Phase 2 of turning the game into the company landing page. - Delete the Apache motorcycle model, its BIKE handling spec, the motorcycle row in the factory yard, rider and lean animation, and its prompt and dialogue strings. - The garage now holds cars only; the oriented-box collision, traffic lane checks and other vehicles are unchanged. - Rework the vehicle tests to cover gaps with a car instead of a bike, and add a check that no motorcycle code or text remains. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
302 lines
11 KiB
JavaScript
302 lines
11 KiB
JavaScript
import * as THREE from 'three';
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import {
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ENTER_DISTANCE,
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MANAGER_CAR_BRAND,
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STAFF_CAR_BRANDS,
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VEHICLE_BLACK,
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VEHICLE_LABELS,
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} from '../../constants/vehicles.js';
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import { createSportSedan, measureFootprint } from '../models/carModels.js';
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import { createLuxuryCar } from '../models/luxuryCars.js';
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import { TRAFFIC_CAR } from '../systems/traffic.js';
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import { CAR, createCar } from '../systems/vehicle.js';
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import { boxOverlap, circleOutOfBox, vehicleBox } from '../world/vehicleCollision.js';
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// Every vehicle the player can drive: the family BMW, the staff cars,
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// Mr Mohammadi's Bugatti once he has parked it, and any traffic car the player has taken over.
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// `context.vehicle` is the one in use (or last used); `context.car` is its moving state.
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// Distance beyond which two vehicles can't touch, to skip the box test.
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const CONTACT_RANGE = 8;
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// Radius of the walking player against parked vehicles.
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const WALKER_RADIUS = 0.45;
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// Speed kept after a head-on hit; a glancing scrape keeps nearly all of it.
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const HEAD_ON_SPEED_KEPT = 0.4;
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// A traffic car the player keeps pushing against pulls away (respawns) after this many seconds.
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const TRAFFIC_GIVE_WAY = 0.8;
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/**
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* Adds a vehicle to the garage and the scene.
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* @param {object} context - Game context.
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* @param {{brand: string, model: object, slot: object}} vehicle - Vehicle
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* fields; `slot` is where it is parked on reset (null for vehicles that are not reset).
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* @returns {object} The garage record.
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*/
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function addVehicle(context, { brand, model, slot, ...extra }) {
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const record = {
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brand,
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model,
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slot,
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label: VEHICLE_LABELS[brand],
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// Car handling, with the collision box measured from the model itself so contact is exact.
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spec: { ...CAR, ...model.size },
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state: createCar(slot.x, slot.z, slot.heading),
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...extra,
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};
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context.garage.group.add(model.group);
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context.garage.vehicles.push(record);
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placeModel(record);
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return record;
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}
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/**
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* Adds footprint half extents to a freshly built model that doesn't report its own.
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* @param {object} model - Model with a group.
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* @returns {object} The same model with `size`.
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*/
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function withSize(model) {
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model.size = measureFootprint(model.group);
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return model;
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}
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/**
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* Moves a vehicle's model to its state's position and heading.
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* @param {object} record - Garage record.
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*/
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function placeModel({ model, state }) {
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model.group.position.set(state.x, 0, state.z);
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model.group.rotation.set(0, state.heading, 0);
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}
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/**
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* Makes a garage vehicle the one the player uses.
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* @param {object} context - Game context.
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* @param {object} record - Garage record.
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*/
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function setActive(context, record) {
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context.vehicle = record;
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context.car = record.state;
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}
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/**
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* Creates the garage with the factory fleet parked in the yard.
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* @param {object} context - Game context with scene and factory.
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*/
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export function createGarage(context) {
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context.garage = { group: new THREE.Group(), vehicles: [], managerCar: null };
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context.scene.add(context.garage.group);
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const { car: familySlot, parking } = context.factory;
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addVehicle(context, {
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brand: 'bmw',
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model: withSize(createSportSedan(VEHICLE_BLACK)),
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slot: familySlot,
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});
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STAFF_CAR_BRANDS.forEach((brand, i) =>
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addVehicle(context, {
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brand,
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model: createLuxuryCar(brand),
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slot: parking.cars[i],
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}),
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);
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setActive(context, context.garage.vehicles[0]);
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}
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/**
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* Parks the fleet back in its bays, drops taken traffic cars and returns the manager's car to the
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* factory so his arrival can play again. Call before factory.reset().
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* @param {object} context - Game context.
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*/
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export function resetGarage(context) {
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const { garage } = context;
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for (const record of garage.vehicles.filter((v) => !v.slot))
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garage.group.remove(record.model.group);
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garage.vehicles = garage.vehicles.filter((v) => v.slot);
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if (garage.managerCar) context.factory.managerCar.home.add(garage.managerCar.model.group);
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garage.managerCar = null;
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for (const record of garage.vehicles) {
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record.state = createCar(record.slot.x, record.slot.z, record.slot.heading);
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placeModel(record);
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}
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setActive(context, garage.vehicles[0]);
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}
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/**
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* Takes over the manager's car once he has parked it, so it can be driven like the others.
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* @param {object} context - Game context.
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*/
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export function updateGarage(context) {
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const manager = context.factory.managerCar;
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if (context.garage.managerCar || !manager.parked()) return;
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const group = manager.model.group;
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group.updateWorldMatrix(true, false);
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const at = group.getWorldPosition(new THREE.Vector3());
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const nose = group.localToWorld(new THREE.Vector3(1, 0, 0));
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// The factory frame is rotated; recover the world heading from where the nose points.
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const heading = Math.atan2(-(nose.z - at.z), nose.x - at.x);
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const record = addVehicle(context, {
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brand: MANAGER_CAR_BRAND,
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model: manager.model,
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slot: { x: at.x, z: at.z, heading },
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});
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// Not reset with the fleet: resetGarage hands it back to the factory instead.
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record.slot = null;
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context.garage.managerCar = record;
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}
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/**
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* Finds the closest vehicle the walking player can get on or in.
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* @param {object} context - Game context.
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* @returns {{label: string, record?: object, npc?: object} | null} A garage vehicle or a traffic
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* car within reach, or null.
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*/
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export function nearestRide(context) {
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const { x, z } = context.player;
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let best = null,
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bestDistance = ENTER_DISTANCE;
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for (const record of context.garage.vehicles) {
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const distance = Math.hypot(record.state.x - x, record.state.z - z);
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if (distance < bestDistance) [best, bestDistance] = [{ record, label: record.label }, distance];
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}
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for (const npc of context.traffic.cars) {
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if (!npc.model.group.visible) continue;
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const distance = Math.hypot(npc.x - x, npc.z - z);
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if (distance < bestDistance)
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[best, bestDistance] = [{ npc, label: VEHICLE_LABELS.traffic }, distance];
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}
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return best;
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}
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/**
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* Gets the player into a ride found by nearestRide; a traffic car becomes a garage vehicle.
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* @param {object} context - Game context.
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* @param {{record?: object, npc?: object}} ride - The ride to take.
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* @returns {object} The garage record now in use.
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*/
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export function takeRide(context, { record, npc }) {
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if (npc) {
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const slot = { x: npc.x, z: npc.z, heading: npc.model.group.rotation.y };
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const model = { ...context.traffic.adopt(npc), size: TRAFFIC_CAR };
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record = addVehicle(context, { brand: 'traffic', model, slot });
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// Taken traffic cars stay where they are left until the next reset, which removes them.
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record.slot = null;
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}
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setActive(context, record);
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return record;
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}
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/**
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* Updates the active vehicle's model: position, wheel spin and front-wheel steering.
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* @param {object} context - Game context.
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* @param {number} dt - Frame time in seconds.
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*/
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export function syncActiveVehicle(context, dt) {
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const { model, state, spec } = context.vehicle;
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placeModel(context.vehicle);
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// Wheels list the rear pair first, then the two front (steering) wheels.
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for (const [i, wheel] of model.wheels.entries()) {
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wheel.rotation.z -= (state.speed * dt) / spec.wheelRadius;
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if (i >= 2) wheel.rotation.y = -state.steer;
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}
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}
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/**
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* Footprint box of a garage vehicle.
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* @param {object} record - Garage record.
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* @returns {object} Box from vehicleBox.
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*/
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const recordBox = (record) => vehicleBox(record.state, record.spec);
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/**
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* Footprint box of a traffic car.
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* @param {object} npc - Traffic car.
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* @returns {object} Box from vehicleBox.
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*/
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const trafficBox = (npc) =>
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vehicleBox({ x: npc.x, z: npc.z, heading: npc.model.group.rotation.y }, TRAFFIC_CAR);
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/**
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* Pushes the driven vehicle out of another body and slows it by how head-on the hit was.
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* @param {object} context - Game context.
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* @param {object} box - The other body's box.
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* @returns {boolean} Whether the bodies touched.
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*/
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function bump(context, box) {
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const { state, spec } = context.vehicle;
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const push = boxOverlap(vehicleBox(state, spec), box);
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if (!push) return false;
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state.x += push.x;
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state.z += push.z;
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// 1 when the push points straight against the direction of travel, 0 for a side scrape.
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const forwardX = Math.cos(state.heading) * Math.sign(state.speed),
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forwardZ = -Math.sin(state.heading) * Math.sign(state.speed);
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const headOn = Math.max(0, -(push.x * forwardX + push.z * forwardZ) / push.depth);
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if (headOn > 0.5 && Math.abs(state.speed) > 4) context.tone(110, 0.25, 0.08, 'square');
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state.speed *= 1 - (1 - HEAD_ON_SPEED_KEPT) * headOn;
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context.debugHits.push({ kind: 'vehicle', x: Math.round(state.x), z: Math.round(state.z) });
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return true;
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}
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/**
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* Whether a point is close enough to the driven vehicle to bother with a box test.
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* @param {object} state - Driven vehicle state.
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* @param {{x: number, z: number}} other - Other body's centre.
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* @returns {boolean} True when within CONTACT_RANGE.
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*/
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const inRange = (state, other) => Math.hypot(other.x - state.x, other.z - state.z) < CONTACT_RANGE;
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/**
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* Resolves the driven vehicle against parked garage vehicles and traffic. Bodies only meet when
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* their outlines overlap, so the player keeps full speed through any gap they fit.
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* @param {object} context - Game context.
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* @param {number} dt - Step length in seconds.
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*/
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export function collideDriving(context, dt) {
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const active = context.vehicle;
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for (const record of context.garage.vehicles) {
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if (record !== active && inRange(active.state, record.state)) bump(context, recordBox(record));
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}
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for (const npc of context.traffic.cars) {
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if (!npc.model.group.visible || !inRange(active.state, npc)) continue;
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if (!bump(context, trafficBox(npc))) {
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npc.contact = 0;
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continue;
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}
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// Staying pressed against a traffic car makes it pull away, so the player never gets stuck.
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npc.contact = (npc.contact ?? 0) + dt;
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if (npc.contact > TRAFFIC_GIVE_WAY) context.traffic.remove(npc);
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}
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}
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/**
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* Keeps the walking player out of parked vehicles.
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* @param {object} context - Game context.
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* @param {{x: number, z: number}} point - Proposed player position.
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* @returns {{x: number, z: number}} The position outside every vehicle.
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*/
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export function walkAroundVehicles(context, point) {
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let at = point;
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for (const record of context.garage.vehicles) {
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if (!inRange(at, record.state)) continue;
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at = circleOutOfBox(recordBox(record), at, WALKER_RADIUS) ?? at;
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}
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return at;
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}
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/**
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* Everything traffic should not drive into: the player and every garage vehicle, with widths so
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* traffic only stops for what really blocks its lane.
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* @param {object} context - Game context.
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* @returns {{x: number, z: number, halfWidth: number}[]} Obstacles.
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*/
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export function trafficObstacles(context) {
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const walker = { x: context.player.x, z: context.player.z, halfWidth: WALKER_RADIUS };
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return [
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...(context.mode === 'walk' ? [walker] : []),
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...context.garage.vehicles.map(({ state, spec }) => ({
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x: state.x,
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z: state.z,
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halfWidth: spec.halfWidth,
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})),
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];
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}
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