanced(
new THREE.SphereGeometry(0.135, 10, 6, 0, Math.PI * 2, 0, Math.PI / 2),
new THREE.MeshStandardMaterial({ color: '#ffffff', roughness: 0.4 }),
new THREE.MeshStandardMaterial({
color: '#ffffff',
roughness: 0.4,
}),
);
const skins = ['#e7b48f', '#d49f7a', '#c48a63', '#edc2a0'].map((c) => new THREE.Color(c));
const color = new THREE.Color();
@@ -295,18 +355,34 @@ export function createCrew(parent, workers) {
color.set(w.hat ?? '#f2c94c');
hats.setColorAt(i, color);
w.phase = i * 1.37;
w.from = { x: w.x, z: w.z };
w.from = {
x: w.x,
z: w.z,
};
});
const base = new THREE.Matrix4(),
m = new THREE.Matrix4(),
local = new THREE.Matrix4(),
q = new THREE.Quaternion(),
up = new THREE.Vector3(0, 1, 0);
/**
* Runs the set limb operation for this subsystem.
* @param {*} mesh - mesh.
* @param {*} index - index.
* @param {*} x - x.
* @param {*} y - y.
* @param {*} angle - angle.
* @returns {*} Operation result, when applicable.
*/
const setLimb = (mesh, index, x, y, angle) => {
local.makeRotationX(angle).setPosition(x, y, 0);
mesh.setMatrixAt(index, m.multiplyMatrices(base, local));
};
/**
* Updates update from the active simulation.
* @param {*} time - time.
* @returns {*} Operation result, when applicable.
*/
function update(time) {
workers.forEach((w, i) => {
let x = w.x,
@@ -361,5 +437,8 @@ export function createCrew(parent, workers) {
update(0);
for (const mesh of [torso, legs, arms, heads, hats])
if (mesh.instanceColor) mesh.instanceColor.needsUpdate = true;
return { group, update };
return {
group,
update,
};
}
+12
View File
@@ -1,12 +1,24 @@
import * as THREE from 'three';
// Canvas texture that is redrawn once web fonts are ready, so Persian text never keeps a fallback font.
/**
* Runs the text texture operation for this subsystem.
* @param {*} width - width.
* @param {*} height - height.
* @param {*} draw - draw.
* @returns {*} Operation result, when applicable.
*/
export function textTexture(width, height, draw) {
const canvas = document.createElement('canvas');
canvas.width = width;
canvas.height = height;
const texture = new THREE.CanvasTexture(canvas);
texture.colorSpace = THREE.SRGBColorSpace;
/**
* Runs the paint operation for this subsystem.
* @returns {*} Operation result, when applicable.
*/
const paint = () => {
draw(canvas.getContext('2d'), width, height);
texture.needsUpdate = true;
+98 -16
View File
@@ -1,7 +1,6 @@
import * as THREE from 'three';
import { catalog } from '../economy/gameState.js';
import { textTexture } from './textures.js';
const PRODUCT_COLORS = {
juice: '#e5ae47',
water: '#9fd3e6',
@@ -15,6 +14,12 @@ const PRODUCT_COLORS = {
};
// Sign panel; the shared helper redraws it once the Persian web font has loaded.
/**
* Runs the label operation for this subsystem.
* @param {*} text - text.
* @param {*} sub - sub.
* @returns {*} Operation result, when applicable.
*/
const label = (text, sub) =>
textTexture(512, 160, (c, width, height) => {
c.fillStyle = '#0f2a2a';
@@ -32,10 +37,37 @@ const label = (text, sub) =>
});
// A Robot Market machine. Local +z is the front face; the group is placed facing the path.
/**
* Creates vending machine resources for the game.
* @param {*} def - def.
* @returns {*} Operation result, when applicable.
*/
export function createVendingMachine(def) {
const group = new THREE.Group();
/**
* Runs the mat operation for this subsystem.
* @param {*} color - color.
* @param {*} extra - extra.
* @returns {*} Operation result, when applicable.
*/
const mat = (color, extra = {}) =>
new THREE.MeshStandardMaterial({ color, roughness: 0.5, ...extra });
new THREE.MeshStandardMaterial({
color,
roughness: 0.5,
...extra,
});
/**
* Runs the box operation for this subsystem.
* @param {*} w - w.
* @param {*} h - h.
* @param {*} d - d.
* @param {*} material - material.
* @param {*} x - x.
* @param {*} y - y.
* @param {*} z - z.
* @param {*} parent - parent.
* @returns {*} Operation result, when applicable.
*/
const box = (w, h, d, material, x, y, z, parent = group) => {
const mesh = new THREE.Mesh(new THREE.BoxGeometry(w, h, d), material);
mesh.position.set(x, y, z);
@@ -49,9 +81,15 @@ export function createVendingMachine(def) {
emissive: '#0b8f88',
emissiveIntensity: 0.15,
}),
white = mat('#eef5f3', { metalness: 0.2, roughness: 0.35 });
white = mat('#eef5f3', {
metalness: 0.2,
roughness: 0.35,
});
const dark = mat('#13292b'),
steel = mat('#b7c1c0', { metalness: 0.8, roughness: 0.3 });
steel = mat('#b7c1c0', {
metalness: 0.8,
roughness: 0.3,
});
box(1.9, 2.4, 1.1, shell, 0, 1.3, 0);
box(1.94, 0.32, 1.14, white, 0, 2.62, 0);
box(1.94, 0.12, 1.14, dark, 0, 0.06, 0);
@@ -60,23 +98,45 @@ export function createVendingMachine(def) {
1.3,
1.8,
0.06,
mat('#13292b', { emissive: '#2a7f73', emissiveIntensity: 0.5 }),
mat('#13292b', {
emissive: '#2a7f73',
emissiveIntensity: 0.5,
}),
-0.2,
1.45,
0.56,
);
// Six shelves of products behind the glass, coloured by what this machine sells.
for (let row = 0; row < 6; row++) {
const y = 0.78 + row * 0.28;
// Retail models retain 48 slots; showroom samples use their catalog channel count.
const rows = def.channels === 35 ? 5 : 6;
const columns = Math.ceil((def.channels ?? 48) / rows);
group.userData.channels = def.channels ?? 48;
for (let row = 0; row < rows; row++) {
const y = 0.78 + row * (1.4 / (rows - 1));
box(1.2, 0.02, 0.25, steel, -0.2, y, 0.45);
for (let col = 0; col < 8; col++) {
const id = def.products[(row * 8 + col) % def.products.length];
for (let col = 0; col < columns; col++) {
const id = def.products[(row * columns + col) % def.products.length];
const color = mat(PRODUCT_COLORS[id]);
let channelMesh;
if (catalog[id].type === 'drink') {
const bottle = new THREE.Mesh(new THREE.CylinderGeometry(0.035, 0.04, 0.17, 8), color);
bottle.position.set(-0.73 + col * 0.15, y + 0.1, 0.47);
bottle.position.set(
-0.73 + col * (def.channels ? 1.06 / (columns - 1) : 0.15),
y + 0.1,
0.47,
);
group.add(bottle);
} else box(0.09, 0.14, 0.06, color, -0.73 + col * 0.15, y + 0.08, 0.47);
channelMesh = bottle;
} else
channelMesh = box(
0.09,
0.14,
0.06,
color,
-0.73 + col * (def.channels ? 1.06 / (columns - 1) : 0.15),
y + 0.08,
0.47,
);
channelMesh.userData.channel = row * columns + col + 1;
}
}
const glass = new THREE.Mesh(
@@ -115,17 +175,40 @@ export function createVendingMachine(def) {
const flap = new THREE.Group();
flap.position.set(-0.2, 0.53, 0.61);
group.add(flap);
box(0.88, 0.28, 0.03, mat('#4f6f68', { metalness: 0.4 }), 0, -0.14, 0, flap);
box(
0.88,
0.28,
0.03,
mat('#4f6f68', {
metalness: 0.4,
}),
0,
-0.14,
0,
flap,
);
const sign = new THREE.Mesh(
new THREE.PlaneGeometry(1.86, 0.3),
new THREE.MeshBasicMaterial({ map: label('روبات مارکت', def.name) }),
new THREE.MeshBasicMaterial({
map: label('روبات مارکت', def.name),
}),
);
sign.position.set(0, 2.62, 0.575);
group.add(sign);
const delivery = new THREE.Mesh(new THREE.CylinderGeometry(0.06, 0.06, 0.2, 10), mat('#e5ae47'));
delivery.visible = false;
group.add(delivery);
const card = box(0.2, 0.13, 0.01, mat('#e2d6a8', { metalness: 0.3 }), 0.95, 1.7, 0.66);
const card = box(
0.2,
0.13,
0.01,
mat('#e2d6a8', {
metalness: 0.3,
}),
0.95,
1.7,
0.66,
);
card.visible = false;
// Objective beacon: a tall column of light visible across the city, like a mission marker.
@@ -156,7 +239,6 @@ export function createVendingMachine(def) {
ring.rotation.x = -Math.PI / 2;
ring.position.set(0, 0.09, 1.6);
group.add(ring);
return {
group,
flap,
+76
View File
@@ -0,0 +1,76 @@
/**
* Runs the say operation for this subsystem.
* @param {*} context - context.
* @param {*} speaker - speaker.
* @param {*} text - text.
* @param {*} face - face.
* @param {*} seconds - seconds.
* @returns {*} Operation result, when applicable.
*/
export // `face` picks the robot's expression portrait (public/robot/<face>.webp).
function say(context, speaker, text, face = 'happy', seconds = Math.max(2.6, text.length * 0.06)) {
if (context.lines.some((l) => l.text === text)) return;
context.lines.push({
speaker,
text,
face,
seconds,
});
}
/**
* Updates subtitles from the active simulation.
* @param {*} context - context.
* @param {*} dt - dt.
* @returns {*} Operation result, when applicable.
*/
export function updateSubtitles(context, dt) {
context.lineTimer -= dt;
if (context.lineTimer > 0) return;
const next = context.lines.shift();
context.ui.patch('subtitle', {
hidden: !next,
});
context.talking = next?.speaker === 'robot';
if (!next) return;
context.ui.patch('subtitle-speaker', {
text: `${context.SPEAKERS[next.speaker]}:`,
});
context.ui.patch('subtitle-speaker', {
className: ['robot', 'father', 'child'].includes(next.speaker) ? next.speaker : 'staff',
});
context.ui.patch('subtitle-text', {
text: next.text,
});
context.ui.patch('subtitle-face', {
hidden: next.speaker !== 'robot',
});
if (next.speaker === 'robot')
context.ui.patch('subtitle-face', {
src: `./robot/${next.face}.webp`,
});
context.lineTimer = next.seconds;
}
// ---------- Sound ----------
/**
* Runs the tone operation for this subsystem.
* @param {*} context - context.
* @param {*} freq - freq.
* @param {*} duration - duration.
* @param {*} volume - volume.
* @param {*} type - type.
* @returns {*} Operation result, when applicable.
*/
export function tone(context, freq, duration = 0.12, volume = 0.05, type = 'sine') {
if (!context.soundOn) return;
const o = context.audio.createOscillator(),
g = context.audio.createGain();
o.type = type;
o.frequency.setValueAtTime(freq, context.audio.currentTime);
o.frequency.exponentialRampToValueAtTime(freq * 0.7, context.audio.currentTime + duration);
g.gain.setValueAtTime(volume, context.audio.currentTime);
g.gain.exponentialRampToValueAtTime(0.001, context.audio.currentTime + duration);
o.connect(g).connect(context.audio.destination);
o.start();
o.stop(context.audio.currentTime + duration);
}
+140
View File
@@ -0,0 +1,140 @@
import iran from '../../data/iran.json';
import { CATEGORIES, lockedPlaces } from '../../constants/locations.js';
import { catalog, priceAt, isOpen, fa } from '../economy/gameState.js';
import { drawFullMap, drawIran } from '../world/mapRender.js';
import { formatDistance } from '../../utils/geo.js';
/**
* Runs the size canvas operation for this subsystem.
* @param {*} context - context.
* @param {*} c - c.
* @returns {*} Operation result, when applicable.
*/
export function sizeCanvas(context, c) {
const r = c.getBoundingClientRect(),
dpr = Math.min(devicePixelRatio, 2);
c.width = Math.max(1, r.width * dpr);
c.height = Math.max(1, r.height * dpr);
return dpr;
}
/**
* Runs the render map operation for this subsystem.
* @param {*} context - context.
* @returns {*} Operation result, when applicable.
*/
export function renderMap(context) {
if (!context.ui.read('map-dialog').open) return;
if (context.mapTab === 'city') {
const dpr = context.sizeCanvas(context.mapCanvas);
const pos = context.mode === 'drive' ? context.car : context.player;
drawFullMap(context.mapCanvas.getContext('2d'), context.mapAssets, context.mapView, {
dpr,
markers: context.markers(),
route: context.route?.points,
selected: context.selected,
player: {
x: pos.x,
z: pos.z,
heading: context.mode === 'drive' ? context.car.heading : context.player.heading,
},
});
} else {
const dpr = context.sizeCanvas(context.iranCanvas),
c = context.iranCanvas.getContext('2d');
c.setTransform(dpr, 0, 0, dpr, 0, 0);
drawIran(c, iran, {
width: context.iranCanvas.width / dpr,
height: context.iranCanvas.height / dpr,
t: context.elapsed,
cities: context.CITIES,
});
}
}
/**
* Runs the render machine list operation for this subsystem.
* @param {*} context - context.
* @returns {*} Operation result, when applicable.
*/
export function renderMachineList(context) {
const pos = context.mode === 'drive' ? context.car : context.player;
const visited = new Set(context.state.purchases.map((p) => p.machineId));
const items = context.activeStations().map((s) => ({
id: s.def.id,
name: s.def.name,
icon: CATEGORIES[s.def.category].icon,
category: CATEGORIES[s.def.category].label,
visited: visited.has(s.def.id),
open: isOpen(s.def, context.state.minutes),
selected: s.def.id === context.selected,
distance: formatDistance(Math.hypot(s.x - pos.x, s.z - pos.z)),
}));
context.ui.patch('machine-list', {
items: [
...items,
...lockedPlaces.map((p) => ({
...p,
id: p.name,
locked: true,
})),
],
});
}
/**
* Runs the select machine operation for this subsystem.
* @param {*} context - context.
* @param {*} id - id.
* @param {*} center - center.
* @returns {*} Operation result, when applicable.
*/
export function selectMachine(context, id, center = false) {
context.selected = id;
const s = context.stationById(id),
def = s.def;
if (center) {
context.mapView.cx = s.x;
context.mapView.cz = s.z;
context.mapView.mpp = Math.min(context.mapView.mpp, 1.4);
}
context.ui.patch('machine-detail', {
hidden: false,
});
context.ui.patch('detail-name', {
text: `${CATEGORIES[def.category].icon} ${def.name}`,
});
context.ui.patch('detail-address', {
text: `📍 ${def.address}`,
});
context.ui.patch('detail-meta', {
text: `🕒 ${context.hoursText(def)} · ${isOpen(def, context.state.minutes) ? 'الان باز است' : 'الان بسته است'} · ${def.note}`,
});
context.ui.patch('detail-products', {
text: def.products
.map((id) => `${catalog[id].icon} ${catalog[id].name} ${fa(priceAt(def, id))}`)
.join(' · '),
});
context.ui.patch('route-button', {
text: context.waypoint === id ? 'مسیر فعال است ✓' : 'مسیریابی تا اینجا',
});
context.renderMachineList();
context.renderMap();
}
/**
* Runs the open map operation for this subsystem.
* @param {*} context - context.
* @returns {*} Operation result, when applicable.
*/
export function openMap(context) {
if (context.anyDialogOpen()) return;
document.exitPointerLock?.();
context.keys.clear();
const pos = context.mode === 'drive' ? context.car : context.player;
Object.assign(context.mapView, {
cx: pos.x,
cz: pos.z,
mpp: 2.2,
});
context.ui.open('map-dialog');
context.selected ??= context.objectiveStation()?.def.id ?? null;
if (context.selected) context.selectMachine(context.selected);
context.renderMachineList();
context.renderMap();
}
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import * as THREE from 'three';
import data from '../../data/mellat.json';
import { resolveCircle } from '../world/collision.js';
import { stepCar } from '../systems/vehicle.js';
/**
* Runs the look operation for this subsystem.
* @param {*} context - context.
* @param {*} dx - dx.
* @param {*} dy - dy.
* @param {*} k - k.
* @returns {*} Operation result, when applicable.
*/
export function look(context, dx, dy, k) {
// In AR view the phone's orientation aims the camera; dragging only helps when there is no sensor.
if (context.real.on) {
if (context.arView.hasOrientation) return;
context.cam.yaw -= dx * k;
context.cam.arPitch = THREE.MathUtils.clamp(
(context.cam.arPitch ?? 0) - dy * k * 0.8,
-1.2,
1.2,
);
context.cam.lastMouse = context.elapsed;
return;
}
context.cam.yaw -= dx * k;
context.cam.pitch = THREE.MathUtils.clamp(context.cam.pitch + dy * k * 0.8, -0.15, 1.15);
context.cam.lastMouse = context.elapsed;
}
// Touch joystick: x steers / strafes, y walks / throttles.
/**
* Runs the toggle car operation for this subsystem.
* @param {*} context - context.
* @returns {*} Operation result, when applicable.
*/
export // ---------- Car ----------
function toggleCar(context) {
if (context.payment.phase !== 'idle' || context.state.busy) return;
if (context.real.on) {
context.say('father', 'توی حالت دنیای واقعی پیاده راه می‌ریم؛ ماشین مجازی لازم نیست.');
return;
}
if (context.mode === 'walk') {
if (Math.hypot(context.car.x - context.player.x, context.car.z - context.player.z) > 4.5)
return;
context.mode = 'drive';
context.cam.distance = Math.max(context.cam.distance, 8);
context.tone(320, 0.2, 0.05, 'square');
context.say('father', 'کمربندها رو ببندیم! مسیر طلایی روی زمین راه رو نشون می‌ده.');
} else {
if (Math.abs(context.car.speed) > 3) {
context.say('father', 'اول ماشین را نگه دار، بعد پیاده می‌شویم.');
return;
}
// Step out on the driver's (left) side, or wherever is free.
const left = {
x: -Math.sin(context.car.heading),
z: -Math.cos(context.car.heading),
};
const spot = resolveCircle(
context.collision,
context.car.x + left.x * 2.8,
context.car.z + left.z * 2.8,
1,
);
Object.assign(context.player, {
x: spot.x,
z: spot.z,
heading: context.car.heading,
});
context.car.speed = 0;
context.mode = 'walk';
context.cam.distance = 5.5;
context.tone(260, 0.2, 0.05, 'square');
}
context.refreshHUD();
}
// ---------- Machines, shop and payment ----------
// In real-world mode "at the machine" is a GPS radius, because the fix itself is off by metres.
/**
* Updates walk from the active simulation.
* @param {*} context - context.
* @param {*} dt - dt.
* @returns {*} Operation result, when applicable.
*/
export function updateWalk(context, dt) {
const forward = {
x: -Math.sin(context.cam.yaw),
z: -Math.cos(context.cam.yaw),
},
right = {
x: Math.cos(context.cam.yaw),
z: -Math.sin(context.cam.yaw),
};
const iy = context.axis(['w', 'arrowup'], ['s', 'arrowdown']) + context.stick.y,
ix = context.axis(['d', 'arrowright'], ['a', 'arrowleft']) + context.stick.x;
const frozen = context.state.busy || context.payment.phase !== 'idle';
let dx = forward.x * iy + right.x * ix,
dz = forward.z * iy + right.z * ix;
const len = Math.hypot(dx, dz);
const run = context.keys.has('shift');
const target = frozen || len < 0.1 ? 0 : (run ? 6.5 : 3.4) * Math.min(1, len);
context.player.speed += (target - context.player.speed) * Math.min(1, dt * 8);
if (len > 0.1 && !frozen) {
dx /= len;
dz /= len;
const want = Math.atan2(-dz, dx);
context.player.heading +=
Math.atan2(Math.sin(want - context.player.heading), Math.cos(want - context.player.heading)) *
Math.min(1, dt * 9);
}
// Face the machine while buying.
const station = context.payment.station ?? context.payment.delivering?.station;
if (frozen && station) {
const want = Math.atan2(-(station.z - context.player.z), station.x - context.player.x);
context.player.heading +=
Math.atan2(Math.sin(want - context.player.heading), Math.cos(want - context.player.heading)) *
Math.min(1, dt * 6);
}
const mx = Math.cos(context.player.heading) * context.player.speed * dt,
mz = -Math.sin(context.player.heading) * context.player.speed * dt;
const p = resolveCircle(context.collision, context.player.x + mx, context.player.z + mz, 1);
const { minX, minZ, maxX, maxZ } = data.bounds;
context.player.x = THREE.MathUtils.clamp(p.x, minX + 15, maxX - 15);
context.player.z = THREE.MathUtils.clamp(p.z, minZ + 15, maxZ - 15);
context.player.gait += dt * context.player.speed * 1.9;
}
// Collision log for ?debug runs; trimmed so it never grows without bound.
/**
* Updates drive from the active simulation.
* @param {*} context - context.
* @param {*} dt - dt.
* @returns {*} Operation result, when applicable.
*/
export function updateDrive(context, dt) {
if (context.debugHits.length > 200) context.debugHits.splice(0, 100);
const throttle = THREE.MathUtils.clamp(
context.axis(['w', 'arrowup'], ['s', 'arrowdown']) + context.stick.y,
-1,
1,
);
const steer = THREE.MathUtils.clamp(
context.axis(['d', 'arrowright'], ['a', 'arrowleft']) + context.stick.x,
-1,
1,
);
// At top speed the car covers almost 2 m per step, so move it in short slices that can't
// tunnel through a thin wall or fence.
const slices = Math.max(1, Math.ceil((Math.abs(context.car.speed) * dt) / 0.6));
for (let i = 0; i < slices; i++) {
stepCar(
context.car,
{
throttle,
steer,
handbrake: context.keys.has(' '),
},
dt / slices,
);
// Two collision circles along the body keep the nose and tail out of buildings.
for (const along of [1.3, -1.3]) {
const cx = context.car.x + Math.cos(context.car.heading) * along,
cz = context.car.z - Math.sin(context.car.heading) * along;
const p = resolveCircle(context.collision, cx, cz, 1.05);
if (p.hit) {
context.debugHits.push({
kind: 'building',
x: Math.round(cx),
z: Math.round(cz),
v: +context.car.speed.toFixed(1),
});
context.car.x += p.x - cx;
context.car.z += p.z - cz;
if (Math.abs(context.car.speed) > 4) context.tone(90, 0.2, 0.08, 'square');
context.car.speed *= 0.35;
}
}
}
// Bumping a traffic car slows you down but never throws you backwards. If you stay pressed
// against one, it pulls away (respawns out of sight) so you can never get stuck behind it.
for (const npc of context.traffic.cars) {
const dx = context.car.x - npc.x,
dz = context.car.z - npc.z,
d = Math.hypot(dx, dz);
if (d >= 3.4 || d === 0) {
if (npc.contact) npc.contact = 0;
continue;
}
context.debugHits.push({
kind: 'traffic',
x: Math.round(context.car.x),
z: Math.round(context.car.z),
v: +context.car.speed.toFixed(1),
npcDir: npc.dir,
});
context.car.x = npc.x + (dx / d) * 3.4;
context.car.z = npc.z + (dz / d) * 3.4;
const towards =
(Math.cos(context.car.heading) * -dx - Math.sin(context.car.heading) * -dz) *
Math.sign(context.car.speed) >
0;
if (towards && Math.abs(context.car.speed) > 4) context.tone(110, 0.25, 0.08, 'square');
if (towards) context.car.speed *= 0.4;
npc.contact = (npc.contact ?? 0) + dt;
if (npc.contact > 0.8) {
npc.contact = 0;
context.traffic.remove(npc);
}
}
const { minX, minZ, maxX, maxZ } = data.bounds;
context.car.x = THREE.MathUtils.clamp(context.car.x, minX + 15, maxX - 15);
context.car.z = THREE.MathUtils.clamp(context.car.z, minZ + 15, maxZ - 15);
Object.assign(context.player, {
x: context.car.x,
z: context.car.z,
heading: context.car.heading,
});
// Chase camera swings back behind the car when the mouse is idle.
if (context.elapsed - context.cam.lastMouse > 1.4 && Math.abs(context.car.speed) > 1) {
const want =
Math.atan2(-Math.cos(context.car.heading), Math.sin(context.car.heading)) +
(context.car.speed < 0 ? Math.PI : 0);
context.cam.yaw +=
Math.atan2(Math.sin(want - context.cam.yaw), Math.cos(want - context.cam.yaw)) *
Math.min(1, dt * 2.2);
context.cam.pitch += (0.28 - context.cam.pitch) * Math.min(1, dt * 1.5);
}
if (context.engine && context.soundOn) {
context.engine.o.frequency.setTargetAtTime(
45 + Math.abs(context.car.speed) * 5 + Math.max(0, throttle) * 15,
context.audio.currentTime,
0.1,
);
context.engine.g.gain.setTargetAtTime(0.025, context.audio.currentTime, 0.2);
}
}
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import * as THREE from 'three';
import data from '../../data/mellat.json';
import { routeBetween, nearestSegment } from '../world/routing.js';
import { FACTORY } from '../../constants/locations.js';
import { isOpen, formatClock, fa } from '../economy/gameState.js';
import { rankFor, activeMission, MISSIONS } from '../economy/scoring.js';
import { kmh } from '../systems/vehicle.js';
import { drawMinimap } from '../world/mapRender.js';
import { bearing, formatDistance } from '../../utils/geo.js';
/**
* Runs the rebuild route mesh operation for this subsystem.
* @param {*} context - context.
* @returns {*} Operation result, when applicable.
*/
export function rebuildRouteMesh(context) {
if (context.routeMesh) {
context.scene.remove(context.routeMesh);
context.routeMesh.geometry.dispose();
context.routeMesh = null;
}
if (!context.route) return;
const pts = [],
pos = [],
idx = [];
let total = 0;
for (const p of context.route.points) {
if (pts.length) total += Math.hypot(p.x - pts.at(-1).x, p.z - pts.at(-1).z);
if (total > 700) break;
pts.push(p);
}
for (let i = 0; i < pts.length; i++) {
const a = pts[Math.max(0, i - 1)],
b = pts[Math.min(pts.length - 1, i + 1)];
const dx = b.x - a.x,
dz = b.z - a.z,
len = Math.hypot(dx, dz) || 1,
w = context.mode === 'drive' ? 1.1 : 0.55;
pos.push(
pts[i].x - (dz / len) * w,
0.14,
pts[i].z + (dx / len) * w,
pts[i].x + (dz / len) * w,
0.14,
pts[i].z - (dx / len) * w,
);
if (i) idx.push((i - 1) * 2, i * 2, (i - 1) * 2 + 1, (i - 1) * 2 + 1, i * 2, i * 2 + 1);
}
const g = new THREE.BufferGeometry();
g.setAttribute('position', new THREE.Float32BufferAttribute(pos, 3));
g.setIndex(idx);
context.routeMesh = new THREE.Mesh(g, context.routeMaterial);
context.scene.add(context.routeMesh);
}
/**
* Updates route from the active simulation.
* @param {*} context - context.
* @param {*} dt - dt.
* @returns {*} Operation result, when applicable.
*/
export function updateRoute(context, dt) {
context.routeTimer -= dt;
const target = context.objectiveStation();
if (!target) {
if (context.route) {
context.route = null;
context.rebuildRouteMesh();
}
return;
}
const pos = context.mode === 'drive' ? context.car : context.player;
const changed =
target !== context.routeTarget || context.routeMode !== context.mode || !context.route;
if (
!changed &&
(context.routeTimer > 0 ||
Math.hypot(pos.x - context.routeFrom.x, pos.z - context.routeFrom.z) < 10)
)
return;
context.routeTimer = 1.2;
context.routeTarget = target;
context.routeMode = context.mode;
context.routeFrom = {
x: pos.x,
z: pos.z,
};
// Close targets are reached directly; the street network would detour out of buildings.
const direct = Math.hypot(target.front.x - pos.x, target.front.z - pos.z);
context.route =
direct < 60
? {
points: [
{
x: pos.x,
z: pos.z,
},
{
x: target.front.x,
z: target.front.z,
},
],
length: direct,
}
: routeBetween(
context.mode === 'drive' ? context.driveGraph : context.walkGraph,
pos.x,
pos.z,
target.front.x,
target.front.z,
);
context.rebuildRouteMesh();
}
/**
* Runs the draw compass operation for this subsystem.
* @param {*} context - context.
* @param {*} headingDeg - heading Deg.
* @param {*} markers - markers.
* @returns {*} Operation result, when applicable.
*/
export function drawCompass(context, headingDeg, markers) {
const w = 560,
h = 44;
context.compass.clearRect(0, 0, w, h);
context.compass.fillStyle = 'rgba(10,16,14,.45)';
context.compass.fillRect(0, 10, w, 24);
context.compass.textAlign = 'center';
context.compass.textBaseline = 'middle';
const labels = {
0: 'شمال',
90: 'شرق',
180: 'جنوب',
270: 'غرب',
};
for (let d = -100; d <= 100; d += 5) {
const deg = (((Math.round(headingDeg / 5) * 5 + d) % 360) + 360) % 360,
x = w / 2 + ((deg - headingDeg + 540) % 360) * 2.6 - 180 * 2.6;
if (x < 10 || x > w - 10) continue;
context.compass.fillStyle = 'rgba(236,242,238,.8)';
if (labels[deg] !== undefined) {
context.compass.font = 'bold 13px Vazirmatn, sans-serif';
context.compass.fillStyle = deg === 0 ? '#f2c94c' : '#ecf2ee';
context.compass.fillText(labels[deg], x, 22);
} else if (deg % 15 === 0) {
context.compass.font = '10px Vazirmatn, sans-serif';
context.compass.fillText(fa(deg), x, 22);
} else context.compass.fillRect(x - 0.5, 18, 1, 8);
}
for (const m of markers) {
const x = w / 2 + (((m.bearing - headingDeg + 540) % 360) - 180) * 2.6;
if (x < 10 || x > w - 10) continue;
context.compass.save();
context.compass.translate(x, 6);
context.compass.rotate(Math.PI / 4);
context.compass.fillStyle = m.color;
context.compass.fillRect(-4, -4, 8, 8);
context.compass.restore();
}
context.compass.fillStyle = '#ecf2ee';
context.compass.fillRect(w / 2 - 1, 34, 2, 8);
context.compass.font = 'bold 11px Vazirmatn, sans-serif';
context.compass.fillText(fa(Math.round(headingDeg) % 360), w / 2, 6);
}
/**
* Runs the refresh hud operation for this subsystem.
* @param {*} context - context.
* @returns {*} Operation result, when applicable.
*/
export function refreshHUD(context) {
context.ui.patch('balance', {
text: fa(context.state.balance),
});
const rank = rankFor(context.state.xp);
context.ui.patch('rank-name', {
text: rank.name,
});
context.ui.patch('xp', {
text: rank.next
? `${fa(context.state.xp)} / ${fa(rank.next)} XP`
: `${fa(context.state.xp)} XP`,
});
context.ui.style('xp-bar', {
width: `${Math.round(rank.progress * 100)}%`,
});
const active = activeMission(context.state);
context.ui.patch('mission-list', {
items: MISSIONS.map((m) => ({
id: m.id,
title: m.title,
done: context.state.missionsDone.includes(m.id),
active: m === active,
})),
});
context.ui.publishGame(context.state);
context.ui.patch('mode-label', {
text: context.mode === 'drive' ? 'در ماشین · F برای پیاده شدن' : 'پیاده',
});
context.ui.patch('speed-stat', {
hidden: context.mode !== 'drive',
});
}
/**
* Updates prompt from the active simulation.
* @param {*} context - context.
* @returns {*} Operation result, when applicable.
*/
export function updatePrompt(context) {
const sample = context.nearShowroom();
if (sample && !context.state.busy && context.payment.phase === 'idle') {
context.ui.patch('prompt', {
text: `Q · معرفی ${sample.model.name} و پرسیدن قیمت`,
hidden: false,
});
return;
}
let text = '';
const station = context.nearStation();
if (!context.state.busy && context.payment.phase === 'idle') {
if (station)
text = isOpen(station.def, context.state.minutes)
? `E · خرید از روبات مارکت · ${station.def.name}`
: `دستگاه بسته است · ${context.hoursText(station.def)}`;
else if (
context.mode === 'walk' &&
Math.hypot(context.car.x - context.player.x, context.car.z - context.player.z) < 4.5
)
text = 'F · سوار ماشین شو';
else if (
context.mode === 'drive' &&
Math.abs(context.car.speed) < 1 &&
context.stations.some(
(s) => Math.hypot(s.front.x - context.car.x, s.front.z - context.car.z) < 25,
)
)
text = 'F · پیاده شو؛ دستگاه نزدیک است';
}
context.ui.patch('prompt', {
text,
hidden: !text,
});
}
// ---------- Map dialog ----------
/**
* Updates hud from the active simulation.
* @param {*} context - context.
* @param {*} dt - dt.
* @returns {*} Operation result, when applicable.
*/
export function updateHUD(context, dt) {
context.ui.patch('showroom-open', {
hidden:
context.real.on ||
context.mode !== 'walk' ||
Math.hypot(context.player.x - FACTORY.center.x, context.player.z - FACTORY.center.z) >= 130,
});
const pos = context.mode === 'drive' ? context.car : context.player;
context.ui.patch('clock', {
text: formatClock(context.state.minutes),
});
if (context.mode === 'drive')
context.ui.patch('speed', {
text: fa(kmh(context.car)),
});
// Where the camera actually looks: the orbit camera, or the phone itself in AR view.
const look3 = context.camera.getWorldDirection(new THREE.Vector3()),
flat = Math.hypot(look3.x, look3.z);
const forward =
flat > 0.05
? {
x: look3.x / flat,
z: look3.z / flat,
}
: {
x: -Math.sin(context.cam.yaw),
z: -Math.cos(context.cam.yaw),
};
const headingDeg = bearing(forward.x, forward.z);
const objective = context.objectiveStation();
context.drawCompass(
headingDeg,
objective
? [
{
bearing: bearing(objective.x - pos.x, objective.z - pos.z),
color: '#f2c94c',
},
]
: [],
);
drawMinimap(context.minimap, context.mapAssets, {
size: 220,
x: pos.x,
z: pos.z,
heading: context.mode === 'drive' ? context.car.heading : context.player.heading,
camForward: forward,
radius: context.mode === 'drive' ? 650 : 200,
markers: context.markers(),
route: context.route?.points,
});
// Objective marker above the machine, clamped to the screen edge when off-screen.
context.ui.patch('waypoint', {
hidden: !objective,
});
if (objective) {
const d = Math.hypot(objective.x - pos.x, objective.z - pos.z),
p = new THREE.Vector3(objective.x, 3.4, objective.z).project(context.camera);
let sx = (p.x * 0.5 + 0.5) * innerWidth,
sy = (-p.y * 0.5 + 0.5) * innerHeight;
if (p.z > 1) {
sx = innerWidth - sx;
sy = innerHeight - 60;
}
context.ui.style('waypoint', {
left: `${THREE.MathUtils.clamp(sx, 60, innerWidth - 60)}px`,
});
context.ui.style('waypoint', {
top: `${THREE.MathUtils.clamp(sy, 90, innerHeight - 130)}px`,
});
context.ui.patch('waypoint-name', {
text: objective.def.name,
});
context.ui.patch('waypoint-distance', {
text: formatDistance(d),
});
context.ui.patch('waypoint', {
hidden: d < 6,
});
for (const s of context.stations) {
const isObjective = s === objective;
s.model.beacon.material.color.set(isObjective ? '#f2c94c' : '#3ee0c9');
s.model.beacon.material.opacity =
(isObjective ? 0.32 : 0.14) * Math.min(1, Math.hypot(s.x - pos.x, s.z - pos.z) / 40);
}
}
context.streetTimer -= dt;
if (context.streetTimer <= 0) {
context.streetTimer = 0.6;
const street = nearestSegment(context.segments, pos.x, pos.z, 35, (s) => s[5] >= 0);
const inFactory = Math.hypot(pos.x - FACTORY.center.x, pos.z - FACTORY.center.z) < 130;
context.ui.patch('street', {
text: inFactory
? `کارخانهٔ ${FACTORY.name}`
: street
? `مشهد · ${data.names[street.name]}`
: 'حومهٔ مشهد',
});
}
context.updatePrompt();
}
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import * as THREE from 'three';
import { MAX_WALKING_SPEED } from '../device/realworld.js';
import { machines, CATEGORIES, FACTORY } from '../../constants/locations.js';
import {
catalog,
priceAt,
isOpen,
purchaseBlocker,
formatHetoman,
fa,
canAffordAnything,
} from '../economy/gameState.js';
import {
createPayment,
beginPayment,
readyPayment,
swipePayment,
cancelPayment,
} from '../economy/payment.js';
import {
awardsFor,
rankFor,
completeMissions,
activeMission,
MISSIONS,
} from '../economy/scoring.js';
/**
* Runs the open showroom operation for this subsystem.
* @param {*} context - context.
* @returns {*} Operation result, when applicable.
*/
export function openShowroom(context) {
const inFactory =
Math.hypot(context.player.x - FACTORY.center.x, context.player.z - FACTORY.center.z) < 130;
const sample =
context.nearShowroom() ??
(inFactory && !context.real.on && context.mode === 'walk' ? context.showroom.samples[0] : null);
if (!sample || context.state.busy || context.payment.phase !== 'idle' || context.ended) return;
context.ui.patch('showroom', {
modelId: sample.model.id,
});
context.ui.patch('showroom-response', {
text: 'روبات: سلام! قیمت و امکانات هر سه مدل را می‌توانم توضیح بدهم.',
});
context.keys.clear();
document.exitPointerLock?.();
context.ui.open('showroom');
}
/**
* Runs the interact operation for this subsystem.
* @param {*} context - context.
* @returns {*} Operation result, when applicable.
*/
export function interact(context) {
const station = context.nearStation();
if (!station || context.state.busy || context.payment.phase !== 'idle' || context.ended) return;
if (context.real.on && (context.real.fix?.speed ?? 0) > MAX_WALKING_SPEED) {
context.say('father', 'داریم سریع حرکت می‌کنیم؛ اول بایستیم، بعد خرید کنیم.');
return;
}
if (!isOpen(station.def, context.state.minutes)) {
context.say(
context.guideOut() ? 'robot' : 'father',
`این دستگاه الان بسته است. ساعت کاری: ${context.hoursText(station.def)}.`,
'serious',
);
return;
}
context.shopStation = station;
context.renderShop();
document.exitPointerLock?.();
context.keys.clear();
context.ui.open('shop');
context.tone(750);
}
/**
* Runs the render shop operation for this subsystem.
* @param {*} context - context.
* @returns {*} Operation result, when applicable.
*/
export function renderShop(context) {
const def = context.shopStation.def;
context.ui.patch('shop-category', {
text: `${CATEGORIES[def.category].icon} ${CATEGORIES[def.category].label} · ساعت کاری ${context.hoursText(def)}`,
});
context.ui.patch('shop-name', {
text: `روبات مارکت · ${def.name}`,
});
context.ui.patch('shop-address', {
text: def.address,
});
context.ui.patch('shop-note', {
text: `${def.note} · موجودی شما: ${formatHetoman(context.state.balance)}`,
});
context.ui.patch('products', {
items: def.products.map((id) => ({
id,
...catalog[id],
price: priceAt(def, id),
blocked: purchaseBlocker(context.state, def, id),
})),
});
}
/**
* Runs the start payment operation for this subsystem.
* @param {*} context - context.
* @param {*} productId - product Id.
* @returns {*} Operation result, when applicable.
*/
export function startPayment(context, productId) {
if (!beginPayment(context.state, context.payment, context.shopStation.def, productId)) return;
context.payment.station = context.shopStation;
context.payment.timer = 0;
context.ui.close('shop');
const p = catalog[productId];
context.ui.patch('payment', {
hidden: false,
});
context.ui.patch('payment-title', {
text: `${p.icon} ${p.name} · ${formatHetoman(priceAt(context.shopStation.def, productId))}`,
});
context.ui.patch('payment-step', {
text: 'در حال نزدیک شدن به کارت‌خوان…',
});
context.ui.patch('swipe', {
disabled: true,
});
context.ui.patch('cancel-payment', {
hidden: false,
});
context.say('child', 'بابا، کارت رو بده من بکشم!');
}
/**
* Runs the swipe operation for this subsystem.
* @param {*} context - context.
* @returns {*} Operation result, when applicable.
*/
export function swipe(context) {
if (!swipePayment(context.state, context.payment)) return;
context.payment.timer = 0;
context.payment.station.model.card.visible = true;
context.ui.patch('swipe', {
disabled: true,
});
context.ui.patch('cancel-payment', {
hidden: true,
});
context.ui.patch('payment-step', {
text: 'پرداخت موفق ✓ محصول در حال تحویل است',
});
context.tone(1100, 0.3);
context.refreshHUD();
}
/**
* Runs the cancel operation for this subsystem.
* @param {*} context - context.
* @returns {*} Operation result, when applicable.
*/
export function cancel(context) {
if (!cancelPayment(context.state, context.payment)) return;
context.ui.patch('payment', {
hidden: true,
});
}
/**
* Updates payment from the active simulation.
* @param {*} context - context.
* @param {*} dt - dt.
* @returns {*} Operation result, when applicable.
*/
export function updatePayment(context, dt) {
if (context.payment.phase === 'idle') return;
context.payment.timer += dt;
const model = context.payment.station.model;
if (context.payment.phase === 'approaching' && context.payment.timer > 1) {
readyPayment(context.payment);
context.ui.patch('swipe', {
disabled: false,
});
context.ui.patch('payment-step', {
text: 'کارت را بکشید: دکمهٔ «کشیدن کارت» یا کلید C',
});
}
if (context.payment.phase === 'approved') {
const t = Math.min(1, context.payment.timer);
model.card.position.set(0.95 - t * 0.25, 1.7 - t * 0.1, 0.66);
if (context.payment.timer > 1.2) {
model.card.visible = false;
context.ui.patch('payment', {
hidden: true,
});
model.setDelivery(context.payment.productId);
context.deliveryTimer = 2.6;
context.payment.delivering = {
station: context.payment.station,
record: context.payment.record,
};
Object.assign(context.payment, createPayment());
}
}
}
/**
* Updates delivery from the active simulation.
* @param {*} context - context.
* @param {*} dt - dt.
* @returns {*} Operation result, when applicable.
*/
export function updateDelivery(context, dt) {
if (context.deliveryTimer <= 0) return;
context.deliveryTimer = Math.max(0, context.deliveryTimer - dt);
const { station, record } = context.payment.delivering,
model = station.model,
t = 2.6 - context.deliveryTimer;
const slot = record ? catalog[record.productId] : null;
model.delivery.visible = t < 2.4;
// Falls from a shelf, waits in the tray, then lifts toward the child's hands.
const shelf = new THREE.Vector3(
-0.5 + (record.price % 7) * 0.1,
1.2 + (record.price % 5) * 0.15,
0.45,
);
if (t < 0.8) model.delivery.position.lerpVectors(shelf, model.slotPoint, t / 0.8);
else
model.delivery.position
.copy(model.slotPoint)
.add(new THREE.Vector3(0, Math.max(0, t - 1.6) * 0.6, Math.max(0, t - 1.6) * 0.8));
model.flap.rotation.x = t > 0.7 && t < 2 ? -1 : 0;
if (context.deliveryTimer > 0) return;
model.flap.rotation.x = 0;
context.state.busy = false;
context.tone(980, 0.18);
context.reward(record, slot);
}
/**
* Runs the reward operation for this subsystem.
* @param {*} context - context.
* @param {*} record - record.
* @param {*} product - product.
* @returns {*} Operation result, when applicable.
*/
export function reward(context, record, product) {
const awards = awardsFor(context.state.purchases.slice(0, -1), record),
rankBefore = rankFor(context.state.xp).index;
if (context.real.on)
awards.push({
label: 'خرید در دنیای واقعی',
points: 200,
});
const total = awards.reduce((s, a) => s + a.points, 0);
context.state.xp += total;
context.ui.patch('awards', {
items: awards,
total,
});
context.clearTimeout(context.reward.timeout);
context.reward.timeout = context.setTimeout(
() =>
context.ui.patch('awards', {
items: [],
}),
3200,
);
context.say('child', `${product.icon} ${product.name} گرفتم! مرسی بابا.`);
const done = completeMissions(context.state);
for (const m of done) {
context.showBanner(
'مأموریت انجام شد',
m.title,
`+${fa(m.xp)} XP · +${formatHetoman(m.hetoman)} پاداش`,
);
context.tone(660, 0.5);
}
if (rankFor(context.state.xp).index > rankBefore)
context.setTimeout(
() =>
context.showBanner(
'ارتقای درجه',
rankFor(context.state.xp).name,
'دستگاه‌های بیشتری پیدا کن',
),
done.length ? 3400 : 0,
);
const next = activeMission(context.state);
if (next) {
context.waypoint = null;
context.route = null;
context.setTimeout(
() =>
context.say(context.guideOut() ? 'robot' : 'father', `مأموریت بعدی: ${next.title}`, 'wink'),
1500,
);
}
context.refreshHUD();
context.checkEnd();
}
/**
* Runs the show banner operation for this subsystem.
* @param {*} context - context.
* @param {*} tag - tag.
* @param {*} title - title.
* @param {*} sub - sub.
* @returns {*} Operation result, when applicable.
*/
export function showBanner(context, tag, title, sub) {
context.ui.patch('banner', {
tag,
title,
sub,
hidden: false,
});
context.clearTimeout(context.showBanner.timeout);
context.showBanner.timeout = context.setTimeout(
() =>
context.ui.patch('banner', {
hidden: true,
}),
3200,
);
}
/**
* Runs the check end operation for this subsystem.
* @param {*} context - context.
* @returns {*} Operation result, when applicable.
*/
export function checkEnd(context) {
const allDone = context.state.missionsDone.length === MISSIONS.length;
if (context.ended || (!allDone && canAffordAnything(context.state, machines))) return;
context.ended = true;
document.exitPointerLock?.();
context.ui.patch('end-tag', {
text: allDone ? 'عملیات موفق' : 'پایان بودجه',
});
context.ui.patch('end-title', {
text: allDone ? 'عملیات مشهد کامل شد!' : 'بودجهٔ امروز تمام شد',
});
context.ui.patch('end-text', {
text: allDone
? 'همهٔ مأموریت‌های محدودهٔ بوستان ملت انجام شد. مناطق دیگر مشهد به‌زودی باز می‌شوند.'
: 'دیگر نمی‌توانید از دستگاه‌ها خرید کنید. امتیاز امروز:',
});
const places = new Set(context.state.purchases.map((p) => p.machineId)).size;
context.ui.patch('end-stats', {
items: [
['امتیاز', `${fa(context.state.xp)} XP`],
['درجه', rankFor(context.state.xp).name],
['خریدها', fa(context.state.purchases.length)],
['مکان‌های کشف‌شده', `${fa(places)} از ${fa(machines.length)}`],
['مأموریت‌ها', `${fa(context.state.missionsDone.length)} از ${fa(MISSIONS.length)}`],
['باقی‌مانده', formatHetoman(context.state.balance)],
],
});
context.ui.patch('continue', {
hidden: !allDone,
});
context.ui.open('end');
}
+178
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import {
startTracking,
requestCompass,
insideWorld,
createStabilizer,
MAX_WALKING_SPEED,
} from '../device/realworld.js';
import data from '../../data/mellat.json';
import { resolveCircle } from '../world/collision.js';
import { fa } from '../economy/gameState.js';
import { formatDistance } from '../../utils/geo.js';
/**
* Runs the set real mode operation for this subsystem.
* @param {*} context - context.
* @param {*} on - on.
* @returns {*} Operation result, when applicable.
*/
export function setRealMode(context, on) {
if (on === context.real.on) return;
context.real.stop?.();
Object.assign(context.real, {
on,
fix: null,
heading: null,
error: null,
waiting: null,
stop: null,
});
for (const s of context.stations) if (s.def.test) s.model.group.visible = on;
context.ui.classState('gps-toggle', 'on', on);
context.ui.patch('gps-status', {
hidden: !on,
});
context.ui.patch('ar-toggle', {
hidden: context.ui.patch('stable-toggle', {
hidden: !on,
}),
});
// Real-world mode is first person: the player is where the phone is and sees what it faces.
context.ui.classState('body', 'real', on);
if (!on) {
context.setArMode(false);
context.arView.stopSensors();
return;
}
context.arView.startSensors();
context.cam.arPitch = 0;
context.cam.yaw = Math.atan2(-Math.cos(context.player.heading), Math.sin(context.player.heading));
if (context.mode === 'drive') context.toggleCar();
context.mode = 'walk';
context.real.stop = startTracking({
onFix: (fix) => {
context.real.fix = fix;
context.real.error = null;
},
onHeading: (heading) => (context.real.heading = heading),
onError: (message) => (context.real.error = message),
onStatus: (message) => (context.real.waiting = message),
stabilizer: (context.real.stabilizer = createStabilizer()),
});
context.real.stabilizer.stable = context.stableMode;
context.say(
'father',
'حالت دنیای واقعی روشن شد؛ از چشم خودمون می‌بینیم و هر جا راه بریم، توی بازی هم همون‌جاییم.',
);
context.setArMode(true);
}
// ---------- First-person real-world view ----------
// The view stands at the GPS position at eye height and turns with the phone. With the camera
// picture on (AR) the city model is hidden and only the machines, their reach circles, the route
// and the robot are drawn over the real street; with it off, the 3D city is shown first person.
/**
* Runs the set ar mode operation for this subsystem.
* @param {*} context - context.
* @param {*} on - on.
* @returns {*} Operation result, when applicable.
*/
export async function setArMode(context, on) {
if (on && !context.arMode) {
const problem = await context.arView.start();
if (problem) {
context.say('father', `${problem} فعلاً شهر سه‌بعدی رو از چشم خودمون می‌بینیم.`);
return;
}
if (!context.real.on) {
context.arView.stop();
return;
}
context.say(
'robot',
'دوربین روشن شد! گوشی رو صاف جلوی خودت بگیر؛ ستون نورانی طلایی جای دستگاهه.',
'excited',
);
context.setTimeout(() => {
if (context.real.on && !context.arView.hasOrientation)
context.say('father', 'حسگر جهت گوشی جواب نمی‌ده؛ برای چرخیدن، صفحه رو با انگشت بکش.');
}, 3000);
} else if (!on && context.arMode) context.arView.stop();
else return;
context.arMode = on;
for (const object of context.hiddenInAr()) object.visible = !on;
context.scene.fog = on ? null : context.fog;
context.ui.classState('body', 'ar', on);
context.ui.classState('ar-toggle', 'on', on);
}
/**
* Runs the ask real mode operation for this subsystem.
* @param {*} context - context.
* @param {*} thenStart - then Start.
* @returns {*} Operation result, when applicable.
*/
export // The safety notice comes first; permissions are requested from the tap on its button (iOS needs that).
function askRealMode(context, thenStart) {
if (context.real.on) {
context.setRealMode(false);
return;
}
context.ui.open('real-intro');
context.ui.on('real-go', async () => {
context.ui.close('real-intro');
await requestCompass();
context.setRealMode(true);
if (thenStart) context.startMission();
});
}
/**
* Updates real from the active simulation.
* @param {*} context - context.
* @param {*} dt - dt.
* @returns {*} Operation result, when applicable.
*/
export function updateReal(context, dt) {
let uiStatus;
if (context.real.error) uiStatus = `⚠ ${context.real.error}`;
else if (!context.real.fix) uiStatus = `📍 ${context.real.waiting ?? 'در حال یافتن موقعیت…'}`;
else if (!insideWorld(data.bounds, context.real.fix.x, context.real.fix.z)) {
const nearest = Math.min(
...context
.activeStations()
.map((s) => Math.hypot(s.x - context.real.fix.x, s.z - context.real.fix.z)),
);
uiStatus = `📍 خارج از محدودهٔ بازی · ${formatDistance(nearest)} تا نزدیک‌ترین دستگاه`;
} else
uiStatus = `📍 GPS ±${fa(Math.round(context.real.fix.accuracy))} متر${context.real.fix.speed > MAX_WALKING_SPEED ? ' · حرکت سریع' : ''}`;
context.ui.patch('gps-status', {
text: uiStatus,
});
if (!context.real.fix || !insideWorld(data.bounds, context.real.fix.x, context.real.fix.z)) {
context.player.speed = 0;
return;
}
// Walk the avatar towards the (building-free) GPS point instead of teleporting it.
const target = resolveCircle(context.collision, context.real.fix.x, context.real.fix.z, 1);
const dx = target.x - context.player.x,
dz = target.z - context.player.z,
d = Math.hypot(dx, dz);
if (d > 150)
Object.assign(context.player, {
x: target.x,
z: target.z,
});
const speed = d > 0.5 ? Math.min(8, Math.max(1.2, d * 1.5)) : 0;
context.player.speed += (speed - context.player.speed) * Math.min(1, dt * 6);
if (d > 0.5) {
const step = Math.min(d, context.player.speed * dt);
context.player.x += (dx / d) * step;
context.player.z += (dz / d) * step;
}
const want = context.real.heading ?? (d > 0.5 ? Math.atan2(-dz, dx) : context.player.heading);
// Stable mode also calms the compass, which jitters near cars and metal.
context.player.heading +=
Math.atan2(Math.sin(want - context.player.heading), Math.cos(want - context.player.heading)) *
Math.min(1, dt * (context.stableMode ? 2 : 5));
context.player.gait += dt * context.player.speed * 1.9;
}
// ---------- Loop ----------
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import * as THREE from 'three';
import iran from '../../data/iran.json';
import { clearFraction } from '../world/collision.js';
import { drawIran } from '../world/mapRender.js';
/**
* Runs the resize operation for this subsystem.
* @param {*} context - context.
* @returns {*} Operation result, when applicable.
*/
export function resize(context) {
context.renderer.setSize(innerWidth, innerHeight);
context.camera.aspect = innerWidth / innerHeight;
context.camera.updateProjectionMatrix();
context.renderMap();
}
/**
* Updates camera from the active simulation.
* @param {*} context - context.
* @param {*} dt - dt.
* @returns {*} Operation result, when applicable.
*/
export function updateCamera(context, dt) {
const station = context.payment.station;
if (station && context.payment.phase !== 'idle') {
// Close-up of the card reader during payment.
const reader = station.model.readerPoint.clone();
station.model.group.localToWorld(reader);
const side = context.rotateLocal(1.2, 1.9, station.rot);
context.camTarget.set(reader.x + side.x, reader.y + 0.4, reader.z + side.z);
context.lookAt.lerp(reader, 1 - Math.exp(-dt * 6));
} else {
const driving = context.mode === 'drive',
height = driving ? 1.6 : 1.75;
const focus = new THREE.Vector3(context.player.x, height, context.player.z);
// Over-the-shoulder offset to the right, like a third-person shooter.
const shoulder = driving ? 0 : 0.75;
focus.x += Math.cos(context.cam.yaw) * shoulder;
focus.z += -Math.sin(context.cam.yaw) * shoulder;
let distance = context.cam.distance;
const ox = Math.sin(context.cam.yaw) * Math.cos(context.cam.pitch),
oz = Math.cos(context.cam.yaw) * Math.cos(context.cam.pitch);
const free = clearFraction(
context.collision,
focus.x,
focus.z,
focus.x + ox * distance,
focus.z + oz * distance,
0.8,
);
if (context.cam.pitch < 0.9) distance = Math.max(1.6, distance * free - 0.7);
context.camTarget.set(
focus.x + ox * distance,
Math.max(0.6, focus.y + Math.sin(context.cam.pitch) * distance),
focus.z + oz * distance,
);
context.lookAt.lerp(focus, 1 - Math.exp(-dt * 14));
}
context.camPos.lerp(context.camTarget, 1 - Math.exp(-dt * 12));
context.camera.position.copy(context.camPos);
context.camera.lookAt(context.lookAt);
}
/**
* Runs the frame operation for this subsystem.
* @param {*} context - context.
* @returns {*} Operation result, when applicable.
*/
export function frame(context) {
const now = performance.now();
context.frameId = requestAnimationFrame(context.frame);
// The first rAF timestamp can predate `last`, so never let time run backwards. Long frames are
// simulated in short substeps, so slow devices keep real-time speed without unstable physics.
const dt = THREE.MathUtils.clamp((now - context.last) / 1000, 0, context.MAX_FRAME);
context.last = now;
context.elapsed += dt;
const playing = context.ui.read('briefing').hidden;
const paused =
!playing ||
context.ui.read('shop').open ||
context.ui.read('map-dialog').open ||
context.ui.read('end').open ||
context.ui.read('showroom').open ||
document.hidden;
const steps = Math.max(1, Math.ceil(dt / (1 / 30))),
step = dt / steps;
if (!playing) {
// Briefing: animate Iran, type the orders, slowly orbit the start point behind the overlay.
const ic = context.$('#iran'),
dpr = context.sizeCanvas(ic),
c = ic.getContext('2d');
c.setTransform(dpr, 0, 0, dpr, 0, 0);
drawIran(c, iran, {
width: ic.width / dpr,
height: ic.height / dpr,
t: context.elapsed,
cities: context.CITIES,
});
context.briefChars = Math.min(context.BRIEF.length, context.briefChars + dt * 55);
context.ui.patch('brief-text', {
text:
context.BRIEF.slice(0, Math.floor(context.briefChars)) +
(context.briefChars < context.BRIEF.length ? '▌' : ''),
});
}
if (!paused) {
for (let i = 0; i < steps; i++) {
context.state.minutes += (step * 10) / 60;
if (context.real.on) context.updateReal(step);
else if (context.mode === 'drive') context.updateDrive(step);
else context.updateWalk(step);
context.updatePayment(step);
context.updateDelivery(step);
context.traffic.update(
step,
[
{
x: context.player.x,
z: context.player.z,
},
{
x: context.car.x,
z: context.car.z,
},
],
context.player,
);
}
context.updateRoute(dt);
context.updateHints();
context.updateTalks();
context.updateGuide(dt);
if (Math.floor(context.elapsed * 2) !== Math.floor((context.elapsed - dt) * 2))
context.checkEnd();
} else if (context.engine && context.soundOn)
context.engine.g.gain.setTargetAtTime(0, context.audio.currentTime, 0.1);
if (context.mode === 'walk' && context.engine && context.soundOn)
context.engine.g.gain.setTargetAtTime(0, context.audio.currentTime, 0.2);
context.updateSubtitles(dt);
context.family.group.visible = context.mode === 'walk' && !context.real.on;
context.family.group.position.set(context.player.x, 0, context.player.z);
context.family.group.rotation.y = context.player.heading;
context.family.update({
dt,
time: context.elapsed,
gait: context.player.gait,
moving: context.player.speed > 0.4,
shopping: context.state.busy || context.payment.phase !== 'idle',
delivery: context.deliveryTimer > 0,
});
context.factory.update(context.elapsed, paused ? 0 : dt, context.camera.position);
context.showroom.update({
player: context.player,
time: context.elapsed,
dt,
enabled: context.mode === 'walk' && !context.real.on,
talking: context.ui.read('showroom').open,
});
context.carModel.group.position.set(context.car.x, 0, context.car.z);
context.carModel.group.rotation.y = context.car.heading;
for (const [i, wheel] of context.carModel.wheels.entries()) {
wheel.rotation.z -= (context.car.speed * dt) / 0.36;
if (i >= 2) wheel.rotation.y = -context.car.steer;
}
for (const s of context.stations)
s.model.ring.material.opacity = 0.35 + Math.sin(context.elapsed * 3) * 0.25;
context.updateReachCircles();
if (context.routeMesh)
context.routeMaterial.opacity = 0.55 + Math.sin(context.elapsed * 4) * 0.15;
if (playing && context.real.on) {
// First person: the phone is the camera, at the player's GPS position and eye height.
context.camera.position.set(context.player.x, 1.6, context.player.z);
if (!context.arView.update(context.camera, dt, context.stableMode ? 5 : 10)) {
// No orientation sensor: face the compass or walking direction, or wherever the player drags.
if (context.real.heading != null && context.elapsed - context.cam.lastMouse > 2) {
const want = Math.atan2(
-Math.cos(context.player.heading),
Math.sin(context.player.heading),
);
context.cam.yaw +=
Math.atan2(Math.sin(want - context.cam.yaw), Math.cos(want - context.cam.yaw)) *
Math.min(1, dt * 3);
}
context.camera.rotation.set(context.cam.arPitch ?? 0, context.cam.yaw, 0, 'YXZ');
}
context.camPos.copy(context.camera.position);
} else if (playing) {
if (context.camera.fov !== 62) {
context.camera.fov = 62;
context.camera.updateProjectionMatrix();
}
context.updateCamera(dt);
} else {
const a = context.elapsed * 0.08;
context.camera.position.set(
context.player.x + Math.cos(a) * 30,
18,
context.player.z + Math.sin(a) * 30,
);
context.camera.lookAt(context.player.x, 2, context.player.z);
context.camPos.copy(context.camera.position);
}
context.sun.position.set(context.player.x + 160, 230, context.player.z + 110);
context.sun.target.position.set(context.player.x, 0, context.player.z);
context.sky.position.copy(context.camera.position);
context.city.update(context.camera.position);
if (!context.arMode) context.imagery.update(context.camera.position.x, context.camera.position.z);
if (playing) {
context.hudTimer -= dt;
context.updateHUD(dt);
if (context.ui.read('map-dialog').open && context.hudTimer <= 0) {
context.hudTimer = 0.5;
context.renderMap();
}
}
context.renderer.render(context.scene, context.camera);
}
// ?debug exposes live game state in the console for development and automated checks.
+166
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@@ -0,0 +1,166 @@
import { placeStation, updateReachCircles, reset, startMission } from './runtimeLifecycle.js';
import { look, toggleCar, updateWalk, updateDrive } from './movement.js';
import { say, updateSubtitles, tone } from './audioAndDialogue.js';
import {
openShowroom,
interact,
renderShop,
startPayment,
swipe,
cancel,
updatePayment,
updateDelivery,
reward,
showBanner,
checkEnd,
} from './purchaseFlow.js';
import {
rebuildRouteMesh,
updateRoute,
drawCompass,
refreshHUD,
updatePrompt,
updateHUD,
} from './navigationHud.js';
import {
sizeCanvas,
renderMap,
renderMachineList,
selectMachine,
openMap,
} from './mapInteraction.js';
import { setRealMode, setArMode, askRealMode, updateReal } from './realMode.js';
import { resize, updateCamera, frame } from './renderLoop.js';
import { updateTalks, greet, updateGuide, updateHints } from './worldEncounters.js';
import {
initializeTimers,
initializeRenderer,
initializeScene,
initializeSky,
initializeLightingAndWorldFiles,
initializeCollisionAndRoads,
initializeFactory,
initializeStations,
initializeStationById,
initializeClosestStation,
initializeParkGate,
buildParkGate,
initializeFamily,
initializeSpawnCar,
registerKeyboard,
registerPointerLook,
registerCameraZoom,
registerTouchInput,
initializeAxis,
registerSoundControl,
initializeReachRadius,
registerPurchaseControls,
registerPreferences,
initializeRouteMaterial,
initializeMapView,
registerRouteSelection,
registerMapTabs,
registerMapDragging,
registerMapSelectionAndZoom,
initializeCities,
initializeBriefingAndTracking,
initializeArMode,
initializeLast,
exposeDebugTools,
startGameLoop,
initializeDispose,
} from './runtimeSetup.js';
/** Starts the ordered runtime systems; UI rendering remains owned by React.
* @param {{root:HTMLElement,ui:object,signal:AbortSignal}} options - React mount lifecycle.
* @returns {Promise<function>} Runtime disposer.
*/
const RUNTIME_METHODS = {
placeStation,
updateReachCircles,
reset,
look,
say,
updateSubtitles,
tone,
toggleCar,
openShowroom,
interact,
renderShop,
startPayment,
swipe,
cancel,
updatePayment,
updateDelivery,
reward,
showBanner,
checkEnd,
rebuildRouteMesh,
updateRoute,
drawCompass,
refreshHUD,
updatePrompt,
sizeCanvas,
renderMap,
renderMachineList,
selectMachine,
openMap,
startMission,
setRealMode,
setArMode,
askRealMode,
updateReal,
resize,
updateWalk,
updateDrive,
updateCamera,
updateHUD,
updateTalks,
greet,
updateGuide,
updateHints,
frame,
};
export const RUNTIME_INITIALIZERS = [
initializeTimers,
initializeRenderer,
initializeScene,
initializeSky,
initializeLightingAndWorldFiles,
initializeCollisionAndRoads,
initializeFactory,
initializeStations,
initializeStationById,
initializeClosestStation,
initializeParkGate,
buildParkGate,
initializeFamily,
initializeSpawnCar,
registerKeyboard,
registerPointerLook,
registerCameraZoom,
registerTouchInput,
initializeAxis,
registerSoundControl,
initializeReachRadius,
registerPurchaseControls,
registerPreferences,
initializeRouteMaterial,
initializeMapView,
registerRouteSelection,
registerMapTabs,
registerMapDragging,
registerMapSelectionAndZoom,
initializeCities,
initializeBriefingAndTracking,
initializeArMode,
initializeLast,
exposeDebugTools,
startGameLoop,
initializeDispose,
];
/** Binds subsystem commands to one mutable renderer context; GPU objects never enter Redux. */
export function bindRuntime(context) {
for (const [name, method] of Object.entries(RUNTIME_METHODS))
context[name] = (...args) => method(context, ...args);
}
+146
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@@ -0,0 +1,146 @@
import { addPolygon, resolveCircle } from '../world/collision.js';
import { createState } from '../economy/gameState.js';
import { createPayment } from '../economy/payment.js';
import { createVendingMachine } from '../models/vending.js';
/**
* Runs the place station operation for this subsystem.
* @param {*} context - context.
* @param {*} def - def.
* @param {*} pos - pos.
* @param {*} rot - rot.
* @returns {*} Operation result, when applicable.
*/
export function placeStation(context, def, pos, rot) {
const model = createVendingMachine(def);
model.group.position.set(pos.x, 0, pos.z);
model.group.rotation.y = rot;
context.scene.add(model.group);
addPolygon(
context.collision,
[
[-1, -0.6],
[1, -0.6],
[1, 0.6],
[-1, 0.6],
].flatMap(([lx, lz]) => {
const p = context.rotateLocal(lx, lz, rot);
return [pos.x + p.x, pos.z + p.z];
}),
);
const front = context.rotateLocal(0, 1.9, rot);
return {
def,
model,
x: pos.x,
z: pos.z,
rot,
front: {
x: pos.x + front.x,
z: pos.z + front.z,
},
};
}
/**
* Updates reach circles from the active simulation.
* @param {*} context - context.
* @returns {*} Operation result, when applicable.
*/
export function updateReachCircles(context) {
const radius = context.reachRadius(),
objective = context.real.on ? context.objectiveStation() : null;
for (const s of context.stations) {
s.reach.visible = context.real.on;
if (!context.real.on) continue;
s.reach.scale.setScalar(radius);
s.reach.material.color.set(s === objective ? '#f2c94c' : '#3ee0c9');
}
}
// GPS test points only take part while real-world mode is on.
/**
* Runs the reset operation for this subsystem.
* @param {*} context - context.
* @returns {*} Operation result, when applicable.
*/
export function reset(context) {
context.state = createState();
context.payment = createPayment();
// The family starts in the factory yard, facing the engineering office.
const spot = resolveCircle(
context.collision,
context.factory.start.x,
context.factory.start.z,
1,
);
context.player = {
x: spot.x,
z: spot.z,
heading: context.factory.start.heading,
speed: 0,
gait: 0,
};
context.factory.reset();
for (const t of context.factory.talks) t.done = false;
context.car = context.spawnCar();
context.mode = 'walk';
// Camera yaw: the camera sits at target + (sin yaw, cos yaw) * distance, so it looks along (-sin, -cos).
context.cam = {
yaw: Math.atan2(-Math.cos(context.player.heading), Math.sin(context.player.heading)),
pitch: 0.32,
distance: 5.5,
lastMouse: -10,
};
context.waypoint = null;
context.route = null;
context.routeTimer = 0;
context.deliveryTimer = 0;
context.ended = false;
context.hints = {
closed: false,
car: false,
};
Object.assign(context.guideState, {
station: null,
t: 0,
greeted: new Set(),
arrived: 0,
});
context.ui.patch('payment', {
hidden: true,
});
for (const s of context.stations) {
s.model.delivery.visible = s.model.card.visible = false;
s.model.flap.rotation.x = 0;
}
for (const id of ['shop', 'map-dialog', 'end', 'showroom']) context.ui.close(id);
context.keys.clear();
context.refreshHUD();
}
// ---------- Input ----------
/**
* Runs the start mission operation for this subsystem.
* @param {*} context - context.
* @returns {*} Operation result, when applicable.
*/
export function startMission(context) {
context.ui.patch('briefing', {
hidden: true,
});
context.ui.patch('hud', {
hidden: false,
});
context.say(
'robot',
'سه نمونهٔ ۳۵، ۴۸ و ۶۰ کانال توی حیاط کنار ماشین هستند. دکمهٔ مدل‌های کارخانه یا Q را بزن تا قیمت و امکاناتشان را بگویم.',
'wink',
);
context.say('child', 'بابا، اینجا همون کارخونه‌ایه که دستگاه‌های روبات مارکت رو می‌سازه؟');
context.say(
'father',
'آره! سالن تولید اون‌وره؛ دستگاه وندینگ هم توی دفتر فنی مهندسیه. بریم ببینیم!',
);
context.say('child', 'اون وانت سفیده کیه داره میاد تو؟');
context.say('father', 'آقای محمدیه، مدیر شرکت. بعداً بریم اتاقش سلام کنیم.');
if (!context.isTouch && !context.real.on)
context.canvas.requestPointerLock?.()?.catch?.(() => {});
}
File diff suppressed because it is too large Load Diff
+164
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@@ -0,0 +1,164 @@
import * as THREE from 'three';
import { FACTORY } from '../../constants/locations.js';
import { isOpen } from '../economy/gameState.js';
/**
* Updates talks from the active simulation.
* @param {*} context - context.
* @returns {*} Operation result, when applicable.
*/
export // People in the factory say their lines once, when the family walks up to them.
function updateTalks(context) {
if (context.mode !== 'walk' || context.real.on || context.lines.length > 2) return;
for (const t of context.factory.talks) {
if (t.done || (t.ready && !t.ready())) continue;
const p = t.pos();
if (Math.hypot(p.x - context.player.x, p.z - context.player.z) > t.radius) continue;
t.done = true;
for (const text of t.lines) context.say(t.speaker, text);
return;
}
}
// ---------- Robot guide ----------
// When the family walks up to a machine the robot pops out of it, greets them and explains what to
// do; when they leave it goes back inside. It is never a walking companion.
/**
* Runs the greet operation for this subsystem.
* @param {*} context - context.
* @param {*} station - station.
* @returns {*} Operation result, when applicable.
*/
export function greet(context, station) {
const def = station.def,
first = !context.guideState.greeted.has(def.id);
context.guideState.greeted.add(def.id);
if (def.id === 'factory' && first) {
context.say(
'robot',
'سلام! من روبات راهنمای روبات مارکتم؛ تو دستگاه دفتر فنی زندگی می‌کنم!',
'excited',
);
context.say(
'robot',
`به ${FACTORY.name} خوش اومدین. بچه‌های همین دفتر نرم‌افزار دستگاه‌ها رو می‌نویسن.`,
'happy',
);
context.say('robot', 'اول از همین دستگاه یه چیزی بخرین؛ کلید E رو بزنین.', 'wink');
context.say(
'robot',
'ماشینتون جلوی همین ساختمونه. با F سوار شین و برین بوستان ملت؛ من توی همهٔ دستگاه‌ها منتظرتونم!',
'love',
);
return;
}
if (!isOpen(def, context.state.minutes)) {
context.say(
'robot',
`سلام! متأسفم، این دستگاه الان بسته است. ساعت کاری: ${context.hoursText(def)}.`,
'serious',
);
return;
}
if (first) {
context.say('robot', `سلام دوباره! به دستگاه ${def.name} خوش اومدین.`, 'excited');
context.say('robot', `${def.note}. برای خرید E رو بزنین.`, 'happy');
} else context.say('robot', 'باز هم خوش اومدین! برای خرید E رو بزنین.', 'wink');
}
/**
* Updates guide from the active simulation.
* @param {*} context - context.
* @param {*} dt - dt.
* @returns {*} Operation result, when applicable.
*/
export function updateGuide(context, dt) {
const near =
context.mode === 'walk'
? context.closestStation(
context.player.x,
context.player.z,
Math.max(9, context.reachRadius()),
)
: null;
// The robot only moves to another machine after it has gone back into the previous one.
if (near && !context.guideState.station) context.guideState.station = near;
const s = context.guideState.station,
wasOut = context.guideOut();
if (!s) return;
context.guideState.t = THREE.MathUtils.clamp(
context.guideState.t + (near === s ? dt : -dt) / 1.1,
0,
1,
);
if (context.guideOut() && !wasOut) {
context.guideState.arrived = context.elapsed;
context.greet(s);
context.tone(990, 0.15);
context.tone(1320, 0.2);
}
if (wasOut && near !== s) context.say('robot', 'خداحافظ! مسیر طلایی رو دنبال کنین.', 'happy');
if (!context.guideState.t) {
context.guideState.station = null;
context.guide.group.visible = false;
return;
}
// From inside the machine front out to its left side (the card reader is on the right).
const e = context.easeOutBack(context.guideState.t),
from = {
x: -0.2,
y: 0.9,
z: 0.2,
},
to = {
x: -1.7,
y: 0,
z: 1.3,
};
const local = context.rotateLocal(
from.x + (to.x - from.x) * e,
from.z + (to.z - from.z) * e,
s.rot,
);
context.guide.group.visible = true;
context.guide.group.position.set(s.x + local.x, from.y + (to.y - from.y) * e, s.z + local.z);
context.guide.group.scale.setScalar(0.15 + 0.85 * Math.min(1, e));
// Face the family (the rig looks along its local +X).
context.guide.group.rotation.y = Math.atan2(
-(context.player.z - context.guide.group.position.z),
context.player.x - context.guide.group.position.x,
);
if (!context.state.busy && context.payment.phase === 'idle')
s.model.flap.rotation.x = context.guideState.t < 1 ? -1 : 0;
context.guide.update({
dt,
time: context.elapsed,
gait: 0,
moving: false,
talking: context.talking,
wave: context.elapsed - context.guideState.arrived < 2.5 || !context.guideOut(),
point: context.talking && context.guideOut(),
});
}
/**
* Updates hints from the active simulation.
* @param {*} context - context.
* @returns {*} Operation result, when applicable.
*/
export function updateHints(context) {
const target = context.objectiveStation();
if (target && !isOpen(target.def, context.state.minutes) && !context.hints.closed) {
context.hints.closed = true;
context.say(
'robot',
`${target.def.name} الان بسته است (${context.hoursText(target.def)}). از نقشه مقصد دیگری انتخاب کن.`,
);
}
if (
context.route &&
context.route.length > 900 &&
context.mode === 'walk' &&
!context.hints.car
) {
context.hints.car = true;
context.say('father', 'راه طولانیه؛ بهتره با ماشین بریم.');
}
}
+120 -13
View File
@@ -1,14 +1,49 @@
import * as THREE from 'three';
// Low-poly saloon facing local +X, sized like a Peugeot/Samand (4.4 m long).
/**
* Creates car model resources for the game.
* @param {*} color - color.
* @returns {*} Operation result, when applicable.
*/
export function createCarModel(color = '#d9d9d4') {
const group = new THREE.Group();
/**
* Runs the mat operation for this subsystem.
* @param {*} c - c.
* @param {*} extra - extra.
* @returns {*} Operation result, when applicable.
*/
const mat = (c, extra = {}) =>
new THREE.MeshStandardMaterial({ color: c, roughness: 0.45, ...extra });
const paint = mat(color, { metalness: 0.55, roughness: 0.35 }),
glass = mat('#1e2c33', { metalness: 0.6, roughness: 0.15 });
new THREE.MeshStandardMaterial({
color: c,
roughness: 0.45,
...extra,
});
const paint = mat(color, {
metalness: 0.55,
roughness: 0.35,
}),
glass = mat('#1e2c33', {
metalness: 0.6,
roughness: 0.15,
});
const dark = mat('#141618'),
chrome = mat('#c8ccce', { metalness: 0.9, roughness: 0.2 });
chrome = mat('#c8ccce', {
metalness: 0.9,
roughness: 0.2,
});
/**
* Runs the box operation for this subsystem.
* @param {*} w - w.
* @param {*} h - h.
* @param {*} d - d.
* @param {*} m - m.
* @param {*} x - x.
* @param {*} y - y.
* @param {*} z - z.
* @returns {*} Operation result, when applicable.
*/
const box = (w, h, d, m, x, y, z) => {
const mesh = new THREE.Mesh(new THREE.BoxGeometry(w, h, d), m);
mesh.position.set(x, y, z);
@@ -27,7 +62,10 @@ export function createCarModel(color = '#d9d9d4') {
0.06,
0.18,
0.34,
mat('#fff4cc', { emissive: '#fff1b0', emissiveIntensity: 0.6 }),
mat('#fff4cc', {
emissive: '#fff1b0',
emissiveIntensity: 0.6,
}),
2.21,
0.78,
z,
@@ -36,7 +74,10 @@ export function createCarModel(color = '#d9d9d4') {
0.06,
0.16,
0.34,
mat('#b3261e', { emissive: '#7a0f0b', emissiveIntensity: 0.5 }),
mat('#b3261e', {
emissive: '#7a0f0b',
emissiveIntensity: 0.5,
}),
-2.21,
0.8,
z,
@@ -58,9 +99,11 @@ export function createCarModel(color = '#d9d9d4') {
group.add(wheel);
wheels.push(wheel);
}
return { group, wheels };
return {
group,
wheels,
};
}
const COLORS = [
'#e9e9e4',
'#1d1f22',
@@ -76,6 +119,13 @@ const COLORS = [
// falls too far behind is moved to a road ahead or around them. Cars stop for anything in their lane.
const WIDTH = [11, 10, 9, 8]; // trunk … tertiary, matching the road strips in city.js
/**
* Creates traffic resources for the game.
* @param {*} scene - scene.
* @param {*} data - data.
* @param {*} count - count.
* @returns {*} Operation result, when applicable.
*/
export function createTraffic(scene, data, count = 28) {
const oneway = new Set(data.oneway ?? []);
const roads = data.roads
@@ -105,22 +155,47 @@ export function createTraffic(scene, data, count = 28) {
];
})
.filter((r) => r.total > 80);
/**
* Runs the sample operation for this subsystem.
* @param {*} road - road.
* @param {*} d - d.
* @returns {*} Operation result, when applicable.
*/
const sample = (road, d) => {
let i = 1;
while (i < road.lengths.length - 1 && road.lengths[i] < d) i++;
const a = road.pts[i - 1],
b = road.pts[i],
t = (d - road.lengths[i - 1]) / (road.lengths[i] - road.lengths[i - 1] || 1);
return { x: a.x + (b.x - a.x) * t, z: a.y + (b.y - a.y) * t, dx: b.x - a.x, dz: b.y - a.y };
return {
x: a.x + (b.x - a.x) * t,
z: a.y + (b.y - a.y) * t,
dx: b.x - a.x,
dz: b.y - a.y,
};
};
let seed = 7;
/**
* Runs the random operation for this subsystem.
* @returns {*} Operation result, when applicable.
*/
const random = () => (seed = (seed * 1664525 + 1013904223) >>> 0) / 4294967296;
// Roads whose bounding box comes within 600 m of the player, refreshed as they travel.
let nearby = [],
nearbyAt = null;
/**
* Runs the roads near operation for this subsystem.
* @param {*} x - x.
* @param {*} z - z.
* @returns {*} Operation result, when applicable.
*/
const roadsNear = (x, z) => {
if (!nearbyAt || Math.hypot(x - nearbyAt.x, z - nearbyAt.z) > 150) {
nearbyAt = { x, z };
nearbyAt = {
x,
z,
};
nearby = roads.filter(
({ box }) => x > box.x0 - 600 && x < box.x1 + 600 && z > box.z0 - 600 && z < box.z1 + 600,
);
@@ -128,6 +203,13 @@ export function createTraffic(scene, data, count = 28) {
return nearby;
};
// Places a car on a random main-road point between 120 and 600 m from (x, z), if one exists.
/**
* Runs the respawn operation for this subsystem.
* @param {*} car - car.
* @param {*} x - x.
* @param {*} z - z.
* @returns {*} Operation result, when applicable.
*/
function respawn(car, x, z) {
const candidates = roadsNear(x, z);
for (let attempt = 0; attempt < 30 && candidates.length; attempt++) {
@@ -159,16 +241,36 @@ export function createTraffic(scene, data, count = 28) {
const model = createCarModel(COLORS[i % COLORS.length]);
group.add(model.group);
model.group.visible = false;
cars.push({ model, road: null, d: 0, dir: 1, lane: 2.2, speed: 10, x: 1e9, z: 1e9 });
cars.push({
model,
road: null,
d: 0,
dir: 1,
lane: 2.2,
speed: 10,
x: 1e9,
z: 1e9,
});
}
// Takes a car off the road; it respawns out of sight on a later frame.
/**
* Runs the remove operation for this subsystem.
* @param {*} car - car.
* @returns {*} Operation result, when applicable.
*/
function remove(car) {
car.road = null;
car.x = car.z = 1e9;
car.model.group.visible = false;
}
let cursor = 0;
/**
* Updates update from the active simulation.
* @param {*} dt - dt.
* @param {*} obstacles - obstacles.
* @param {*} around - around.
* @returns {*} Operation result, when applicable.
*/
function update(dt, obstacles, around) {
// Re-home a couple of distant cars per frame, which keeps the cost per frame small.
for (let n = 0; n < 2; n++) {
@@ -210,5 +312,10 @@ export function createTraffic(scene, data, count = 28) {
for (const wheel of car.model.wheels) wheel.rotation.z -= (speed * dt) / 0.36;
}
}
return { group, cars, update, remove };
return {
group,
cars,
update,
remove,
};
}
+26 -4
View File
@@ -10,11 +10,29 @@ export const CAR = {
wheelBase: 2.7,
radius: 1.6,
};
/**
* Creates car resources for the game.
* @param {*} x - x.
* @param {*} z - z.
* @param {*} heading - heading.
* @returns {*} Operation result, when applicable.
*/
export function createCar(x, z, heading = 0) {
return { x, z, heading, speed: 0, steer: 0 };
return {
x,
z,
heading,
speed: 0,
steer: 0,
};
}
/**
* Runs the step car operation for this subsystem.
* @param {*} car - car.
* @param {*} options1 - Operation options.
* @param {*} dt - dt.
* @returns {*} Operation result, when applicable.
*/
export function stepCar(car, { throttle = 0, steer = 0, handbrake = false }, dt) {
car.steer += (steer * CAR.maxSteer - car.steer) * Math.min(1, dt * 6);
if (throttle > 0) car.speed += (car.speed < 0 ? CAR.brake : CAR.accel) * throttle * dt;
@@ -31,5 +49,9 @@ export function stepCar(car, { throttle = 0, steer = 0, handbrake = false }, dt)
car.z -= Math.sin(car.heading) * car.speed * dt;
return car;
}
/**
* Runs the kmh operation for this subsystem.
* @param {*} car - car.
* @returns {*} Operation result, when applicable.
*/
export const kmh = (car) => Math.round(Math.abs(car.speed) * 3.6);
+5
View File
@@ -1,3 +1,8 @@
/**
* Runs the decode buildings operation for this subsystem.
* @param {*} buffer - buffer.
* @returns {*} Operation result, when applicable.
*/
// Reads public/data/buildings.bin (written by scripts/build-buildings.mjs) into the same
// [height, x0, z0, x1, z1, …] arrays the OSM buildings in mellat.json use.
export function decodeBuildings(buffer) {
+535 -207
View File
File diff suppressed because it is too large Load Diff
+92 -11
View File
@@ -1,13 +1,31 @@
// 2D collision against building footprints, stored as flat [x0, z0, x1, z1, …] rings.
const CELL = 24;
/**
* Runs the key operation for this subsystem.
* @param {*} cx - cx.
* @param {*} cz - cz.
* @returns {*} Operation result, when applicable.
*/
const key = (cx, cz) => cx * 100003 + cz;
/**
* Creates collision world resources for the game.
* @param {*} polygons - polygons.
* @returns {*} Operation result, when applicable.
*/
export function createCollisionWorld(polygons) {
const world = { polygons: [], grid: new Map() };
const world = {
polygons: [],
grid: new Map(),
};
polygons.forEach((p) => addPolygon(world, p));
return world;
}
/**
* Runs the add polygon operation for this subsystem.
* @param {*} world - world.
* @param {*} pts - pts.
* @returns {*} Operation result, when applicable.
*/
export function addPolygon(world, pts) {
let minX = Infinity,
minZ = Infinity,
@@ -19,7 +37,14 @@ export function addPolygon(world, pts) {
minZ = Math.min(minZ, pts[i + 1]);
maxZ = Math.max(maxZ, pts[i + 1]);
}
const index = world.polygons.push({ pts, minX, minZ, maxX, maxZ }) - 1;
const index =
world.polygons.push({
pts,
minX,
minZ,
maxX,
maxZ,
}) - 1;
for (let cx = Math.floor(minX / CELL); cx <= Math.floor(maxX / CELL); cx++)
for (let cz = Math.floor(minZ / CELL); cz <= Math.floor(maxZ / CELL); cz++) {
const k = key(cx, cz);
@@ -27,7 +52,14 @@ export function addPolygon(world, pts) {
world.grid.get(k).push(index);
}
}
/**
* Runs the nearby operation for this subsystem.
* @param {*} world - world.
* @param {*} x - x.
* @param {*} z - z.
* @param {*} r - r.
* @returns {*} Operation result, when applicable.
*/
function nearby(world, x, z, r) {
const found = new Set();
for (let cx = Math.floor((x - r) / CELL); cx <= Math.floor((x + r) / CELL); cx++)
@@ -37,7 +69,13 @@ function nearby(world, x, z, r) {
.map((i) => world.polygons[i])
.filter((p) => x + r > p.minX && x - r < p.maxX && z + r > p.minZ && z - r < p.maxZ);
}
/**
* Runs the inside polygon operation for this subsystem.
* @param {*} pts - pts.
* @param {*} x - x.
* @param {*} z - z.
* @returns {*} Operation result, when applicable.
*/
export function insidePolygon(pts, x, z) {
let inside = false;
for (let i = 0, j = pts.length - 2; i < pts.length; j = i, i += 2) {
@@ -49,9 +87,19 @@ export function insidePolygon(pts, x, z) {
}
return inside;
}
/**
* Runs the closest on edges operation for this subsystem.
* @param {*} pts - pts.
* @param {*} x - x.
* @param {*} z - z.
* @returns {*} Operation result, when applicable.
*/
function closestOnEdges(pts, x, z) {
let best = { d: Infinity, x: 0, z: 0 };
let best = {
d: Infinity,
x: 0,
z: 0,
};
for (let i = 0, j = pts.length - 2; i < pts.length; j = i, i += 2) {
const ax = pts[j],
az = pts[j + 1],
@@ -61,12 +109,25 @@ function closestOnEdges(pts, x, z) {
const px = ax + dx * t,
pz = az + dz * t,
d = Math.hypot(x - px, z - pz);
if (d < best.d) best = { d, x: px, z: pz };
if (d < best.d)
best = {
d,
x: px,
z: pz,
};
}
return best;
}
// Pushes a circle out of every footprint it overlaps. Returns the corrected position.
/**
* Runs the resolve circle operation for this subsystem.
* @param {*} world - world.
* @param {*} x - x.
* @param {*} z - z.
* @param {*} r - r.
* @returns {*} Operation result, when applicable.
*/
export function resolveCircle(world, x, z, r) {
let hit = false;
for (let pass = 0; pass < 3; pass++) {
@@ -84,13 +145,33 @@ export function resolveCircle(world, x, z, r) {
}
if (!moved) break;
}
return { x, z, hit };
return {
x,
z,
hit,
};
}
/**
* Runs the blocked operation for this subsystem.
* @param {*} world - world.
* @param {*} x - x.
* @param {*} z - z.
* @returns {*} Operation result, when applicable.
*/
export const blocked = (world, x, z) =>
nearby(world, x, z, 0).some((p) => insidePolygon(p.pts, x, z));
// Fraction (0–1) of the segment a→b that is free before it enters a footprint.
/**
* Runs the clear fraction operation for this subsystem.
* @param {*} world - world.
* @param {*} ax - ax.
* @param {*} az - az.
* @param {*} bx - bx.
* @param {*} bz - bz.
* @param {*} step - step.
* @returns {*} Operation result, when applicable.
*/
export function clearFraction(world, ax, az, bx, bz, step = 1) {
const steps = Math.max(1, Math.ceil(Math.hypot(bx - ax, bz - az) / step));
for (let i = 1; i <= steps; i++) {
+63 -8
View File
@@ -6,10 +6,29 @@ import { toLocal } from '../../utils/geo.js';
// the ground as textured quads. Detailed zoom-17 tiles load near the camera, zoom-15 tiles further
// out underneath them, and tiles out of range are released.
/**
* Runs the tile lon operation for this subsystem.
* @param {*} x - x.
* @param {*} z - z.
* @returns {*} Operation result, when applicable.
*/
const tileLon = (x, z) => (x / 2 ** z) * 360 - 180;
/**
* Runs the tile lat operation for this subsystem.
* @param {*} y - y.
* @param {*} z - z.
* @returns {*} Operation result, when applicable.
*/
const tileLat = (y, z) => (Math.atan(Math.sinh(Math.PI * (1 - (2 * y) / 2 ** z))) * 180) / Math.PI;
// World-space corners of a Web Mercator tile: north-west, north-east, south-west, south-east.
/**
* Runs the tile corners operation for this subsystem.
* @param {*} x - x.
* @param {*} y - y.
* @param {*} z - z.
* @returns {*} Operation result, when applicable.
*/
export function tileCorners(x, y, z) {
const n = tileLat(y, z),
s = tileLat(y + 1, z),
@@ -17,7 +36,13 @@ export function tileCorners(x, y, z) {
e = tileLon(x + 1, z);
return [toLocal(n, w), toLocal(n, e), toLocal(s, w), toLocal(s, e)];
}
/**
* Creates imagery resources for the game.
* @param {*} scene - scene.
* @param {*} index - index.
* @param {*} options2 - Operation options.
* @returns {*} Operation result, when applicable.
*/
export function createImagery(
scene,
index,
@@ -28,8 +53,18 @@ export function createImagery(
const loader = new THREE.TextureLoader();
// Zoom 15 sits just under zoom 17 so the detailed tiles always win where both exist.
const levels = [
{ z: 17, range: lowQuality ? 450 : 750, y: 0.012, offset: -3 },
{ z: 15, range: lowQuality ? 1800 : 2800, y: 0.004, offset: -1 },
{
z: 17,
range: lowQuality ? 450 : 750,
y: 0.012,
offset: -3,
},
{
z: 15,
range: lowQuality ? 1800 : 2800,
y: 0.004,
offset: -1,
},
].map((level) => ({
...level,
tiles: (index[level.z] ?? []).map((key) => {
@@ -37,13 +72,27 @@ export function createImagery(
corners = tileCorners(x, y, level.z);
const cx = corners.reduce((s, c) => s + c.x, 0) / 4,
cz = corners.reduce((s, c) => s + c.z, 0) / 4;
return { key, x, y, corners, cx, cz, mesh: null, loading: false };
return {
key,
x,
y,
corners,
cx,
cz,
mesh: null,
loading: false,
};
}),
}));
let loads = 0;
let disposed = false;
const controller = new AbortController();
/**
* Runs the show operation for this subsystem.
* @param {*} level - level.
* @param {*} tile - tile.
* @returns {*} Operation result, when applicable.
*/
async function show(level, tile) {
if (tile.mesh || tile.loading || loads >= 6) return;
tile.loading = true;
@@ -105,7 +154,11 @@ export function createImagery(
},
);
}
/**
* Runs the hide operation for this subsystem.
* @param {*} tile - tile.
* @returns {*} Operation result, when applicable.
*/
function hide(tile) {
if (!tile.mesh) return;
group.remove(tile.mesh);
@@ -114,7 +167,6 @@ export function createImagery(
tile.mesh.material.dispose();
tile.mesh = null;
}
let last = null;
return {
group,
@@ -128,7 +180,10 @@ export function createImagery(
update(x, z) {
const moved = !last || Math.hypot(x - last.x, z - last.z) > 25;
if (!moved && loads >= 6) return;
last = { x, z };
last = {
x,
z,
};
for (const level of levels) {
const wanted = [];
for (const tile of level.tiles) {
+130 -9
View File
@@ -16,9 +16,25 @@ const AREA = {
farmland: '#2a3326',
};
const ROAD_WIDTH = [11, 10, 9, 8, 6.5, 6, 5, 4, 4, 2.4, 2, 1.6, 3, 2.2];
/**
* Runs the road color operation for this subsystem.
* @param {*} type - type.
* @returns {*} Operation result, when applicable.
*/
const roadColor = (type) => (type <= 2 ? '#d7dcd3' : type <= 7 ? '#8e9891' : '#5f6b63');
/**
* Runs the tile key operation for this subsystem.
* @param {*} tx - tx.
* @param {*} tz - tz.
* @returns {*} Operation result, when applicable.
*/
const tileKey = (tx, tz) => tx * 100003 + tz;
/**
* Runs the path operation for this subsystem.
* @param {*} c - c.
* @param {*} pts - pts.
* @returns {*} Operation result, when applicable.
*/
function path(c, pts) {
c.beginPath();
c.moveTo(pts[0], pts[1]);
@@ -26,6 +42,14 @@ function path(c, pts) {
}
// Draws features in world metres; the caller sets up the transform. Minor roads go first.
/**
* Runs the draw features operation for this subsystem.
* @param {*} c - c.
* @param {*} options1 - Operation options.
* @param {*} data - data.
* @param {*} minWidth - min Width.
* @returns {*} Operation result, when applicable.
*/
function drawFeatures(c, { areas, roads, buildings }, data, minWidth) {
for (const area of areas) {
c.fillStyle = AREA[data.areaKinds[area[0]]];
@@ -45,11 +69,23 @@ function drawFeatures(c, { areas, roads, buildings }, data, minWidth) {
c.fill();
}
}
/**
* Creates map assets resources for the game.
* @param {*} data - data.
* @param {*} extraLabels - extra Labels.
* @returns {*} Operation result, when applicable.
*/
export function createMapAssets(data, extraLabels = []) {
const { minX, minZ, maxX, maxZ } = data.bounds;
// Bin every feature into the tiles its bounding box touches.
const bins = new Map();
/**
* Runs the bin operation for this subsystem.
* @param {*} list - list.
* @param {*} feature - feature.
* @param {*} first - first.
* @returns {*} Operation result, when applicable.
*/
const bin = (list, feature, first) => {
let x0 = Infinity,
z0 = Infinity,
@@ -64,15 +100,25 @@ export function createMapAssets(data, extraLabels = []) {
for (let tx = Math.floor((x0 - 8) / TILE_M); tx <= Math.floor((x1 + 8) / TILE_M); tx++)
for (let tz = Math.floor((z0 - 8) / TILE_M); tz <= Math.floor((z1 + 8) / TILE_M); tz++) {
const k = tileKey(tx, tz);
if (!bins.has(k)) bins.set(k, { areas: [], roads: [], buildings: [] });
if (!bins.has(k))
bins.set(k, {
areas: [],
roads: [],
buildings: [],
});
bins.get(k)[list].push(feature);
}
};
data.areas.forEach((a) => bin('areas', a, 1));
[...data.roads].sort((a, b) => b[0] - a[0]).forEach((r) => bin('roads', r, 2));
data.buildings.forEach((b) => bin('buildings', b, 1));
const cache = new Map();
/**
* Runs the tile operation for this subsystem.
* @param {*} tx - tx.
* @param {*} tz - tz.
* @returns {*} Operation result, when applicable.
*/
function tile(tx, tz) {
const k = tileKey(tx, tz);
if (cache.has(k)) {
@@ -87,12 +133,20 @@ export function createMapAssets(data, extraLabels = []) {
c.fillStyle = '#1b231f';
c.fillRect(0, 0, TILE_PX, TILE_PX);
c.setTransform(SCALE, 0, 0, SCALE, -tx * TILE_M * SCALE, -tz * TILE_M * SCALE);
drawFeatures(c, bins.get(k) ?? { areas: [], roads: [], buildings: [] }, data, 1.6);
drawFeatures(
c,
bins.get(k) ?? {
areas: [],
roads: [],
buildings: [],
},
data,
1.6,
);
cache.set(k, canvas);
if (cache.size > MAX_TILES) cache.delete(cache.keys().next().value);
return canvas;
}
const overview = document.createElement('canvas');
overview.width = Math.ceil((maxX - minX) * OVERVIEW_SCALE);
overview.height = Math.ceil((maxZ - minZ) * OVERVIEW_SCALE);
@@ -132,7 +186,13 @@ export function createMapAssets(data, extraLabels = []) {
road[Math.min(mid + 3, road.length - 1)] - road[mid - 1],
road[Math.min(mid + 2, road.length - 2)] - road[mid - 2],
);
streets.set(name, { name, len, x: road[mid], z: road[mid + 1], angle });
streets.set(name, {
name,
len,
x: road[mid],
z: road[mid + 1],
angle,
});
}
}
return {
@@ -146,6 +206,17 @@ export function createMapAssets(data, extraLabels = []) {
// Paints the map for the world rectangle x0..x1, z0..z1 into a context already transformed to world
// metres; pxPerMetre decides between detailed tiles and the overview.
/**
* Runs the paint world operation for this subsystem.
* @param {*} c - c.
* @param {*} assets - assets.
* @param {*} x0 - x0.
* @param {*} z0 - z0.
* @param {*} x1 - x1.
* @param {*} z1 - z1.
* @param {*} pxPerMetre - px Per Metre.
* @returns {*} Operation result, when applicable.
*/
function paintWorld(c, assets, x0, z0, x1, z1, pxPerMetre) {
const { minX, minZ } = assets.bounds;
c.fillStyle = '#141b18';
@@ -164,7 +235,16 @@ function paintWorld(c, assets, x0, z0, x1, z1, pxPerMetre) {
for (let tz = Math.floor(z0 / TILE_M); tz <= Math.floor(z1 / TILE_M); tz++)
c.drawImage(assets.tile(tx, tz), tx * TILE_M, tz * TILE_M, TILE_M + 0.5, TILE_M + 0.5);
}
/**
* Runs the rotate point operation for this subsystem.
* @param {*} x - x.
* @param {*} z - z.
* @param {*} cx - cx.
* @param {*} cz - cz.
* @param {*} angle - angle.
* @param {*} k - k.
* @returns {*} Operation result, when applicable.
*/
function rotatePoint(x, z, cx, cz, angle, k) {
const dx = (x - cx) * k,
dz = (z - cz) * k,
@@ -172,7 +252,14 @@ function rotatePoint(x, z, cx, cz, angle, k) {
sin = Math.sin(angle);
return [dx * cos - dz * sin, dx * sin + dz * cos];
}
/**
* Runs the machine icon operation for this subsystem.
* @param {*} c - c.
* @param {*} x - x.
* @param {*} y - y.
* @param {*} options3 - Operation options.
* @returns {*} Operation result, when applicable.
*/
function machineIcon(c, x, y, { objective, visited, open }) {
c.save();
c.translate(x, y);
@@ -203,6 +290,13 @@ function machineIcon(c, x, y, { objective, visited, open }) {
}
// Circular minimap rotated so the camera's forward direction points up.
/**
* Runs the draw minimap operation for this subsystem.
* @param {*} ctx - ctx.
* @param {*} assets - assets.
* @param {*} view - view.
* @returns {*} Operation result, when applicable.
*/
export function drawMinimap(ctx, assets, view) {
const { size, x, z, heading, camForward, radius, markers, route } = view;
const r = size / 2,
@@ -283,11 +377,25 @@ export function drawMinimap(ctx, assets, view) {
}
// Full-screen city map. view = {cx, cz, mpp} (centre in metres, metres per CSS pixel).
/**
* Runs the draw full map operation for this subsystem.
* @param {*} ctx - ctx.
* @param {*} assets - assets.
* @param {*} view - view.
* @param {*} state - state.
* @returns {*} Operation result, when applicable.
*/
export function drawFullMap(ctx, assets, view, state) {
const { width, height } = ctx.canvas,
dpr = state.dpr,
w = width / dpr,
h = height / dpr;
/**
* Runs the to screen operation for this subsystem.
* @param {*} x - x.
* @param {*} z - z.
* @returns {*} Operation result, when applicable.
*/
const toScreen = (x, z) => [(x - view.cx) / view.mpp + w / 2, (z - view.cz) / view.mpp + h / 2];
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
ctx.fillStyle = '#101614';
@@ -407,6 +515,13 @@ export function drawFullMap(ctx, assets, view, state) {
}
// Iran overview for the briefing and the map's country tab. `t` animates the highlight.
/**
* Runs the draw iran operation for this subsystem.
* @param {*} ctx - ctx.
* @param {*} iran - iran.
* @param {*} options2 - Operation options.
* @returns {*} Operation result, when applicable.
*/
export function drawIran(
ctx,
iran,
@@ -420,6 +535,12 @@ export function drawIran(
k = Math.min(width / ((lon1 - lon0) * kx), height / (lat1 - lat0)) * 0.94;
const offX = (width - (lon1 - lon0) * kx * k) / 2,
offY = (height - (lat1 - lat0) * k) / 2;
/**
* Runs the p operation for this subsystem.
* @param {*} lon - lon.
* @param {*} lat - lat.
* @returns {*} Operation result, when applicable.
*/
const p = (lon, lat) => [offX + (lon - lon0) * kx * k, offY + (lat1 - lat) * k];
ctx.clearRect(0, 0, width, height);
for (const province of iran.provinces) {
+103 -11
View File
@@ -2,11 +2,23 @@
// A road is [typeIndex, nameIndex, x0, z0, x1, z1, …]; ways that share an OSM node share coordinates.
export const DRIVABLE_MAX_TYPE = 7; // trunk … service in data.roadTypes
/**
* Runs the build graph operation for this subsystem.
* @param {*} roads - roads.
* @param {*} options1 - Operation options.
* @returns {*} Operation result, when applicable.
*/
export function buildGraph(roads, { drivable = false } = {}) {
const ids = new Map(),
xs = [],
zs = [],
adj = [];
/**
* Runs the node operation for this subsystem.
* @param {*} x - x.
* @param {*} z - z.
* @returns {*} Operation result, when applicable.
*/
const node = (x, z) => {
const k = `${x},${z}`;
if (!ids.has(k)) {
@@ -30,7 +42,13 @@ export function buildGraph(roads, { drivable = false } = {}) {
prev = next;
}
}
const graph = { xs, zs, adj, main: largestComponent(adj), grid: new Map() };
const graph = {
xs,
zs,
adj,
main: largestComponent(adj),
grid: new Map(),
};
graph.main.forEach((inMain, i) => {
if (!inMain) return;
const k = cellKey(Math.floor(xs[i] / 50), Math.floor(zs[i] / 50));
@@ -39,9 +57,18 @@ export function buildGraph(roads, { drivable = false } = {}) {
});
return graph;
}
/**
* Runs the cell key operation for this subsystem.
* @param {*} cx - cx.
* @param {*} cz - cz.
* @returns {*} Operation result, when applicable.
*/
const cellKey = (cx, cz) => cx * 100003 + cz;
/**
* Runs the largest component operation for this subsystem.
* @param {*} adj - adj.
* @returns {*} Operation result, when applicable.
*/
function largestComponent(adj) {
const label = new Int32Array(adj.length).fill(-1),
sizes = [];
@@ -67,6 +94,13 @@ function largestComponent(adj) {
}
// Nearest node of the main connected component, searching outward ring by ring.
/**
* Runs the nearest node operation for this subsystem.
* @param {*} graph - graph.
* @param {*} x - x.
* @param {*} z - z.
* @returns {*} Operation result, when applicable.
*/
export function nearestNode(graph, x, z) {
const cx = Math.floor(x / 50),
cz = Math.floor(z / 50);
@@ -88,15 +122,31 @@ export function nearestNode(graph, x, z) {
}
return best;
}
/**
* Runs the find path operation for this subsystem.
* @param {*} graph - graph.
* @param {*} start - start.
* @param {*} goal - goal.
* @returns {*} Operation result, when applicable.
*/
export function findPath(graph, start, goal) {
if (start < 0 || goal < 0) return null;
const { xs, zs, adj } = graph,
g = new Map([[start, 0]]),
from = new Map(),
closed = new Set();
/**
* Runs the h operation for this subsystem.
* @param {*} n - n.
* @returns {*} Operation result, when applicable.
*/
const h = (n) => Math.hypot(xs[n] - xs[goal], zs[n] - zs[goal]);
const heap = [[h(start), start]];
/**
* Runs the push operation for this subsystem.
* @param {*} item - item.
* @returns {*} Operation result, when applicable.
*/
const push = (item) => {
heap.push(item);
for (let i = heap.length - 1; i > 0;) {
@@ -106,6 +156,11 @@ export function findPath(graph, start, goal) {
i = p;
}
};
/**
* Runs the pop operation for this subsystem.
* @returns {*} Operation result, when applicable.
*/
const pop = () => {
const top = heap[0],
last = heap.pop();
@@ -145,18 +200,42 @@ export function findPath(graph, start, goal) {
}
return null;
}
/**
* Runs the route between operation for this subsystem.
* @param {*} graph - graph.
* @param {*} ax - ax.
* @param {*} az - az.
* @param {*} bx - bx.
* @param {*} bz - bz.
* @returns {*} Operation result, when applicable.
*/
export function routeBetween(graph, ax, az, bx, bz) {
const path = findPath(graph, nearestNode(graph, ax, az), nearestNode(graph, bx, bz));
if (!path) return null;
const points = [
{ x: ax, z: az },
...path.map((n) => ({ x: graph.xs[n], z: graph.zs[n] })),
{ x: bx, z: bz },
{
x: ax,
z: az,
},
...path.map((n) => ({
x: graph.xs[n],
z: graph.zs[n],
})),
{
x: bx,
z: bz,
},
];
return { points, length: polylineLength(points) };
return {
points,
length: polylineLength(points),
};
}
/**
* Runs the polyline length operation for this subsystem.
* @param {*} points - points.
* @returns {*} Operation result, when applicable.
*/
export function polylineLength(points) {
let total = 0;
for (let i = 1; i < points.length; i++)
@@ -165,6 +244,11 @@ export function polylineLength(points) {
}
// Spatial index of road segments, used for street names and keeping trees off paths.
/**
* Runs the build segment index operation for this subsystem.
* @param {*} roads - roads.
* @returns {*} Operation result, when applicable.
*/
export function buildSegmentIndex(roads) {
const grid = new Map();
for (const road of roads)
@@ -187,7 +271,15 @@ export function buildSegmentIndex(roads) {
}
return grid;
}
/**
* Runs the nearest segment operation for this subsystem.
* @param {*} index - index.
* @param {*} x - x.
* @param {*} z - z.
* @param {*} maxDistance - max Distance.
* @param {*} filter - filter.
* @returns {*} Operation result, when applicable.
*/
export function nearestSegment(index, x, z, maxDistance, filter = () => true) {
let best = null,
bestD = maxDistance;