- registry: texel-following emissive floor + one-impossible-element accent beacon on every hot-swapped GLB (generic, no hardcoded list) — restores the two-material rule on baked assets - wildlife: parity-mite beetles with green checkmark eye, size-driven state tell (hunt/repair/ sated), derived 'repaired' tidy sparkle + firewall-can 'filed paperwork' cue - relics/juice: golden excavation geyser on unfound->found transition - devscene: parity-mite fixtures across all three states for verification Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
349 lines
14 KiB
TypeScript
349 lines
14 KiB
TypeScript
/**
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* LANE-RENDER — the Bitstream, made visible.
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*
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* Isometric factory view. Sim is truth: we render snapshots and never simulate.
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* Composition: registry (assets + MODELBEAST hot-swap) -> ground / belts / entities /
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* belt items / ghost layers -> ortho iso camera.
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*/
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import * as THREE from 'three';
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import type { Dir, GameData, MachineDef, Renderer, SimSnapshot, Vec2 } from '../contracts';
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import { AssetRegistry } from './registry';
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import { CAM_DIST, CameraRig, WORLD_HALF } from './camera';
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import { createGround, createVignette } from './ground';
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import { EntityLayer } from './entities';
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import { BeltLayer } from './belts';
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import { BeltItemLayer } from './beltitems';
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import { GhostLayer } from './ghost';
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import { DevScene, devSceneEnabled, devSceneStress } from './devscene';
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import { Showroom, showroomEnabled } from './showroom';
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import { BeltTopology } from './topology';
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import { SeamLayer, loadSeams } from './seams';
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import { RelicLayer } from './relics';
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import { WildlifeLayer, harassedIn } from './wildlife';
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import { Juice } from './juice';
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import { BreakRoom } from './breakroom';
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import { WORLD } from './palette';
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import { centerOf } from './coords';
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const KEY_INTENSITY = 1.9;
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const FILL_INTENSITY = 0.7;
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const AMBIENT_INTENSITY = 1.1;
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/** ACES rolls mid-tones down hard; this lifts the factory back off a near-black ground. */
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const BASE_EXPOSURE = 1.35;
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export function createRenderer(): Renderer {
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let gl: THREE.WebGLRenderer;
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let scene: THREE.Scene;
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let rig: CameraRig;
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let registry: AssetRegistry;
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let entities: EntityLayer;
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let belts: BeltLayer;
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let cargo: BeltItemLayer;
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let ghost: GhostLayer;
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let relics: RelicLayer;
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let wildlife: WildlifeLayer;
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let juice: Juice;
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let breakroom: BreakRoom;
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let seamLayer: SeamLayer | null = null;
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let dev: DevScene | null = null;
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let showroom: Showroom | null = null;
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let host: HTMLElement;
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let defs: Map<string, MachineDef>;
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/** Shipment-flash detection: last frame's total shipped count, and the shipper tiles. */
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let lastShipped = -1;
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const shipperCentres: Vec2[] = [];
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const itemColors = new Map<string, number>();
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const lastPerItem = new Map<string, number>();
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/** True on any dev scaffold page (devscene/showroom): enables stats + the debug hook. */
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let debug = false;
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const topo = new BeltTopology();
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const raycaster = new THREE.Raycaster();
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const groundPlane = new THREE.Plane(new THREE.Vector3(0, 1, 0), 0);
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const ndc = new THREE.Vector2();
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const hit = new THREE.Vector3();
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const clock = new THREE.Clock();
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let dim = 1; // smoothed brownout level
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/** Dev-only frame-cost sampler. Measures CPU ms per frame, which — unlike frame
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* RATE — stays honest even when the tab is backgrounded and rAF is throttled. */
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const stats = { ms: 0, avg: 0, frames: 0 };
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/**
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* Which entity the inspector has open, if any.
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*
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* BRIDGE: `Renderer` has no inspect channel — `setGhost`'s mode is only build|remove,
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* and main.ts calls it with 'build' during inspect, so nothing about the inspected
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* entity reaches this lane. The typed selection DOES carry it (`{mode:'inspect',
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* entity}`), and the bus is the designated cross-lane global, so we read it here.
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* Same shape as the '__remove' sentinel bridge: it works, it's documented on both
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* sides, and it wants a real contract hook. Filed in NOTES.
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*/
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function inspectedEntity(): number | null {
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const bus = (window as unknown as { __fktryBus?: { selection?: () => unknown } }).__fktryBus;
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const sel = bus?.selection?.() as { mode?: string; entity?: number } | null | undefined;
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return sel && sel.mode === 'inspect' && typeof sel.entity === 'number' ? sel.entity : null;
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}
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/**
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* A rise in `shippedTotal` is a shipment — flash the uplinks in the shipped item's
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* colour. Derived from the snapshot because render() never sees events.
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*/
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function shipmentFlash(view: SimSnapshot): void {
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let total = 0;
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let hottest: string | null = null;
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let best = 0;
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for (const k in view.shippedTotal) {
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const n = view.shippedTotal[k];
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total += n;
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const prev = lastPerItem.get(k) ?? 0;
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if (n - prev > best) { best = n - prev; hottest = k; }
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lastPerItem.set(k, n);
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}
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if (lastShipped < 0) { lastShipped = total; return; } // first frame: prime, don't flash
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if (total > lastShipped) {
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shipperCentres.length = 0;
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for (const e of view.entities) {
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const d = defs.get(e.def);
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if (d?.kind !== 'shipper') continue;
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const c = centerOf(e.pos, d, e.dir);
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shipperCentres.push({ x: c.x, y: c.z });
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}
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const col = (hottest !== null ? itemColors.get(hottest) : undefined) ?? 0xff7a3f;
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for (const c of shipperCentres) juice.shipFlash(c.x, c.y, col);
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}
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lastShipped = total;
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}
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/** True when the pointer is over the arcade cabinet. */
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function cabinetHit(clientX: number, clientY: number): boolean {
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if (!breakroom) return false;
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const rect = gl.domElement.getBoundingClientRect();
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ndc.x = ((clientX - rect.left) / rect.width) * 2 - 1;
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ndc.y = -((clientY - rect.top) / rect.height) * 2 + 1;
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raycaster.setFromCamera(ndc, rig.camera);
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return raycaster.intersectObjects(breakroom.clickable, false).length > 0;
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}
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/**
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* The cabinet is a world object, so it gets world-object interaction: pointer cursor on
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* hover, click to open. Listeners live on the CANVAS and stop propagation on a hit, so
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* main.ts's #game handler never sees the click — otherwise clicking the cabinet while
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* holding a machine would also place one on the tile behind it.
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*/
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function installCabinetPointer(container: HTMLElement): void {
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const canvas = gl.domElement;
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canvas.addEventListener('pointermove', (e) => {
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const over = cabinetHit(e.clientX, e.clientY);
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// Only claim the cursor when nothing else is driving it (build/remove modes have
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// their own affordance via the ghost).
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canvas.style.cursor = over ? 'pointer' : '';
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if (over) container.title = 'GLYTCH';
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else if (container.title) container.title = '';
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});
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canvas.addEventListener(
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'pointerdown',
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(e) => {
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if (e.button !== 0 || !cabinetHit(e.clientX, e.clientY)) return;
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e.stopPropagation();
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e.preventDefault();
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window.open('./match.html', '_blank', 'noopener');
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},
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{ capture: true },
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);
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}
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return {
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async init(container: HTMLElement, data: GameData) {
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defs = new Map(data.machines.map((m) => [m.id, m]));
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host = container;
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gl = new THREE.WebGLRenderer({ antialias: true, powerPreference: 'high-performance' });
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gl.setPixelRatio(Math.min(devicePixelRatio, 2));
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gl.setSize(container.clientWidth, container.clientHeight);
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gl.shadowMap.enabled = true;
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gl.shadowMap.type = THREE.PCFSoftShadowMap;
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gl.toneMapping = THREE.ACESFilmicToneMapping;
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container.appendChild(gl.domElement);
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container.appendChild(createVignette());
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scene = new THREE.Scene();
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scene.background = new THREE.Color(WORLD.bg);
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// Fog distances are measured from the CAMERA, which an ortho iso rig parks
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// CAM_DIST away from everything — so the band starts past the focal point and
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// only bites at the far reaches. Absolute values here would fog the whole world
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// into the background.
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scene.fog = new THREE.Fog(WORLD.bg, CAM_DIST + 12, CAM_DIST + 78);
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scene.add(createGround());
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const key = new THREE.DirectionalLight(0xbfc8ff, KEY_INTENSITY);
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key.position.set(18, 30, 12);
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key.castShadow = true;
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key.shadow.mapSize.set(2048, 2048);
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key.shadow.camera.near = 1;
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key.shadow.camera.far = 90;
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const s = 26;
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key.shadow.camera.left = -s;
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key.shadow.camera.right = s;
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key.shadow.camera.top = s;
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key.shadow.camera.bottom = -s;
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key.shadow.bias = -0.0012;
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scene.add(key);
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// Cool bounce from below-ish so machine flanks don't go pure black.
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const fill = new THREE.DirectionalLight(0x4a3f7a, FILL_INTENSITY);
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fill.position.set(-14, 8, -16);
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scene.add(fill);
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scene.add(new THREE.AmbientLight(0x8f8fbf, AMBIENT_INTENSITY));
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rig = new CameraRig(container, gl.domElement);
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registry = new AssetRegistry();
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await registry.init(data);
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juice = new Juice();
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belts = new BeltLayer(registry, defs, topo);
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entities = new EntityLayer(registry, defs, juice);
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cargo = new BeltItemLayer(data, topo);
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ghost = new GhostLayer(registry, defs, data);
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relics = new RelicLayer(juice);
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wildlife = new WildlifeLayer(juice);
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scene.add(
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belts.group, entities.group, cargo.group, ghost.group, ghost.aura.group,
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relics.group, wildlife.group, juice.group,
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);
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// THE FLOOR: seam regions from data — era skins the crust, the ore glints.
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seamLayer = new SeamLayer(loadSeams(), data);
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scene.add(seamLayer.mesh);
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// THE BREAK ROOM: the GLYTCH cabinet, a short walk south-east of the start zone.
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// Position is chosen to land in CLICKABLE screen space at the default framing —
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// at (-5,-5) it rendered underneath `#screen`, the decorative overlay that still
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// takes pointer events, so the cabinet was both invisible and unclickable (see the
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// B8 picking findings in NOTES).
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breakroom = new BreakRoom(6, 12);
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scene.add(breakroom.group);
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installCabinetPointer(container);
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// Item colours for the shipment flash, and the shipper tiles (recomputed on demand).
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for (const it of data.items) itemColors.set(it.id, new THREE.Color(it.color).getHex());
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debug = devSceneEnabled() || showroomEnabled();
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// B8 review finding: the start zone must clear the build bar. The bar sits at
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// screen-bottom, and in this iso rig screen-down = world +x/+z, so biasing the
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// camera target south-east lifts world origin into the upper play area where a
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// fresh game's first machines get placed. (Showroom/devscene set their own frame.)
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if (!showroomEnabled()) rig.frame(3, 6, 15);
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if (showroomEnabled()) {
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showroom = new Showroom(data, registry);
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scene.add(showroom.decor);
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showroom.mountLabels(container);
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rig.frame(showroom.view.x, showroom.view.z, showroom.view.zoom);
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console.info(
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`[render] showroom: ${data.machines.length} machines, ${data.items.length} items —` +
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' drop a GLB into public/assets/models/<asset>.glb and it lands here in ~10s',
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);
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}
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if (devSceneEnabled()) {
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const d = new DevScene(data, devSceneStress());
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if (d.usable) {
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dev = d;
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console.info('[render] devscene active — mock line until LANE-SIM lands entities');
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}
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}
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// The literal `import.meta.env.DEV` is what makes this disappear from the bundle:
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// Vite substitutes `false` and Rollup drops the branch. Testing a `debug` VARIABLE
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// here instead left the whole hook — internals list and all — as dead code in
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// dist/. Keep the check inline; verified by grepping the bundle.
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if (import.meta.env.DEV && (devSceneEnabled() || showroomEnabled())) {
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(window as unknown as { __render: unknown }).__render = {
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scene, camera: rig.camera, rig, stats, gl, dev, showroom, topo, cargo, entities, ghost,
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};
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}
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const onResize = () => {
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gl.setSize(container.clientWidth, container.clientHeight);
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rig.resize();
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};
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addEventListener('resize', onResize);
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new ResizeObserver(onResize).observe(container);
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},
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render(snap: SimSnapshot, alpha: number) {
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if (!gl) return;
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const t0 = debug ? performance.now() : 0;
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// Clamp the frame delta. A backgrounded tab, an alt-tab, a GC pause or the first
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// frame after load all hand back a delta of SECONDS (measured 63.7s), which
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// integrates particles to infinity and kills every effect whose lifetime is
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// shorter than the hitch — juice simply never appeared. main.ts clamps the sim's
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// accumulator for the same reason; this is the renderer's half.
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const dt = Math.min(0.05, clock.getDelta());
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const t = clock.elapsedTime;
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// The showroom is a standalone page, so it owns the frame outright. The devscene
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// is only a stand-in and yields the instant the real sim has anything to show.
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let view = snap;
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if (showroom) {
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view = showroom.snapshot(snap.tick);
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showroom.frame(t);
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} else if (dev && snap.entities.length === 0) {
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view = dev.snapshot(snap.tick);
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}
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rig.update(dt);
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// Topology is shared by belts (which piece to draw) and cargo (which path the
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// items take), so it is rebuilt once here rather than twice downstream.
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topo.rebuild(view, defs);
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belts.sync(view, t);
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entities.sync(view, t, dt, harassedIn(view));
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cargo.sync(view, alpha, t);
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ghost.update(view, t, inspectedEntity());
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relics.sync(view.relics, t);
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wildlife.sync(view.wildlife, t);
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seamLayer?.frame(t);
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breakroom.frame(t);
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shipmentFlash(view);
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juice.update(dt, rig.camera);
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// Brownout: drop the whole scene ~30% and flicker. Driven through tone-mapping
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// exposure so emissives dim too — a brownout that left the glow at full would
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// read as a lighting bug rather than a power failure.
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const target = view.bandwidth.brownout ? 0.7 : 1;
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dim += (target - dim) * Math.min(1, dt * 6);
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const flicker = view.bandwidth.brownout
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? 0.88 + Math.sin(t * 37) * 0.08 + (Math.sin(t * 13.3) > 0.72 ? -0.22 : 0)
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: 1;
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gl.toneMappingExposure = BASE_EXPOSURE * dim * flicker;
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gl.render(scene, rig.camera);
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showroom?.updateLabels(rig.camera, host);
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if (debug) {
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stats.ms = performance.now() - t0;
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stats.frames++;
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stats.avg += (stats.ms - stats.avg) * 0.05; // rolling
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}
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},
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pickTile(clientX: number, clientY: number): Vec2 | null {
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if (!gl) return null;
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const rect = gl.domElement.getBoundingClientRect();
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ndc.x = ((clientX - rect.left) / rect.width) * 2 - 1;
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ndc.y = -((clientY - rect.top) / rect.height) * 2 + 1;
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raycaster.setFromCamera(ndc, rig.camera);
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if (!raycaster.ray.intersectPlane(groundPlane, hit)) return null;
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const x = Math.floor(hit.x);
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const y = Math.floor(hit.z);
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if (x < -WORLD_HALF || x >= WORLD_HALF || y < -WORLD_HALF || y >= WORLD_HALF) return null;
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return { x, y };
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},
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setGhost(def: string | null, pos: Vec2 | null, dir: Dir, mode: 'build' | 'remove' = 'build') {
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ghost?.set(def, pos, dir, mode);
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},
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};
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}
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