feat: add ore and blacksmith
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@@ -6,6 +6,9 @@ const LEG_COLOR = 0x3b4657;
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const CHIP_COLOR = 0xc79b5b;
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const BAR_BG = 0x10131a;
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const BAR_FG = 0x9be870;
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const HANDLE = 0x8a6238;
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const STEEL = 0xb8c4d0;
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const RUSTY = 0x9a6a3f;
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interface Chip {
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g: Graphics;
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@@ -14,18 +17,32 @@ interface Chip {
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born: number;
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}
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function makeTool(tool: string): Graphics {
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const g = new Graphics().rect(-1, -12, 2, 12).fill(HANDLE);
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if (tool === 'axe_rusty' || tool === 'axe_iron') {
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g.poly([-1, -12, 7, -12, 7, -7, -1, -8]).fill(tool === 'axe_iron' ? STEEL : RUSTY);
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} else if (tool === 'pick_rusty' || tool === 'pick_iron') {
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const head = tool === 'pick_iron' ? STEEL : RUSTY;
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g.poly([-1, -11, 8, -15, 8, -12, -1, -8]).fill(head);
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g.poly([-1, -11, -8, -15, -8, -12, -1, -8]).fill(head);
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} else if (tool === 'hammer') {
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g.rect(-4, -15, 8, 4).fill(0x55606c);
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}
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return g;
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}
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/**
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* Аватар M1: процедурный человечек (код вместо спрайтов — ноль лицензионных
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* рисков). С M2 сюда придут текстуры из паков; состав (тело + ник + прогресс)
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* сохранится. Прогресс рубки клиент считает сам из actionStart/actionDur —
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* серверу не нужно слать его каждый тик.
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* Аватар M2: процедурный человечек, в руках — текущий инструмент
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* (axe/pick тирами или молот у наковальни). Прогресс цикла клиент считает сам
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* из actionStart/actionDur.
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*/
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export class AvatarView {
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readonly container = new Container();
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private readonly rig = new Container();
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private readonly legL: Graphics;
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private readonly legR: Graphics;
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private readonly tool: Graphics;
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private readonly toolHolder = new Container();
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private readonly tools = new Map<string, Graphics>();
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private readonly label: Text;
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private readonly bar: Graphics;
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private chips: Chip[] = [];
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@@ -33,6 +50,7 @@ export class AvatarView {
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private lastChopPhase = 0;
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private prevNow = 0;
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private lastLabelText = '';
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private lastTool = '';
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constructor(av: AvatarState) {
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const shadow = new Graphics().ellipse(0, 1, 9, 3.5).fill({ color: 0x000000, alpha: 0.3 });
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@@ -42,13 +60,13 @@ export class AvatarView {
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this.legR.position.set(3, -6);
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const body = new Graphics().roundRect(-7, -18, 14, 13, 4).fill(av.color);
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const head = new Graphics().circle(0, -23, 6.5).fill(SKIN);
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// топор: точка вращения — плечо; покачивается только при рубке
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this.tool = new Graphics()
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.rect(-1, -12, 2, 12)
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.fill(0x8a6238)
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.poly([-1, -12, 7, -12, 7, -7, -1, -8])
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.fill(0xb8c4d0);
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this.tool.position.set(6, -14);
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this.toolHolder.position.set(6, -14);
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for (const tool of ['axe_rusty', 'axe_iron', 'pick_rusty', 'pick_iron', 'hammer']) {
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const g = makeTool(tool);
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g.visible = false;
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this.tools.set(tool, g);
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this.toolHolder.addChild(g);
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}
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this.label = new Text({
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text: '',
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style: {
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@@ -63,16 +81,16 @@ export class AvatarView {
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this.label.y = -42;
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this.bar = new Graphics();
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this.rig.addChild(shadow, this.legL, this.legR, body, head, this.tool);
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this.rig.addChild(shadow, this.legL, this.legR, body, head, this.toolHolder);
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this.container.addChild(this.rig, this.bar, this.label);
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this.container.position.set(av.x, av.y);
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this.applyLabel(av);
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this.tool.visible = false;
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}
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applyLabel(av: AvatarState): void {
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const text = `${av.name} [${av.level}]`;
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const maxLevel = Math.max(1, ...Object.values(av.skills).map((s) => s.level));
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const text = `${av.name} [${maxLevel}]`;
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if (text !== this.lastLabelText) {
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this.lastLabelText = text;
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this.label.text = text;
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@@ -105,19 +123,24 @@ export class AvatarView {
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this.container.position.set(x, y);
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this.rig.scale.x = this.face;
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if (av.tool !== this.lastTool) {
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this.lastTool = av.tool;
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for (const [id, g] of this.tools) g.visible = id === av.tool;
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}
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const working = av.action === 'chop' || av.action === 'mine' || av.action === 'smith';
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this.toolHolder.visible = working && av.tool !== 'none';
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const t = now / 1000;
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if (av.moving) {
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const swing = Math.sin(t * 12);
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this.legL.rotation = swing * 0.5;
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this.legR.rotation = -swing * 0.5;
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this.rig.y = -Math.abs(Math.cos(t * 12)) * 1.5;
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this.tool.visible = false;
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this.bar.visible = false;
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} else if (av.action === 'chop' && av.actionStart !== null && av.actionDur) {
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const p = (((now - av.actionStart) / av.actionDur) % 1 + 1) % 1;
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} else if (working && av.actionStart !== null && av.actionDur) {
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const p = ((((now - av.actionStart) / av.actionDur) % 1) + 1) % 1;
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const swing = Math.sin((Math.min(p, 0.35) / 0.35) * Math.PI);
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this.tool.visible = true;
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this.tool.rotation = -1.0 + swing * 1.7;
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this.toolHolder.rotation = -1.0 + swing * 1.7;
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this.rig.y = -swing * 1.5;
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this.legL.rotation = 0;
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this.legR.rotation = 0;
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@@ -132,7 +155,7 @@ export class AvatarView {
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this.rig.y = Math.sin(t * 2) * 0.8;
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this.legL.rotation = 0;
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this.legR.rotation = 0;
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this.tool.visible = false;
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this.toolHolder.rotation = 0;
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this.bar.visible = false;
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this.lastChopPhase = 0;
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}
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