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>
115 lines
3.4 KiB
TypeScript
115 lines
3.4 KiB
TypeScript
import crypto from 'node:crypto';
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import { applyFieldEffectEraserStroke } from '../../shared/fieldEffectEraser';
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import type { EffectsEvent, EffectsState, EffectToolState } from '../../shared/types';
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function nowMs(): number {
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return Date.now();
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}
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function defaultTool(): EffectToolState {
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return { tool: 'fog', radiusN: 0.08, intensity: 0.6 };
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}
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export class EffectsStore {
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private state: EffectsState = {
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revision: 1,
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serverNowMs: nowMs(),
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tool: defaultTool(),
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instances: [],
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};
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getState(): EffectsState {
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// Всегда обновляем serverNowMs при чтении — это наш "таймкод" для рендереров.
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return { ...this.state, serverNowMs: nowMs() };
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}
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clear(): EffectsState {
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this.state = {
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...this.state,
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revision: this.state.revision + 1,
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serverNowMs: nowMs(),
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instances: [],
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};
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return this.state;
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}
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dispatch(event: EffectsEvent): EffectsState {
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const s = this.state;
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const next: EffectsState = applyEvent(s, event, (prefix) => this.makeId(prefix));
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this.state = next;
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return next;
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}
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/** Удаляет истёкшие (по lifetime) эффекты, чтобы state не разрастался бесконечно. */
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pruneExpired(): boolean {
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const now = nowMs();
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const before = this.state.instances.length;
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const kept = this.state.instances.filter((i) => {
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// Пятно льда не истекает по таймеру (только «очистить все» или ластик в UI).
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if (i.type === 'ice' || i.type === 'shadow') return true;
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if (
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i.type === 'lightning' ||
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i.type === 'sunbeam' ||
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i.type === 'poisonCloud' ||
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i.type === 'darkness'
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) {
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return now - i.createdAtMs < i.lifetimeMs;
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}
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if (i.type === 'scorch') {
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return now - i.createdAtMs < i.lifetimeMs;
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}
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if (i.type === 'fog' || i.type === 'fire' || i.type === 'rain' || i.type === 'water') {
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if (i.lifetimeMs === null) return true;
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return now - i.createdAtMs < i.lifetimeMs;
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}
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return true;
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});
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if (kept.length === before) return false;
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this.state = {
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...this.state,
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revision: this.state.revision + 1,
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serverNowMs: now,
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instances: kept,
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};
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return true;
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}
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makeId(prefix: string): string {
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return `${prefix}_${crypto.randomBytes(6).toString('hex')}_${String(nowMs())}`;
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}
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}
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function applyEvent(
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state: EffectsState,
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event: EffectsEvent,
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makeId: (prefix: string) => string,
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): EffectsState {
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const bump = (patch: Omit<EffectsState, 'revision' | 'serverNowMs'>): EffectsState => ({
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...patch,
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revision: state.revision + 1,
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serverNowMs: nowMs(),
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});
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switch (event.kind) {
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case 'tool.set':
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return bump({ ...state, tool: event.tool });
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case 'instances.clear':
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return bump({ ...state, instances: [] });
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case 'instance.add':
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return bump({ ...state, instances: [...state.instances, event.instance] });
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case 'instance.remove':
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return bump({ ...state, instances: state.instances.filter((i) => i.id !== event.id) });
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case 'field.erase':
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return bump({
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...state,
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instances: applyFieldEffectEraserStroke(state.instances, event.points, event.radiusN, makeId),
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});
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default: {
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// Exhaustiveness
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// eslint-disable-next-line @typescript-eslint/no-unused-vars
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const _x: never = event;
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return state;
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}
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}
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}
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