feat: add factory sample machines and robot pricing conversations
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import * as THREE from 'three';
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import data from '../../data/mellat.json';
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import { resolveCircle } from '../world/collision.js';
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import { stepCar } from '../systems/vehicle.js';
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/**
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* Runs the look operation for this subsystem.
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* @param {*} context - context.
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* @param {*} dx - dx.
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* @param {*} dy - dy.
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* @param {*} k - k.
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* @returns {*} Operation result, when applicable.
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*/
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export function look(context, dx, dy, k) {
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// In AR view the phone's orientation aims the camera; dragging only helps when there is no sensor.
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if (context.real.on) {
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if (context.arView.hasOrientation) return;
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context.cam.yaw -= dx * k;
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context.cam.arPitch = THREE.MathUtils.clamp(
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(context.cam.arPitch ?? 0) - dy * k * 0.8,
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-1.2,
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1.2,
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);
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context.cam.lastMouse = context.elapsed;
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return;
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}
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context.cam.yaw -= dx * k;
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context.cam.pitch = THREE.MathUtils.clamp(context.cam.pitch + dy * k * 0.8, -0.15, 1.15);
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context.cam.lastMouse = context.elapsed;
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}
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// Touch joystick: x steers / strafes, y walks / throttles.
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/**
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* Runs the toggle car operation for this subsystem.
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* @param {*} context - context.
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* @returns {*} Operation result, when applicable.
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*/
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export // ---------- Car ----------
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function toggleCar(context) {
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if (context.payment.phase !== 'idle' || context.state.busy) return;
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if (context.real.on) {
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context.say('father', 'توی حالت دنیای واقعی پیاده راه میریم؛ ماشین مجازی لازم نیست.');
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return;
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}
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if (context.mode === 'walk') {
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if (Math.hypot(context.car.x - context.player.x, context.car.z - context.player.z) > 4.5)
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return;
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context.mode = 'drive';
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context.cam.distance = Math.max(context.cam.distance, 8);
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context.tone(320, 0.2, 0.05, 'square');
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context.say('father', 'کمربندها رو ببندیم! مسیر طلایی روی زمین راه رو نشون میده.');
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} else {
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if (Math.abs(context.car.speed) > 3) {
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context.say('father', 'اول ماشین را نگه دار، بعد پیاده میشویم.');
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return;
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}
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// Step out on the driver's (left) side, or wherever is free.
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const left = {
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x: -Math.sin(context.car.heading),
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z: -Math.cos(context.car.heading),
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};
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const spot = resolveCircle(
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context.collision,
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context.car.x + left.x * 2.8,
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context.car.z + left.z * 2.8,
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1,
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);
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Object.assign(context.player, {
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x: spot.x,
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z: spot.z,
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heading: context.car.heading,
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});
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context.car.speed = 0;
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context.mode = 'walk';
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context.cam.distance = 5.5;
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context.tone(260, 0.2, 0.05, 'square');
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}
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context.refreshHUD();
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}
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// ---------- Machines, shop and payment ----------
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// In real-world mode "at the machine" is a GPS radius, because the fix itself is off by metres.
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/**
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* Updates walk from the active simulation.
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* @param {*} context - context.
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* @param {*} dt - dt.
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* @returns {*} Operation result, when applicable.
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*/
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export function updateWalk(context, dt) {
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const forward = {
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x: -Math.sin(context.cam.yaw),
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z: -Math.cos(context.cam.yaw),
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},
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right = {
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x: Math.cos(context.cam.yaw),
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z: -Math.sin(context.cam.yaw),
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};
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const iy = context.axis(['w', 'arrowup'], ['s', 'arrowdown']) + context.stick.y,
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ix = context.axis(['d', 'arrowright'], ['a', 'arrowleft']) + context.stick.x;
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const frozen = context.state.busy || context.payment.phase !== 'idle';
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let dx = forward.x * iy + right.x * ix,
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dz = forward.z * iy + right.z * ix;
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const len = Math.hypot(dx, dz);
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const run = context.keys.has('shift');
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const target = frozen || len < 0.1 ? 0 : (run ? 6.5 : 3.4) * Math.min(1, len);
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context.player.speed += (target - context.player.speed) * Math.min(1, dt * 8);
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if (len > 0.1 && !frozen) {
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dx /= len;
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dz /= len;
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const want = Math.atan2(-dz, dx);
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context.player.heading +=
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Math.atan2(Math.sin(want - context.player.heading), Math.cos(want - context.player.heading)) *
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Math.min(1, dt * 9);
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}
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// Face the machine while buying.
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const station = context.payment.station ?? context.payment.delivering?.station;
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if (frozen && station) {
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const want = Math.atan2(-(station.z - context.player.z), station.x - context.player.x);
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context.player.heading +=
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Math.atan2(Math.sin(want - context.player.heading), Math.cos(want - context.player.heading)) *
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Math.min(1, dt * 6);
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}
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const mx = Math.cos(context.player.heading) * context.player.speed * dt,
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mz = -Math.sin(context.player.heading) * context.player.speed * dt;
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const p = resolveCircle(context.collision, context.player.x + mx, context.player.z + mz, 1);
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const { minX, minZ, maxX, maxZ } = data.bounds;
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context.player.x = THREE.MathUtils.clamp(p.x, minX + 15, maxX - 15);
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context.player.z = THREE.MathUtils.clamp(p.z, minZ + 15, maxZ - 15);
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context.player.gait += dt * context.player.speed * 1.9;
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}
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// Collision log for ?debug runs; trimmed so it never grows without bound.
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/**
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* Updates drive from the active simulation.
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* @param {*} context - context.
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* @param {*} dt - dt.
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* @returns {*} Operation result, when applicable.
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*/
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export function updateDrive(context, dt) {
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if (context.debugHits.length > 200) context.debugHits.splice(0, 100);
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const throttle = THREE.MathUtils.clamp(
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context.axis(['w', 'arrowup'], ['s', 'arrowdown']) + context.stick.y,
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-1,
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1,
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);
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const steer = THREE.MathUtils.clamp(
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context.axis(['d', 'arrowright'], ['a', 'arrowleft']) + context.stick.x,
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-1,
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1,
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);
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// At top speed the car covers almost 2 m per step, so move it in short slices that can't
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// tunnel through a thin wall or fence.
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const slices = Math.max(1, Math.ceil((Math.abs(context.car.speed) * dt) / 0.6));
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for (let i = 0; i < slices; i++) {
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stepCar(
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context.car,
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{
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throttle,
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steer,
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handbrake: context.keys.has(' '),
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},
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dt / slices,
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);
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// Two collision circles along the body keep the nose and tail out of buildings.
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for (const along of [1.3, -1.3]) {
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const cx = context.car.x + Math.cos(context.car.heading) * along,
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cz = context.car.z - Math.sin(context.car.heading) * along;
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const p = resolveCircle(context.collision, cx, cz, 1.05);
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if (p.hit) {
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context.debugHits.push({
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kind: 'building',
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x: Math.round(cx),
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z: Math.round(cz),
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v: +context.car.speed.toFixed(1),
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});
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context.car.x += p.x - cx;
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context.car.z += p.z - cz;
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if (Math.abs(context.car.speed) > 4) context.tone(90, 0.2, 0.08, 'square');
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context.car.speed *= 0.35;
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}
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}
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}
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// Bumping a traffic car slows you down but never throws you backwards. If you stay pressed
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// against one, it pulls away (respawns out of sight) so you can never get stuck behind it.
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for (const npc of context.traffic.cars) {
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const dx = context.car.x - npc.x,
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dz = context.car.z - npc.z,
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d = Math.hypot(dx, dz);
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if (d >= 3.4 || d === 0) {
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if (npc.contact) npc.contact = 0;
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continue;
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}
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context.debugHits.push({
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kind: 'traffic',
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x: Math.round(context.car.x),
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z: Math.round(context.car.z),
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v: +context.car.speed.toFixed(1),
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npcDir: npc.dir,
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});
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context.car.x = npc.x + (dx / d) * 3.4;
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context.car.z = npc.z + (dz / d) * 3.4;
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const towards =
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(Math.cos(context.car.heading) * -dx - Math.sin(context.car.heading) * -dz) *
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Math.sign(context.car.speed) >
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0;
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if (towards && Math.abs(context.car.speed) > 4) context.tone(110, 0.25, 0.08, 'square');
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if (towards) context.car.speed *= 0.4;
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npc.contact = (npc.contact ?? 0) + dt;
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if (npc.contact > 0.8) {
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npc.contact = 0;
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context.traffic.remove(npc);
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}
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}
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const { minX, minZ, maxX, maxZ } = data.bounds;
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context.car.x = THREE.MathUtils.clamp(context.car.x, minX + 15, maxX - 15);
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context.car.z = THREE.MathUtils.clamp(context.car.z, minZ + 15, maxZ - 15);
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Object.assign(context.player, {
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x: context.car.x,
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z: context.car.z,
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heading: context.car.heading,
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});
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// Chase camera swings back behind the car when the mouse is idle.
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if (context.elapsed - context.cam.lastMouse > 1.4 && Math.abs(context.car.speed) > 1) {
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const want =
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Math.atan2(-Math.cos(context.car.heading), Math.sin(context.car.heading)) +
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(context.car.speed < 0 ? Math.PI : 0);
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context.cam.yaw +=
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Math.atan2(Math.sin(want - context.cam.yaw), Math.cos(want - context.cam.yaw)) *
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Math.min(1, dt * 2.2);
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context.cam.pitch += (0.28 - context.cam.pitch) * Math.min(1, dt * 1.5);
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}
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if (context.engine && context.soundOn) {
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context.engine.o.frequency.setTargetAtTime(
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45 + Math.abs(context.car.speed) * 5 + Math.max(0, throttle) * 15,
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context.audio.currentTime,
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0.1,
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);
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context.engine.g.gain.setTargetAtTime(0.025, context.audio.currentTime, 0.2);
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}
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}
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