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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import assert from 'node:assert/strict';
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import test from 'node:test';
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import { applyFieldEffectEraserStroke } from './fieldEffectEraser';
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import type { EffectInstance } from './types/effects';
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const base = { seed: 1, createdAtMs: 0 };
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const makeId = (prefix: string) => `${prefix}_new`;
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void test('applyFieldEffectEraserStroke: удаляет точки в радиусе кисти', () => {
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const fog: EffectInstance = {
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...base,
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id: 'f1',
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type: 'fog',
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points: [
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{ x: 0.2, y: 0.5, tMs: 0 },
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{ x: 0.5, y: 0.5, tMs: 100 },
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{ x: 0.8, y: 0.5, tMs: 200 },
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],
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radiusN: 0.02,
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opacity: 0.5,
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lifetimeMs: null,
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};
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const next = applyFieldEffectEraserStroke([fog], [{ x: 0.5, y: 0.5, tMs: 0 }], 0.05, makeId);
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assert.equal(next.length, 2);
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const left = next[0];
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const right = next[1];
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assert.ok(left);
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assert.ok(right);
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assert.equal(left.type, 'fog');
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assert.equal(right.type, 'fog');
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assert.equal(left.points.length, 1);
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assert.equal(left.points[0]?.x, 0.2);
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assert.equal(right.points.length, 1);
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assert.equal(right.points[0]?.x, 0.8);
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});
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void test('applyFieldEffectEraserStroke: стирает вдоль сегмента штриха', () => {
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const rain: EffectInstance = {
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...base,
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id: 'r1',
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type: 'rain',
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points: [
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{ x: 0.1, y: 0.5, tMs: 0 },
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{ x: 0.3, y: 0.5, tMs: 50 },
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{ x: 0.5, y: 0.5, tMs: 100 },
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{ x: 0.7, y: 0.5, tMs: 150 },
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{ x: 0.9, y: 0.5, tMs: 200 },
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],
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radiusN: 0.01,
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opacity: 0.6,
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lifetimeMs: null,
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};
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const next = applyFieldEffectEraserStroke(
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[rain],
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[
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{ x: 0.25, y: 0.5, tMs: 0 },
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{ x: 0.75, y: 0.5, tMs: 50 },
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],
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0.04,
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makeId,
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);
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assert.equal(next.length, 2);
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const xs = next.flatMap((i) => (i.type === 'rain' ? i.points.map((p) => p.x) : []));
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assert.deepEqual(xs, [0.1, 0.9]);
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});
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void test('applyFieldEffectEraserStroke: VFX-огонь стирается как полевой эффект', () => {
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const fire: EffectInstance = {
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...base,
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id: 'fire_vfx',
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type: 'fire',
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points: [
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{ x: 0.2, y: 0.5, tMs: 0 },
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{ x: 0.5, y: 0.5, tMs: 100 },
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],
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radiusN: 0.02,
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opacity: 0.8,
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lifetimeMs: null,
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};
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const next = applyFieldEffectEraserStroke([fire], [{ x: 0.5, y: 0.5, tMs: 0 }], 0.05, makeId);
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assert.equal(next.length, 1);
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const kept = next[0];
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assert.equal(kept?.type === 'fire' && kept.points[0]?.x, 0.2);
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});
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void test('applyFieldEffectEraserStroke: не трогает эффекты действия', () => {
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const fog: EffectInstance = {
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...base,
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id: 'f1',
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type: 'fog',
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points: [{ x: 0.5, y: 0.5, tMs: 0 }],
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radiusN: 0.05,
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opacity: 1,
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lifetimeMs: null,
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};
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const bolt: EffectInstance = {
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...base,
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id: 'L1',
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type: 'lightning',
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start: { x: 0.5, y: 0 },
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end: { x: 0.5, y: 0.8 },
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widthN: 0.02,
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intensity: 1,
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lifetimeMs: 500,
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};
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const next = applyFieldEffectEraserStroke([fog, bolt], [{ x: 0.5, y: 0.5, tMs: 0 }], 0.1, makeId);
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assert.equal(next.length, 1);
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assert.equal(next[0]?.id, 'L1');
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});
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void test('applyFieldEffectEraserStroke: пустой штрих — без изменений', () => {
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const water: EffectInstance = {
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...base,
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id: 'w1',
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type: 'water',
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points: [{ x: 0.4, y: 0.4, tMs: 0 }],
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radiusN: 0.05,
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opacity: 0.5,
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lifetimeMs: null,
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};
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const next = applyFieldEffectEraserStroke([water], [], 0.05, makeId);
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assert.equal(next.length, 1);
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assert.equal(next[0]?.id, 'w1');
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});
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