089da3cae0
- 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>
120 lines
3.3 KiB
TypeScript
120 lines
3.3 KiB
TypeScript
import type { EffectInstance, NPoint } from './types/effects';
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type FieldEffectInstance = Extract<EffectInstance, { type: 'fog' | 'fire' | 'rain' | 'water' }>;
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function distSqPointToSegment(
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px: number,
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py: number,
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x1: number,
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y1: number,
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x2: number,
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y2: number,
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): number {
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const dx = x2 - x1;
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const dy = y2 - y1;
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const len2 = dx * dx + dy * dy;
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if (len2 < 1e-18) {
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const ex = px - x1;
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const ey = py - y1;
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return ex * ex + ey * ey;
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}
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let t = ((px - x1) * dx + (py - y1) * dy) / len2;
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t = Math.max(0, Math.min(1, t));
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const qx = x1 + t * dx;
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const qy = y1 + t * dy;
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const ex = px - qx;
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const ey = py - qy;
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return ex * ex + ey * ey;
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}
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function minDistToEraserStroke(
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p: { x: number; y: number },
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eraserPoints: readonly { x: number; y: number }[],
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): number {
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if (eraserPoints.length === 0) return Number.POSITIVE_INFINITY;
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let bestSq = Number.POSITIVE_INFINITY;
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for (const ep of eraserPoints) {
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const dx = p.x - ep.x;
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const dy = p.y - ep.y;
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bestSq = Math.min(bestSq, dx * dx + dy * dy);
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}
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for (let i = 1; i < eraserPoints.length; i += 1) {
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const a = eraserPoints[i - 1];
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const b = eraserPoints[i];
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if (!a || !b) continue;
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bestSq = Math.min(bestSq, distSqPointToSegment(p.x, p.y, a.x, a.y, b.x, b.y));
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}
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return Math.sqrt(bestSq);
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}
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function isPointErased(
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p: { x: number; y: number },
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instRadiusN: number,
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eraserPoints: readonly { x: number; y: number }[],
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eraserRadiusN: number,
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): boolean {
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const threshold = eraserRadiusN + instRadiusN;
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return minDistToEraserStroke(p, eraserPoints) <= threshold;
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}
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function splitKeptPointRuns(
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points: NPoint[],
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eraserPoints: readonly { x: number; y: number }[],
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eraserRadiusN: number,
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instRadiusN: number,
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): NPoint[][] {
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const runs: NPoint[][] = [];
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let current: NPoint[] = [];
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for (const p of points) {
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if (isPointErased(p, instRadiusN, eraserPoints, eraserRadiusN)) {
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if (current.length > 0) {
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runs.push(current);
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current = [];
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}
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continue;
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}
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current.push(p);
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}
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if (current.length > 0) runs.push(current);
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return runs;
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}
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function isFieldEffect(inst: EffectInstance): inst is FieldEffectInstance {
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return inst.type === 'fog' || inst.type === 'fire' || inst.type === 'rain' || inst.type === 'water';
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}
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/** Стирает эффекты поля (туман/дождь/огонь/вода) кистью, как «Кисть Открытия» для затемнения. */
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export function applyFieldEffectEraserStroke(
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instances: readonly EffectInstance[],
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eraserPoints: readonly NPoint[],
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eraserRadiusN: number,
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makeId: (prefix: string) => string,
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): EffectInstance[] {
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if (eraserPoints.length === 0) return [...instances];
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const out: EffectInstance[] = [];
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for (const inst of instances) {
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if (!isFieldEffect(inst)) {
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out.push(inst);
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continue;
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}
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const runs = splitKeptPointRuns(inst.points, eraserPoints, eraserRadiusN, inst.radiusN);
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if (runs.length === 0) continue;
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if (runs.length === 1 && runs[0]?.length === inst.points.length) {
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out.push(inst);
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continue;
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}
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for (const run of runs) {
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if (run.length === 0) continue;
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out.push({
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...inst,
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id: makeId(inst.type),
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points: run,
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});
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}
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}
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return out;
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}
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