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
+22 -3
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@@ -2,8 +2,27 @@ import js from '@eslint/js';
import globals from 'globals'; import globals from 'globals';
import hooks from 'eslint-plugin-react-hooks'; import hooks from 'eslint-plugin-react-hooks';
export default [ export default [
{ignores:['dist/**','node_modules/**','public/**','src/data/**','docs/**']}, { ignores: ['dist/**', 'node_modules/**', 'public/**', 'src/data/**', 'docs/**'] },
js.configs.recommended, js.configs.recommended,
{files:['**/*.{js,jsx,mjs}'],languageOptions:{ecmaVersion:2022,sourceType:'module',globals:{...globals.browser,...globals.node},parserOptions:{ecmaFeatures:{jsx:true}}},rules:{'no-unused-vars':['error',{argsIgnorePattern:'^_',varsIgnorePattern:'^[A-Z]',ignoreRestSiblings:true}],'no-empty':['error',{allowEmptyCatch:true}]}}, {
{files:['src/**/*.{js,jsx}'],plugins:{'react-hooks':hooks},rules:{'react-hooks/rules-of-hooks':'error','react-hooks/exhaustive-deps':'error'}}, files: ['**/*.{js,jsx,mjs}'],
languageOptions: {
ecmaVersion: 2022,
sourceType: 'module',
globals: { ...globals.browser, ...globals.node },
parserOptions: { ecmaFeatures: { jsx: true } },
},
rules: {
'no-unused-vars': [
'error',
{ argsIgnorePattern: '^_', varsIgnorePattern: '^[A-Z]', ignoreRestSiblings: true },
],
'no-empty': ['error', { allowEmptyCatch: true }],
},
},
{
files: ['src/**/*.{js,jsx}'],
plugins: { 'react-hooks': hooks },
rules: { 'react-hooks/rules-of-hooks': 'error', 'react-hooks/exhaustive-deps': 'error' },
},
]; ];
+21 -14
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@@ -1,17 +1,24 @@
<!doctype html> <!doctype html>
<html lang="fa" dir="rtl"> <html lang="fa" dir="rtl">
<head> <head>
<meta charset="UTF-8"> <meta charset="UTF-8" />
<meta name="viewport" content="width=device-width,initial-scale=1,viewport-fit=cover"> <meta name="viewport" content="width=device-width,initial-scale=1,viewport-fit=cover" />
<meta name="theme-color" content="#0d1412"> <meta name="theme-color" content="#0d1412" />
<title>عملیات مشهد | روبات مارکت</title> <title>عملیات مشهد | روبات مارکت</title>
<meta name="description" content="از کارخانهٔ روبات مارکت تا بوستان ملت: دستگاه‌های وندینگ را در مشهد پیدا کن و امتیاز بگیر."> <meta
<meta name="mobile-web-app-capable" content="yes"> name="description"
<meta name="apple-mobile-web-app-capable" content="yes"> content="از کارخانهٔ روبات مارکت تا بوستان ملت: دستگاه‌های وندینگ را در مشهد پیدا کن و امتیاز بگیر."
<meta name="apple-mobile-web-app-status-bar-style" content="black-translucent"> />
<meta name="apple-mobile-web-app-title" content="روبات مارکت"> <meta name="mobile-web-app-capable" content="yes" />
<link rel="manifest" href="./manifest.webmanifest"> <meta name="apple-mobile-web-app-capable" content="yes" />
<link rel="icon" type="image/png" href="./icons/favicon-64.png"> <meta name="apple-mobile-web-app-status-bar-style" content="black-translucent" />
<link rel="apple-touch-icon" href="./icons/apple-touch-icon.png"> <meta name="apple-mobile-web-app-title" content="روبات مارکت" />
</head> <link rel="manifest" href="./manifest.webmanifest" />
<body><div id="root"></div><script type="module" src="/src/main.jsx"></script></body></html> <link rel="icon" type="image/png" href="./icons/favicon-64.png" />
<link rel="apple-touch-icon" href="./icons/apple-touch-icon.png" />
</head>
<body>
<div id="root"></div>
<script type="module" src="/src/main.jsx"></script>
</body>
</html>
+2 -2
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@@ -6,8 +6,8 @@
"dev": "vite --host 0.0.0.0", "dev": "vite --host 0.0.0.0",
"build": "vite build", "build": "vite build",
"preview": "vite preview --host 0.0.0.0", "preview": "vite preview --host 0.0.0.0",
"format": "prettier --write \"src/**/*.{js,jsx,css,md}\" \"tests/**/*.js\" vite.config.js", "format": "prettier --write \"src/**/*.{js,jsx,css,md}\" \"tests/**/*.js\" \"*.{js,html}\" \"scripts/*.mjs\"",
"format:check": "prettier --check \"src/**/*.{js,jsx,css,md}\" \"tests/**/*.js\" vite.config.js", "format:check": "prettier --check \"src/**/*.{js,jsx,css,md}\" \"tests/**/*.js\" \"*.{js,html}\" \"scripts/*.mjs\"",
"predev": "npm run format", "predev": "npm run format",
"prebuild": "npm run format", "prebuild": "npm run format",
"test": "npm run test:logic && npm run test:ui", "test": "npm run test:logic && npm run test:ui",
+1 -1
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@@ -1 +1 @@
export default {plugins:{tailwindcss:{},autoprefixer:{}}}; export default { plugins: { tailwindcss: {}, autoprefixer: {} } };
+54 -30
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@@ -14,34 +14,38 @@
// vertex count u8, height in 0.5 m u8, first vertex (x u16, z u16) in `step` metres from that origin, // vertex count u8, height in 0.5 m u8, first vertex (x u16, z u16) in `step` metres from that origin,
// then each further vertex as (dx i16, dz i16) from the one before. Buildings are sorted west to // then each further vertex as (dx i16, dz i16) from the one before. Buildings are sorted west to
// east in 100 m strips, so neighbours sit next to each other and the small deltas gzip well. // east in 100 m strips, so neighbours sit next to each other and the small deltas gzip well.
import {createReadStream, readFileSync, writeFileSync, mkdirSync} from 'node:fs'; import { createReadStream, readFileSync, writeFileSync, mkdirSync } from 'node:fs';
import {createGunzip} from 'node:zlib'; import { createGunzip } from 'node:zlib';
import {createInterface} from 'node:readline'; import { createInterface } from 'node:readline';
import {toLocal} from '../src/utils/geo.js'; import { toLocal } from '../src/utils/geo.js';
import {FACTORY} from '../src/constants/locations.js'; import { FACTORY } from '../src/constants/locations.js';
import {createCollisionWorld, blocked} from '../src/game/world/collision.js'; import { createCollisionWorld, blocked } from '../src/game/world/collision.js';
const [source] = process.argv.slice(2); const [source] = process.argv.slice(2);
if (!source) { if (!source) {
console.error('usage: node scripts/build-buildings.mjs <global-buildings .csv.gz>'); console.error('usage: node scripts/build-buildings.mjs <global-buildings .csv.gz>');
process.exit(1); process.exit(1);
} }
const STEP = .5; const STEP = 0.5;
const data = JSON.parse(readFileSync(new URL('../src/data/mellat.json', import.meta.url), 'utf8')); const data = JSON.parse(readFileSync(new URL('../src/data/mellat.json', import.meta.url), 'utf8'));
const {minX, minZ, maxX, maxZ} = data.bounds; const { minX, minZ, maxX, maxZ } = data.bounds;
const osm = createCollisionWorld(data.buildings.map(b => b.slice(1))); const osm = createCollisionWorld(data.buildings.map((b) => b.slice(1)));
const areasOf = kind => data.areas.filter(a => data.areaKinds[a[0]] === kind).map(a => a.slice(1)); const areasOf = (kind) =>
const industrial = createCollisionWorld(areasOf('industrial')), parks = createCollisionWorld([...areasOf('park'), ...areasOf('forest')]); data.areas.filter((a) => data.areaKinds[a[0]] === kind).map((a) => a.slice(1));
const industrial = createCollisionWorld(areasOf('industrial')),
parks = createCollisionWorld([...areasOf('park'), ...areasOf('forest')]);
// The factory compound in its own frame (u along the driveway, v across), with a margin. // The factory compound in its own frame (u along the driveway, v across), with a margin.
const normal = {x: -FACTORY.axis.z, z: FACTORY.axis.x}; const normal = { x: -FACTORY.axis.z, z: FACTORY.axis.x };
const inFactory = (x, z) => { const inFactory = (x, z) => {
const dx = x - FACTORY.center.x, dz = z - FACTORY.center.z; const dx = x - FACTORY.center.x,
const u = dx * FACTORY.axis.x + dz * FACTORY.axis.z, v = dx * normal.x + dz * normal.z; dz = z - FACTORY.center.z;
const u = dx * FACTORY.axis.x + dz * FACTORY.axis.z,
v = dx * normal.x + dz * normal.z;
return u > -115 && u < 85 && v > -55 && v < 55; return u > -115 && u < 85 && v > -55 && v < 55;
}; };
const hash = n => { const hash = (n) => {
n = Math.imul(n ^ (n >>> 16), 0x45d9f3b); n = Math.imul(n ^ (n >>> 16), 0x45d9f3b);
n = Math.imul(n ^ (n >>> 16), 0x45d9f3b); n = Math.imul(n ^ (n >>> 16), 0x45d9f3b);
return ((n ^ (n >>> 16)) >>> 0) / 4294967296; return ((n ^ (n >>> 16)) >>> 0) / 4294967296;
@@ -52,8 +56,9 @@ const hash = n => {
const outskirts = (x, z) => x < -6000 || z < -9400; const outskirts = (x, z) => x < -6000 || z < -9400;
// Storeys of 3.2 m, picked from the footprint area; warehouses are one tall storey. // Storeys of 3.2 m, picked from the footprint area; warehouses are one tall storey.
export function estimateHeight(area, {inIndustrial, inPark, inOutskirts}, seed) { export function estimateHeight(area, { inIndustrial, inPark, inOutskirts }, seed) {
const r = hash(seed), pick = (lo, hi) => lo + Math.floor(r * (hi - lo + 1)); const r = hash(seed),
pick = (lo, hi) => lo + Math.floor(r * (hi - lo + 1));
if (inPark) return 3.2; if (inPark) return 3.2;
if ((inIndustrial || inOutskirts) && area >= 250) return 6 + r * 3; if ((inIndustrial || inOutskirts) && area >= 250) return 6 + r * 3;
if (inOutskirts) return pick(1, 2) * 3.2; if (inOutskirts) return pick(1, 2) * 3.2;
@@ -65,7 +70,7 @@ export function estimateHeight(area, {inIndustrial, inPark, inOutskirts}, seed)
return pick(5, 8) * 3.2; return pick(5, 8) * 3.2;
} }
const polygonArea = pts => { const polygonArea = (pts) => {
let a = 0; let a = 0;
for (let i = 0; i < pts.length; i += 2) { for (let i = 0; i < pts.length; i += 2) {
const j = (i + 2) % pts.length; const j = (i + 2) % pts.length;
@@ -75,8 +80,12 @@ const polygonArea = pts => {
}; };
const out = []; const out = [];
let read = 0, outside = 0, duplicate = 0, factory = 0, tiny = 0; let read = 0,
const lines = createInterface({input: createReadStream(source).pipe(createGunzip())}); outside = 0,
duplicate = 0,
factory = 0,
tiny = 0;
const lines = createInterface({ input: createReadStream(source).pipe(createGunzip()) });
for await (const line of lines) { for await (const line of lines) {
if (!line.trim()) continue; if (!line.trim()) continue;
read++; read++;
@@ -86,7 +95,8 @@ for await (const line of lines) {
const p = toLocal(lat, lon); const p = toLocal(lat, lon);
pts.push(p.x, p.z); pts.push(p.x, p.z);
} }
let cx = 0, cz = 0; let cx = 0,
cz = 0;
for (let i = 0; i < pts.length; i += 2) { for (let i = 0; i < pts.length; i += 2) {
cx += pts[i]; cx += pts[i];
cz += pts[i + 1]; cz += pts[i + 1];
@@ -111,28 +121,40 @@ for await (const line of lines) {
factory++; factory++;
continue; continue;
} }
const height = estimateHeight(area, {inIndustrial: blocked(industrial, cx, cz), inPark: blocked(parks, cx, cz), inOutskirts: outskirts(cx, cz)}, Math.round(cx * 7 + cz * 13)); const height = estimateHeight(
out.push({height, pts}); area,
{
inIndustrial: blocked(industrial, cx, cz),
inPark: blocked(parks, cx, cz),
inOutskirts: outskirts(cx, cz),
},
Math.round(cx * 7 + cz * 13),
);
out.push({ height, pts });
} }
let bytes = 20; let bytes = 20;
for (const b of out) bytes += 2 + b.pts.length * 2; for (const b of out) bytes += 2 + b.pts.length * 2;
const buffer = new ArrayBuffer(bytes), view = new DataView(buffer); const buffer = new ArrayBuffer(bytes),
view = new DataView(buffer);
[0x52, 0x4d, 0x42, 0x32].forEach((c, i) => view.setUint8(i, c)); [0x52, 0x4d, 0x42, 0x32].forEach((c, i) => view.setUint8(i, c));
out.sort((a, b) => Math.floor(a.pts[1] / 100) - Math.floor(b.pts[1] / 100) || a.pts[0] - b.pts[0]); out.sort((a, b) => Math.floor(a.pts[1] / 100) - Math.floor(b.pts[1] / 100) || a.pts[0] - b.pts[0]);
view.setUint32(4, out.length, true); view.setUint32(4, out.length, true);
// Coordinates are stored from a point 200 m outside the region, so edge buildings never go negative. // Coordinates are stored from a point 200 m outside the region, so edge buildings never go negative.
const originX = minX - 200, originZ = minZ - 200; const originX = minX - 200,
originZ = minZ - 200;
view.setFloat32(8, originX, true); view.setFloat32(8, originX, true);
view.setFloat32(12, originZ, true); view.setFloat32(12, originZ, true);
view.setFloat32(16, STEP, true); view.setFloat32(16, STEP, true);
let o = 20; let o = 20;
for (const b of out) { for (const b of out) {
view.setUint8(o++, b.pts.length / 2); view.setUint8(o++, b.pts.length / 2);
view.setUint8(o++, Math.min(255, Math.round(b.height / .5))); view.setUint8(o++, Math.min(255, Math.round(b.height / 0.5)));
let px = 0, pz = 0; let px = 0,
pz = 0;
for (let i = 0; i < b.pts.length; i += 2) { for (let i = 0; i < b.pts.length; i += 2) {
const qx = Math.round((b.pts[i] - originX) / STEP), qz = Math.round((b.pts[i + 1] - originZ) / STEP); const qx = Math.round((b.pts[i] - originX) / STEP),
qz = Math.round((b.pts[i + 1] - originZ) / STEP);
if (i === 0) { if (i === 0) {
view.setUint16(o, qx, true); view.setUint16(o, qx, true);
view.setUint16(o + 2, qz, true); view.setUint16(o + 2, qz, true);
@@ -145,6 +167,8 @@ for (const b of out) {
o += 4; o += 4;
} }
} }
mkdirSync(new URL('../public/data/', import.meta.url), {recursive: true}); mkdirSync(new URL('../public/data/', import.meta.url), { recursive: true });
writeFileSync(new URL('../public/data/buildings.bin', import.meta.url), new Uint8Array(buffer)); writeFileSync(new URL('../public/data/buildings.bin', import.meta.url), new Uint8Array(buffer));
console.log(`read ${read}, kept ${out.length}, outside ${outside}, OSM duplicates ${duplicate}, factory ${factory}, tiny ${tiny}, ${(bytes / 1e6).toFixed(1)} MB`); console.log(
`read ${read}, kept ${out.length}, outside ${outside}, OSM duplicates ${duplicate}, factory ${factory}, tiny ${tiny}, ${(bytes / 1e6).toFixed(1)} MB`,
);
+168 -61
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@@ -14,50 +14,71 @@
// main roads: [bbox:36.298,59.405,36.462,59.572];way["highway"~"^(trunk|primary|secondary|tertiary|motorway)(_link)?$"]; // main roads: [bbox:36.298,59.405,36.462,59.572];way["highway"~"^(trunk|primary|secondary|tertiary|motorway)(_link)?$"];
// poi: nwr["railway"="station"](36.28,59.48,36.36,59.60);nwr["amenity"="university"](…);out center tags; // poi: nwr["railway"="station"](36.28,59.48,36.36,59.60);nwr["amenity"="university"](…);out center tags;
// Map data © OpenStreetMap contributors (ODbL). Province outlines: Natural Earth (public domain). // Map data © OpenStreetMap contributors (ODbL). Province outlines: Natural Earth (public domain).
import {readFileSync, writeFileSync} from 'node:fs'; import { readFileSync, writeFileSync } from 'node:fs';
import {ORIGIN, toLocal} from '../src/utils/geo.js'; import { ORIGIN, toLocal } from '../src/utils/geo.js';
const args = {osm: []}; const args = { osm: [] };
for (let i = 2, key = null; i < process.argv.length; i++) { for (let i = 2, key = null; i < process.argv.length; i++) {
if (process.argv[i].startsWith('--')) key = process.argv[i].slice(2); if (process.argv[i].startsWith('--')) key = process.argv[i].slice(2);
else if (key === 'osm') args.osm.push(process.argv[i]); else if (key === 'osm') args.osm.push(process.argv[i]);
else args[key] = process.argv[i]; else args[key] = process.argv[i];
} }
if (!args.osm.length || !args.poi || !args.provinces) { if (!args.osm.length || !args.poi || !args.provinces) {
console.error('usage: node scripts/build-map-data.mjs --osm <file>… --poi <poi-osm.json> --provinces <provinces.geojson>'); console.error(
'usage: node scripts/build-map-data.mjs --osm <file>… --poi <poi-osm.json> --provinces <provinces.geojson>',
);
process.exit(1); process.exit(1);
} }
// Points of interest are kept only inside the detailed city zone. // Points of interest are kept only inside the detailed city zone.
const BBOX = {minLat: 36.300, maxLat: 36.330, minLon: 59.512, maxLon: 59.566}; const BBOX = { minLat: 36.3, maxLat: 36.33, minLon: 59.512, maxLon: 59.566 };
// The playable region: from the factory on the Chenaran road to Park Mellat and Ferdowsi University. // The playable region: from the factory on the Chenaran road to Park Mellat and Ferdowsi University.
const REGION = {minLat: 36.298, maxLat: 36.462, minLon: 59.405, maxLon: 59.572}; const REGION = { minLat: 36.298, maxLat: 36.462, minLon: 59.405, maxLon: 59.572 };
const merged = new Map(); const merged = new Map();
for (const file of args.osm) for (const e of JSON.parse(readFileSync(file, 'utf8')).elements) merged.set(`${e.type}/${e.id}`, e); for (const file of args.osm)
for (const e of JSON.parse(readFileSync(file, 'utf8')).elements)
merged.set(`${e.type}/${e.id}`, e);
const city = [...merged.values()]; const city = [...merged.values()];
const poi = JSON.parse(readFileSync(args.poi, 'utf8')).elements; const poi = JSON.parse(readFileSync(args.poi, 'utf8')).elements;
const provincesPath = args.provinces; const provincesPath = args.provinces;
const r1 = v => Math.round(v * 10) / 10; const r1 = (v) => Math.round(v * 10) / 10;
const flat = geometry => geometry.flatMap(({lat, lon}) => { const flat = (geometry) =>
const {x, z} = toLocal(lat, lon); geometry.flatMap(({ lat, lon }) => {
const { x, z } = toLocal(lat, lon);
return [r1(x), r1(z)]; return [r1(x), r1(z)];
}); });
// Closed OSM rings repeat their first node; the game stores each vertex once. // Closed OSM rings repeat their first node; the game stores each vertex once.
const ring = geometry => { const ring = (geometry) => {
const pts = flat(geometry); const pts = flat(geometry);
if (pts.length > 4 && pts[0] === pts.at(-2) && pts[1] === pts.at(-1)) pts.length -= 2; if (pts.length > 4 && pts[0] === pts.at(-2) && pts[1] === pts.at(-1)) pts.length -= 2;
return pts; return pts;
}; };
const hash = n => { const hash = (n) => {
n = (n ^ 61) ^ (n >>> 16); n = n ^ 61 ^ (n >>> 16);
n = Math.imul(n, 9); n = Math.imul(n, 9);
n ^= n >>> 4; n ^= n >>> 4;
n = Math.imul(n, 0x27d4eb2d); n = Math.imul(n, 0x27d4eb2d);
return ((n ^ (n >>> 15)) >>> 0) / 4294967296; return ((n ^ (n >>> 15)) >>> 0) / 4294967296;
}; };
const roadTypes = ['trunk', 'primary', 'secondary', 'tertiary', 'unclassified', 'residential', 'living_street', 'service', 'pedestrian', 'footway', 'cycleway', 'path', 'track', 'steps']; const roadTypes = [
const names = [], nameIndex = new Map(); 'trunk',
const nameId = name => { 'primary',
'secondary',
'tertiary',
'unclassified',
'residential',
'living_street',
'service',
'pedestrian',
'footway',
'cycleway',
'path',
'track',
'steps',
];
const names = [],
nameIndex = new Map();
const nameId = (name) => {
if (!name) return -1; if (!name) return -1;
if (!nameIndex.has(name)) { if (!nameIndex.has(name)) {
nameIndex.set(name, names.length); nameIndex.set(name, names.length);
@@ -65,21 +86,41 @@ const nameId = name => {
} }
return nameIndex.get(name); return nameIndex.get(name);
}; };
const roads = [], buildings = [], areas = [], labels = [], onewayRoads = []; const roads = [],
buildings = [],
areas = [],
labels = [],
onewayRoads = [];
const areaKinds = ['park', 'grass', 'forest', 'pitch', 'water', 'campus', 'industrial', 'farmland']; const areaKinds = ['park', 'grass', 'forest', 'pitch', 'water', 'campus', 'industrial', 'farmland'];
const areaKind = t => t.leisure === 'park' || t.leisure === 'garden' || t.landuse === 'park' || t.landuse === 'recreation_ground' ? 'park' const areaKind = (t) =>
: t.landuse === 'grass' ? 'grass' t.leisure === 'park' ||
: t.landuse === 'forest' || t.natural === 'wood' ? 'forest' t.leisure === 'garden' ||
: t.leisure === 'pitch' ? 'pitch' t.landuse === 'park' ||
: t.natural === 'water' ? 'water' t.landuse === 'recreation_ground'
: ['school', 'university', 'college'].includes(t.amenity) ? 'campus' ? 'park'
: t.landuse === 'industrial' ? 'industrial' : t.landuse === 'grass'
: t.landuse === 'farmland' ? 'farmland' : null; ? 'grass'
: t.landuse === 'forest' || t.natural === 'wood'
? 'forest'
: t.leisure === 'pitch'
? 'pitch'
: t.natural === 'water'
? 'water'
: ['school', 'university', 'college'].includes(t.amenity)
? 'campus'
: t.landuse === 'industrial'
? 'industrial'
: t.landuse === 'farmland'
? 'farmland'
: null;
// Joins a relation's outer member ways end to end into closed rings. // Joins a relation's outer member ways end to end into closed rings.
function joinRings(members) { function joinRings(members) {
const parts = members.filter(m => m.type === 'way' && m.role !== 'inner' && m.geometry?.length > 1).map(m => m.geometry.slice()); const parts = members
const rings = [], same = (a, b) => a.lat === b.lat && a.lon === b.lon; .filter((m) => m.type === 'way' && m.role !== 'inner' && m.geometry?.length > 1)
.map((m) => m.geometry.slice());
const rings = [],
same = (a, b) => a.lat === b.lat && a.lon === b.lon;
while (parts.length) { while (parts.length) {
let current = parts.shift(); let current = parts.shift();
for (let grown = true; grown && !same(current[0], current.at(-1));) { for (let grown = true; grown && !same(current[0], current.at(-1));) {
@@ -106,10 +147,14 @@ for (const e of city) {
if (e.type === 'way' && highway && roadTypes.includes(highway) && e.geometry?.length > 1) { if (e.type === 'way' && highway && roadTypes.includes(highway) && e.geometry?.length > 1) {
// One-way roads are stored pointing in their direction of travel; dual carriageways // One-way roads are stored pointing in their direction of travel; dual carriageways
// (each side its own way) are one-way, as are motorways and roundabouts by default. // (each side its own way) are one-way, as are motorways and roundabouts by default.
const oneway = ['yes', 'true', '1', '-1'].includes(t.oneway) || (t.oneway !== 'no' && (t.highway.startsWith('motorway') || ['roundabout', 'circular'].includes(t.junction))); const oneway =
['yes', 'true', '1', '-1'].includes(t.oneway) ||
(t.oneway !== 'no' &&
(t.highway.startsWith('motorway') || ['roundabout', 'circular'].includes(t.junction)));
const geometry = t.oneway === '-1' ? [...e.geometry].reverse() : e.geometry; const geometry = t.oneway === '-1' ? [...e.geometry].reverse() : e.geometry;
// Whole ways come back from Overpass, so cut them where they leave the region. // Whole ways come back from Overpass, so cut them where they leave the region.
const inRegion = ({lat, lon}) => lat >= REGION.minLat && lat <= REGION.maxLat && lon >= REGION.minLon && lon <= REGION.maxLon; const inRegion = ({ lat, lon }) =>
lat >= REGION.minLat && lat <= REGION.maxLat && lon >= REGION.minLon && lon <= REGION.maxLon;
let run = []; let run = [];
for (const point of [...geometry, null]) { for (const point of [...geometry, null]) {
if (point && inRegion(point)) run.push(point); if (point && inRegion(point)) run.push(point);
@@ -122,31 +167,63 @@ for (const e of city) {
} }
} }
} else if (e.type === 'way' && t.building && e.geometry?.length > 3) { } else if (e.type === 'way' && t.building && e.geometry?.length > 3) {
const levels = Number.parseFloat(t['building:levels']), height = Number.parseFloat(t.height); const levels = Number.parseFloat(t['building:levels']),
const h = Number.isFinite(height) ? height : Number.isFinite(levels) ? levels * 3.2 : (2 + Math.floor(hash(e.id) * 4)) * 3.2; height = Number.parseFloat(t.height);
const h = Number.isFinite(height)
? height
: Number.isFinite(levels)
? levels * 3.2
: (2 + Math.floor(hash(e.id) * 4)) * 3.2;
buildings.push([r1(Math.min(h, 80)), ...ring(e.geometry)]); buildings.push([r1(Math.min(h, 80)), ...ring(e.geometry)]);
} else if (e.type === 'way' && areaKind(t) && e.geometry?.length > 3) { } else if (e.type === 'way' && areaKind(t) && e.geometry?.length > 3) {
areas.push([areaKinds.indexOf(areaKind(t)), ...ring(e.geometry)]); areas.push([areaKinds.indexOf(areaKind(t)), ...ring(e.geometry)]);
} else if (e.type === 'relation' && areaKind(t)) { } else if (e.type === 'relation' && areaKind(t)) {
for (const r of joinRings(e.members ?? [])) areas.push([areaKinds.indexOf(areaKind(t)), ...ring(r)]); for (const r of joinRings(e.members ?? []))
areas.push([areaKinds.indexOf(areaKind(t)), ...ring(r)]);
} }
if (t.name && (t.amenity === 'school' || t.amenity === 'university' || t.leisure === 'park' || t.landuse === 'industrial')) { if (
const c = e.type === 'node' ? e : e.bounds ? {lat: (e.bounds.minlat + e.bounds.maxlat) / 2, lon: (e.bounds.minlon + e.bounds.maxlon) / 2} : null; t.name &&
if (c) labels.push({name: t.name, kind: t.landuse === 'industrial' ? 'industrial' : t.amenity ?? 'park', ...roundPoint(toLocal(c.lat, c.lon))}); (t.amenity === 'school' ||
t.amenity === 'university' ||
t.leisure === 'park' ||
t.landuse === 'industrial')
) {
const c =
e.type === 'node'
? e
: e.bounds
? {
lat: (e.bounds.minlat + e.bounds.maxlat) / 2,
lon: (e.bounds.minlon + e.bounds.maxlon) / 2,
}
: null;
if (c)
labels.push({
name: t.name,
kind: t.landuse === 'industrial' ? 'industrial' : (t.amenity ?? 'park'),
...roundPoint(toLocal(c.lat, c.lon)),
});
} }
} }
for (const e of poi) { for (const e of poi) {
const t = e.tags ?? {}, c = e.center ?? e; const t = e.tags ?? {},
if (c.lat < BBOX.minLat || c.lat > BBOX.maxLat || c.lon < BBOX.minLon || c.lon > BBOX.maxLon) continue; c = e.center ?? e;
if (t.railway === 'station' || t.shop === 'mall') labels.push({name: t.name, kind: t.railway ? 'metro' : 'mall', ...roundPoint(toLocal(c.lat, c.lon))}); if (c.lat < BBOX.minLat || c.lat > BBOX.maxLat || c.lon < BBOX.minLon || c.lon > BBOX.maxLon)
continue;
if (t.railway === 'station' || t.shop === 'mall')
labels.push({
name: t.name,
kind: t.railway ? 'metro' : 'mall',
...roundPoint(toLocal(c.lat, c.lon)),
});
} }
function roundPoint({x, z}) { function roundPoint({ x, z }) {
return {x: r1(x), z: r1(z)}; return { x: r1(x), z: r1(z) };
} }
// Areas draw largest first, so small pitches and ponds stay visible on top of parks. // Areas draw largest first, so small pitches and ponds stay visible on top of parks.
const polygonArea = pts => { const polygonArea = (pts) => {
let a = 0; let a = 0;
for (let i = 0; i < pts.length; i += 2) { for (let i = 0; i < pts.length; i += 2) {
const j = (i + 2) % pts.length; const j = (i + 2) % pts.length;
@@ -156,52 +233,82 @@ const polygonArea = pts => {
}; };
areas.sort((a, b) => polygonArea(b.slice(1)) - polygonArea(a.slice(1))); areas.sort((a, b) => polygonArea(b.slice(1)) - polygonArea(a.slice(1)));
// The world spans every road we kept, plus a margin. // The world spans every road we kept, plus a margin.
let minX = Infinity, minZ = Infinity, maxX = -Infinity, maxZ = -Infinity; let minX = Infinity,
for (const road of roads) for (let i = 2; i < road.length; i += 2) { minZ = Infinity,
maxX = -Infinity,
maxZ = -Infinity;
for (const road of roads)
for (let i = 2; i < road.length; i += 2) {
minX = Math.min(minX, road[i]); minX = Math.min(minX, road[i]);
maxX = Math.max(maxX, road[i]); maxX = Math.max(maxX, road[i]);
minZ = Math.min(minZ, road[i + 1]); minZ = Math.min(minZ, road[i + 1]);
maxZ = Math.max(maxZ, road[i + 1]); maxZ = Math.max(maxZ, road[i + 1]);
} }
const min = {x: Math.floor(minX - 200), z: Math.floor(minZ - 200)}, max = {x: Math.ceil(maxX + 200), z: Math.ceil(maxZ + 200)}; const min = { x: Math.floor(minX - 200), z: Math.floor(minZ - 200) },
max = { x: Math.ceil(maxX + 200), z: Math.ceil(maxZ + 200) };
const city_ = { const city_ = {
origin: ORIGIN, origin: ORIGIN,
attribution: '© OpenStreetMap contributors', attribution: '© OpenStreetMap contributors',
bounds: {minX: min.x, minZ: min.z, maxX: max.x, maxZ: max.z}, bounds: { minX: min.x, minZ: min.z, maxX: max.x, maxZ: max.z },
roadTypes, areaKinds, names, roads, buildings, areas, roadTypes,
areaKinds,
names,
roads,
buildings,
areas,
// Indices into `roads` of one-way roads, whose points run in the direction of travel. // Indices into `roads` of one-way roads, whose points run in the direction of travel.
oneway: onewayRoads, oneway: onewayRoads,
labels: [...new Map(labels.map(l => [l.name, l])).values()] labels: [...new Map(labels.map((l) => [l.name, l])).values()],
}; };
writeFileSync(new URL('../src/data/mellat.json', import.meta.url), JSON.stringify(city_)); writeFileSync(new URL('../src/data/mellat.json', import.meta.url), JSON.stringify(city_));
// Douglas–Peucker keeps the province shapes recognisable at a fraction of the size. // Douglas–Peucker keeps the province shapes recognisable at a fraction of the size.
function simplify(points, tolerance) { function simplify(points, tolerance) {
if (points.length < 3) return points; if (points.length < 3) return points;
const [ax, ay] = points[0], [bx, by] = points.at(-1); const [ax, ay] = points[0],
let index = 0, distance = 0; [bx, by] = points.at(-1);
let index = 0,
distance = 0;
for (let i = 1; i < points.length - 1; i++) { for (let i = 1; i < points.length - 1; i++) {
const [px, py] = points[i], dx = bx - ax, dy = by - ay, len = Math.hypot(dx, dy); const [px, py] = points[i],
dx = bx - ax,
dy = by - ay,
len = Math.hypot(dx, dy);
// A closed ring starts and ends on the same point, so measure from that point instead. // A closed ring starts and ends on the same point, so measure from that point instead.
const d = len ? Math.abs(dy * px - dx * py + bx * ay - by * ax) / len : Math.hypot(px - ax, py - ay); const d = len
? Math.abs(dy * px - dx * py + bx * ay - by * ax) / len
: Math.hypot(px - ax, py - ay);
if (d > distance) { if (d > distance) {
index = i; index = i;
distance = d; distance = d;
} }
} }
if (distance <= tolerance) return [points[0], points.at(-1)]; if (distance <= tolerance) return [points[0], points.at(-1)];
return [...simplify(points.slice(0, index + 1), tolerance).slice(0, -1), ...simplify(points.slice(index), tolerance)]; return [
...simplify(points.slice(0, index + 1), tolerance).slice(0, -1),
...simplify(points.slice(index), tolerance),
];
} }
const provinces = JSON.parse(readFileSync(provincesPath, 'utf8')).features const provinces = JSON.parse(readFileSync(provincesPath, 'utf8'))
.filter(f => f.properties.adm0_a3 === 'IRN') .features.filter((f) => f.properties.adm0_a3 === 'IRN')
.map(f => { .map((f) => {
const polygons = f.geometry.type === 'Polygon' ? [f.geometry.coordinates] : f.geometry.coordinates; const polygons =
f.geometry.type === 'Polygon' ? [f.geometry.coordinates] : f.geometry.coordinates;
return { return {
id: f.properties.name, id: f.properties.name,
name: f.properties.name_fa.replace(/^استان\s+/, ''), name: f.properties.name_fa.replace(/^استان\s+/, ''),
rings: polygons.map(p => simplify(p[0], .02).flatMap(([lon, lat]) => [Math.round(lon * 1000) / 1000, Math.round(lat * 1000) / 1000])).filter(r => r.length >= 8) rings: polygons
.map((p) =>
simplify(p[0], 0.02).flatMap(([lon, lat]) => [
Math.round(lon * 1000) / 1000,
Math.round(lat * 1000) / 1000,
]),
)
.filter((r) => r.length >= 8),
}; };
}); });
writeFileSync(new URL('../src/data/iran.json', import.meta.url), JSON.stringify({provinces})); writeFileSync(new URL('../src/data/iran.json', import.meta.url), JSON.stringify({ provinces }));
console.log(`roads ${roads.length}, buildings ${buildings.length}, areas ${areas.length}, labels ${city_.labels.length}, provinces ${provinces.length}`); console.log(
`roads ${roads.length}, buildings ${buildings.length}, areas ${areas.length}, labels ${city_.labels.length}, provinces ${provinces.length}`,
);
+46 -27
View File
@@ -1,3 +1,4 @@
import { downloadImagery } from '../src/services/imageryDownloadService.js';
// Downloads Esri World Imagery tiles for the game region into public/imagery/<z>/<x>/<y>.jpg and // Downloads Esri World Imagery tiles for the game region into public/imagery/<z>/<x>/<y>.jpg and
// writes public/imagery/index.json listing them. // writes public/imagery/index.json listing them.
// //
@@ -9,69 +10,87 @@
// //
// Imagery: Esri, Maxar, Earthstar Geographics, and the GIS User Community. Commercial use and // Imagery: Esri, Maxar, Earthstar Geographics, and the GIS User Community. Commercial use and
// hosting copies require a suitable Esri licence; check Esri's terms for your use. // hosting copies require a suitable Esri licence; check Esri's terms for your use.
import {readFileSync, writeFileSync, mkdirSync, existsSync} from 'node:fs'; import { readFileSync, writeFileSync, mkdirSync, existsSync } from 'node:fs';
import {toLatLon} from '../src/utils/geo.js'; import { toLatLon } from '../src/utils/geo.js';
import {buildGraph, routeBetween} from '../src/game/world/routing.js'; import { buildGraph, routeBetween } from '../src/game/world/routing.js';
import {FACTORY, machineById} from '../src/constants/locations.js'; import { FACTORY, machineById } from '../src/constants/locations.js';
const URL_TEMPLATE = 'https://server.arcgisonline.com/ArcGIS/rest/services/World_Imagery/MapServer/tile/{z}/{y}/{x}'; const URL_TEMPLATE =
'https://server.arcgisonline.com/ArcGIS/rest/services/World_Imagery/MapServer/tile/{z}/{y}/{x}';
const OUT = new URL('../public/imagery/', import.meta.url); const OUT = new URL('../public/imagery/', import.meta.url);
const data = JSON.parse(readFileSync(new URL('../src/data/mellat.json', import.meta.url), 'utf8')); const data = JSON.parse(readFileSync(new URL('../src/data/mellat.json', import.meta.url), 'utf8'));
export const tileX = (lon, z) => Math.floor((lon + 180) / 360 * 2 ** z); export const tileX = (lon, z) => Math.floor(((lon + 180) / 360) * 2 ** z);
export const tileY = (lat, z) => Math.floor((1 - Math.asinh(Math.tan(lat * Math.PI / 180)) / Math.PI) / 2 * 2 ** z); export const tileY = (lat, z) =>
Math.floor(((1 - Math.asinh(Math.tan((lat * Math.PI) / 180)) / Math.PI) / 2) * 2 ** z);
const tiles = {15: new Set(), 17: new Set()}; const tiles = { 15: new Set(), 17: new Set() };
const addBox = (z, lat0, lon0, lat1, lon1) => { const addBox = (z, lat0, lon0, lat1, lon1) => {
for (let x = tileX(lon0, z); x <= tileX(lon1, z); x++) for (let x = tileX(lon0, z); x <= tileX(lon1, z); x++)
for (let y = tileY(lat1, z); y <= tileY(lat0, z); y++) tiles[z].add(`${x}/${y}`); for (let y = tileY(lat1, z); y <= tileY(lat0, z); y++) tiles[z].add(`${x}/${y}`);
}; };
const {minX, minZ, maxX, maxZ} = data.bounds; const { minX, minZ, maxX, maxZ } = data.bounds;
const nw = toLatLon(minX, minZ), se = toLatLon(maxX, maxZ); const nw = toLatLon(minX, minZ),
se = toLatLon(maxX, maxZ);
addBox(15, se.lat, nw.lon, nw.lat, se.lon); addBox(15, se.lat, nw.lon, nw.lat, se.lon);
addBox(17, 36.300, 59.512, 36.330, 59.566); addBox(17, 36.3, 59.512, 36.33, 59.566);
addBox(17, 36.443, 59.414, 36.458, 59.434); addBox(17, 36.443, 59.414, 36.458, 59.434);
// The drive along the real roads, widened by 300 m. // The drive along the real roads, widened by 300 m.
const drive = buildGraph(data.roads, {drivable: true}), park = machineById('mellat-park').anchor; const drive = buildGraph(data.roads, { drivable: true }),
park = machineById('mellat-park').anchor;
const route = routeBetween(drive, FACTORY.center.x, FACTORY.center.z, park.x, park.z); const route = routeBetween(drive, FACTORY.center.x, FACTORY.center.z, park.x, park.z);
for (let i = 1; i < route.points.length; i++) { for (let i = 1; i < route.points.length; i++) {
const a = route.points[i - 1], b = route.points[i], steps = Math.ceil(Math.hypot(b.x - a.x, b.z - a.z) / 100); const a = route.points[i - 1],
b = route.points[i],
steps = Math.ceil(Math.hypot(b.x - a.x, b.z - a.z) / 100);
for (let s = 0; s <= steps; s++) { for (let s = 0; s <= steps; s++) {
const x = a.x + (b.x - a.x) * s / steps, z = a.z + (b.z - a.z) * s / steps; const x = a.x + ((b.x - a.x) * s) / steps,
const p0 = toLatLon(x - 300, z + 300), p1 = toLatLon(x + 300, z - 300); z = a.z + ((b.z - a.z) * s) / steps;
const p0 = toLatLon(x - 300, z + 300),
p1 = toLatLon(x + 300, z - 300);
addBox(17, p0.lat, p0.lon, p1.lat, p1.lon); addBox(17, p0.lat, p0.lon, p1.lat, p1.lon);
} }
} }
const queue = Object.entries(tiles).flatMap(([z, set]) => [...set].map(key => ({z: Number(z), key}))); const queue = Object.entries(tiles).flatMap(([z, set]) =>
[...set].map((key) => ({ z: Number(z), key })),
);
console.log(`tiles: zoom 15 ${tiles[15].size}, zoom 17 ${tiles[17].size}`); console.log(`tiles: zoom 15 ${tiles[15].size}, zoom 17 ${tiles[17].size}`);
let done = 0, fetched = 0, bytes = 0; let done = 0,
fetched = 0,
bytes = 0;
async function worker() { async function worker() {
while (queue.length) { while (queue.length) {
const {z, key} = queue.pop(), [x, y] = key.split('/'); const { z, key } = queue.pop(),
[x, y] = key.split('/');
const file = new URL(`${z}/${x}/${y}.jpg`, OUT); const file = new URL(`${z}/${x}/${y}.jpg`, OUT);
if (!existsSync(file)) { if (!existsSync(file)) {
for (let attempt = 0; attempt < 4; attempt++) { for (let attempt = 0; attempt < 4; attempt++) {
try { try {
const res = await fetch(URL_TEMPLATE.replace('{z}', z).replace('{y}', y).replace('{x}', x), {headers: {'User-Agent': 'robot-market-game/1.0'}}); const body = new Uint8Array(
if (!res.ok) throw new Error(`HTTP ${res.status}`); await downloadImagery(
const body = new Uint8Array(await res.arrayBuffer()); URL_TEMPLATE.replace('{z}', z).replace('{y}', y).replace('{x}', x),
mkdirSync(new URL(`${z}/${x}/`, OUT), {recursive: true}); ),
);
mkdirSync(new URL(`${z}/${x}/`, OUT), { recursive: true });
writeFileSync(file, body); writeFileSync(file, body);
fetched++; fetched++;
bytes += body.length; bytes += body.length;
break; break;
} catch (error) { } catch (error) {
if (attempt === 3) console.warn(`failed ${z}/${x}/${y}: ${error.message}`); if (attempt === 3) console.warn(`failed ${z}/${x}/${y}: ${error.message}`);
await new Promise(r => setTimeout(r, 1000 * (attempt + 1))); await new Promise((r) => setTimeout(r, 1000 * (attempt + 1)));
} }
} }
} }
if (++done % 100 === 0) console.log(`${done} tiles…`); if (++done % 100 === 0) console.log(`${done} tiles…`);
} }
} }
await Promise.all(Array.from({length: 6}, worker)); await Promise.all(Array.from({ length: 6 }, worker));
const index = {attribution: 'Esri, Maxar, Earthstar Geographics, and the GIS User Community'}; const index = { attribution: 'Esri, Maxar, Earthstar Geographics, and the GIS User Community' };
for (const [z, set] of Object.entries(tiles)) index[z] = [...set].filter(key => existsSync(new URL(`${z}/${key}.jpg`, OUT))).sort(); for (const [z, set] of Object.entries(tiles))
index[z] = [...set].filter((key) => existsSync(new URL(`${z}/${key}.jpg`, OUT))).sort();
writeFileSync(new URL('index.json', OUT), JSON.stringify(index)); writeFileSync(new URL('index.json', OUT), JSON.stringify(index));
console.log(`downloaded ${fetched} new tiles (${(bytes / 1e6).toFixed(1)} MB); index lists ${index[15].length} + ${index[17].length}`); console.log(
`downloaded ${fetched} new tiles (${(bytes / 1e6).toFixed(1)} MB); index lists ${index[15].length} + ${index[17].length}`,
);
+91 -25
View File
@@ -1,26 +1,50 @@
// Robot Market machines in the playable Park Mellat area. Positions are path points taken from // Robot Market machines in the playable Park Mellat area. Positions are path points taken from
// the OpenStreetMap data (local metres, see geo.js); the machine is placed beside that path. // the OpenStreetMap data (local metres, see geo.js); the machine is placed beside that path.
export const CATEGORIES = { export const CATEGORIES = {
factory: { label: 'کارخانه', icon: '🏭' }, factory: {
park: { label: 'پارک', icon: '🌳' }, label: 'کارخانه',
university: { label: 'دانشگاه', icon: '🎓' }, icon: '🏭',
school: { label: 'مدرسه', icon: '🏫' }, },
metro: { label: 'ایستگاه مترو', icon: 'Ⓜ' }, park: {
mall: { label: 'مرکز خرید', icon: '🛍' }, label: 'پارک',
test: { label: 'نقطهٔ آزمایشی GPS', icon: '🧪' }, icon: '🌳',
},
university: {
label: 'دانشگاه',
icon: '🎓',
},
school: {
label: 'مدرسه',
icon: '🏫',
},
metro: {
label: 'ایستگاه مترو',
icon: 'Ⓜ',
},
mall: {
label: 'مرکز خرید',
icon: '🛍',
},
test: {
label: 'نقطهٔ آزمایشی GPS',
icon: '🧪',
},
}; };
const ALL_DAY = [7 * 60, 23 * 60]; const ALL_DAY = [7 * 60, 23 * 60];
export const FACTORY = { export const FACTORY = {
name: 'شرکت روبات مارکت', name: 'شرکت روبات مارکت',
tagline: 'سازندهٔ دستگاه‌های وندینگ هوشمند', tagline: 'سازندهٔ دستگاه‌های وندینگ هوشمند',
address: 'بزرگراه مشهد–چناران، خیابان کاله، کنار پارک علم و فناوری خراسان', address: 'بزرگراه مشهد–چناران، خیابان کاله، کنار پارک علم و فناوری خراسان',
// Centre of the compound and the direction of its driveway (towards the gate on Kaleh Street). // Centre of the compound and the direction of its driveway (towards the gate on Kaleh Street).
center: { x: -10308.4, z: -14964.2 }, center: {
axis: { x: Math.SQRT1_2, z: Math.SQRT1_2 }, x: -10308.4,
z: -14964.2,
},
axis: {
x: Math.SQRT1_2,
z: Math.SQRT1_2,
},
}; };
export const machines = [ export const machines = [
{ {
id: 'factory', id: 'factory',
@@ -38,7 +62,10 @@ export const machines = [
name: 'بوستان ملت', name: 'بوستان ملت',
category: 'park', category: 'park',
address: 'بزرگراه وکیل‌آباد، ورودی جنوبی بوستان ملت، نزدیک ایستگاه مترو پارک ملت', address: 'بزرگراه وکیل‌آباد، ورودی جنوبی بوستان ملت، نزدیک ایستگاه مترو پارک ملت',
anchor: { x: -487.6, z: -326.4 }, anchor: {
x: -487.6,
z: -326.4,
},
hours: ALL_DAY, hours: ALL_DAY,
priceFactor: 1, priceFactor: 1,
products: ['water', 'juice', 'lemonade', 'tea', 'biscuit', 'chocolate', 'cake', 'nuts'], products: ['water', 'juice', 'lemonade', 'tea', 'biscuit', 'chocolate', 'cake', 'nuts'],
@@ -49,7 +76,10 @@ export const machines = [
name: 'مجموعه آموزشی راحیل', name: 'مجموعه آموزشی راحیل',
category: 'school', category: 'school',
address: 'بولوار امامت، کوچهٔ امامت ۲، کنار در ورودی مدرسه', address: 'بولوار امامت، کوچهٔ امامت ۲، کنار در ورودی مدرسه',
anchor: { x: -554.6, z: -569.7 }, anchor: {
x: -554.6,
z: -569.7,
},
hours: [7 * 60 + 30, 13 * 60 + 30], hours: [7 * 60 + 30, 13 * 60 + 30],
priceFactor: 0.9, priceFactor: 0.9,
products: ['water', 'milk', 'juice', 'biscuit', 'cake'], products: ['water', 'milk', 'juice', 'biscuit', 'cake'],
@@ -60,7 +90,10 @@ export const machines = [
name: 'دانشگاه فردوسی مشهد', name: 'دانشگاه فردوسی مشهد',
category: 'university', category: 'university',
address: 'میدان آزادی، پردیس دانشگاه فردوسی، مسیر پیاده‌روی مرکزی', address: 'میدان آزادی، پردیس دانشگاه فردوسی، مسیر پیاده‌روی مرکزی',
anchor: { x: -936, z: 645 }, anchor: {
x: -936,
z: 645,
},
hours: ALL_DAY, hours: ALL_DAY,
priceFactor: 0.8, priceFactor: 0.8,
products: ['water', 'tea', 'milk', 'biscuit', 'chocolate', 'nuts', 'cake'], products: ['water', 'tea', 'milk', 'biscuit', 'chocolate', 'nuts', 'cake'],
@@ -71,7 +104,10 @@ export const machines = [
name: 'دانشکدهٔ ادبیات دکتر شریعتی', name: 'دانشکدهٔ ادبیات دکتر شریعتی',
category: 'university', category: 'university',
address: 'پردیس دانشگاه فردوسی، بولوار دانش، جلوی دانشکدهٔ ادبیات', address: 'پردیس دانشگاه فردوسی، بولوار دانش، جلوی دانشکدهٔ ادبیات',
anchor: { x: -417.1, z: 966.3 }, anchor: {
x: -417.1,
z: 966.3,
},
hours: ALL_DAY, hours: ALL_DAY,
priceFactor: 0.8, priceFactor: 0.8,
products: ['water', 'tea', 'lemonade', 'biscuit', 'chocolate'], products: ['water', 'tea', 'lemonade', 'biscuit', 'chocolate'],
@@ -82,7 +118,10 @@ export const machines = [
name: 'دانشگاه علوم پزشکی مشهد', name: 'دانشگاه علوم پزشکی مشهد',
category: 'university', category: 'university',
address: 'میدان آزادی، پردیس دانشگاه علوم پزشکی مشهد', address: 'میدان آزادی، پردیس دانشگاه علوم پزشکی مشهد',
anchor: { x: -272.1, z: 150.6 }, anchor: {
x: -272.1,
z: 150.6,
},
hours: ALL_DAY, hours: ALL_DAY,
priceFactor: 0.8, priceFactor: 0.8,
products: ['water', 'juice', 'milk', 'nuts', 'biscuit'], products: ['water', 'juice', 'milk', 'nuts', 'biscuit'],
@@ -93,7 +132,10 @@ export const machines = [
name: 'ایستگاه مترو آزادی', name: 'ایستگاه مترو آزادی',
category: 'metro', category: 'metro',
address: 'بولوار ملک‌آباد، ورودی ایستگاه مترو آزادی', address: 'بولوار ملک‌آباد، ورودی ایستگاه مترو آزادی',
anchor: { x: 494.1, z: 280.3 }, anchor: {
x: 494.1,
z: 280.3,
},
hours: [6 * 60, 22 * 60], hours: [6 * 60, 22 * 60],
priceFactor: 1, priceFactor: 1,
products: ['water', 'tea', 'juice', 'chocolate', 'biscuit'], products: ['water', 'tea', 'juice', 'chocolate', 'biscuit'],
@@ -104,7 +146,10 @@ export const machines = [
name: 'مشهد مال', name: 'مشهد مال',
category: 'mall', category: 'mall',
address: 'خیابان اخوان ثالث، کنار ورودی پارکینگ مشهد مال', address: 'خیابان اخوان ثالث، کنار ورودی پارکینگ مشهد مال',
anchor: { x: 1940.6, z: -367.8 }, anchor: {
x: 1940.6,
z: -367.8,
},
hours: [10 * 60, 23 * 60], hours: [10 * 60, 23 * 60],
priceFactor: 1.1, priceFactor: 1.1,
products: ['water', 'juice', 'milk', 'tea', 'lemonade', 'chocolate', 'cake', 'nuts', 'biscuit'], products: ['water', 'juice', 'milk', 'tea', 'lemonade', 'chocolate', 'cake', 'nuts', 'biscuit'],
@@ -114,6 +159,13 @@ export const machines = [
// GPS test points at real coordinates beside the factory, for checking real-world mode on a phone. // GPS test points at real coordinates beside the factory, for checking real-world mode on a phone.
// They exist only while real-world mode is on; `spot` is where the player stands to buy. // They exist only while real-world mode is on; `spot` is where the player stands to buy.
/**
* Runs the test point operation for this subsystem.
* @param {*} n - n.
* @param {*} lat - lat.
* @param {*} lon - lon.
* @returns {*} Operation result, when applicable.
*/
const testPoint = (n, lat, lon) => ({ const testPoint = (n, lat, lon) => ({
id: `test-${n}`, id: `test-${n}`,
name: `نقطهٔ آزمایشی ${['۱', '۲', '۳'][n - 1]}`, name: `نقطهٔ آزمایشی ${['۱', '۲', '۳'][n - 1]}`,
@@ -121,7 +173,10 @@ const testPoint = (n, lat, lon) => ({
test: true, test: true,
address: `کنار کارخانهٔ روبات مارکت · ${lat.toFixed(6)}, ${lon.toFixed(6)}`, address: `کنار کارخانهٔ روبات مارکت · ${lat.toFixed(6)}, ${lon.toFixed(6)}`,
anchor: null, anchor: null,
spot: { lat, lon }, spot: {
lat,
lon,
},
hours: [0, 24 * 60], hours: [0, 24 * 60],
priceFactor: 0.5, priceFactor: 0.5,
products: ['water', 'biscuit'], products: ['water', 'biscuit'],
@@ -135,11 +190,22 @@ machines.push(
// Shown on the map as the next area to unlock. // Shown on the map as the next area to unlock.
export const lockedPlaces = [ export const lockedPlaces = [
{ name: 'پارک کوهسنگی', note: 'خارج از محدودهٔ فعلی · به‌زودی' }, {
{ name: 'حرم و مرکز شهر', note: 'خارج از محدودهٔ فعلی · به‌زودی' }, name: 'پارک کوهسنگی',
note: 'خارج از محدودهٔ فعلی · به‌زودی',
},
{
name: 'حرم و مرکز شهر',
note: 'خارج از محدودهٔ فعلی · به‌زودی',
},
]; ];
export const START = {
export const START = { machineId: 'factory' }; machineId: 'factory',
};
export const CITY_START = 'mellat-park'; export const CITY_START = 'mellat-park';
/**
* Runs the machine by id operation for this subsystem.
* @param {*} id - id.
* @returns {*} Operation result, when applicable.
*/
export const machineById = (id) => machines.find((m) => m.id === id) ?? null; export const machineById = (id) => machines.find((m) => m.id === id) ?? null;
+47
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@@ -0,0 +1,47 @@
/** Display-only machine prices in rial, independent of the consumable economy. */
export const SHOWROOM_CATALOG = [
{
id: 'rm-35',
category: 'warm-vending',
name: 'روبات مارکت ۳۵ کانال',
shortLabel: '۳۵ کانال',
channels: 35,
priceLabel: '4,680,000,000 ریال',
priceNumeric: 4680000000,
description:
'یخچالدار، ۳۵ کانال اختصاصی، سیستم خنک‌کننده قدرتمند، تحویل نرم، مدیریت آنلاین ۲۴ ساعته.',
highlights: ['یخچالدار', '۳۵ کانال اختصاصی', 'تحویل نرم', 'مدیریت آنلاین ۲۴ ساعته'],
image: '/images/machine-35-base.webp',
imageAlt: '/images/machine-35-white.webp',
gif: '/gifs/machine-35.gif',
},
{
id: 'rm-48',
category: 'warm-vending',
name: 'روبات مارکت ۴۸ کانال',
shortLabel: '۴۸ کانال',
channels: 48,
priceLabel: '5,480,000,000 ریال',
priceNumeric: 5480000000,
description: 'یخچالدار، ۴۸ کانال اختصاصی، قابلیت‌های پیشرفته مدیریت آنلاین و تحویل کالا.',
highlights: ['یخچالدار', '۴۸ کانال اختصاصی', 'مدیریت آنلاین پیشرفته', 'تحویل هوشمند کالا'],
image: '/images/machine-48-base.webp',
imageAlt: '/images/machine-48-white.webp',
gif: '/gifs/machine-48.gif',
},
{
id: 'rm-60',
category: 'warm-vending',
name: 'روبات مارکت ۶۰ کانال',
shortLabel: '۶۰ کانال',
channels: 60,
priceLabel: '5,980,000,000 ریال',
priceNumeric: 5980000000,
description: 'یخچالدار، ۶۰ کانال اختصاصی برای کسب‌وکارهای پرتردد.',
highlights: ['یخچالدار', '۶۰ کانال اختصاصی', 'مناسب اماکن پرتردد', 'ظرفیت بالا'],
image: '/images/machine-60-base.webp',
imageAlt: '/images/machine-60-white.webp',
gif: '/gifs/machine-60.gif',
},
];
export const SHOWROOM_REACH = 4;
+17 -2300
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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°. // The rear camera's field of view across its long side; typical phone main cameras are 60–70°.
const CAMERA_LONG_FOV = 65; const CAMERA_LONG_FOV = 65;
const zee = new THREE.Vector3(0, 0, 1), const zee = new THREE.Vector3(0, 0, 1),
euler = new THREE.Euler(), euler = new THREE.Euler(),
q0 = new THREE.Quaternion(); 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. // 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. // `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) { export function orientationQuaternion(target, alpha, beta, gamma, screenAngle) {
const r = Math.PI / 180; const r = Math.PI / 180;
euler.set(beta * r, alpha * r, -gamma * r, 'YXZ'); 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. // 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) { export function coverFov(videoAspect, screenAspect) {
const long = Math.tan((CAMERA_LONG_FOV * Math.PI) / 360); const long = Math.tan((CAMERA_LONG_FOV * Math.PI) / 360);
// The video's own vertical and horizontal half-angle tangents. // 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; const visibleV = screenAspect > videoAspect ? hTan / screenAspect : vTan;
return (Math.atan(visibleV) * 360) / Math.PI; 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) { export function createArView(video) {
let stream = null, let stream = null,
orientation = null, orientation = null,
@@ -42,11 +60,25 @@ export function createArView(video) {
const target = new THREE.Quaternion(); const target = new THREE.Quaternion();
// Android sends north-referenced readings as `deviceorientationabsolute`; iOS and some browsers // Android sends north-referenced readings as `deviceorientationabsolute`; iOS and some browsers
// only send `deviceorientation`, which is used until (or unless) absolute readings arrive. // 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) => { const onAbsolute = (event) => {
if (event.alpha == null) return; if (event.alpha == null) return;
absoluteSeen = true; 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) => { const onOrientation = (event) => {
if (event.alpha == null || absoluteSeen) return; if (event.alpha == null || absoluteSeen) return;
let alpha = event.alpha; let alpha = event.alpha;
@@ -55,7 +87,11 @@ export function createArView(video) {
compassOffset = 360 - event.webkitCompassHeading - event.alpha; compassOffset = 360 - event.webkitCompassHeading - event.alpha;
} }
if (!event.absolute && compassOffset != null) alpha += compassOffset; 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; let sensing = false;
return { return {
@@ -88,9 +124,15 @@ export function createArView(video) {
try { try {
stream = await navigator.mediaDevices.getUserMedia({ stream = await navigator.mediaDevices.getUserMedia({
video: { video: {
facingMode: { ideal: 'environment' }, facingMode: {
width: { ideal: 1280 }, ideal: 'environment',
height: { ideal: 720 }, },
width: {
ideal: 1280,
},
height: {
ideal: 720,
},
}, },
audio: false, audio: false,
}); });
+35 -9
View File
@@ -14,30 +14,50 @@ export function setupPwa(ui) {
const ios = const ios =
/iphone|ipad|ipod/i.test(navigator.userAgent) || /iphone|ipad|ipod/i.test(navigator.userAgent) ||
(navigator.platform === 'MacIntel' && navigator.maxTouchPoints > 1); (navigator.platform === 'MacIntel' && navigator.maxTouchPoints > 1);
if (!standalone && ios) ui.patch('install', { hidden: false }); if (!standalone && ios)
ui.patch('install', {
hidden: false,
});
window.addEventListener( window.addEventListener(
'beforeinstallprompt', 'beforeinstallprompt',
(event) => { (event) => {
event.preventDefault(); event.preventDefault();
deferred = event; 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 () => { ui.on('install', async () => {
if (deferred) { if (deferred) {
deferred.prompt(); deferred.prompt();
await deferred.userChoice; await deferred.userChoice;
deferred = null; deferred = null;
ui.patch('install', { hidden: true }); ui.patch('install', {
hidden: true,
});
} else if (ios) ui.open('ios-install'); } else if (ios) ui.open('ios-install');
}); });
ui.on('ios-close', () => ui.close('ios-install')); ui.on('ios-close', () => ui.close('ios-install'));
if ('serviceWorker' in navigator && !import.meta.env.DEV) { if ('serviceWorker' in navigator && !import.meta.env.DEV) {
/** Offers a version change only after a worker has installed successfully. */ /** Offers a version change only after a worker has installed successfully. */
const offer = (worker) => { const offer = (worker) => {
ui.patch('update-toast', { hidden: false }); ui.patch('update-toast', {
hidden: false,
});
ui.on('update-reload', () => worker.postMessage('skip-waiting')); ui.on('update-reload', () => worker.postMessage('skip-waiting'));
}; };
navigator.serviceWorker navigator.serviceWorker
@@ -55,10 +75,14 @@ export function setupPwa(ui) {
if (worker.state === 'installed' && navigator.serviceWorker.controller) if (worker.state === 'installed' && navigator.serviceWorker.controller)
offer(worker); offer(worker);
}, },
{ signal }, {
signal,
},
); );
}, },
{ signal }, {
signal,
},
); );
}) })
.catch(() => {}); .catch(() => {});
@@ -69,7 +93,9 @@ export function setupPwa(ui) {
reloading = true; reloading = true;
location.reload(); location.reload();
}, },
{ signal }, {
signal,
},
); );
} }
return () => { return () => {
+69 -6
View File
@@ -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. 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. // 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) { 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 weight = previous.accuracy ** 2 / (previous.accuracy ** 2 + fix.accuracy ** 2);
const dt = Math.max(0.001, (fix.time - previous.time) / 1000); const dt = Math.max(0.001, (fix.time - previous.time) / 1000);
const x = previous.x + (fix.x - previous.x) * weight, 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); // 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, // - 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. // 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 } = {}) { export function createStabilizer({ maxSpeed = 3 } = {}) {
let estimate = null, let estimate = null,
shown = null, shown = null,
@@ -48,14 +62,20 @@ export function createStabilizer({ maxSpeed = 3 } = {}) {
rejected < 3 rejected < 3
) { ) {
rejected++; rejected++;
return shown && { ...shown }; return (
shown && {
...shown,
}
);
} }
} }
rejected = 0; rejected = 0;
estimate = smoothFix(estimate, fix); estimate = smoothFix(estimate, fix);
const drift = shown ? Math.hypot(estimate.x - shown.x, estimate.z - shown.z) : Infinity; 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) if (!this.stable || drift > Math.max(3, estimate.accuracy / 2) || (fix.speed ?? 0) > 0.7)
shown = { ...estimate }; shown = {
...estimate,
};
else else
shown = { shown = {
...shown, ...shown,
@@ -63,21 +83,39 @@ export function createStabilizer({ maxSpeed = 3 } = {}) {
time: estimate.time, time: estimate.time,
speed: fix.speed ?? 0, 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, // 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. // 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)); 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) => export const insideWorld = (bounds, x, z) =>
x > bounds.minX && x < bounds.maxX && z > bounds.minZ && z < bounds.maxZ; 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}), // 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 // 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). // 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({ export function startTracking({
onFix, onFix,
onHeading, onHeading,
@@ -94,6 +132,11 @@ export function startTracking({
return () => {}; return () => {};
} }
let fixes = 0; let fixes = 0;
/**
* Runs the handle operation for this subsystem.
* @param {*} position - position.
* @returns {*} Operation result, when applicable.
*/
const handle = (position) => { const handle = (position) => {
const { latitude: lat, longitude: lon, accuracy, speed } = position.coords, const { latitude: lat, longitude: lon, accuracy, speed } = position.coords,
local = toLocal(lat, lon); local = toLocal(lat, lon);
@@ -104,8 +147,18 @@ export function startTracking({
time: position.timestamp, time: position.timestamp,
}); });
fixes++; 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) => { const fail = (error) => {
if (error.code === error.PERMISSION_DENIED) if (error.code === error.PERMISSION_DENIED)
onError( onError(
@@ -131,6 +184,11 @@ export function startTracking({
timeout: 30000, timeout: 30000,
}); });
// Compass: iOS reports webkitCompassHeading; Android reports absolute alpha (counter-clockwise). // 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 orientation = (event) => {
const compass = const compass =
event.webkitCompassHeading ?? 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. // 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() { export async function requestCompass() {
try { try {
if (typeof DeviceOrientationEvent !== 'undefined' && DeviceOrientationEvent.requestPermission) if (typeof DeviceOrientationEvent !== 'undefined' && DeviceOrientationEvent.requestPermission)
+119 -13
View File
@@ -1,34 +1,121 @@
// Money is counted in whole hetoman: 10 hetoman = 100,000 rial. // Money is counted in whole hetoman: 10 hetoman = 100,000 rial.
export const INITIAL_BALANCE = 500; export const INITIAL_BALANCE = 500;
export const START_MINUTES = 8 * 60 + 30; 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'); 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`; export const formatHetoman = (value) => `${fa(value)} هتومان`;
/**
* Runs the hetoman to rial operation for this subsystem.
* @param {*} value - value.
* @returns {*} Operation result, when applicable.
*/
export const hetomanToRial = (value) => value * 10000; export const hetomanToRial = (value) => value * 10000;
/**
* Runs the format clock operation for this subsystem.
* @param {*} minutes - minutes.
* @returns {*} Operation result, when applicable.
*/
export const formatClock = (minutes) => { export const formatClock = (minutes) => {
const m = Math.floor(minutes) % (24 * 60); const m = Math.floor(minutes) % (24 * 60);
return `${fa(Math.floor(m / 60)).padStart(2, '۰')}:${fa(m % 60).padStart(2, '۰')}`; return `${fa(Math.floor(m / 60)).padStart(2, '۰')}:${fa(m % 60).padStart(2, '۰')}`;
}; };
export const catalog = { export const catalog = {
juice: { id: 'juice', name: 'آب‌میوه', icon: '🧃', cost: 35, type: 'drink' }, juice: {
water: { id: 'water', name: 'آب معدنی', icon: '💧', cost: 15, type: 'drink' }, id: 'juice',
milk: { id: 'milk', name: 'شیر کاکائو', icon: '🥛', cost: 40, type: 'drink' }, name: 'آب‌میوه',
tea: { id: 'tea', name: 'چای سرد', icon: '🧋', cost: 45, type: 'drink' }, icon: '🧃',
lemonade: { id: 'lemonade', name: 'لیموناد', icon: '🍋', cost: 40, type: 'drink' }, cost: 35,
biscuit: { id: 'biscuit', name: 'بیسکویت', icon: '🍪', cost: 25, type: 'snack' }, type: 'drink',
chocolate: { id: 'chocolate', name: 'شکلات', icon: '🍫', cost: 30, type: 'snack' }, },
nuts: { id: 'nuts', name: 'آجیل', icon: '🥜', cost: 65, type: 'snack' }, water: {
cake: { id: 'cake', name: 'کیک', icon: '🧁', cost: 35, type: 'snack' }, 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) => export const priceAt = (machine, productId) =>
Math.round(catalog[productId].cost * machine.priceFactor); 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) { export function isOpen(machine, minutes) {
const m = minutes % (24 * 60); const m = minutes % (24 * 60);
return m >= machine.hours[0] && m < machine.hours[1]; return m >= machine.hours[0] && m < machine.hours[1];
} }
/**
* Creates state resources for the game.
* @returns {*} Operation result, when applicable.
*/
export function createState() { export function createState() {
return { return {
balance: INITIAL_BALANCE, balance: INITIAL_BALANCE,
@@ -41,6 +128,13 @@ export function createState() {
} }
// Returns why a purchase cannot happen, or null when it can. // 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) { export function purchaseBlocker(state, machine, productId) {
if (!machine || !machine.products.includes(productId)) return 'unknown'; if (!machine || !machine.products.includes(productId)) return 'unknown';
if (state.busy) return 'busy'; if (state.busy) return 'busy';
@@ -48,7 +142,13 @@ export function purchaseBlocker(state, machine, productId) {
if (state.balance < priceAt(machine, productId)) return 'funds'; if (state.balance < priceAt(machine, productId)) return 'funds';
return null; 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) { export function purchase(state, machine, productId) {
if (purchaseBlocker(state, machine, productId)) return null; if (purchaseBlocker(state, machine, productId)) return null;
const product = catalog[productId], 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. // 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) { export function canAffordAnything(state, machines) {
return machines.some( return machines.some(
(m) => (m) =>
+43 -7
View File
@@ -1,23 +1,54 @@
import { purchase, purchaseBlocker } from './gameState.js'; import { purchase, purchaseBlocker } from './gameState.js';
// idle → approaching (camera moves to the reader) → ready → approved (card swiped, charged once). // 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) { export function beginPayment(state, payment, machine, productId) {
if (payment.phase !== 'idle' || purchaseBlocker(state, machine, productId)) return false; 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; state.busy = true;
return true; return true;
} }
/**
* Runs the ready payment operation for this subsystem.
* @param {*} payment - payment.
* @returns {*} Operation result, when applicable.
*/
export function readyPayment(payment) { export function readyPayment(payment) {
if (payment.phase !== 'approaching') return false; if (payment.phase !== 'approaching') return false;
payment.phase = 'ready'; payment.phase = 'ready';
return true; 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) { export function swipePayment(state, payment) {
if (payment.phase !== 'ready') return false; if (payment.phase !== 'ready') return false;
state.busy = false; state.busy = false;
@@ -31,7 +62,12 @@ export function swipePayment(state, payment) {
payment.phase = 'approved'; payment.phase = 'approved';
return true; 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) { export function cancelPayment(state, payment) {
if (!['approaching', 'ready'].includes(payment.phase)) return false; if (!['approaching', 'ready'].includes(payment.phase)) return false;
Object.assign(payment, createPayment()); Object.assign(payment, createPayment());
+75 -17
View File
@@ -2,27 +2,66 @@ import { CATEGORIES } from '../../constants/locations.js';
// The bonus for visiting every kind of place counts city locations, not the factory. // 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'); const CITY_CATEGORIES = Object.keys(CATEGORIES).filter((c) => c !== 'factory' && c !== 'test');
export const POINTS = {
export const POINTS = { purchase: 100, discovery: 250, combo: 150, allCategories: 500 }; purchase: 100,
discovery: 250,
combo: 150,
allCategories: 500,
};
export const RANKS = [ export const RANKS = [
{ name: 'تازه‌وارد', xp: 0 }, {
{ name: 'کاوشگر', xp: 600 }, name: 'تازه‌وارد',
{ name: 'راه‌بلد', xp: 1400 }, xp: 0,
{ name: 'شکارچی دستگاه', xp: 2600 }, },
{ name: 'استاد نقشه', xp: 4200 }, {
{ name: 'افسانهٔ مشهد', xp: 6500 }, 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. // 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) { 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); 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. // 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)); const typesHere = new Set(here.map((p) => p.type));
if (typesHere.size === 1 && !typesHere.has(record.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( const categories = new Set(
previous.map((p) => p.category).filter((c) => CITY_CATEGORIES.includes(c)), 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.has(record.category) &&
categories.size === CITY_CATEGORIES.length - 1 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; return awards;
} }
/**
* Runs the rank for operation for this subsystem.
* @param {*} xp - xp.
* @returns {*} Operation result, when applicable.
*/
export function rankFor(xp) { export function rankFor(xp) {
let index = 0; let index = 0;
while (index + 1 < RANKS.length && xp >= RANKS[index + 1].xp) index++; 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, 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; const placesVisited = (purchases) => new Set(purchases.map((p) => p.machineId)).size;
export const MISSIONS = [ export const MISSIONS = [
{ {
id: 'factory', id: 'factory',
@@ -110,6 +159,11 @@ export const MISSIONS = [
]; ];
// Marks and returns missions that the current purchases complete for the first time. // 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) { export function completeMissions(state) {
const fresh = MISSIONS.filter( const fresh = MISSIONS.filter(
(m) => !state.missionsDone.includes(m.id) && m.done(state.purchases), (m) => !state.missionsDone.includes(m.id) && m.done(state.purchases),
@@ -121,6 +175,10 @@ export function completeMissions(state) {
} }
return fresh; return fresh;
} }
/**
* Runs the active mission operation for this subsystem.
* @param {*} state - state.
* @returns {*} Operation result, when applicable.
*/
export const activeMission = (state) => export const activeMission = (state) =>
MISSIONS.find((m) => !state.missionsDone.includes(m.id)) ?? null; MISSIONS.find((m) => !state.missionsDone.includes(m.id)) ?? null;
+40 -6
View File
@@ -6,7 +6,14 @@ import { publishProgress } from '../store/slices/gameSlice.js';
* @returns {object} View publication and action registration API. * @returns {object} View publication and action registration API.
*/ */
export function createInterfaceBridge(store) { export function createInterfaceBridge(store) {
let nodes = { briefing: { hidden: false }, hud: { hidden: true } }, let nodes = {
briefing: {
hidden: false,
},
hud: {
hidden: true,
},
},
actions = new Map(), actions = new Map(),
timer = null, timer = null,
disposed = false; disposed = false;
@@ -19,18 +26,45 @@ export function createInterfaceBridge(store) {
function patch(id, values) { function patch(id, values) {
const previous = nodes[id] ?? {}; const previous = nodes[id] ?? {};
if (Object.keys(values).every((key) => Object.is(previous[key], values[key]))) return; 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); if (timer === null && !disposed) timer = setTimeout(flush, 100);
} }
return { return {
activate() {
disposed = false;
},
patch, patch,
read: (id) => nodes[id] ?? {}, read: (id) => nodes[id] ?? {},
open: (id) => patch(id, { open: true }), open: (id) =>
close: (id) => patch(id, { open: false }), patch(id, {
open: true,
}),
close: (id) =>
patch(id, {
open: false,
}),
on: (id, handler) => actions.set(id, handler), on: (id, handler) => actions.set(id, handler),
emit: (id, value) => actions.get(id)?.(value), emit: (id, value) => actions.get(id)?.(value),
style: (id, style) => patch(id, { style: { ...nodes[id]?.style, ...style } }), style: (id, style) =>
classState: (id, name, on) => patch(id, { classes: { ...nodes[id]?.classes, [name]: on } }), 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))), publishGame: (state) => store.dispatch(publishProgress(structuredClone(state))),
clearActions: () => actions.clear(), clearActions: () => actions.clear(),
dispose() { 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 // 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. // 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 = {}) => 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. // 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) { function extrudeProfile(points, width, material, bevel = 0.1) {
const shape = new THREE.Shape(); const shape = new THREE.Shape();
points.forEach(([x, y], i) => (i ? shape.lineTo(x, y) : shape.moveTo(x, y))); 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. // 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) { function bodyOutline(front, rear, arches, radius, top) {
const shape = new THREE.Shape(); const shape = new THREE.Shape();
shape.moveTo(rear[0][0], rear[0][1]); 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); for (const [x, y] of rear.slice(1).reverse()) shape.lineTo(x, y);
return shape; 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) { function addWheels(group, positions, radius, tyreWidth, rimColor = '#c9cdd1', spokes = 5) {
const tyre = mat('#151719', { roughness: 0.9 }), const tyre = mat('#151719', {
rim = mat(rimColor, { metalness: 0.85, roughness: 0.25 }), roughness: 0.9,
brake = mat('#3a3d40', { metalness: 0.6 }); }),
rim = mat(rimColor, {
metalness: 0.85,
roughness: 0.25,
}),
brake = mat('#3a3d40', {
metalness: 0.6,
});
const wheels = []; const wheels = [];
for (const [x, z] of positions) { for (const [x, z] of positions) {
const wheel = new THREE.Group(); const wheel = new THREE.Group();
@@ -86,10 +129,21 @@ function addWheels(group, positions, radius, tyreWidth, rimColor = '#c9cdd1', sp
*/ */
export function createSportSedan(color = '#1d3f78') { export function createSportSedan(color = '#1d3f78') {
const group = new THREE.Group(); const group = new THREE.Group();
const paint = mat(color, { metalness: 0.7, roughness: 0.28 }), const paint = mat(color, {
glass = mat('#0f1a22', { metalness: 0.7, roughness: 0.08 }); metalness: 0.7,
const black = mat('#0b0c0d', { roughness: 0.6 }), roughness: 0.28,
chrome = mat('#d8dcdf', { metalness: 0.95, roughness: 0.15 }); }),
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 W = 1.86;
const outline = bodyOutline( const outline = bodyOutline(
[ [
@@ -203,8 +257,14 @@ export function createSportSedan(color = '#1d3f78') {
} }
} }
// Headlights with two light rings each, and slim L-shaped tail lights. // Headlights with two light rings each, and slim L-shaped tail lights.
const ring = mat('#eaf6ff', { emissive: '#cfe9ff', emissiveIntensity: 1.6 }); const ring = mat('#eaf6ff', {
const tail = mat('#9e1410', { emissive: '#e0261c', emissiveIntensity: 0.9 }); emissive: '#cfe9ff',
emissiveIntensity: 1.6,
});
const tail = mat('#9e1410', {
emissive: '#e0261c',
emissiveIntensity: 0.9,
});
for (const side of [-1, 1]) { for (const side of [-1, 1]) {
const housing = new THREE.Mesh(new THREE.BoxGeometry(0.12, 0.14, 0.44), black); 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); housing.position.set(2.42, 0.72, side * 0.6);
@@ -245,7 +305,10 @@ export function createSportSedan(color = '#1d3f78') {
'#b8bcc0', '#b8bcc0',
5, 5,
); );
return { group, wheels }; return {
group,
wheels,
};
} }
/** /**
@@ -254,10 +317,32 @@ export function createSportSedan(color = '#1d3f78') {
*/ */
export function createPickup(color = '#e8e8e4') { export function createPickup(color = '#e8e8e4') {
const group = new THREE.Group(); const group = new THREE.Group();
const paint = mat(color, { metalness: 0.5, roughness: 0.32 }), const paint = mat(color, {
glass = mat('#13202a', { metalness: 0.6, roughness: 0.1 }); metalness: 0.5,
const black = mat('#1a1c1e', { roughness: 0.7 }), roughness: 0.32,
chrome = mat('#d0d4d7', { metalness: 0.9, roughness: 0.2 }); }),
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 box = (w, h, d, m, x, y, z) => {
const mesh = new THREE.Mesh(new THREE.BoxGeometry(w, h, d), m); const mesh = new THREE.Mesh(new THREE.BoxGeometry(w, h, d), m);
mesh.position.set(x, y, z); 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. // 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); 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); 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]) { for (const side of [-1, 1]) {
box(0.08, 0.14, 0.32, lamp, 2.62, 1.02, side * 0.74); box(0.08, 0.14, 0.32, lamp, 2.62, 1.02, side * 0.74);
box( box(
0.06, 0.06,
0.26, 0.26,
0.1, 0.1,
mat('#9e1410', { emissive: '#c4241b', emissiveIntensity: 0.7 }), mat('#9e1410', {
emissive: '#c4241b',
emissiveIntensity: 0.7,
}),
-2.7, -2.7,
1.0, 1.0,
side * 0.86, side * 0.86,
@@ -349,7 +440,10 @@ export function createPickup(color = '#e8e8e4') {
); );
for (const x of [-1.7, 1.7]) 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); 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') { export function createTruck(color = '#e9eef0') {
const group = new THREE.Group(); const group = new THREE.Group();
const paint = mat(color, { metalness: 0.35, roughness: 0.4 }), const paint = mat(color, {
glass = mat('#14212b', { metalness: 0.6, roughness: 0.1 }); metalness: 0.35,
const black = mat('#1b1d1f', { roughness: 0.7 }), roughness: 0.4,
teal = mat('#0b8f88', { metalness: 0.3, 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 box = (w, h, d, m, x, y, z, parent = group) => {
const mesh = new THREE.Mesh(new THREE.BoxGeometry(w, h, d), m); const mesh = new THREE.Mesh(new THREE.BoxGeometry(w, h, d), m);
mesh.position.set(x, y, z); 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); 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(0.08, 0.3, 2.2, teal, 3.92, 1.35, 0);
box(0.25, 0.35, 2.36, black, 3.95, 0.85, 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]) { for (const side of [-1, 1]) {
box(0.06, 0.16, 0.3, lamp, 3.98, 1.1, side * 0.9); 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); box(0.3, 0.3, 0.08, black, 3.4, 2.7, side * 1.25);
} }
// Chassis and the flatbed with low side rails. // Chassis and the flatbed with low side rails.
box(7.6, 0.3, 1.0, black, 0, 0.75, 0); 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); 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(0.06, 0.5, 2.4, teal, -4.0, 1.32, 0);
box(0.1, 1.6, 2.4, black, 1.9, 1.85, 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, 0.1,
0.22, 0.22,
0.26, 0.26,
mat('#9e1410', { emissive: '#c4241b', emissiveIntensity: 0.6 }), mat('#9e1410', {
emissive: '#c4241b',
emissiveIntensity: 0.6,
}),
-4.02, -4.02,
0.82, 0.82,
side * 0.95, side * 0.95,
@@ -412,5 +545,9 @@ export function createTruck(color = '#e9eef0') {
'#c2c6c9', '#c2c6c9',
8, 8,
); );
return { group, wheels, bed }; return {
group,
wheels,
bed,
};
} }
+275 -127
View File
@@ -2,48 +2,99 @@ import * as THREE from 'three';
// Lightweight articulated characters; all coordinates below are in the group. // 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. // 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 } = {}) { export function createFamily({ robot: robotOnly = false } = {}) {
const group = new THREE.Group(); const build = {
const mat = (color) => new THREE.MeshStandardMaterial({ color, roughness: 0.82 }); robotOnly,
const skin = mat('#edbd98'), };
hair = mat('#49382d'), for (const [name, method] of Object.entries(FAMILY_METHODS))
shoes = mat('#273c36'); build[name] = (...args) => method(build, ...args);
for (const initialize of FAMILY_STEPS) initialize(build);
function shape(parent, geometry, material, position) { 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); const m = new THREE.Mesh(geometry, material);
m.position.set(...position); m.position.set(...position);
m.castShadow = true; m.castShadow = true;
m.receiveShadow = true; m.receiveShadow = true;
parent.add(m); parent.add(m);
return m; return m;
} }
/**
function sphere(parent, r, material, pos, scale = [1, 1, 1]) { * Runs the family sphere operation for this subsystem.
const m = shape(parent, new THREE.SphereGeometry(r, 16, 12), material, pos); * @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); m.scale.set(...scale);
return m; return m;
} }
/**
function segment(parent, a, b, r, material) { * Runs the family segment operation for this subsystem.
const mesh = shape(parent, new THREE.CylinderGeometry(r, r, 1, 10), material, [0, 0, 0]); * @param {*} build - build.
return { mesh, a, b }; * @param {*} parent - parent.
} * @param {*} a - a.
* @param {*} b - b.
function updateSegment(bone, a, 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); const delta = b.clone().sub(a);
bone.mesh.position.copy(a).add(b).multiplyScalar(0.5); bone.mesh.position.copy(a).add(b).multiplyScalar(0.5);
bone.mesh.scale.y = delta.length(); bone.mesh.scale.y = delta.length();
bone.mesh.quaternion.setFromUnitVectors(new THREE.Vector3(0, 1, 0), delta.normalize()); 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. // Procedural Robot Market mascot: a hovering guide that follows the father and child.
function makeRobot(z) { /**
* 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, const scale = 0.69,
root = new THREE.Group(), root = new THREE.Group(),
torso = new THREE.Group(); torso = new THREE.Group();
root.name = 'robot-market-mascot'; root.name = 'robot-market-mascot';
root.position.z = z; root.position.z = z;
group.add(root); build.group.add(root);
root.add(torso); root.add(torso);
const teal = new THREE.MeshStandardMaterial({ const teal = new THREE.MeshStandardMaterial({
color: '#079f98', color: '#079f98',
@@ -71,19 +122,30 @@ export function createFamily({ robot: robotOnly = false } = {}) {
metalness: 0.5, metalness: 0.5,
roughness: 0.16, roughness: 0.16,
}); });
sphere(torso, 0.25, teal, [0, 0.76, 0], [1, 0.65, 0.75]); build.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]); build.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]); for (const side of [-1, 1])
shape(torso, new THREE.CylinderGeometry(0.09, 0.09, 0.12, 12), joint, [0, 1.27, 0]); 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(); const head = new THREE.Group();
head.position.y = 1.61; head.position.y = 1.61;
torso.add(head); torso.add(head);
sphere(head, 0.43, teal, [0, 0, 0], [1.12, 0.91, 0.88]); build.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]); build.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]); build.sphere(head, 0.35, visor, [0, -0.015, 0.255], [1.13, 0.83, 0.48]);
const eyes = []; 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) { function arc(parent, radius, thickness, pos, rotation = 0, material = glow) {
const line = shape( const line = build.shape(
parent, parent,
new THREE.TorusGeometry(radius, thickness, 8, 24, Math.PI), new THREE.TorusGeometry(radius, thickness, 8, 24, Math.PI),
material, material,
@@ -94,24 +156,24 @@ export function createFamily({ robot: robotOnly = false } = {}) {
} }
for (const side of [-1, 1]) { for (const side of [-1, 1]) {
eyes.push(arc(head, 0.065, 0.016, [side * 0.16, 0.025, 0.423])); 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, [ const ear = build.shape(head, new THREE.CylinderGeometry(0.14, 0.14, 0.085, 24), joint, [
side * 0.47, side * 0.47,
0, 0,
0, 0,
]); ]);
ear.rotation.z = Math.PI / 2; ear.rotation.z = Math.PI / 2;
const ring = shape(head, new THREE.TorusGeometry(0.105, 0.012, 8, 24), glow, [ const ring = build.shape(head, new THREE.TorusGeometry(0.105, 0.012, 8, 24), glow, [
side * 0.518, side * 0.518,
0, 0,
0, 0,
]); ]);
ring.rotation.y = Math.PI / 2; ring.rotation.y = Math.PI / 2;
sphere(head, 0.12, teal, [side * 0.49, 0, 0], [0.4, 1, 1]); 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); 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]); build.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]); build.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]); 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. // Draw the chest mark as a texture so it remains attached to the 3D body.
if (typeof document !== 'undefined') { if (typeof document !== 'undefined') {
const canvas = document.createElement('canvas'); const canvas = document.createElement('canvas');
@@ -140,7 +202,7 @@ export function createFamily({ robot: robotOnly = false } = {}) {
c.font = 'bold 34px sans-serif'; c.font = 'bold 34px sans-serif';
c.fillText('ROBOT', 128, 181); c.fillText('ROBOT', 128, 181);
c.fillText('MARKET', 128, 218); c.fillText('MARKET', 128, 218);
shape( build.shape(
torso, torso,
new THREE.PlaneGeometry(0.31, 0.31), new THREE.PlaneGeometry(0.31, 0.31),
new THREE.MeshBasicMaterial({ new THREE.MeshBasicMaterial({
@@ -156,53 +218,75 @@ export function createFamily({ robot: robotOnly = false } = {}) {
const hip = new THREE.Group(); const hip = new THREE.Group();
hip.position.set(side * 0.15, 0.65, 0); hip.position.set(side * 0.15, 0.65, 0);
root.add(hip); root.add(hip);
sphere(hip, 0.09, joint, [0, 0, 0]); build.sphere(hip, 0.09, joint, [0, 0, 0]);
shape(hip, new THREE.CapsuleGeometry(0.095, 0.12, 4, 12), white, [0, -0.12, 0]); build.shape(hip, new THREE.CapsuleGeometry(0.095, 0.12, 4, 12), white, [0, -0.12, 0]);
const knee = new THREE.Group(); const knee = new THREE.Group();
knee.position.y = -0.25; knee.position.y = -0.25;
hip.add(knee); hip.add(knee);
sphere(knee, 0.105, teal, [0, 0, 0.035]); build.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]); build.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]); const foot = build.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]); build.sphere(knee, 0.13, joint, [0, -0.34, 0.07], [1.06, 0.22, 1.65]);
return { hip, knee, foot }; return {
hip,
knee,
foot,
};
}); });
const arms = [-1, 1].map(() => ({ const arms = [-1, 1].map(() => ({
upper: segment(group, null, null, 0.09, teal), upper: build.segment(build.group, null, null, 0.09, teal),
lower: segment(group, null, null, 0.085, white), lower: build.segment(build.group, null, null, 0.085, white),
hand: sphere(group, 0.09, joint, [0, 0, 0], [1, 1.1, 1]), hand: build.sphere(build.group, 0.09, joint, [0, 0, 0], [1, 1.1, 1]),
})); }));
return { root, torso, head, legs, arms, scale, z, eyes }; return {
} root,
torso,
function makePerson(isChild, z) { 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, const scale = isChild ? 0.69 : 1.05,
root = new THREE.Group(); root = new THREE.Group();
root.position.z = z; root.position.z = z;
group.add(root); build.group.add(root);
const torso = new THREE.Group(); const torso = new THREE.Group();
root.add(torso); root.add(torso);
const cloth = mat(isChild ? '#d98150' : '#e4c695'), const cloth = build.mat(isChild ? '#d98150' : '#e4c695'),
pants = mat(isChild ? '#527463' : '#496474'); pants = build.mat(isChild ? '#527463' : '#496474');
// Tapered jacket, hips and neck replace the single rounded toy-like body. // 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, [ build.shape(
0, torso,
1.2 * scale, new THREE.CylinderGeometry(0.255 * scale, 0.22 * scale, 0.62 * scale, 16),
0, cloth,
]).scale.z = 0.72; [0, 1.2 * scale, 0],
sphere(torso, 0.23, pants, [0, 0.88 * scale, 0], [scale, 0.55 * scale, 0.72 * scale]); ).scale.z = 0.72;
shape(torso, new THREE.CylinderGeometry(0.075 * scale, 0.09 * scale, 0.18 * scale, 12), skin, [ build.sphere(torso, 0.23, pants, [0, 0.88 * scale, 0], [scale, 0.55 * scale, 0.72 * scale]);
0, build.shape(
1.59 * scale, torso,
0, new THREE.CylinderGeometry(0.075 * scale, 0.09 * scale, 0.18 * scale, 12),
]); build.skin,
shape(torso, new THREE.BoxGeometry(0.014 * scale, 0.5 * scale, 0.014 * scale), mat('#bda77f'), [ [0, 1.59 * scale, 0],
0, );
1.2 * scale, build.shape(
0.19 * scale, 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]) { for (const side of [-1, 1]) {
const collar = shape( const collar = build.shape(
torso, torso,
new THREE.BoxGeometry(0.12 * scale, 0.09 * scale, 0.025 * scale), new THREE.BoxGeometry(0.12 * scale, 0.09 * scale, 0.025 * scale),
cloth, cloth,
@@ -215,61 +299,62 @@ export function createFamily({ robot: robotOnly = false } = {}) {
torso.add(head); torso.add(head);
head.scale.setScalar(isChild ? 0.9 : 0.77); head.scale.setScalar(isChild ? 0.9 : 0.77);
const eyes = []; const eyes = [];
sphere(head, 0.27 * scale, skin, [0, 0, 0]); build.sphere(head, 0.27 * scale, build.skin, [0, 0, 0]);
sphere(head, 0.275 * scale, hair, [0, 0.11 * scale, -0.035 * scale], [1, 0.65, 1]); build.sphere(head, 0.275 * scale, build.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]); build.sphere(head, 0.058 * scale, build.skin, [0, -0.02 * scale, 0.25 * scale]);
for (const side of [-1, 1]) { for (const side of [-1, 1]) {
sphere(head, 0.06 * scale, skin, [side * 0.26 * scale, 0, 0]); build.sphere(head, 0.06 * scale, build.skin, [side * 0.26 * scale, 0, 0]);
sphere( build.sphere(
head, head,
0.037 * scale, 0.037 * scale,
mat('#f6f1e7'), build.mat('#f6f1e7'),
[side * 0.09 * scale, 0.03 * scale, 0.241 * scale], [side * 0.09 * scale, 0.03 * scale, 0.241 * scale],
[1, 0.65, 0.5], [1, 0.65, 0.5],
); );
const eye = sphere( const eye = build.sphere(
head, head,
0.022 * scale, 0.022 * scale,
shoes, build.shoes,
[side * 0.09 * scale, 0.03 * scale, 0.258 * scale], [side * 0.09 * scale, 0.03 * scale, 0.258 * scale],
[0.8, 1, 0.45], [0.8, 1, 0.45],
); );
eyes.push(eye); eyes.push(eye);
const brow = shape( const brow = build.shape(
head, head,
new THREE.BoxGeometry(0.075 * scale, 0.015 * scale, 0.015 * scale), new THREE.BoxGeometry(0.075 * scale, 0.015 * scale, 0.015 * scale),
hair, build.hair,
[side * 0.09 * scale, 0.087 * scale, 0.237 * scale], [side * 0.09 * scale, 0.087 * scale, 0.237 * scale],
); );
brow.rotation.z = side * -0.08; brow.rotation.z = side * -0.08;
sphere(head, 0.04 * scale, mat('#d79379'), [ build.sphere(head, 0.04 * scale, build.mat('#d79379'), [
side * 0.15 * scale, side * 0.15 * scale,
-0.055 * scale, -0.055 * scale,
0.215 * scale, 0.215 * scale,
]); ]);
} }
const smile = shape( const smile = build.shape(
head, head,
new THREE.TorusGeometry(0.068 * scale, 0.012 * scale, 6, 14, Math.PI), new THREE.TorusGeometry(0.068 * scale, 0.012 * scale, 6, 14, Math.PI),
shoes, build.shoes,
[0, -0.075 * scale, 0.252 * scale], [0, -0.075 * scale, 0.252 * scale],
); );
smile.rotation.z = Math.PI; smile.rotation.z = Math.PI;
if (isChild) { if (isChild) {
sphere(head, 0.29 * scale, mat('#e8b857'), [0, 0.18 * scale, 0], [1, 0.5, 1]); build.sphere(head, 0.29 * scale, build.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'), [ build.shape(
0, head,
0.13 * scale, new THREE.BoxGeometry(0.55 * scale, 0.04 * scale, 0.34 * scale),
0.12 * scale, build.mat('#e8b857'),
]); [0, 0.13 * scale, 0.12 * scale],
);
} else { } else {
sphere(torso, 0.22, mat('#a77950'), [0, 1.2 * scale, -0.24 * scale], [1, 1.2, 0.5]); 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 legs = [-1, 1].map((side) => {
const hip = new THREE.Group(); const hip = new THREE.Group();
hip.position.set(side * 0.15 * scale, 0.83 * scale, 0); hip.position.set(side * 0.15 * scale, 0.83 * scale, 0);
root.add(hip); root.add(hip);
shape(hip, new THREE.CapsuleGeometry(0.09 * scale, 0.23 * scale, 4, 10), pants, [ build.shape(hip, new THREE.CapsuleGeometry(0.09 * scale, 0.23 * scale, 4, 10), pants, [
0, 0,
-0.16 * scale, -0.16 * scale,
0, 0,
@@ -277,35 +362,50 @@ export function createFamily({ robot: robotOnly = false } = {}) {
const knee = new THREE.Group(); const knee = new THREE.Group();
knee.position.y = -0.34 * scale; knee.position.y = -0.34 * scale;
hip.add(knee); hip.add(knee);
shape(knee, new THREE.CapsuleGeometry(0.08 * scale, 0.25 * scale, 4, 10), pants, [ build.shape(knee, new THREE.CapsuleGeometry(0.08 * scale, 0.25 * scale, 4, 10), pants, [
0, 0,
-0.16 * scale, -0.16 * scale,
0, 0,
]); ]);
const foot = shape(knee, new THREE.SphereGeometry(0.12 * scale, 12, 8), shoes, [ const foot = build.shape(knee, new THREE.SphereGeometry(0.12 * scale, 12, 8), build.shoes, [
0, 0,
-0.32 * scale, -0.32 * scale,
0.065 * scale, 0.065 * scale,
]); ]);
foot.scale.set(0.85, 0.65, 1.5); foot.scale.set(0.85, 0.65, 1.5);
return { hip, knee, foot }; return {
hip,
knee,
foot,
};
}); });
const arms = [-1, 1].map(() => ({ const arms = [-1, 1].map(() => ({
upper: segment(group, null, null, 0.072 * scale, cloth), upper: build.segment(build.group, null, null, 0.072 * scale, cloth),
lower: segment(group, null, null, 0.061 * scale, skin), lower: build.segment(build.group, null, null, 0.061 * scale, build.skin),
hand: sphere(group, 0.075 * scale, skin, [0, 0, 0]), hand: build.sphere(build.group, 0.075 * scale, build.skin, [0, 0, 0]),
})); }));
return { root, torso, head, legs, arms, scale, z, eyes }; return {
} root,
torso,
const father = robotOnly ? null : makePerson(false, -0.45), head,
child = robotOnly ? null : makePerson(true, 0.45); legs,
const robot = robotOnly ? makeRobot(0) : null; arms,
const actors = robotOnly ? [robot] : [father, child]; scale,
z,
// The group faces +X; `facing` is the actors' own yaw inside it (π/2 = along +X). eyes,
// `wave` raises the robot's right hand, `point` stretches it forward. };
function update({ }
// 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, time,
gait, gait,
moving, moving,
@@ -317,10 +417,11 @@ export function createFamily({ robot: robotOnly = false } = {}) {
wave = false, wave = false,
point = false, point = false,
dt = 1 / 60, dt = 1 / 60,
}) { },
actors.forEach((actor, index) => { ) {
build.actors.forEach((actor, index) => {
const blend = 1 - Math.exp(-dt * 7), const blend = 1 - Math.exp(-dt * 7),
isRobot = actor === robot; isRobot = actor === build.robot;
actor.root.position.x = THREE.MathUtils.lerp( actor.root.position.x = THREE.MathUtils.lerp(
actor.root.position.x, actor.root.position.x,
finished ? (index === 0 ? -0.55 : 0.55) : shopping && !isRobot ? [-0.55, 0.25][index] : 0, finished ? (index === 0 ? -0.55 : 0.55) : shopping && !isRobot ? [-0.55, 0.25][index] : 0,
@@ -345,7 +446,7 @@ export function createFamily({ robot: robotOnly = false } = {}) {
: isRobot : isRobot
? Math.sin(time * 0.9) * 0.35 ? Math.sin(time * 0.9) * 0.35
: Math.sin(time * 0.7) * 0.06; : Math.sin(time * 0.7) * 0.06;
actor.torso.rotation.x = delivery && actor === child ? 0.22 : 0; actor.torso.rotation.x = delivery && actor === build.child ? 0.22 : 0;
actor.legs.forEach((leg, i) => { actor.legs.forEach((leg, i) => {
const phase = gait + i * Math.PI; const phase = gait + i * Math.PI;
const stride = isRobot ? 0.08 : 0.34; const stride = isRobot ? 0.08 : 0.34;
@@ -360,31 +461,43 @@ export function createFamily({ robot: robotOnly = false } = {}) {
: 0.05; : 0.05;
}); });
}); });
group.updateMatrixWorld(true); 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(); 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) => const shoulder = (actor, side) =>
toFamily( toFamily(
actor, actor,
new THREE.Vector3( new THREE.Vector3(
side * 0.29 * actor.scale, side * 0.29 * actor.scale,
(actor === robot ? 1.12 : 1.43) * actor.scale, (actor === build.robot ? 1.12 : 1.43) * actor.scale,
0, 0,
), ),
); );
// With characters facing +X, father's left and child's right hands meet. // With characters facing +X, father's left and child's right hands meet.
const contact = new THREE.Vector3(0, 1.06, 0); const contact = new THREE.Vector3(0, 1.06, 0);
actors.forEach((actor) => build.actors.forEach((actor) =>
actor.arms.forEach((arm, i) => { actor.arms.forEach((arm, i) => {
const side = i === 0 ? -1 : 1, const side = i === 0 ? -1 : 1,
inside = actor === father ? side === -1 : actor === child && side === 1; inside = actor === build.father ? side === -1 : actor === build.child && side === 1;
const a = shoulder(actor, side); const a = shoulder(actor, side);
let target; let target;
if (inside && !shopping && !finished) target = contact.clone(); if (inside && !shopping && !finished) target = contact.clone();
else if (actor === child && shopping && side === -1) else if (actor === build.child && shopping && side === -1)
target = new THREE.Vector3(0.5, delivery ? 0.65 : 1.1, -0.15); target = new THREE.Vector3(0.5, delivery ? 0.65 : 1.1, -0.15);
else if (actor === robot && side === 1 && wave) 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)); 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) else if (actor === build.robot && side === 1 && point)
target = toFamily(actor, new THREE.Vector3(0.3, 1.25, 0.62)); target = toFamily(actor, new THREE.Vector3(0.3, 1.25, 0.62));
else else
target = toFamily( target = toFamily(
@@ -399,13 +512,48 @@ export function createFamily({ robot: robotOnly = false } = {}) {
.clone() .clone()
.lerp(target, 0.5) .lerp(target, 0.5)
.add(new THREE.Vector3(0.07, 0, inside ? 0 : 0.07)); .add(new THREE.Vector3(0.07, 0, inside ? 0 : 0.07));
updateSegment(arm.upper, a, elbow); build.updateSegment(arm.upper, a, elbow);
updateSegment(arm.lower, elbow, target); build.updateSegment(arm.lower, elbow, target);
arm.hand.position.copy(target); arm.hand.position.copy(target);
}), }),
); );
}
update({ time: 0, gait: 0, moving: false });
return { group, update };
} }
/**
* 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];
+1322 -535
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+102
View File
@@ -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. // People face their local +Z; `root.rotation.y` turns them.
const materials = new Map(); 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 mat = (color, extra = {}) => {
const key = color + JSON.stringify(extra); const key = color + JSON.stringify(extra);
if (!materials.has(key)) 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); 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) { function part(parent, geometry, material, x = 0, y = 0, z = 0) {
const mesh = new THREE.Mesh(geometry, material); const mesh = new THREE.Mesh(geometry, material);
mesh.position.set(x, y, z); mesh.position.set(x, y, z);
@@ -77,7 +99,9 @@ export function createPerson({
const shirt = part( const shirt = part(
torso, torso,
new THREE.PlaneGeometry(0.12, 0.2), new THREE.PlaneGeometry(0.12, 0.2),
mat('#f4f4f2', { side: THREE.DoubleSide }), mat('#f4f4f2', {
side: THREE.DoubleSide,
}),
0, 0,
0.49, 0.49,
0.133, 0.133,
@@ -88,7 +112,9 @@ export function createPerson({
const lapel = part( const lapel = part(
torso, torso,
new THREE.BoxGeometry(0.05, 0.22, 0.01), new THREE.BoxGeometry(0.05, 0.22, 0.01),
mat(top, { roughness: 0.5 }), mat(top, {
roughness: 0.5,
}),
side * 0.07, side * 0.07,
0.47, 0.47,
0.132, 0.132,
@@ -134,7 +160,10 @@ export function createPerson({
); );
} }
if (glasses) { 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]) 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.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); 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); shoulder.add(elbow);
part(elbow, new THREE.CapsuleGeometry(0.043, 0.18, 4, 8), topMat, 0, -0.12, 0); 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); part(elbow, new THREE.SphereGeometry(0.045, 8, 6), skinMat, 0, -0.27, 0);
return { shoulder, elbow }; return {
shoulder,
elbow,
};
}); });
// Legs: hip → knee → foot. // Legs: hip → knee → foot.
const legs = [-1, 1].map((side) => { const legs = [-1, 1].map((side) => {
@@ -164,9 +196,11 @@ export function createPerson({
hip.add(knee); hip.add(knee);
part(knee, new THREE.CapsuleGeometry(0.058, 0.32, 4, 8), bottomMat, 0, -0.22, 0); 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); 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 = { const person = {
root, root,
head, head,
@@ -217,6 +251,12 @@ export function createPerson({
} }
// Floating name badge above a person's head. // 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 = '') { export function nameTag(name, role = '') {
const texture = textTexture(512, 160, (c, w, h) => { const texture = textTexture(512, 160, (c, w, h) => {
c.clearRect(0, 0, w, h); c.clearRect(0, 0, w, h);
@@ -239,7 +279,11 @@ export function nameTag(name, role = '') {
} }
}); });
const sprite = new THREE.Sprite( 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); sprite.scale.set(1.3, 0.41, 1);
return sprite; return sprite;
@@ -253,6 +297,13 @@ export function createCrew(parent, workers) {
const n = workers.length, const n = workers.length,
group = new THREE.Group(); group = new THREE.Group();
parent.add(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 instanced = (geometry, material, count = n) => {
const mesh = new THREE.InstancedMesh(geometry, material, count); const mesh = new THREE.InstancedMesh(geometry, material, count);
mesh.castShadow = true; mesh.castShadow = true;
@@ -260,7 +311,10 @@ export function createCrew(parent, workers) {
group.add(mesh); group.add(mesh);
return 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 torso = instanced(new THREE.BoxGeometry(0.42, 0.6, 0.26), white);
const legs = instanced( const legs = instanced(
new THREE.BoxGeometry(0.15, 0.9, 0.17).translate(0, -0.45, 0), 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( const heads = instanced(
new THREE.SphereGeometry(0.12, 10, 8), 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( const hats = instanced(
new THREE.SphereGeometry(0.135, 10, 6, 0, Math.PI * 2, 0, Math.PI / 2), 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 skins = ['#e7b48f', '#d49f7a', '#c48a63', '#edc2a0'].map((c) => new THREE.Color(c));
const color = new THREE.Color(); const color = new THREE.Color();
@@ -295,18 +355,34 @@ export function createCrew(parent, workers) {
color.set(w.hat ?? '#f2c94c'); color.set(w.hat ?? '#f2c94c');
hats.setColorAt(i, color); hats.setColorAt(i, color);
w.phase = i * 1.37; 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(), const base = new THREE.Matrix4(),
m = new THREE.Matrix4(), m = new THREE.Matrix4(),
local = new THREE.Matrix4(), local = new THREE.Matrix4(),
q = new THREE.Quaternion(), q = new THREE.Quaternion(),
up = new THREE.Vector3(0, 1, 0); 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) => { const setLimb = (mesh, index, x, y, angle) => {
local.makeRotationX(angle).setPosition(x, y, 0); local.makeRotationX(angle).setPosition(x, y, 0);
mesh.setMatrixAt(index, m.multiplyMatrices(base, local)); mesh.setMatrixAt(index, m.multiplyMatrices(base, local));
}; };
/**
* Updates update from the active simulation.
* @param {*} time - time.
* @returns {*} Operation result, when applicable.
*/
function update(time) { function update(time) {
workers.forEach((w, i) => { workers.forEach((w, i) => {
let x = w.x, let x = w.x,
@@ -361,5 +437,8 @@ export function createCrew(parent, workers) {
update(0); update(0);
for (const mesh of [torso, legs, arms, heads, hats]) for (const mesh of [torso, legs, arms, heads, hats])
if (mesh.instanceColor) mesh.instanceColor.needsUpdate = true; 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'; import * as THREE from 'three';
// Canvas texture that is redrawn once web fonts are ready, so Persian text never keeps a fallback font. // 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) { export function textTexture(width, height, draw) {
const canvas = document.createElement('canvas'); const canvas = document.createElement('canvas');
canvas.width = width; canvas.width = width;
canvas.height = height; canvas.height = height;
const texture = new THREE.CanvasTexture(canvas); const texture = new THREE.CanvasTexture(canvas);
texture.colorSpace = THREE.SRGBColorSpace; texture.colorSpace = THREE.SRGBColorSpace;
/**
* Runs the paint operation for this subsystem.
* @returns {*} Operation result, when applicable.
*/
const paint = () => { const paint = () => {
draw(canvas.getContext('2d'), width, height); draw(canvas.getContext('2d'), width, height);
texture.needsUpdate = true; texture.needsUpdate = true;
+98 -16
View File
@@ -1,7 +1,6 @@
import * as THREE from 'three'; import * as THREE from 'three';
import { catalog } from '../economy/gameState.js'; import { catalog } from '../economy/gameState.js';
import { textTexture } from './textures.js'; import { textTexture } from './textures.js';
const PRODUCT_COLORS = { const PRODUCT_COLORS = {
juice: '#e5ae47', juice: '#e5ae47',
water: '#9fd3e6', water: '#9fd3e6',
@@ -15,6 +14,12 @@ const PRODUCT_COLORS = {
}; };
// Sign panel; the shared helper redraws it once the Persian web font has loaded. // 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) => const label = (text, sub) =>
textTexture(512, 160, (c, width, height) => { textTexture(512, 160, (c, width, height) => {
c.fillStyle = '#0f2a2a'; 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. // 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) { export function createVendingMachine(def) {
const group = new THREE.Group(); 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 = {}) => 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 box = (w, h, d, material, x, y, z, parent = group) => {
const mesh = new THREE.Mesh(new THREE.BoxGeometry(w, h, d), material); const mesh = new THREE.Mesh(new THREE.BoxGeometry(w, h, d), material);
mesh.position.set(x, y, z); mesh.position.set(x, y, z);
@@ -49,9 +81,15 @@ export function createVendingMachine(def) {
emissive: '#0b8f88', emissive: '#0b8f88',
emissiveIntensity: 0.15, 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'), 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(1.9, 2.4, 1.1, shell, 0, 1.3, 0);
box(1.94, 0.32, 1.14, white, 0, 2.62, 0); box(1.94, 0.32, 1.14, white, 0, 2.62, 0);
box(1.94, 0.12, 1.14, dark, 0, 0.06, 0); box(1.94, 0.12, 1.14, dark, 0, 0.06, 0);
@@ -60,23 +98,45 @@ export function createVendingMachine(def) {
1.3, 1.3,
1.8, 1.8,
0.06, 0.06,
mat('#13292b', { emissive: '#2a7f73', emissiveIntensity: 0.5 }), mat('#13292b', {
emissive: '#2a7f73',
emissiveIntensity: 0.5,
}),
-0.2, -0.2,
1.45, 1.45,
0.56, 0.56,
); );
// Six shelves of products behind the glass, coloured by what this machine sells. // Retail models retain 48 slots; showroom samples use their catalog channel count.
for (let row = 0; row < 6; row++) { const rows = def.channels === 35 ? 5 : 6;
const y = 0.78 + row * 0.28; 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); box(1.2, 0.02, 0.25, steel, -0.2, y, 0.45);
for (let col = 0; col < 8; col++) { for (let col = 0; col < columns; col++) {
const id = def.products[(row * 8 + col) % def.products.length]; const id = def.products[(row * columns + col) % def.products.length];
const color = mat(PRODUCT_COLORS[id]); const color = mat(PRODUCT_COLORS[id]);
let channelMesh;
if (catalog[id].type === 'drink') { if (catalog[id].type === 'drink') {
const bottle = new THREE.Mesh(new THREE.CylinderGeometry(0.035, 0.04, 0.17, 8), color); 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); 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( const glass = new THREE.Mesh(
@@ -115,17 +175,40 @@ export function createVendingMachine(def) {
const flap = new THREE.Group(); const flap = new THREE.Group();
flap.position.set(-0.2, 0.53, 0.61); flap.position.set(-0.2, 0.53, 0.61);
group.add(flap); 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( const sign = new THREE.Mesh(
new THREE.PlaneGeometry(1.86, 0.3), 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); sign.position.set(0, 2.62, 0.575);
group.add(sign); group.add(sign);
const delivery = new THREE.Mesh(new THREE.CylinderGeometry(0.06, 0.06, 0.2, 10), mat('#e5ae47')); const delivery = new THREE.Mesh(new THREE.CylinderGeometry(0.06, 0.06, 0.2, 10), mat('#e5ae47'));
delivery.visible = false; delivery.visible = false;
group.add(delivery); 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; card.visible = false;
// Objective beacon: a tall column of light visible across the city, like a mission marker. // 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.rotation.x = -Math.PI / 2;
ring.position.set(0, 0.09, 1.6); ring.position.set(0, 0.09, 1.6);
group.add(ring); group.add(ring);
return { return {
group, group,
flap, 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
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@@ -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();
}
+239
View File
@@ -0,0 +1,239 @@
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');
}
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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.
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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);
}
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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'; import * as THREE from 'three';
// Low-poly saloon facing local +X, sized like a Peugeot/Samand (4.4 m long). // 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') { export function createCarModel(color = '#d9d9d4') {
const group = new THREE.Group(); 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 = {}) => const mat = (c, extra = {}) =>
new THREE.MeshStandardMaterial({ color: c, roughness: 0.45, ...extra }); new THREE.MeshStandardMaterial({
const paint = mat(color, { metalness: 0.55, roughness: 0.35 }), color: c,
glass = mat('#1e2c33', { metalness: 0.6, roughness: 0.15 }); 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'), 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 box = (w, h, d, m, x, y, z) => {
const mesh = new THREE.Mesh(new THREE.BoxGeometry(w, h, d), m); const mesh = new THREE.Mesh(new THREE.BoxGeometry(w, h, d), m);
mesh.position.set(x, y, z); mesh.position.set(x, y, z);
@@ -27,7 +62,10 @@ export function createCarModel(color = '#d9d9d4') {
0.06, 0.06,
0.18, 0.18,
0.34, 0.34,
mat('#fff4cc', { emissive: '#fff1b0', emissiveIntensity: 0.6 }), mat('#fff4cc', {
emissive: '#fff1b0',
emissiveIntensity: 0.6,
}),
2.21, 2.21,
0.78, 0.78,
z, z,
@@ -36,7 +74,10 @@ export function createCarModel(color = '#d9d9d4') {
0.06, 0.06,
0.16, 0.16,
0.34, 0.34,
mat('#b3261e', { emissive: '#7a0f0b', emissiveIntensity: 0.5 }), mat('#b3261e', {
emissive: '#7a0f0b',
emissiveIntensity: 0.5,
}),
-2.21, -2.21,
0.8, 0.8,
z, z,
@@ -58,9 +99,11 @@ export function createCarModel(color = '#d9d9d4') {
group.add(wheel); group.add(wheel);
wheels.push(wheel); wheels.push(wheel);
} }
return { group, wheels }; return {
group,
wheels,
};
} }
const COLORS = [ const COLORS = [
'#e9e9e4', '#e9e9e4',
'#1d1f22', '#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. // 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 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) { export function createTraffic(scene, data, count = 28) {
const oneway = new Set(data.oneway ?? []); const oneway = new Set(data.oneway ?? []);
const roads = data.roads const roads = data.roads
@@ -105,22 +155,47 @@ export function createTraffic(scene, data, count = 28) {
]; ];
}) })
.filter((r) => r.total > 80); .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) => { const sample = (road, d) => {
let i = 1; let i = 1;
while (i < road.lengths.length - 1 && road.lengths[i] < d) i++; while (i < road.lengths.length - 1 && road.lengths[i] < d) i++;
const a = road.pts[i - 1], const a = road.pts[i - 1],
b = road.pts[i], b = road.pts[i],
t = (d - road.lengths[i - 1]) / (road.lengths[i] - road.lengths[i - 1] || 1); 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; let seed = 7;
/**
* Runs the random operation for this subsystem.
* @returns {*} Operation result, when applicable.
*/
const random = () => (seed = (seed * 1664525 + 1013904223) >>> 0) / 4294967296; const random = () => (seed = (seed * 1664525 + 1013904223) >>> 0) / 4294967296;
// Roads whose bounding box comes within 600 m of the player, refreshed as they travel. // Roads whose bounding box comes within 600 m of the player, refreshed as they travel.
let nearby = [], let nearby = [],
nearbyAt = null; 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) => { const roadsNear = (x, z) => {
if (!nearbyAt || Math.hypot(x - nearbyAt.x, z - nearbyAt.z) > 150) { if (!nearbyAt || Math.hypot(x - nearbyAt.x, z - nearbyAt.z) > 150) {
nearbyAt = { x, z }; nearbyAt = {
x,
z,
};
nearby = roads.filter( nearby = roads.filter(
({ box }) => x > box.x0 - 600 && x < box.x1 + 600 && z > box.z0 - 600 && z < box.z1 + 600, ({ 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; return nearby;
}; };
// Places a car on a random main-road point between 120 and 600 m from (x, z), if one exists. // 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) { function respawn(car, x, z) {
const candidates = roadsNear(x, z); const candidates = roadsNear(x, z);
for (let attempt = 0; attempt < 30 && candidates.length; attempt++) { 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]); const model = createCarModel(COLORS[i % COLORS.length]);
group.add(model.group); group.add(model.group);
model.group.visible = false; 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. // 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) { function remove(car) {
car.road = null; car.road = null;
car.x = car.z = 1e9; car.x = car.z = 1e9;
car.model.group.visible = false; car.model.group.visible = false;
} }
let cursor = 0; 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) { function update(dt, obstacles, around) {
// Re-home a couple of distant cars per frame, which keeps the cost per frame small. // Re-home a couple of distant cars per frame, which keeps the cost per frame small.
for (let n = 0; n < 2; n++) { 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; 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, wheelBase: 2.7,
radius: 1.6, 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) { 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) { export function stepCar(car, { throttle = 0, steer = 0, handbrake = false }, dt) {
car.steer += (steer * CAR.maxSteer - car.steer) * Math.min(1, dt * 6); 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; 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; car.z -= Math.sin(car.heading) * car.speed * dt;
return car; 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); 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 // 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. // [height, x0, z0, x1, z1, …] arrays the OSM buildings in mellat.json use.
export function decodeBuildings(buffer) { export function decodeBuildings(buffer) {
+533 -205
View File
@@ -70,7 +70,14 @@ const BUILDING_COLORS = [
'#d2b48f', '#d2b48f',
'#b7957a', '#b7957a',
].map((c) => new THREE.Color(c)); ].map((c) => new THREE.Color(c));
/**
* Runs the canvas texture operation for this subsystem.
* @param {*} width - width.
* @param {*} height - height.
* @param {*} draw - draw.
* @param {*} repeat - repeat.
* @returns {*} Operation result, when applicable.
*/
function canvasTexture(width, height, draw, repeat = true) { function canvasTexture(width, height, draw, repeat = true) {
const canvas = document.createElement('canvas'); const canvas = document.createElement('canvas');
canvas.width = width; canvas.width = width;
@@ -82,7 +89,16 @@ function canvasTexture(width, height, draw, repeat = true) {
texture.anisotropy = 8; texture.anisotropy = 8;
return texture; return texture;
} }
/**
* Runs the noise operation for this subsystem.
* @param {*} c - c.
* @param {*} w - w.
* @param {*} h - h.
* @param {*} base - base.
* @param {*} spread - spread.
* @param {*} count - count.
* @returns {*} Operation result, when applicable.
*/
function noise(c, w, h, base, spread, count) { function noise(c, w, h, base, spread, count) {
c.fillStyle = base; c.fillStyle = base;
c.fillRect(0, 0, w, h); c.fillRect(0, 0, w, h);
@@ -92,7 +108,11 @@ function noise(c, w, h, base, spread, count) {
c.fillRect(Math.random() * w, Math.random() * h, 2, 2); c.fillRect(Math.random() * w, Math.random() * h, 2, 2);
} }
} }
/**
* Runs the textures operation for this subsystem.
* @returns {*} Operation result, when applicable.
*/
const textures = () => ({ const textures = () => ({
major: canvasTexture(128, 256, (c, w, h) => { major: canvasTexture(128, 256, (c, w, h) => {
noise(c, w, h, '#4a4d50', 0.12, 1800); noise(c, w, h, '#4a4d50', 0.12, 1800);
@@ -140,6 +160,15 @@ const textures = () => ({
}); });
// Pushes a strip of quads along a polyline into a geometry buffer. // Pushes a strip of quads along a polyline into a geometry buffer.
/**
* Runs the ribbon operation for this subsystem.
* @param {*} out - out.
* @param {*} pts - pts.
* @param {*} width - width.
* @param {*} y - y.
* @param {*} repeat - repeat.
* @returns {*} Operation result, when applicable.
*/
function ribbon(out, pts, width, y, repeat) { function ribbon(out, pts, width, y, repeat) {
const n = pts.length / 2; const n = pts.length / 2;
if (n < 2) return; if (n < 2) return;
@@ -150,6 +179,12 @@ function ribbon(out, pts, width, y, repeat) {
const x = pts[i * 2], const x = pts[i * 2],
z = pts[i * 2 + 1]; z = pts[i * 2 + 1];
if (i) along += Math.hypot(x - pts[i * 2 - 2], z - pts[i * 2 - 1]); if (i) along += Math.hypot(x - pts[i * 2 - 2], z - pts[i * 2 - 1]);
/**
* Runs the seg operation for this subsystem.
* @param {*} a - a.
* @param {*} b - b.
* @returns {*} Operation result, when applicable.
*/
const seg = (a, b) => { const seg = (a, b) => {
const dx = pts[b * 2] - pts[a * 2], const dx = pts[b * 2] - pts[a * 2],
dz = pts[b * 2 + 1] - pts[a * 2 + 1], dz = pts[b * 2 + 1] - pts[a * 2 + 1],
@@ -173,7 +208,15 @@ function ribbon(out, pts, width, y, repeat) {
} }
} }
} }
/**
* Runs the disc operation for this subsystem.
* @param {*} out - out.
* @param {*} x - x.
* @param {*} z - z.
* @param {*} radius - radius.
* @param {*} y - y.
* @returns {*} Operation result, when applicable.
*/
function disc(out, x, z, radius, y) { function disc(out, x, z, radius, y) {
const base = out.pos.length / 3; const base = out.pos.length / 3;
out.pos.push(x, y, z); out.pos.push(x, y, z);
@@ -185,7 +228,11 @@ function disc(out, x, z, radius, y) {
if (i) out.idx.push(base, base + i + 1, base + i); if (i) out.idx.push(base, base + i + 1, base + i);
} }
} }
/**
* Runs the polygon triangles operation for this subsystem.
* @param {*} pts - pts.
* @returns {*} Operation result, when applicable.
*/
function polygonTriangles(pts) { function polygonTriangles(pts) {
const contour = []; const contour = [];
for (let i = 0; i < pts.length; i += 2) contour.push(new THREE.Vector2(pts[i], pts[i + 1])); for (let i = 0; i < pts.length; i += 2) contour.push(new THREE.Vector2(pts[i], pts[i + 1]));
@@ -197,6 +244,15 @@ function polygonTriangles(pts) {
} }
// Flat polygon facing up; triangles are flipped where needed so normals point to the sky. // Flat polygon facing up; triangles are flipped where needed so normals point to the sky.
/**
* Runs the flat polygon operation for this subsystem.
* @param {*} out - out.
* @param {*} pts - pts.
* @param {*} y - y.
* @param {*} uvScale - uv Scale.
* @param {*} color - color.
* @returns {*} Operation result, when applicable.
*/
function flatPolygon(out, pts, y, uvScale = 0, color = null) { function flatPolygon(out, pts, y, uvScale = 0, color = null) {
const base = out.pos.length / 3; const base = out.pos.length / 3;
for (let i = 0; i < pts.length; i += 2) { for (let i = 0; i < pts.length; i += 2) {
@@ -211,7 +267,13 @@ function flatPolygon(out, pts, y, uvScale = 0, color = null) {
out.idx.push(base + a, ...(cross >= 0 ? [base + b, base + c] : [base + c, base + b])); out.idx.push(base + a, ...(cross >= 0 ? [base + b, base + c] : [base + c, base + b]));
} }
} }
/**
* Runs the to mesh operation for this subsystem.
* @param {*} out - out.
* @param {*} material - material.
* @param {*} normals - normals.
* @returns {*} Operation result, when applicable.
*/
function toMesh(out, material, normals = 'up') { function toMesh(out, material, normals = 'up') {
const geometry = new THREE.BufferGeometry(); const geometry = new THREE.BufferGeometry();
geometry.setAttribute('position', new THREE.Float32BufferAttribute(out.pos, 3)); geometry.setAttribute('position', new THREE.Float32BufferAttribute(out.pos, 3));
@@ -232,7 +294,12 @@ function toMesh(out, material, normals = 'up') {
mesh.receiveShadow = true; mesh.receiveShadow = true;
return mesh; return mesh;
} }
/**
* Runs the ground material operation for this subsystem.
* @param {*} options - options.
* @param {*} layer - layer.
* @returns {*} Operation result, when applicable.
*/
const groundMaterial = (options, layer) => const groundMaterial = (options, layer) =>
new THREE.MeshStandardMaterial({ new THREE.MeshStandardMaterial({
roughness: 0.95, roughness: 0.95,
@@ -241,14 +308,22 @@ const groundMaterial = (options, layer) =>
polygonOffsetFactor: -layer, polygonOffsetFactor: -layer,
polygonOffsetUnits: -layer * 2, polygonOffsetUnits: -layer * 2,
}); });
/**
* Runs the seeded operation for this subsystem.
* @param {*} seed - seed.
* @returns {*} Operation result, when applicable.
*/
function seeded(seed) { function seeded(seed) {
return () => { return () => {
seed = (seed * 1664525 + 1013904223) >>> 0; seed = (seed * 1664525 + 1013904223) >>> 0;
return seed / 4294967296; return seed / 4294967296;
}; };
} }
/**
* Runs the signed area operation for this subsystem.
* @param {*} pts - pts.
* @returns {*} Operation result, when applicable.
*/
function signedArea(pts) { function signedArea(pts) {
let a = 0; let a = 0;
for (let i = 0; i < pts.length; i += 2) { for (let i = 0; i < pts.length; i += 2) {
@@ -264,105 +339,50 @@ const CHUNK = 2000,
// With satellite imagery the photo shows the real roads and land, so the drawn roads and areas are // With satellite imagery the photo shows the real roads and land, so the drawn roads and areas are
// left out; `extraBuildings` are footprints beyond OSM (Microsoft's, see buildings-data.js). // left out; `extraBuildings` are footprints beyond OSM (Microsoft's, see buildings-data.js).
/**
* Creates city resources for the game.
* @param {*} scene - scene.
* @param {*} data - data.
* @param {*} options2 - Operation options.
* @returns {*} Operation result, when applicable.
*/
export function createCity( export function createCity(
scene, scene,
data, data,
{ collision, segments, extraBuildings = [], satellite = false, lowQuality = false }, { collision, segments, extraBuildings = [], satellite = false, lowQuality = false },
) { ) {
const VIEW_RANGE = lowQuality ? 1500 : 2400; const build = {
const tex = textures(), scene,
group = new THREE.Group(); data,
scene.add(group); collision,
const random = seeded(1405); segments,
const chunked = [], extraBuildings,
buckets = new Map(); satellite,
const bucket = (name, x, z, make) => { lowQuality,
const key = `${name}|${Math.floor(x / CHUNK)},${Math.floor(z / CHUNK)}`;
if (!buckets.has(key)) buckets.set(key, { name, out: make() });
return buckets.get(key).out;
}; };
const addChunked = (mesh) => { for (const [name, method] of Object.entries(CITY_METHODS))
mesh.geometry.computeBoundingSphere(); build[name] = (...args) => method(build, ...args);
chunked.push(mesh); for (const initialize of CITY_STEPS) initialize(build);
group.add(mesh); return build.result;
return mesh; }
}; /**
* Runs the city build block operation for this subsystem.
// Open ground that follows the camera, so the horizon never shows an edge. * @param {*} build - build.
const ground = new THREE.Mesh( * @param {*} block - block.
new THREE.PlaneGeometry(14000, 14000), * @returns {*} Operation result, when applicable.
groundMaterial({ color: '#c6baa0' }, 0), */
); function cityBuildBlock(build, block) {
ground.rotation.x = -Math.PI / 2; const walls = {
ground.position.y = -0.02; pos: [],
ground.receiveShadow = true; uv: [],
group.add(ground); col: [],
idx: [],
for (const area of satellite ? [] : data.areas) {
const kind = data.areaKinds[area[0]];
flatPolygon(
bucket(`area:${kind}`, area[1], area[2], () => ({ pos: [], idx: [] })),
area.slice(1),
LAYER[kind][0],
);
}
const areaMaterials = {};
for (const kind of data.areaKinds)
areaMaterials[kind] = groundMaterial(
{
color: AREA_COLOR[kind],
roughness: kind === 'water' ? 0.25 : 0.95,
metalness: kind === 'water' ? 0.2 : 0,
}, },
LAYER[kind][1], roofs = {
); pos: [],
col: [],
const road = (name, x, z) => bucket(`road:${name}`, x, z, () => ({ pos: [], uv: [], idx: [] })); idx: [],
for (const r of satellite ? [] : data.roads) { };
const type = data.roadTypes[r[0]],
kind = BUCKET[type],
pts = r.slice(2),
width = WIDTH[type];
ribbon(road(kind, pts[0], pts[1]), pts, width, LAYER[kind][0], kind === 'major' ? 9 : 8);
if (r[0] <= DRIVABLE_MAX_TYPE) {
if (type !== 'service')
ribbon(road('sidewalk', pts[0], pts[1]), pts, width + 4, LAYER.sidewalk[0], 6);
disc(road(kind, pts[0], pts[1]), pts[0], pts[1], width / 2, LAYER[kind][0]);
disc(road(kind, pts[0], pts[1]), pts.at(-2), pts.at(-1), width / 2, LAYER[kind][0]);
}
}
const roadMaterials = {};
for (const kind of ['major', 'minor', 'paved', 'dirt', 'sidewalk'])
roadMaterials[kind] = groundMaterial({ map: tex[kind] }, LAYER[kind][1]);
// Buildings: textured walls with one window per 3.6 m bay and 3.2 m storey, flat roofs. There are
// ~145,000 of them (OSM plus Microsoft footprints), so each 500 m block is built only when the
// camera first comes near it, one block per frame.
const wallMaterial = new THREE.MeshStandardMaterial({
map: tex.walls,
vertexColors: true,
roughness: 0.85,
});
const roofMaterial = new THREE.MeshStandardMaterial({ vertexColors: true, roughness: 0.9 });
const blocks = new Map();
for (const building of [...data.buildings, ...extraBuildings]) {
const key = `${Math.floor(building[1] / BLOCK)},${Math.floor(building[2] / BLOCK)}`;
if (!blocks.has(key)) {
const [bx, bz] = key.split(',').map(Number);
blocks.set(key, {
x: (bx + 0.5) * BLOCK,
z: (bz + 0.5) * BLOCK,
buildings: [],
meshes: null,
});
}
blocks.get(key).buildings.push(building);
}
const pendingBlocks = [...blocks.values()];
function buildBlock(block) {
const walls = { pos: [], uv: [], col: [], idx: [] },
roofs = { pos: [], col: [], idx: [] };
for (const building of block.buildings) { for (const building of block.buildings) {
const height = building[0]; const height = building[0];
let pts = building.slice(1); let pts = building.slice(1);
@@ -402,17 +422,170 @@ export function createCity(
} }
flatPolygon(roofs, pts, height, 0, color.clone().multiplyScalar(0.78)); flatPolygon(roofs, pts, height, 0, color.clone().multiplyScalar(0.78));
} }
block.meshes = [toMesh(walls, wallMaterial, 'compute'), toMesh(roofs, roofMaterial)]; block.meshes = [toMesh(walls, build.wallMaterial, 'compute'), toMesh(roofs, build.roofMaterial)];
for (const mesh of block.meshes) { for (const mesh of block.meshes) {
mesh.castShadow = true; mesh.castShadow = true;
addChunked(mesh); build.addChunked(mesh);
}
} }
}
// Rooftop water tanks and air coolers, typical of Mashhad apartment blocks, on the OSM buildings. // Rooftop water tanks and air coolers, typical of Mashhad apartment blocks, on the OSM buildings.
const tanks = [], /**
units = []; * Runs the city build view_range operation for this subsystem.
for (const building of data.buildings) { * @param {*} build - build.
* @returns {*} Operation result, when applicable.
*/
function cityBuildVIEW_RANGE(build) {
build.VIEW_RANGE = build.lowQuality ? 1500 : 2400;
build.tex = textures();
build.group = new THREE.Group();
build.scene.add(build.group);
build.random = seeded(1405);
build.chunked = [];
build.buckets = new Map();
build.bucket = (name, x, z, make) => {
const key = `${name}|${Math.floor(x / CHUNK)},${Math.floor(z / CHUNK)}`;
if (!build.buckets.has(key))
build.buckets.set(key, {
name,
out: make(),
});
return build.buckets.get(key).out;
};
build.addChunked = (mesh) => {
mesh.geometry.computeBoundingSphere();
build.chunked.push(mesh);
build.group.add(mesh);
return mesh;
};
}
/**
* Runs the city build ground operation for this subsystem.
* @param {*} build - build.
* @returns {*} Operation result, when applicable.
*/
function cityBuildGround(build) {
// Open ground that follows the camera, so the horizon never shows an edge.
build.ground = new THREE.Mesh(
new THREE.PlaneGeometry(14000, 14000),
groundMaterial(
{
color: '#c6baa0',
},
0,
),
);
build.ground.rotation.x = -Math.PI / 2;
build.ground.position.y = -0.02;
build.ground.receiveShadow = true;
build.group.add(build.ground);
for (const area of build.satellite ? [] : build.data.areas) {
const kind = build.data.areaKinds[area[0]];
flatPolygon(
build.bucket(`area:${kind}`, area[1], area[2], () => ({
pos: [],
idx: [],
})),
area.slice(1),
LAYER[kind][0],
);
}
build.areaMaterials = {};
for (const kind of build.data.areaKinds)
build.areaMaterials[kind] = groundMaterial(
{
color: AREA_COLOR[kind],
roughness: kind === 'water' ? 0.25 : 0.95,
metalness: kind === 'water' ? 0.2 : 0,
},
LAYER[kind][1],
);
}
/**
* Runs the city build road operation for this subsystem.
* @param {*} build - build.
* @returns {*} Operation result, when applicable.
*/
function cityBuildRoad(build) {
build.road = (name, x, z) =>
build.bucket(`road:${name}`, x, z, () => ({
pos: [],
uv: [],
idx: [],
}));
for (const r of build.satellite ? [] : build.data.roads) {
const type = build.data.roadTypes[r[0]],
kind = BUCKET[type],
pts = r.slice(2),
width = WIDTH[type];
ribbon(build.road(kind, pts[0], pts[1]), pts, width, LAYER[kind][0], kind === 'major' ? 9 : 8);
if (r[0] <= DRIVABLE_MAX_TYPE) {
if (type !== 'service')
ribbon(build.road('sidewalk', pts[0], pts[1]), pts, width + 4, LAYER.sidewalk[0], 6);
disc(build.road(kind, pts[0], pts[1]), pts[0], pts[1], width / 2, LAYER[kind][0]);
disc(build.road(kind, pts[0], pts[1]), pts.at(-2), pts.at(-1), width / 2, LAYER[kind][0]);
}
}
build.roadMaterials = {};
}
/**
* Runs the city build geometry operation for this subsystem.
* @param {*} build - build.
* @returns {*} Operation result, when applicable.
*/
function cityBuildGeometry(build) {
for (const kind of ['major', 'minor', 'paved', 'dirt', 'sidewalk'])
build.roadMaterials[kind] = groundMaterial(
{
map: build.tex[kind],
},
LAYER[kind][1],
);
// Buildings: textured walls with one window per 3.6 m bay and 3.2 m storey, flat roofs. There are
// ~145,000 of them (OSM plus Microsoft footprints), so each 500 m block is built only when the
// camera first comes near it, one block per frame.
build.wallMaterial = new THREE.MeshStandardMaterial({
map: build.tex.walls,
vertexColors: true,
roughness: 0.85,
});
build.roofMaterial = new THREE.MeshStandardMaterial({
vertexColors: true,
roughness: 0.9,
});
build.blocks = new Map();
}
/**
* Runs the city build geometry2 operation for this subsystem.
* @param {*} build - build.
* @returns {*} Operation result, when applicable.
*/
function cityBuildGeometry2(build) {
for (const building of [...build.data.buildings, ...build.extraBuildings]) {
const key = `${Math.floor(building[1] / BLOCK)},${Math.floor(building[2] / BLOCK)}`;
if (!build.blocks.has(key)) {
const [bx, bz] = key.split(',').map(Number);
build.blocks.set(key, {
x: (bx + 0.5) * BLOCK,
z: (bz + 0.5) * BLOCK,
buildings: [],
meshes: null,
});
}
build.blocks.get(key).buildings.push(building);
}
build.pendingBlocks = [...build.blocks.values()];
build.tanks = [];
build.units = [];
}
/**
* Runs the city build geometry3 operation for this subsystem.
* @param {*} build - build.
* @returns {*} Operation result, when applicable.
*/
function cityBuildGeometry3(build) {
for (const building of build.data.buildings) {
const height = building[0], const height = building[0],
pts = building.slice(1); pts = building.slice(1);
let cx = 0, let cx = 0,
@@ -423,24 +596,35 @@ export function createCity(
} }
cx /= pts.length / 2; cx /= pts.length / 2;
cz /= pts.length / 2; cz /= pts.length / 2;
if (insidePolygon(pts, cx, cz) && random() < 0.6) { if (insidePolygon(pts, cx, cz) && build.random() < 0.6) {
(random() < 0.5 ? tanks : units).push([ (build.random() < 0.5 ? build.tanks : build.units).push([
cx + (random() - 0.5) * 2, cx + (build.random() - 0.5) * 2,
height, height,
random() * Math.PI, build.random() * Math.PI,
cz + (random() - 0.5) * 2, cz + (build.random() - 0.5) * 2,
0, 0,
]); ]);
} }
} }
for (const { name, out } of buckets.values()) { for (const { name, out } of build.buckets.values()) {
const [kind, sub] = name.split(':'); const [kind, sub] = name.split(':');
addChunked(kind === 'area' ? toMesh(out, areaMaterials[sub]) : toMesh(out, roadMaterials[sub])); build.addChunked(
kind === 'area'
? toMesh(out, build.areaMaterials[sub])
: toMesh(out, build.roadMaterials[sub]),
);
} }
const dummy = new THREE.Object3D(); build.dummy = new THREE.Object3D();
}
/**
* Runs the city build instanced operation for this subsystem.
* @param {*} build - build.
* @returns {*} Operation result, when applicable.
*/
function cityBuildInstanced(build) {
// One instanced mesh per chunk, so small props are culled with the rest of their chunk. // One instanced mesh per chunk, so small props are culled with the rest of their chunk.
// Each item is an array whose first entry is x and second-to-last entry is z. // Each item is an array whose first entry is x and second-to-last entry is z.
const instanced = (geometry, material, items, place) => { build.instanced = (geometry, material, items, place) => {
const byChunk = new Map(); const byChunk = new Map();
items.forEach((item, i) => { items.forEach((item, i) => {
const key = `${Math.floor(item[0] / CHUNK)},${Math.floor(item.at(-2) / CHUNK)}`; const key = `${Math.floor(item[0] / CHUNK)},${Math.floor(item.at(-2) / CHUNK)}`;
@@ -452,44 +636,66 @@ export function createCity(
const mesh = new THREE.InstancedMesh(geometry, material, list.length); const mesh = new THREE.InstancedMesh(geometry, material, list.length);
list.forEach(([item], i) => { list.forEach(([item], i) => {
place(item); place(item);
dummy.updateMatrix(); build.dummy.updateMatrix();
mesh.setMatrixAt(i, dummy.matrix); mesh.setMatrixAt(i, build.dummy.matrix);
}); });
mesh.castShadow = mesh.receiveShadow = true; mesh.castShadow = mesh.receiveShadow = true;
mesh.computeBoundingSphere(); mesh.computeBoundingSphere();
mesh.userData.items = list.map(([, i]) => i); mesh.userData.items = list.map(([, i]) => i);
chunked.push(mesh); build.chunked.push(mesh);
group.add(mesh); build.group.add(mesh);
meshes.push(mesh); meshes.push(mesh);
} }
return meshes; return meshes;
}; };
instanced( }
/**
* Runs the city build geometry4 operation for this subsystem.
* @param {*} build - build.
* @returns {*} Operation result, when applicable.
*/
function cityBuildGeometry4(build) {
build.instanced(
new THREE.CylinderGeometry(0.55, 0.55, 1.1, 10), new THREE.CylinderGeometry(0.55, 0.55, 1.1, 10),
new THREE.MeshStandardMaterial({ color: '#d8d8d2', metalness: 0.4, roughness: 0.4 }), new THREE.MeshStandardMaterial({
tanks, color: '#d8d8d2',
metalness: 0.4,
roughness: 0.4,
}),
build.tanks,
([x, y, , z]) => { ([x, y, , z]) => {
dummy.position.set(x, y + 0.55, z); build.dummy.position.set(x, y + 0.55, z);
dummy.rotation.set(0, 0, 0); build.dummy.rotation.set(0, 0, 0);
dummy.scale.setScalar(1); build.dummy.scale.setScalar(1);
}, },
); );
instanced( build.instanced(
new THREE.BoxGeometry(1, 0.8, 0.9), new THREE.BoxGeometry(1, 0.8, 0.9),
new THREE.MeshStandardMaterial({ color: '#a9aaa4', roughness: 0.6 }), new THREE.MeshStandardMaterial({
units, color: '#a9aaa4',
roughness: 0.6,
}),
build.units,
([x, y, r, z]) => { ([x, y, r, z]) => {
dummy.position.set(x, y + 0.4, z); build.dummy.position.set(x, y + 0.4, z);
dummy.rotation.set(0, r, 0); build.dummy.rotation.set(0, r, 0);
dummy.scale.setScalar(1); build.dummy.scale.setScalar(1);
}, },
); );
// Trees fill parks and line the boulevards, kept off paths and out of buildings. // Trees fill parks and line the boulevards, kept off paths and out of buildings.
const trees = []; build.trees = [];
const freeSpot = (x, z) => !blocked(collision, x, z) && !nearestSegment(segments, x, z, 3); build.freeSpot = (x, z) =>
for (const area of data.areas) { !blocked(build.collision, x, z) && !nearestSegment(build.segments, x, z, 3);
const kind = data.areaKinds[area[0]]; }
/**
* Runs the city build geometry5 operation for this subsystem.
* @param {*} build - build.
* @returns {*} Operation result, when applicable.
*/
function cityBuildGeometry5(build) {
for (const area of build.data.areas) {
const kind = build.data.areaKinds[area[0]];
if (!['park', 'forest', 'grass'].includes(kind)) continue; if (!['park', 'forest', 'grass'].includes(kind)) continue;
const pts = area.slice(1), const pts = area.slice(1),
step = kind === 'grass' ? 16 : 10; step = kind === 'grass' ? 16 : 10;
@@ -505,14 +711,21 @@ export function createCity(
} }
for (let x = ax; x < bx; x += step) for (let x = ax; x < bx; x += step)
for (let z = az; z < bz; z += step) { for (let z = az; z < bz; z += step) {
const tx = x + (random() - 0.5) * step * 0.8, const tx = x + (build.random() - 0.5) * step * 0.8,
tz = z + (random() - 0.5) * step * 0.8; tz = z + (build.random() - 0.5) * step * 0.8;
if (insidePolygon(pts, tx, tz) && freeSpot(tx, tz)) if (insidePolygon(pts, tx, tz) && build.freeSpot(tx, tz))
trees.push([tx, 0.8 + random() * 0.6, tz, 0]); build.trees.push([tx, 0.8 + build.random() * 0.6, tz, 0]);
} }
} }
for (const road of data.roads) { }
const type = data.roadTypes[road[0]]; /**
* Runs the city build geometry6 operation for this subsystem.
* @param {*} build - build.
* @returns {*} Operation result, when applicable.
*/
function cityBuildGeometry6(build) {
for (const road of build.data.roads) {
const type = build.data.roadTypes[road[0]];
if (road[0] > 3) continue; if (road[0] > 3) continue;
const offset = WIDTH[type] / 2 + 2.6; const offset = WIDTH[type] / 2 + 2.6;
for (let i = 4; i < road.length; i += 2) { for (let i = 4; i < road.length; i += 2) {
@@ -521,52 +734,73 @@ export function createCity(
dx = road[i] - ax, dx = road[i] - ax,
dz = road[i + 1] - az, dz = road[i + 1] - az,
len = Math.hypot(dx, dz); len = Math.hypot(dx, dz);
for (let d = random() * 12; d < len; d += 12) for (let d = build.random() * 12; d < len; d += 12)
for (const side of [-1, 1]) { for (const side of [-1, 1]) {
const tx = ax + (dx / len) * d - (dz / len) * offset * side, const tx = ax + (dx / len) * d - (dz / len) * offset * side,
tz = az + (dz / len) * d + (dx / len) * offset * side; tz = az + (dz / len) * d + (dx / len) * offset * side;
if ( if (
!blocked(collision, tx, tz) && !blocked(build.collision, tx, tz) &&
!nearestSegment( !nearestSegment(
segments, build.segments,
tx, tx,
tz, tz,
WIDTH[type] / 2 + 1.5, WIDTH[type] / 2 + 1.5,
(s) => s[4] <= DRIVABLE_MAX_TYPE, (s) => s[4] <= DRIVABLE_MAX_TYPE,
) )
) )
trees.push([tx, 0.7 + random() * 0.4, tz, 0]); build.trees.push([tx, 0.7 + build.random() * 0.4, tz, 0]);
} }
} }
} }
instanced( }
/**
* Runs the city build geometry7 operation for this subsystem.
* @param {*} build - build.
* @returns {*} Operation result, when applicable.
*/
function cityBuildGeometry7(build) {
build.instanced(
new THREE.CylinderGeometry(0.14, 0.22, 2.6, 5, 1, true), new THREE.CylinderGeometry(0.14, 0.22, 2.6, 5, 1, true),
new THREE.MeshStandardMaterial({ color: '#6a5039', roughness: 0.9 }), new THREE.MeshStandardMaterial({
trees, color: '#6a5039',
roughness: 0.9,
}),
build.trees,
([x, s, z]) => { ([x, s, z]) => {
dummy.position.set(x, 1.3 * s, z); build.dummy.position.set(x, 1.3 * s, z);
dummy.rotation.set(0, 0, 0); build.dummy.rotation.set(0, 0, 0);
dummy.scale.setScalar(s); build.dummy.scale.setScalar(s);
}, },
); );
const crowns = instanced( build.crowns = build.instanced(
new THREE.IcosahedronGeometry(1.7, 0), new THREE.IcosahedronGeometry(1.7, 0),
new THREE.MeshStandardMaterial({ color: '#ffffff', roughness: 0.85, flatShading: true }), new THREE.MeshStandardMaterial({
trees, color: '#ffffff',
roughness: 0.85,
flatShading: true,
}),
build.trees,
([x, s, z]) => { ([x, s, z]) => {
dummy.position.set(x, 3.4 * s, z); build.dummy.position.set(x, 3.4 * s, z);
dummy.rotation.set(0, (x * 13) % 6, 0); build.dummy.rotation.set(0, (x * 13) % 6, 0);
dummy.scale.set(s, s * (1 + ((x * 7) % 1) * 0.3), s); build.dummy.scale.set(s, s * (1 + ((x * 7) % 1) * 0.3), s);
}, },
); );
const crownColors = ['#4d7a3e', '#5f8a45', '#3f6b3a', '#6f9150'].map((c) => new THREE.Color(c)); build.crownColors = ['#4d7a3e', '#5f8a45', '#3f6b3a', '#6f9150'].map((c) => new THREE.Color(c));
for (const mesh of crowns) for (const mesh of build.crowns)
mesh.userData.items.forEach((tree, i) => mesh.userData.items.forEach((tree, i) =>
mesh.setColorAt(i, crownColors[tree % crownColors.length]), mesh.setColorAt(i, build.crownColors[tree % build.crownColors.length]),
); );
// Metro station entrances with the Mashhad Urban Railway "M" sign. // Metro station entrances with the Mashhad Urban Railway "M" sign.
const signTexture = canvasTexture( }
/**
* Runs the city build sign texture operation for this subsystem.
* @param {*} build - build.
* @returns {*} Operation result, when applicable.
*/
function cityBuildSignTexture(build) {
build.signTexture = canvasTexture(
128, 128,
128, 128,
(c, w, h) => { (c, w, h) => {
@@ -581,35 +815,61 @@ export function createCity(
}, },
false, false,
); );
const canopy = new THREE.MeshStandardMaterial({ build.canopy = new THREE.MeshStandardMaterial({
color: '#59646b', color: '#59646b',
metalness: 0.5, metalness: 0.5,
roughness: 0.4, roughness: 0.4,
}); });
const glass = new THREE.MeshStandardMaterial({ build.glass = new THREE.MeshStandardMaterial({
color: '#9fc4cf', color: '#9fc4cf',
transparent: true, transparent: true,
opacity: 0.45, opacity: 0.45,
roughness: 0.1, roughness: 0.1,
}); });
for (const label of data.labels.filter((l) => l.kind === 'metro')) { }
/**
* Runs the city build geometry8 operation for this subsystem.
* @param {*} build - build.
* @returns {*} Operation result, when applicable.
*/
function cityBuildGeometry8(build) {
for (const label of build.data.labels.filter((l) => l.kind === 'metro')) {
const entrance = new THREE.Group(); const entrance = new THREE.Group();
entrance.position.set(label.x, 0, label.z); entrance.position.set(label.x, 0, label.z);
const road = nearestSegment(segments, label.x, label.z, 40, (s) => s[4] <= DRIVABLE_MAX_TYPE); const road = nearestSegment(
build.segments,
label.x,
label.z,
40,
(s) => s[4] <= DRIVABLE_MAX_TYPE,
);
if (road) entrance.rotation.y = Math.atan2(road.dx, road.dz); if (road) entrance.rotation.y = Math.atan2(road.dx, road.dz);
/**
* 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 box = (w, h, d, m, x, y, z) => {
const mesh = new THREE.Mesh(new THREE.BoxGeometry(w, h, d), m); const mesh = new THREE.Mesh(new THREE.BoxGeometry(w, h, d), m);
mesh.position.set(x, y, z); mesh.position.set(x, y, z);
mesh.castShadow = mesh.receiveShadow = true; mesh.castShadow = mesh.receiveShadow = true;
entrance.add(mesh); entrance.add(mesh);
}; };
box(4.4, 0.2, 7, canopy, 0, 3, 0); box(4.4, 0.2, 7, build.canopy, 0, 3, 0);
box(0.15, 3, 7, glass, -2.1, 1.5, 0); box(0.15, 3, 7, build.glass, -2.1, 1.5, 0);
box(0.15, 3, 7, glass, 2.1, 1.5, 0); box(0.15, 3, 7, build.glass, 2.1, 1.5, 0);
box(0.25, 4.2, 0.25, canopy, 2.6, 2.1, 3.6); box(0.25, 4.2, 0.25, build.canopy, 2.6, 2.1, 3.6);
const sign = new THREE.Mesh( const sign = new THREE.Mesh(
new THREE.CircleGeometry(0.6, 24), new THREE.CircleGeometry(0.6, 24),
new THREE.MeshBasicMaterial({ map: signTexture }), new THREE.MeshBasicMaterial({
map: build.signTexture,
}),
); );
sign.position.set(2.6, 4.4, 3.75); sign.position.set(2.6, 4.4, 3.75);
entrance.add(sign); entrance.add(sign);
@@ -617,19 +877,33 @@ export function createCity(
back.rotation.y = Math.PI; back.rotation.y = Math.PI;
back.position.z = 3.45; back.position.z = 3.45;
entrance.add(back); entrance.add(back);
group.add(entrance); build.group.add(entrance);
} }
// A continuous ridge line around the horizon: the Binalood range high to the south-west, // A continuous ridge line around the horizon: the Binalood range high to the south-west,
// the lower Hezar Masjed hills to the north-east. Hazy colours stand in for distance fog. // the lower Hezar Masjed hills to the north-east. Hazy colours stand in for distance fog.
const ridgePos = [], }
ridgeCol = [], /**
ridgeIdx = [], * Runs the city build ridge pos operation for this subsystem.
segmentsAround = 240; * @param {*} build - build.
const foot = new THREE.Color('#cfc5b0'), * @returns {*} Operation result, when applicable.
crest = new THREE.Color('#a39a8a'); */
for (let i = 0; i <= segmentsAround; i++) { function cityBuildRidgePos(build) {
const a = (i / segmentsAround) * Math.PI * 2, build.ridgePos = [];
build.ridgeCol = [];
build.ridgeIdx = [];
build.segmentsAround = 240;
build.foot = new THREE.Color('#cfc5b0');
build.crest = new THREE.Color('#a39a8a');
}
/**
* Runs the city build geometry9 operation for this subsystem.
* @param {*} build - build.
* @returns {*} Operation result, when applicable.
*/
function cityBuildGeometry9(build) {
for (let i = 0; i <= build.segmentsAround; i++) {
const a = (i / build.segmentsAround) * Math.PI * 2,
x = Math.cos(a), x = Math.cos(a),
z = Math.sin(a); z = Math.sin(a);
// South-west is −x (west) and +z (south); peaks grow with how far this direction points there. // South-west is −x (west) and +z (south); peaks grow with how far this direction points there.
@@ -637,33 +911,58 @@ export function createCity(
rough = Math.sin(a * 7) * 0.5 + Math.sin(a * 17 + 1) * 0.3 + Math.sin(a * 41) * 0.15; rough = Math.sin(a * 7) * 0.5 + Math.sin(a * 17 + 1) * 0.3 + Math.sin(a * 41) * 0.15;
const height = 90 + southWest ** 1.5 * 420 + rough * (60 + southWest * 120), const height = 90 + southWest ** 1.5 * 420 + rough * (60 + southWest * 120),
r = 4300; r = 4300;
ridgePos.push(x * r, -20, z * r, x * r, height, z * r); build.ridgePos.push(x * r, -20, z * r, x * r, height, z * r);
ridgeCol.push(foot.r, foot.g, foot.b, crest.r, crest.g, crest.b); build.ridgeCol.push(
build.foot.r,
build.foot.g,
build.foot.b,
build.crest.r,
build.crest.g,
build.crest.b,
);
if (i) { if (i) {
const b = (i - 1) * 2; const b = (i - 1) * 2;
ridgeIdx.push(b, b + 1, b + 2, b + 1, b + 3, b + 2); build.ridgeIdx.push(b, b + 1, b + 2, b + 1, b + 3, b + 2);
} }
} }
const ridgeGeometry = new THREE.BufferGeometry(); build.ridgeGeometry = new THREE.BufferGeometry();
ridgeGeometry.setAttribute('position', new THREE.Float32BufferAttribute(ridgePos, 3)); build.ridgeGeometry.setAttribute('position', new THREE.Float32BufferAttribute(build.ridgePos, 3));
ridgeGeometry.setAttribute('color', new THREE.Float32BufferAttribute(ridgeCol, 3)); build.ridgeGeometry.setAttribute('color', new THREE.Float32BufferAttribute(build.ridgeCol, 3));
ridgeGeometry.setIndex(ridgeIdx); build.ridgeGeometry.setIndex(build.ridgeIdx);
const ridge = new THREE.Mesh( }
ridgeGeometry, /**
new THREE.MeshBasicMaterial({ vertexColors: true, fog: false, side: THREE.DoubleSide }), * Runs the city build ridge operation for this subsystem.
* @param {*} build - build.
* @returns {*} Operation result, when applicable.
*/
function cityBuildRidge(build) {
build.ridge = new THREE.Mesh(
build.ridgeGeometry,
new THREE.MeshBasicMaterial({
vertexColors: true,
fog: false,
side: THREE.DoubleSide,
}),
); );
group.add(ridge); build.group.add(build.ridge);
let lastCheck = null; build.lastCheck = null;
return { }
group, /**
* Runs the city build result operation for this subsystem.
* @param {*} build - build.
* @returns {*} Operation result, when applicable.
*/
function cityBuildResult(build) {
build.result = {
group: build.group,
// Keeps the ground and horizon around the camera and shows only chunks within range. // Keeps the ground and horizon around the camera and shows only chunks within range.
update(camera) { update(camera) {
ground.position.set(camera.x, -0.02, camera.z); build.ground.position.set(camera.x, -0.02, camera.z);
ridge.position.set(camera.x, 0, camera.z); build.ridge.position.set(camera.x, 0, camera.z);
// Build the nearest unbuilt block in range, one per frame to avoid stutter. // Build the nearest unbuilt block in range, one per frame to avoid stutter.
let next = null, let next = null,
nextDistance = VIEW_RANGE + BLOCK; nextDistance = build.VIEW_RANGE + BLOCK;
for (const block of pendingBlocks) { for (const block of build.pendingBlocks) {
const d = Math.hypot(block.x - camera.x, block.z - camera.z); const d = Math.hypot(block.x - camera.x, block.z - camera.z);
if (d < nextDistance) { if (d < nextDistance) {
next = block; next = block;
@@ -671,18 +970,47 @@ export function createCity(
} }
} }
if (next) { if (next) {
pendingBlocks.splice(pendingBlocks.indexOf(next), 1); build.pendingBlocks.splice(build.pendingBlocks.indexOf(next), 1);
buildBlock(next); build.buildBlock(next);
lastCheck = null; build.lastCheck = null;
} }
if (lastCheck && Math.hypot(camera.x - lastCheck.x, camera.z - lastCheck.z) < 60) return; if (
lastCheck = { x: camera.x, z: camera.z }; build.lastCheck &&
for (const mesh of chunked) { Math.hypot(camera.x - build.lastCheck.x, camera.z - build.lastCheck.z) < 60
)
return;
build.lastCheck = {
x: camera.x,
z: camera.z,
};
for (const mesh of build.chunked) {
const sphere = mesh.boundingSphere ?? mesh.geometry.boundingSphere; const sphere = mesh.boundingSphere ?? mesh.geometry.boundingSphere;
mesh.visible = mesh.visible =
Math.hypot(sphere.center.x - camera.x, sphere.center.z - camera.z) - sphere.radius < Math.hypot(sphere.center.x - camera.x, sphere.center.z - camera.z) - sphere.radius <
VIEW_RANGE; build.VIEW_RANGE;
} }
}, },
}; };
} }
const CITY_METHODS = {
buildBlock: cityBuildBlock,
};
const CITY_STEPS = [
cityBuildVIEW_RANGE,
cityBuildGround,
cityBuildRoad,
cityBuildGeometry,
cityBuildGeometry2,
cityBuildGeometry3,
cityBuildInstanced,
cityBuildGeometry4,
cityBuildGeometry5,
cityBuildGeometry6,
cityBuildGeometry7,
cityBuildSignTexture,
cityBuildGeometry8,
cityBuildRidgePos,
cityBuildGeometry9,
cityBuildRidge,
cityBuildResult,
];
+92 -11
View File
@@ -1,13 +1,31 @@
// 2D collision against building footprints, stored as flat [x0, z0, x1, z1, …] rings. // 2D collision against building footprints, stored as flat [x0, z0, x1, z1, …] rings.
const CELL = 24; 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; 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) { export function createCollisionWorld(polygons) {
const world = { polygons: [], grid: new Map() }; const world = {
polygons: [],
grid: new Map(),
};
polygons.forEach((p) => addPolygon(world, p)); polygons.forEach((p) => addPolygon(world, p));
return world; 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) { export function addPolygon(world, pts) {
let minX = Infinity, let minX = Infinity,
minZ = Infinity, minZ = Infinity,
@@ -19,7 +37,14 @@ export function addPolygon(world, pts) {
minZ = Math.min(minZ, pts[i + 1]); minZ = Math.min(minZ, pts[i + 1]);
maxZ = Math.max(maxZ, 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 cx = Math.floor(minX / CELL); cx <= Math.floor(maxX / CELL); cx++)
for (let cz = Math.floor(minZ / CELL); cz <= Math.floor(maxZ / CELL); cz++) { for (let cz = Math.floor(minZ / CELL); cz <= Math.floor(maxZ / CELL); cz++) {
const k = key(cx, cz); const k = key(cx, cz);
@@ -27,7 +52,14 @@ export function addPolygon(world, pts) {
world.grid.get(k).push(index); 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) { function nearby(world, x, z, r) {
const found = new Set(); const found = new Set();
for (let cx = Math.floor((x - r) / CELL); cx <= Math.floor((x + r) / CELL); cx++) 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]) .map((i) => world.polygons[i])
.filter((p) => x + r > p.minX && x - r < p.maxX && z + r > p.minZ && z - r < p.maxZ); .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) { export function insidePolygon(pts, x, z) {
let inside = false; let inside = false;
for (let i = 0, j = pts.length - 2; i < pts.length; j = i, i += 2) { 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; 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) { 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) { for (let i = 0, j = pts.length - 2; i < pts.length; j = i, i += 2) {
const ax = pts[j], const ax = pts[j],
az = pts[j + 1], az = pts[j + 1],
@@ -61,12 +109,25 @@ function closestOnEdges(pts, x, z) {
const px = ax + dx * t, const px = ax + dx * t,
pz = az + dz * t, pz = az + dz * t,
d = Math.hypot(x - px, z - pz); 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; return best;
} }
// Pushes a circle out of every footprint it overlaps. Returns the corrected position. // 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) { export function resolveCircle(world, x, z, r) {
let hit = false; let hit = false;
for (let pass = 0; pass < 3; pass++) { for (let pass = 0; pass < 3; pass++) {
@@ -84,13 +145,33 @@ export function resolveCircle(world, x, z, r) {
} }
if (!moved) break; 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) => export const blocked = (world, x, z) =>
nearby(world, x, z, 0).some((p) => insidePolygon(p.pts, 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. // 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) { export function clearFraction(world, ax, az, bx, bz, step = 1) {
const steps = Math.max(1, Math.ceil(Math.hypot(bx - ax, bz - az) / step)); const steps = Math.max(1, Math.ceil(Math.hypot(bx - ax, bz - az) / step));
for (let i = 1; i <= steps; i++) { 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 // 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. // 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; 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; 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. // 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) { export function tileCorners(x, y, z) {
const n = tileLat(y, z), const n = tileLat(y, z),
s = tileLat(y + 1, z), s = tileLat(y + 1, z),
@@ -17,7 +36,13 @@ export function tileCorners(x, y, z) {
e = tileLon(x + 1, z); e = tileLon(x + 1, z);
return [toLocal(n, w), toLocal(n, e), toLocal(s, w), toLocal(s, e)]; 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( export function createImagery(
scene, scene,
index, index,
@@ -28,8 +53,18 @@ export function createImagery(
const loader = new THREE.TextureLoader(); const loader = new THREE.TextureLoader();
// Zoom 15 sits just under zoom 17 so the detailed tiles always win where both exist. // Zoom 15 sits just under zoom 17 so the detailed tiles always win where both exist.
const levels = [ 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) => ({ ].map((level) => ({
...level, ...level,
tiles: (index[level.z] ?? []).map((key) => { tiles: (index[level.z] ?? []).map((key) => {
@@ -37,13 +72,27 @@ export function createImagery(
corners = tileCorners(x, y, level.z); corners = tileCorners(x, y, level.z);
const cx = corners.reduce((s, c) => s + c.x, 0) / 4, const cx = corners.reduce((s, c) => s + c.x, 0) / 4,
cz = corners.reduce((s, c) => s + c.z, 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 loads = 0;
let disposed = false; let disposed = false;
const controller = new AbortController(); 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) { async function show(level, tile) {
if (tile.mesh || tile.loading || loads >= 6) return; if (tile.mesh || tile.loading || loads >= 6) return;
tile.loading = true; 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) { function hide(tile) {
if (!tile.mesh) return; if (!tile.mesh) return;
group.remove(tile.mesh); group.remove(tile.mesh);
@@ -114,7 +167,6 @@ export function createImagery(
tile.mesh.material.dispose(); tile.mesh.material.dispose();
tile.mesh = null; tile.mesh = null;
} }
let last = null; let last = null;
return { return {
group, group,
@@ -128,7 +180,10 @@ export function createImagery(
update(x, z) { update(x, z) {
const moved = !last || Math.hypot(x - last.x, z - last.z) > 25; const moved = !last || Math.hypot(x - last.x, z - last.z) > 25;
if (!moved && loads >= 6) return; if (!moved && loads >= 6) return;
last = { x, z }; last = {
x,
z,
};
for (const level of levels) { for (const level of levels) {
const wanted = []; const wanted = [];
for (const tile of level.tiles) { for (const tile of level.tiles) {
+130 -9
View File
@@ -16,9 +16,25 @@ const AREA = {
farmland: '#2a3326', farmland: '#2a3326',
}; };
const ROAD_WIDTH = [11, 10, 9, 8, 6.5, 6, 5, 4, 4, 2.4, 2, 1.6, 3, 2.2]; 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'); 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; 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) { function path(c, pts) {
c.beginPath(); c.beginPath();
c.moveTo(pts[0], pts[1]); 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. // 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) { function drawFeatures(c, { areas, roads, buildings }, data, minWidth) {
for (const area of areas) { for (const area of areas) {
c.fillStyle = AREA[data.areaKinds[area[0]]]; c.fillStyle = AREA[data.areaKinds[area[0]]];
@@ -45,11 +69,23 @@ function drawFeatures(c, { areas, roads, buildings }, data, minWidth) {
c.fill(); 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 = []) { export function createMapAssets(data, extraLabels = []) {
const { minX, minZ, maxX, maxZ } = data.bounds; const { minX, minZ, maxX, maxZ } = data.bounds;
// Bin every feature into the tiles its bounding box touches. // Bin every feature into the tiles its bounding box touches.
const bins = new Map(); 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) => { const bin = (list, feature, first) => {
let x0 = Infinity, let x0 = Infinity,
z0 = 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 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++) { for (let tz = Math.floor((z0 - 8) / TILE_M); tz <= Math.floor((z1 + 8) / TILE_M); tz++) {
const k = tileKey(tx, 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); bins.get(k)[list].push(feature);
} }
}; };
data.areas.forEach((a) => bin('areas', a, 1)); data.areas.forEach((a) => bin('areas', a, 1));
[...data.roads].sort((a, b) => b[0] - a[0]).forEach((r) => bin('roads', r, 2)); [...data.roads].sort((a, b) => b[0] - a[0]).forEach((r) => bin('roads', r, 2));
data.buildings.forEach((b) => bin('buildings', b, 1)); data.buildings.forEach((b) => bin('buildings', b, 1));
const cache = new Map(); 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) { function tile(tx, tz) {
const k = tileKey(tx, tz); const k = tileKey(tx, tz);
if (cache.has(k)) { if (cache.has(k)) {
@@ -87,12 +133,20 @@ export function createMapAssets(data, extraLabels = []) {
c.fillStyle = '#1b231f'; c.fillStyle = '#1b231f';
c.fillRect(0, 0, TILE_PX, TILE_PX); c.fillRect(0, 0, TILE_PX, TILE_PX);
c.setTransform(SCALE, 0, 0, SCALE, -tx * TILE_M * SCALE, -tz * TILE_M * SCALE); 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); cache.set(k, canvas);
if (cache.size > MAX_TILES) cache.delete(cache.keys().next().value); if (cache.size > MAX_TILES) cache.delete(cache.keys().next().value);
return canvas; return canvas;
} }
const overview = document.createElement('canvas'); const overview = document.createElement('canvas');
overview.width = Math.ceil((maxX - minX) * OVERVIEW_SCALE); overview.width = Math.ceil((maxX - minX) * OVERVIEW_SCALE);
overview.height = Math.ceil((maxZ - minZ) * 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 + 3, road.length - 1)] - road[mid - 1],
road[Math.min(mid + 2, road.length - 2)] - road[mid - 2], 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 { 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 // 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. // 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) { function paintWorld(c, assets, x0, z0, x1, z1, pxPerMetre) {
const { minX, minZ } = assets.bounds; const { minX, minZ } = assets.bounds;
c.fillStyle = '#141b18'; 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++) 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); 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) { function rotatePoint(x, z, cx, cz, angle, k) {
const dx = (x - cx) * k, const dx = (x - cx) * k,
dz = (z - cz) * k, dz = (z - cz) * k,
@@ -172,7 +252,14 @@ function rotatePoint(x, z, cx, cz, angle, k) {
sin = Math.sin(angle); sin = Math.sin(angle);
return [dx * cos - dz * sin, dx * sin + dz * cos]; 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 }) { function machineIcon(c, x, y, { objective, visited, open }) {
c.save(); c.save();
c.translate(x, y); 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. // 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) { export function drawMinimap(ctx, assets, view) {
const { size, x, z, heading, camForward, radius, markers, route } = view; const { size, x, z, heading, camForward, radius, markers, route } = view;
const r = size / 2, 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). // 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) { export function drawFullMap(ctx, assets, view, state) {
const { width, height } = ctx.canvas, const { width, height } = ctx.canvas,
dpr = state.dpr, dpr = state.dpr,
w = width / dpr, w = width / dpr,
h = height / 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]; 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.setTransform(dpr, 0, 0, dpr, 0, 0);
ctx.fillStyle = '#101614'; 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. // 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( export function drawIran(
ctx, ctx,
iran, iran,
@@ -420,6 +535,12 @@ export function drawIran(
k = Math.min(width / ((lon1 - lon0) * kx), height / (lat1 - lat0)) * 0.94; k = Math.min(width / ((lon1 - lon0) * kx), height / (lat1 - lat0)) * 0.94;
const offX = (width - (lon1 - lon0) * kx * k) / 2, const offX = (width - (lon1 - lon0) * kx * k) / 2,
offY = (height - (lat1 - lat0) * 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]; const p = (lon, lat) => [offX + (lon - lon0) * kx * k, offY + (lat1 - lat) * k];
ctx.clearRect(0, 0, width, height); ctx.clearRect(0, 0, width, height);
for (const province of iran.provinces) { 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. // 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 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 } = {}) { export function buildGraph(roads, { drivable = false } = {}) {
const ids = new Map(), const ids = new Map(),
xs = [], xs = [],
zs = [], zs = [],
adj = []; adj = [];
/**
* Runs the node operation for this subsystem.
* @param {*} x - x.
* @param {*} z - z.
* @returns {*} Operation result, when applicable.
*/
const node = (x, z) => { const node = (x, z) => {
const k = `${x},${z}`; const k = `${x},${z}`;
if (!ids.has(k)) { if (!ids.has(k)) {
@@ -30,7 +42,13 @@ export function buildGraph(roads, { drivable = false } = {}) {
prev = next; 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) => { graph.main.forEach((inMain, i) => {
if (!inMain) return; if (!inMain) return;
const k = cellKey(Math.floor(xs[i] / 50), Math.floor(zs[i] / 50)); 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; 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; 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) { function largestComponent(adj) {
const label = new Int32Array(adj.length).fill(-1), const label = new Int32Array(adj.length).fill(-1),
sizes = []; sizes = [];
@@ -67,6 +94,13 @@ function largestComponent(adj) {
} }
// Nearest node of the main connected component, searching outward ring by ring. // 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) { export function nearestNode(graph, x, z) {
const cx = Math.floor(x / 50), const cx = Math.floor(x / 50),
cz = Math.floor(z / 50); cz = Math.floor(z / 50);
@@ -88,15 +122,31 @@ export function nearestNode(graph, x, z) {
} }
return best; 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) { export function findPath(graph, start, goal) {
if (start < 0 || goal < 0) return null; if (start < 0 || goal < 0) return null;
const { xs, zs, adj } = graph, const { xs, zs, adj } = graph,
g = new Map([[start, 0]]), g = new Map([[start, 0]]),
from = new Map(), from = new Map(),
closed = new Set(); 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 h = (n) => Math.hypot(xs[n] - xs[goal], zs[n] - zs[goal]);
const heap = [[h(start), start]]; const heap = [[h(start), start]];
/**
* Runs the push operation for this subsystem.
* @param {*} item - item.
* @returns {*} Operation result, when applicable.
*/
const push = (item) => { const push = (item) => {
heap.push(item); heap.push(item);
for (let i = heap.length - 1; i > 0;) { for (let i = heap.length - 1; i > 0;) {
@@ -106,6 +156,11 @@ export function findPath(graph, start, goal) {
i = p; i = p;
} }
}; };
/**
* Runs the pop operation for this subsystem.
* @returns {*} Operation result, when applicable.
*/
const pop = () => { const pop = () => {
const top = heap[0], const top = heap[0],
last = heap.pop(); last = heap.pop();
@@ -145,18 +200,42 @@ export function findPath(graph, start, goal) {
} }
return null; 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) { export function routeBetween(graph, ax, az, bx, bz) {
const path = findPath(graph, nearestNode(graph, ax, az), nearestNode(graph, bx, bz)); const path = findPath(graph, nearestNode(graph, ax, az), nearestNode(graph, bx, bz));
if (!path) return null; if (!path) return null;
const points = [ const points = [
{ x: ax, z: az }, {
...path.map((n) => ({ x: graph.xs[n], z: graph.zs[n] })), x: ax,
{ x: bx, z: bz }, 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) { export function polylineLength(points) {
let total = 0; let total = 0;
for (let i = 1; i < points.length; i++) 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. // 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) { export function buildSegmentIndex(roads) {
const grid = new Map(); const grid = new Map();
for (const road of roads) for (const road of roads)
@@ -187,7 +271,15 @@ export function buildSegmentIndex(roads) {
} }
return grid; 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) { export function nearestSegment(index, x, z, maxDistance, filter = () => true) {
let best = null, let best = null,
bestD = maxDistance; bestD = maxDistance;
+12 -2
View File
@@ -10,6 +10,11 @@ export function useGameEngine(root, bridge) {
const disposeRef = useRef(null); const disposeRef = useRef(null);
useEffect(() => { useEffect(() => {
const controller = new AbortController(); const controller = new AbortController();
/**
* Runs the start operation for this subsystem.
* @returns {*} Operation result, when applicable.
*/
async function start() { async function start() {
try { try {
const { createGame } = await import('@/game/createGame.js'); const { createGame } = await import('@/game/createGame.js');
@@ -22,7 +27,10 @@ export function useGameEngine(root, bridge) {
if (controller.signal.aborted) dispose(); if (controller.signal.aborted) dispose();
else disposeRef.current = dispose; else disposeRef.current = dispose;
} catch (problem) { } catch (problem) {
if (!controller.signal.aborted) setError(problem.message); if (!controller.signal.aborted) {
setError(problem.message);
controller.abort();
}
} }
} }
start(); start();
@@ -33,5 +41,7 @@ export function useGameEngine(root, bridge) {
disposeRef.current = null; disposeRef.current = null;
}; };
}, [root, bridge]); }, [root, bridge]);
return { error }; return {
error,
};
} }
+2 -7
View File
@@ -1,18 +1,13 @@
import React, { Suspense, lazy } from 'react';
import { createRoot } from 'react-dom/client'; import { createRoot } from 'react-dom/client';
import { Provider } from 'react-redux'; import { Provider } from 'react-redux';
import { AppRoutes } from '@/routes/AppRoutes.jsx';
import { store } from '@/store/index.js'; import { store } from '@/store/index.js';
import '@fontsource/vazirmatn/400.css'; import '@fontsource/vazirmatn/400.css';
import '@fontsource/vazirmatn/600.css'; import '@fontsource/vazirmatn/600.css';
import '@fontsource/vazirmatn/800.css'; import '@fontsource/vazirmatn/800.css';
import '@/styles/game.css'; import '@/styles/game.css';
const GamePage = lazy(() =>
import('@/pages/game/GamePage.jsx').then((module) => ({ default: module.GamePage })),
);
createRoot(document.getElementById('root')).render( createRoot(document.getElementById('root')).render(
<Provider store={store}> <Provider store={store}>
<Suspense fallback={<p role="status">در حال آماده‌سازی بازی…</p>}> <AppRoutes />
<GamePage />
</Suspense>
</Provider>, </Provider>,
); );
+2
View File
@@ -1,3 +1,4 @@
import { ShowroomDialog } from './ShowroomDialog.jsx';
import { PaymentPanel } from './PaymentPanel.jsx'; import { PaymentPanel } from './PaymentPanel.jsx';
import { MapDialog } from './MapDialog.jsx'; import { MapDialog } from './MapDialog.jsx';
import { ShopDialog } from './ShopDialog.jsx'; import { ShopDialog } from './ShopDialog.jsx';
@@ -9,6 +10,7 @@ import { EndDialog } from './EndDialog.jsx';
export function GameDialogs(props) { export function GameDialogs(props) {
return ( return (
<> <>
<ShowroomDialog {...props} />
<PaymentPanel {...props} /> <PaymentPanel {...props} />
<MapDialog {...props} /> <MapDialog {...props} />
<ShopDialog {...props} /> <ShopDialog {...props} />
+5 -1
View File
@@ -18,6 +18,7 @@ export function GamePage() {
const nodes = useAppSelector(selectNodes); const nodes = useAppSelector(selectNodes);
const { error } = useGameEngine(root, bridge); const { error } = useGameEngine(root, bridge);
useEffect(() => { useEffect(() => {
bridge.activate();
const dispose = setupPwa(bridge); const dispose = setupPwa(bridge);
return () => { return () => {
dispose(); dispose();
@@ -32,7 +33,10 @@ export function GamePage() {
for (const name of Object.keys(classes)) document.body.classList.remove(name); for (const name of Object.keys(classes)) document.body.classList.remove(name);
}; };
}, [nodes.body]); }, [nodes.body]);
const props = { nodes, actions: bridge }; const props = {
nodes,
actions: bridge,
};
return ( return (
<main ref={root}> <main ref={root}>
<GameSurfaces {...props} /> <GameSurfaces {...props} />
+10 -1
View File
@@ -1,10 +1,19 @@
import { GameNode } from '@/components/shared/GameNode.jsx'; import { GameNode } from '@/components/shared/GameNode.jsx';
import { ViewLists } from './ViewLists.jsx';
/** @typedef {{nodes:object,actions:object}} GameToolbarProps */ /** @typedef {{nodes:object,actions:object}} GameToolbarProps */
/** Presents the GameToolbar using the current interface snapshot. */ /** Presents the GameToolbar using the current interface snapshot. */
export function GameToolbar({ nodes, actions }) { export function GameToolbar({ nodes, actions }) {
return ( return (
<GameNode as="div" id="toolbar" model={nodes['toolbar']}> <GameNode as="div" id="toolbar" model={nodes['toolbar']}>
<GameNode
as="button"
id="showroom-open"
type="button"
hidden
model={nodes['showroom-open']}
onAction={() => actions.emit('showroom-open')}
>
مدل‌های کارخانه · Q
</GameNode>
<GameNode <GameNode
as="button" as="button"
id="gps-toggle" id="gps-toggle"
-1
View File
@@ -1,5 +1,4 @@
import { GameNode } from '@/components/shared/GameNode.jsx'; import { GameNode } from '@/components/shared/GameNode.jsx';
import { ViewLists } from './ViewLists.jsx';
/** @typedef {{nodes:object,actions:object}} LocationStatusProps */ /** @typedef {{nodes:object,actions:object}} LocationStatusProps */
/** Presents the LocationStatus using the current interface snapshot. */ /** Presents the LocationStatus using the current interface snapshot. */
export function LocationStatus({ nodes }) { export function LocationStatus({ nodes }) {
-1
View File
@@ -1,5 +1,4 @@
import { GameNode } from '@/components/shared/GameNode.jsx'; import { GameNode } from '@/components/shared/GameNode.jsx';
import { ViewLists } from './ViewLists.jsx';
/** @typedef {{nodes:object,actions:object}} MachineDetailsProps */ /** @typedef {{nodes:object,actions:object}} MachineDetailsProps */
/** Presents the MachineDetails using the current interface snapshot. */ /** Presents the MachineDetails using the current interface snapshot. */
export function MachineDetails({ nodes, actions }) { export function MachineDetails({ nodes, actions }) {
-1
View File
@@ -1,7 +1,6 @@
import { MachineDetails } from './MachineDetails.jsx'; import { MachineDetails } from './MachineDetails.jsx';
import { MachineList } from './MachineList.jsx'; import { MachineList } from './MachineList.jsx';
import { GameNode } from '@/components/shared/GameNode.jsx'; import { GameNode } from '@/components/shared/GameNode.jsx';
import { ViewLists } from './ViewLists.jsx';
/** @typedef {{nodes:object,actions:object}} MapDialogProps */ /** @typedef {{nodes:object,actions:object}} MapDialogProps */
/** Presents the MapDialog view using plain models and semantic native elements. /** Presents the MapDialog view using plain models and semantic native elements.
* @param {MapDialogProps} props - Interface snapshots and callbacks. * @param {MapDialogProps} props - Interface snapshots and callbacks.
-1
View File
@@ -1,5 +1,4 @@
import { GameNode } from '@/components/shared/GameNode.jsx'; import { GameNode } from '@/components/shared/GameNode.jsx';
import { ViewLists } from './ViewLists.jsx';
/** @typedef {{nodes:object,actions:object}} RankProgressProps */ /** @typedef {{nodes:object,actions:object}} RankProgressProps */
/** Presents the RankProgress using the current interface snapshot. */ /** Presents the RankProgress using the current interface snapshot. */
export function RankProgress({ nodes }) { export function RankProgress({ nodes }) {
+103
View File
@@ -0,0 +1,103 @@
import { GameNode } from '@/components/shared/GameNode.jsx';
import { SHOWROOM_CATALOG } from '@/constants/showroomCatalog.js';
import { showroomModelById, formatRial } from '@/utils/showroomAnswers.js';
import { ShowroomImage } from './ShowroomImage.jsx';
/** @typedef {{nodes:object,actions:object}} ShowroomDialogProps */
/** Presents the factory sample catalog and questions answered by the robot host.
* @param {ShowroomDialogProps} props - Showroom state and game commands.
* @returns {import('react').ReactNode} Sample dialog, or null before a sample is selected.
*/
export function ShowroomDialog({ nodes, actions }) {
const model = showroomModelById(nodes.showroom?.modelId);
if (!model) return null;
return (
<GameNode
as="dialog"
id="showroom"
model={nodes.showroom}
onClose={() => actions.close('showroom')}
aria-labelledby="showroom-title"
className="w-[min(92vw,52rem)] max-h-[90dvh] overflow-y-auto rounded-xl border border-white/20 bg-surface p-6 text-hud"
>
<header className="mb-5 flex items-center justify-between gap-4">
<h2 id="showroom-title" className="text-xl font-bold">
نمایشگاه کارخانه · {model.name}
</h2>
<button
type="button"
aria-label="بستن معرفی دستگاه"
onClick={() => actions.close('showroom')}
>
✕
</button>
</header>
<nav aria-label="مدل دستگاه" className="mb-5 flex flex-wrap gap-3">
{SHOWROOM_CATALOG.map((item) => (
<button
key={item.id}
className="rounded border border-teal px-4 py-2"
type="button"
aria-pressed={item.id === model.id}
onClick={() => actions.emit('showroom-select', item.id)}
>
{item.shortLabel}
</button>
))}
</nav>
<div className="grid gap-6 md:grid-cols-2">
<ShowroomImage key={model.id} model={model} />
<section>
<h3 className="mb-3 text-lg font-semibold">{model.name}</h3>
<p className="mb-3 text-gold">قیمت خود دستگاه: {formatRial(model.priceNumeric)}</p>
<p>{model.description}</p>
<ul className="my-4 list-inside list-disc">
{model.highlights.map((item) => (
<li key={item}>{item}</li>
))}
</ul>
<p className="text-sm opacity-75">
این بخش معرفی محصول است؛ خرید واقعی انجام نمی‌شود و بودجهٔ هتومان تغییر نمی‌کند.
</p>
</section>
</div>
<div className="mt-5 flex flex-wrap gap-3">
<button
className="rounded bg-teal px-4 py-3 font-bold text-surface"
type="button"
onClick={() =>
actions.emit('showroom-question', {
modelId: model.id,
topic: 'price',
})
}
>
روبات، قیمتش چنده؟
</button>
<button
className="rounded border border-teal px-4 py-3"
type="button"
onClick={() =>
actions.emit('showroom-question', {
modelId: model.id,
topic: 'features',
})
}
>
روبات، امکاناتش چیه؟
</button>
</div>
<div className="mt-4 flex items-start gap-3 border-s-2 border-gold ps-4">
<img
className="h-16 w-16 shrink-0 object-contain"
src="./robot/happy.webp"
alt="روبات راهنمای نمایشگاه"
/>
<p role="status">
{nodes['showroom-response']?.text ??
'روبات: سلام! دربارهٔ قیمت و امکانات این مدل از من بپرس.'}
</p>
</div>
</GameNode>
);
}
+20
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@@ -0,0 +1,20 @@
import React from 'react';
import { describe, it, expect, vi, afterEach } from 'vitest';
import { render, screen, fireEvent, cleanup } from '@testing-library/react';
import { ShowroomDialog } from './ShowroomDialog.jsx';
afterEach(cleanup);
describe('showroom robot questions', () => {
it('asks about the selected model and displays catalog data in rial', () => {
const actions = { emit: vi.fn(), close: vi.fn() },
nodes = { showroom: { modelId: 'rm-48', open: false } };
render(<ShowroomDialog nodes={nodes} actions={actions} />);
fireEvent.click(screen.getByRole('button', { name: 'روبات، قیمتش چنده؟', hidden: true }));
expect(actions.emit).toHaveBeenCalledWith('showroom-question', {
modelId: 'rm-48',
topic: 'price',
});
expect(screen.getByText(/۵٬۴۸۰٬۰۰۰٬۰۰۰ ریال/)).toBeInTheDocument();
fireEvent.click(screen.getByRole('button', { name: '۶۰ کانال', hidden: true }));
expect(actions.emit).toHaveBeenCalledWith('showroom-select', 'rm-60');
});
});
+55
View File
@@ -0,0 +1,55 @@
import { useState } from 'react';
/** @typedef {{model:object}} ShowroomImageProps */
/** Shows supplied catalog assets, with an explicit fallback while files are unavailable.
* @param {ShowroomImageProps} props - Selected catalog model.
* @returns {import('react').ReactElement} Product preview and variant selection.
*/
export function ShowroomImage({ model }) {
const [variant, setVariant] = useState('image');
const [failed, setFailed] = useState({});
const path = model[variant];
const unavailable = failed[path];
const src = new URL(`.${path}`, document.baseURI).href;
return (
<div className="grid gap-3">
{unavailable ? (
<div
className="grid min-h-40 place-content-center rounded border border-white/20 p-4 text-center text-hud"
role="status"
>
نمای سه‌بعدی این مدل داخل کارخانه موجود است؛ فایل تصویر هنوز اضافه نشده.
</div>
) : (
<img
className="mx-auto max-h-64 max-w-full object-contain"
src={src}
alt={`${model.name} · ${variant === 'imageAlt' ? 'رنگ سفید' : variant === 'gif' ? 'نمای متحرک' : 'نمای اصلی'}`}
onError={() =>
setFailed((previous) => ({
...previous,
[path]: true,
}))
}
/>
)}
<div className="flex flex-wrap gap-2">
{[
['image', 'نمای اصلی'],
['imageAlt', 'رنگ سفید'],
['gif', 'نمای متحرک'],
].map(([key, label]) => (
<button
className="rounded border border-white/20 px-3 py-2"
key={key}
type="button"
aria-pressed={variant === key}
onClick={() => setVariant(key)}
>
{label}
</button>
))}
</div>
</div>
);
}
-1
View File
@@ -1,5 +1,4 @@
import { GameNode } from '@/components/shared/GameNode.jsx'; import { GameNode } from '@/components/shared/GameNode.jsx';
import { ViewLists } from './ViewLists.jsx';
/** @typedef {{nodes:object,actions:object}} StatusBarProps */ /** @typedef {{nodes:object,actions:object}} StatusBarProps */
/** Presents the StatusBar using the current interface snapshot. */ /** Presents the StatusBar using the current interface snapshot. */
export function StatusBar({ nodes }) { export function StatusBar({ nodes }) {
-1
View File
@@ -1,5 +1,4 @@
import { GameNode } from '@/components/shared/GameNode.jsx'; import { GameNode } from '@/components/shared/GameNode.jsx';
import { ViewLists } from './ViewLists.jsx';
/** @typedef {{nodes:object,actions:object}} TouchControlsProps */ /** @typedef {{nodes:object,actions:object}} TouchControlsProps */
/** Presents the TouchControls using the current interface snapshot. */ /** Presents the TouchControls using the current interface snapshot. */
export function TouchControls({ nodes, actions }) { export function TouchControls({ nodes, actions }) {
+14
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@@ -0,0 +1,14 @@
import { Suspense, lazy } from 'react';
const GamePage = lazy(() =>
import('@/pages/game/GamePage.jsx').then((module) => ({
default: module.GamePage,
})),
);
/** Loads the one game page on demand while keeping a visible startup status. */
export function AppRoutes() {
return (
<Suspense fallback={<p role="status">در حال آماده‌سازی بازی…</p>}>
<GamePage />
</Suspense>
);
}
+25
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@@ -0,0 +1,25 @@
import { describe, it, expect, vi, afterEach } from 'vitest';
afterEach(() => {
vi.restoreAllMocks();
history.replaceState({}, '', '/');
});
describe('world asset service', () => {
it('resolves a Pages repository directory without inheriting query parameters', async () => {
history.replaceState({}, '', '/vending-machine-game/?debug');
vi.resetModules();
const { apiClient } = await import('./apiClient.js');
expect(apiClient.defaults.baseURL).toBe(`${location.origin}/vending-machine-game/`);
});
it('retains the optional-data fallback and passes cancellation to both requests', async () => {
const { apiClient } = await import('./apiClient.js');
const { loadWorldFiles } = await import('./worldService.js');
const get = vi.spyOn(apiClient, 'get').mockRejectedValue(new Error('offline'));
const controller = new AbortController();
expect(await loadWorldFiles(controller.signal)).toEqual([null, null]);
expect(get).toHaveBeenCalledWith('./data/buildings.bin', {
responseType: 'arraybuffer',
signal: controller.signal,
});
expect(get).toHaveBeenCalledWith('./imagery/index.json', { signal: controller.signal });
});
});
+14
View File
@@ -0,0 +1,14 @@
import { apiClient } from './apiClient.js';
/** Downloads an imagery source file for the optional map preparation script.
* @param {string} url - External imagery endpoint from the script constants.
* @returns {Promise<ArrayBuffer>} Source image bytes.
*/
export async function downloadImagery(url) {
const response = await apiClient.get(url, {
responseType: 'arraybuffer',
headers: {
'User-Agent': 'robot-market-game/1.0',
},
});
return response.data;
}
+15 -5
View File
@@ -1,6 +1,8 @@
import { apiClient } from './apiClient.js'; import { apiClient } from './apiClient.js';
const WORLD_FILES = {
const WORLD_FILES = { buildings: './data/buildings.bin', imagery: './imagery/index.json' }; buildings: './data/buildings.bin',
imagery: './imagery/index.json',
};
/** Loads optional world assets without preventing the OSM fallback on network failure. /** Loads optional world assets without preventing the OSM fallback on network failure.
* @param {AbortSignal} signal - Cancels startup when the game unmounts. * @param {AbortSignal} signal - Cancels startup when the game unmounts.
@@ -8,8 +10,13 @@ const WORLD_FILES = { buildings: './data/buildings.bin', imagery: './imagery/ind
*/ */
export async function loadWorldFiles(signal) { export async function loadWorldFiles(signal) {
const requests = [ const requests = [
apiClient.get(WORLD_FILES.buildings, { responseType: 'arraybuffer', signal }), apiClient.get(WORLD_FILES.buildings, {
apiClient.get(WORLD_FILES.imagery, { signal }), responseType: 'arraybuffer',
signal,
}),
apiClient.get(WORLD_FILES.imagery, {
signal,
}),
]; ];
const results = await Promise.allSettled(requests); const results = await Promise.allSettled(requests);
return results.map((result) => (result.status === 'fulfilled' ? result.value.data : null)); return results.map((result) => (result.status === 'fulfilled' ? result.value.data : null));
@@ -21,6 +28,9 @@ export async function loadWorldFiles(signal) {
* @returns {Promise<string>} Temporary URL, to revoke after image decoding. * @returns {Promise<string>} Temporary URL, to revoke after image decoding.
*/ */
export async function loadTileUrl(path, signal) { export async function loadTileUrl(path, signal) {
const response = await apiClient.get(path, { responseType: 'blob', signal }); const response = await apiClient.get(path, {
responseType: 'blob',
signal,
});
return URL.createObjectURL(response.data); return URL.createObjectURL(response.data);
} }
+6 -1
View File
@@ -3,6 +3,11 @@ import { interfaceReducer } from './slices/interfaceSlice.js';
import { gameReducer } from './slices/gameSlice.js'; import { gameReducer } from './slices/gameSlice.js';
/** Creates one Redux store for interface snapshots and shared economic progress. */ /** Creates one Redux store for interface snapshots and shared economic progress. */
export function createAppStore() { export function createAppStore() {
return configureStore({ reducer: { interface: interfaceReducer, game: gameReducer } }); return configureStore({
reducer: {
interface: interfaceReducer,
game: gameReducer,
},
});
} }
export const store = createAppStore(); export const store = createAppStore();
+7 -1
View File
@@ -1,7 +1,13 @@
import { createSlice } from '@reduxjs/toolkit'; import { createSlice } from '@reduxjs/toolkit';
const gameSlice = createSlice({ const gameSlice = createSlice({
name: 'game', name: 'game',
initialState: { balance: 500, xp: 0, purchases: [], missionsDone: [], minutes: 510 }, initialState: {
balance: 500,
xp: 0,
purchases: [],
missionsDone: [],
minutes: 510,
},
reducers: { reducers: {
publishProgress(_state, action) { publishProgress(_state, action) {
return action.payload; return action.payload;
+10 -2
View File
@@ -1,6 +1,14 @@
import { createSlice } from '@reduxjs/toolkit'; import { createSlice } from '@reduxjs/toolkit';
const initialState = {
const initialState = { nodes: { briefing: { hidden: false }, hud: { hidden: true } } }; nodes: {
briefing: {
hidden: false,
},
hud: {
hidden: true,
},
},
};
const interfaceSlice = createSlice({ const interfaceSlice = createSlice({
name: 'interface', name: 'interface',
initialState, initialState,
+22
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@@ -0,0 +1,22 @@
import { vi } from 'vitest';
/** Provides the Canvas2D drawing surface needed to construct procedural assets in jsdom.
* @returns {object} Restorable canvas mock; no GPU or network is used.
*/
export function stubCanvas() {
const context = new Proxy(
{
measureText: () => ({
width: 100,
}),
createLinearGradient: () => ({
addColorStop() {},
}),
},
{
get(target, key) {
return key in target ? target[key] : () => {};
},
},
);
return vi.spyOn(HTMLCanvasElement.prototype, 'getContext').mockReturnValue(context);
}
+35 -6
View File
@@ -1,22 +1,51 @@
// Local tangent-plane projection around the playable Park Mellat area. // Local tangent-plane projection around the playable Park Mellat area.
// World axes: +x east, -z north, 1 unit = 1 metre. // World axes: +x east, -z north, 1 unit = 1 metre.
export const ORIGIN = { lat: 36.315, lon: 59.539 }; export const ORIGIN = {
lat: 36.315,
lon: 59.539,
};
const METRES_PER_DEG_LAT = 110574; const METRES_PER_DEG_LAT = 110574;
const METRES_PER_DEG_LON = 111320 * Math.cos((ORIGIN.lat * Math.PI) / 180); const METRES_PER_DEG_LON = 111320 * Math.cos((ORIGIN.lat * Math.PI) / 180);
/**
* Runs the to local operation for this subsystem.
* @param {*} lat - lat.
* @param {*} lon - lon.
* @returns {*} Operation result, when applicable.
*/
export function toLocal(lat, lon) { export function toLocal(lat, lon) {
return { x: (lon - ORIGIN.lon) * METRES_PER_DEG_LON, z: (ORIGIN.lat - lat) * METRES_PER_DEG_LAT }; return {
x: (lon - ORIGIN.lon) * METRES_PER_DEG_LON,
z: (ORIGIN.lat - lat) * METRES_PER_DEG_LAT,
};
} }
/**
* Runs the to lat lon operation for this subsystem.
* @param {*} x - x.
* @param {*} z - z.
* @returns {*} Operation result, when applicable.
*/
export function toLatLon(x, z) { export function toLatLon(x, z) {
return { lat: ORIGIN.lat - z / METRES_PER_DEG_LAT, lon: ORIGIN.lon + x / METRES_PER_DEG_LON }; return {
lat: ORIGIN.lat - z / METRES_PER_DEG_LAT,
lon: ORIGIN.lon + x / METRES_PER_DEG_LON,
};
} }
// Compass bearing in degrees (0 = north, 90 = east) of a world-space direction. // Compass bearing in degrees (0 = north, 90 = east) of a world-space direction.
/**
* Runs the bearing operation for this subsystem.
* @param {*} dx - dx.
* @param {*} dz - dz.
* @returns {*} Operation result, when applicable.
*/
export function bearing(dx, dz) { export function bearing(dx, dz) {
return ((Math.atan2(dx, -dz) * 180) / Math.PI + 360) % 360; return ((Math.atan2(dx, -dz) * 180) / Math.PI + 360) % 360;
} }
/**
* Runs the format distance operation for this subsystem.
* @param {*} metres - metres.
* @returns {*} Operation result, when applicable.
*/
export function formatDistance(metres) { export function formatDistance(metres) {
return metres < 1000 return metres < 1000
? `${Math.round(metres).toLocaleString('fa-IR')} متر` ? `${Math.round(metres).toLocaleString('fa-IR')} متر`
+31
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@@ -0,0 +1,31 @@
import { SHOWROOM_CATALOG } from '../constants/showroomCatalog.js';
/** Looks up a display model by its stable identifier.
* @param {string} id - Model identifier.
* @returns {object|null} Catalog model, or null for unknown identifiers.
*/
export function showroomModelById(id) {
return SHOWROOM_CATALOG.find((model) => model.id === id) ?? null;
}
/** Formats a machine purchase price in rial without converting it to game money.
* @param {number} price - Full machine price in rial.
* @returns {string} Persian rial price.
*/
export function formatRial(price) {
return `${price.toLocaleString('fa-IR')} ریال`;
}
/** Builds the robot's deterministic answer from the shared showroom catalog.
* @param {{modelId:string,topic:'price'|'features'}} question - Requested model and topic.
* @returns {string|null} Robot answer; unknown questions are rejected.
*/
export function showroomAnswer({ modelId, topic }) {
const model = showroomModelById(modelId);
if (!model) return null;
if (topic === 'price')
return `قیمت ${model.name}، ${formatRial(model.priceNumeric)} است. این قیمت خود دستگاه به ریال است و از بودجهٔ بازی کم نمی‌شود.`;
if (topic === 'features')
return `${model.name}: ${model.description} امکانات: ${model.highlights.join('، ')}.`;
return null;
}
+28
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import { describe, it, expect } from 'vitest';
import { SHOWROOM_CATALOG } from '../constants/showroomCatalog.js';
import { showroomAnswer, formatRial } from './showroomAnswers.js';
import { createState } from '../game/economy/gameState.js';
describe('factory showroom catalog', () => {
it('keeps the supplied channel counts and full rial prices', () => {
expect(SHOWROOM_CATALOG.map((model) => [model.id, model.channels, model.priceNumeric])).toEqual(
[
['rm-35', 35, 4680000000],
['rm-48', 48, 5480000000],
['rm-60', 60, 5980000000],
],
);
});
it('answers each model accurately without mutating the game wallet or awarding a purchase', () => {
const state = createState(),
before = structuredClone(state);
for (const model of SHOWROOM_CATALOG) {
expect(showroomAnswer({ modelId: model.id, topic: 'price' })).toContain(
formatRial(model.priceNumeric),
);
expect(showroomAnswer({ modelId: model.id, topic: 'features' })).toContain(model.description);
}
expect(state).toEqual(before);
expect(showroomAnswer({ modelId: 'unknown', topic: 'price' })).toBeNull();
expect(showroomAnswer({ modelId: 'rm-35', topic: 'unsupported' })).toBeNull();
});
});
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@@ -1,3 +1,11 @@
import plugin from 'tailwindcss/plugin.js'; import plugin from 'tailwindcss/plugin.js';
import {gameTheme} from './src/styles/gameTheme.js'; import { gameTheme } from './src/styles/gameTheme.js';
export default {content:['./index.html','./src/**/*.{js,jsx}'],theme:{extend:{colors:{surface:'#0d1412',hud:'var(--hud)',gold:'var(--gold)',teal:'var(--teal)'}}},plugins:[plugin(({addBase})=>addBase(gameTheme))]}; export default {
content: ['./index.html', './src/**/*.{js,jsx}'],
theme: {
extend: {
colors: { surface: '#0d1412', hud: 'var(--hud)', gold: 'var(--gold)', teal: 'var(--teal)' },
},
},
plugins: [plugin(({ addBase }) => addBase(gameTheme))],
};
+11 -3
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@@ -1,4 +1,12 @@
import {defineConfig} from 'vitest/config'; import { defineConfig } from 'vitest/config';
import react from '@vitejs/plugin-react'; import react from '@vitejs/plugin-react';
import {fileURLToPath} from 'node:url'; import { fileURLToPath } from 'node:url';
export default defineConfig({plugins:[react()],resolve:{alias:{'@':fileURLToPath(new URL('./src',import.meta.url))}},test:{environment:'jsdom',include:['src/**/*.test.{js,jsx}'],setupFiles:['./src/tests/setup.js']}}); export default defineConfig({
plugins: [react()],
resolve: { alias: { '@': fileURLToPath(new URL('./src', import.meta.url)) } },
test: {
environment: 'jsdom',
include: ['src/**/*.test.{js,jsx}'],
setupFiles: ['./src/tests/setup.js'],
},
});