feat(effects): migrate battle effects to VFX
- add WebP frame-sequence assets for lightning, electric accent, fire, sunbeam, poison, rain, water, and rounded fog effects - replace procedural lightning rendering with VFX frame playback - align lightning impact to the click point - remove the full-screen lightning blur/flash overlay - add electric accent playback for lightning impact dispersion - keep lightning scorch marks as the persistent ground trace after the action effect - consolidate the lightning tool into a single public `Молния` action - replace procedural fire with the VFX fire implementation - remove the separate `Огонь 2` tool and keep the VFX fire under `Огонь` - keep VFX fire brightness fixed at full intensity - preserve fire as a field effect with brush placement and eraser support - replace procedural sunbeam with the Pulse Discharge VFX implementation - remove the separate `Луч света 2` tool and keep the VFX sunbeam under `Луч света` - align sunbeam impact to the click point instead of the raw frame center - remove the full-screen sunbeam flash overlay - add Dust Burst VFX playback for poison cloud - tint poison smoke green - keep the skull glyph rendered above the poison smoke - align poison smoke bottom to the click point - remove the old procedural poison cloud implementation - remove the separate `Яд 2` tool and keep the VFX poison under `Яд` - replace procedural rain strokes with medium-rain VFX frame playback - recolor rain frames to gray/light-gray so rain no longer renders black - preserve rain as a field effect with brush placement and eraser support - replace static water fill with generated animated water VFX frames - render water VFX through the existing stroke mask so water keeps the painted brush shape - preserve water as a field effect with brush placement and eraser support - replace procedural fog texture generation with Smokey Atmosphere VFX frames - generate rounded fog VFX frames with soft alpha falloff at the edges - size each fog VFX stamp to the brush diameter - remove per-stamp fog drift and rotation so fog elements stay fixed in place - keep fog animation limited to internal frame playback - preload VFX frame textures for smoother first use - cache VFX textures per Pixi instance to avoid duplicate decoding - filter expired action instances before node synchronization to stop old effects from flashing back during rapid casts - add brush-stroke erasing for field effects using the same model as scene darkness reveal - keep whole-instance erasing for action effects - update effect hit tests for the consolidated VFX action effects - update effect store pruning for renamed and consolidated action effects - update control-panel buttons for consolidated fire, sunbeam, poison, and VFX-backed field effects - update editor localization for removed and renamed effect tools - add tests for field-effect brush erasing - update eraser hit-test coverage for VFX-backed effects - update effects store lifetime pruning tests for consolidated poison - update control-panel tests for consolidated effect buttons - include the field-effect eraser test in the default test script Co-authored-by: Cursor <cursoragent@cursor.com>
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@@ -6,7 +6,7 @@ import type { EffectInstance } from './types/effects';
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const base = { seed: 1, createdAtMs: 0 };
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void test('pickEraseTargetId: fire/rain по штриху как туман', () => {
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void test('pickEraseTargetId: fire/rain/water — кистью, не целиком', () => {
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const fire: EffectInstance = {
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...base,
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id: 'f1',
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@@ -17,10 +17,10 @@ void test('pickEraseTargetId: fire/rain по штриху как туман', ()
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lifetimeMs: null,
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};
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const id = pickEraseTargetId([fire], { x: 0.51, y: 0.5 }, 0.05);
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assert.equal(id, 'f1');
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assert.equal(id, null);
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});
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void test('pickEraseTargetId: вода по штриху как туман', () => {
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void test('pickEraseTargetId: вода — кистью, не целиком', () => {
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const water: EffectInstance = {
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...base,
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id: 'w1',
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@@ -31,7 +31,7 @@ void test('pickEraseTargetId: вода по штриху как туман', ()
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lifetimeMs: null,
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};
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const id = pickEraseTargetId([water], { x: 0.41, y: 0.55 }, 0.05);
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assert.equal(id, 'w1');
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assert.equal(id, null);
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});
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void test('pickEraseTargetId: тьма как заморозка — точка удара', () => {
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@@ -108,3 +108,17 @@ void test('pickEraseTargetId: scorch с учётом inst.radiusN', () => {
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const id = pickEraseTargetId([sc], { x: 0.59, y: 0.5 }, 0.02);
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assert.equal(id, 's1');
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});
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void test('pickEraseTargetId: яд с учётом inst.radiusN', () => {
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const pc: EffectInstance = {
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...base,
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id: 'pc',
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type: 'poisonCloud',
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at: { x: 0.5, y: 0.5 },
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radiusN: 0.08,
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intensity: 1,
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lifetimeMs: 1000,
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};
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const id = pickEraseTargetId([pc], { x: 0.59, y: 0.5 }, 0.02);
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assert.equal(id, 'pc');
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});
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