feat: add drivable black luxury cars, Apache motorcycles and lane splitting
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- Park black BMW, Lamborghini, Mazda and Nissan style cars in the factory
  yard; Mr Mohammadi now arrives in a Bugatti that becomes drivable once
  parked; the delivery truck is black.
- Add six Apache style motorcycles with a rider, lean and their own
  handling (BIKE spec, 130 km/h).
- Let the player take any traffic car; a garage module owns every
  drivable vehicle and resets them.
- Replace the 3.4 m circle test between vehicles with oriented boxes
  sized from each model, so contact only happens when bodies touch and
  bikes can filter between cars; traffic only brakes for its own lane.
- Add tests for box collisions, bike handling, traffic lane checks and
  taking traffic cars.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-29 09:33:19 +03:30
co-authored by Claude Opus 5.5
parent 526796126d
commit e02347142b
18 changed files with 1352 additions and 336 deletions
+82 -92
View File
@@ -2,6 +2,8 @@ import * as THREE from 'three';
import data from '../../data/mellat.json';
import { resolveCircle } from '../world/collision.js';
import { stepCar } from '../systems/vehicle.js';
import { EXIT_MAX_SPEED } from '../../constants/vehicles.js';
import { collideDriving, nearestRide, takeRide, walkAroundVehicles } from './garage.js';
/**
* Runs the look operation for this subsystem.
* @param {*} context - context.
@@ -30,9 +32,8 @@ export function look(context, dx, dy, k) {
// Touch joystick: x steers / strafes, y walks / throttles.
/**
* Runs the toggle car operation for this subsystem.
* @param {*} context - context.
* @returns {*} Operation result, when applicable.
* Gets the player into the nearest vehicle, or out of the current one.
* @param {object} context - Game context.
*/
export // ---------- Car ----------
function toggleCar(context) {
@@ -41,42 +42,54 @@ function toggleCar(context) {
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');
}
if (context.mode === 'walk') getIn(context);
else getOut(context);
context.refreshHUD();
}
/**
* Gets on or in the closest vehicle within reach, if there is one.
* @param {object} context - Game context.
*/
function getIn(context) {
const ride = nearestRide(context);
if (!ride) return;
const { kind } = takeRide(context, ride);
context.mode = 'drive';
context.cam.distance = Math.max(context.cam.distance, kind === 'bike' ? 6 : 8);
context.tone(320, 0.2, 0.05, 'square');
const line =
kind === 'bike'
? 'کلاه ایمنی سرت باشه! با موتور می‌شه از لای ماشین‌ها رد شد.'
: 'کمربندها رو ببندیم! مسیر طلایی روی زمین راه رو نشون می‌ده.';
context.say('father', line);
}
/**
* Steps out of the current vehicle on its left side, or wherever is free.
* @param {object} context - Game context.
*/
function getOut(context) {
const { state, spec } = context.vehicle;
if (Math.abs(state.speed) > EXIT_MAX_SPEED) {
context.say('father', 'اول نگه دار، بعد پیاده می‌شویم.');
return;
}
const left = { x: -Math.sin(state.heading), z: -Math.cos(state.heading) };
const step = spec.halfWidth + 1.8;
const spot = resolveCircle(
context.collision,
state.x + left.x * step,
state.z + left.z * step,
1,
);
Object.assign(context.player, { x: spot.x, z: spot.z, heading: state.heading });
state.speed = 0;
context.mode = 'walk';
context.cam.distance = 5.5;
context.tone(260, 0.2, 0.05, 'square');
}
// ---------- Machines, shop and payment ----------
// In real-world mode "at the machine" is a GPS radius, because the fix itself is off by metres.
/**
@@ -121,13 +134,40 @@ export function updateWalk(context, dt) {
}
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 p = walkAroundVehicles(
context,
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;
}
/**
* Pushes the driven vehicle out of buildings using the circles along its body.
* @param {object} context - Game context.
*/
function keepOutOfBuildings(context) {
const car = context.car;
for (const { along, radius } of context.vehicle.spec.probes) {
const cx = car.x + Math.cos(car.heading) * along,
cz = car.z - Math.sin(car.heading) * along;
const p = resolveCircle(context.collision, cx, cz, radius);
if (!p.hit) continue;
context.debugHits.push({
kind: 'building',
x: Math.round(cx),
z: Math.round(cz),
v: +car.speed.toFixed(1),
});
car.x += p.x - cx;
car.z += p.z - cz;
if (Math.abs(car.speed) > 4) context.tone(90, 0.2, 0.08, 'square');
car.speed *= 0.35;
}
}
// Collision log for ?debug runs; trimmed so it never grows without bound.
/**
* Updates drive from the active simulation.
@@ -148,67 +188,17 @@ export function updateDrive(context, dt) {
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.
// tunnel through a thin wall, a fence or another vehicle.
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(' '),
},
{ throttle, steer, handbrake: context.keys.has(' ') },
dt / slices,
context.vehicle.spec,
);
// 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);
}
keepOutOfBuildings(context);
collideDriving(context, dt / slices);
}
const { minX, minZ, maxX, maxZ } = data.bounds;
context.car.x = THREE.MathUtils.clamp(context.car.x, minX + 15, maxX - 15);