Merge remote-tracking branch 'origin/main' into feature/map-refactor
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commit
807bc2066e
@ -242,15 +242,11 @@ export type Chat = {
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export type WorldSettings = {
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date: Date
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isRainEnabled: boolean
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isFogEnabled: boolean
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fogDensity: number
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weatherState: WeatherState
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}
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export type WeatherState = {
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isRainEnabled: boolean
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rainPercentage: number
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isFogEnabled: boolean
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fogDensity: number
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}
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@ -15,7 +15,8 @@ const LIGHT_CONFIG = {
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SUNRISE_HOUR: 6,
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SUNSET_HOUR: 20,
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DAY_STRENGTH: 100,
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NIGHT_STRENGTH: 30
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NIGHT_STRENGTH: 30,
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TRANSITION_HOURS: 3
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}
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// Stores and refs
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@ -23,7 +24,6 @@ const gameStore = useGameStore()
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const mapStore = useMapStore()
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const mapStorage = new MapStorage()
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const sceneRef = ref<Phaser.Scene | null>(null)
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const mapEffectsReady = ref(false)
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const mapObject = ref<Map | null>(null)
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// Effect objects
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@ -35,9 +35,7 @@ const effects = {
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// Weather state
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const weatherState = ref<WeatherState>({
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isRainEnabled: false,
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rainPercentage: 0,
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isFogEnabled: false,
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fogDensity: 0
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})
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@ -63,7 +61,6 @@ watch(
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() => mapStore.mapId,
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async (newMapId) => {
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if (newMapId) {
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mapEffectsReady.value = false
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await loadMap()
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updateScene()
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}
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@ -109,54 +106,54 @@ const updateScene = () => {
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{}
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) as { [key: string]: number }
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// Only update effects once mapEffects are loaded
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if (!mapEffectsReady.value) {
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if (mapObject.value) {
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mapEffectsReady.value = true
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} else {
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return
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}
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}
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const finalEffects =
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mapEffects && Object.keys(mapEffects).length
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? mapEffects
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: {
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const finalEffects = {...mapEffects,
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light: timeBasedLight,
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rain: weatherState.value.isRainEnabled ? weatherState.value.rainPercentage : 0,
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fog: weatherState.value.isFogEnabled ? weatherState.value.fogDensity * 100 : 0
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}
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rain: weatherState.value.rainPercentage,
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fog: weatherState.value.fogDensity }
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console.log(finalEffects)
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applyEffects(finalEffects)
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}
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const applyEffects = (effectValues: any) => {
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if (effects.light.value) {
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const darkness = 1 - (effectValues.light ?? 100) / 100
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const darkness = 1 - (effectValues.light) / 100
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effects.light.value.clear().fillStyle(0x000000, darkness).fillRect(0, 0, window.innerWidth, window.innerHeight)
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}
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if (effects.rain.value) {
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const strength = effectValues.rain ?? 0
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strength > 0 ? effects.rain.value.start().setQuantity(Math.floor((strength / 100) * 10)) : effects.rain.value.stop()
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if (effects.rain)
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effects.rain.value.start().setQuantity(effectValues.rain / 10)
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else effects.rain.value.stop()
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effects.fog.value.setAlpha(effectValues.fog/100)
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}
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if (effects.fog.value) {
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effects.fog.value.setAlpha((effectValues.fog ?? 0) / 100)
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}
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}
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// Linear Interpolation
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// moves a value between x and y where a is the percentage of progress the value has made in moving from x to y
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// a = 0 return x
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// a = 0.5 return (x+y)/2
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// a = 1 return y
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const lerp = (x,y,a) => x * (1-a) + y * a
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const calculateLightStrength = (time: Date): number => {
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const hour = time.getHours()
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const minute = time.getMinutes()
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if (hour >= LIGHT_CONFIG.SUNSET_HOUR || hour < LIGHT_CONFIG.SUNRISE_HOUR) return LIGHT_CONFIG.NIGHT_STRENGTH
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if (hour > LIGHT_CONFIG.SUNRISE_HOUR && hour < LIGHT_CONFIG.SUNSET_HOUR - 2) return LIGHT_CONFIG.DAY_STRENGTH
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if (hour === LIGHT_CONFIG.SUNRISE_HOUR) return LIGHT_CONFIG.NIGHT_STRENGTH + ((LIGHT_CONFIG.DAY_STRENGTH - LIGHT_CONFIG.NIGHT_STRENGTH) * minute) / 60
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const totalMinutes = (hour - (LIGHT_CONFIG.SUNSET_HOUR - 2)) * 60 + minute
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return LIGHT_CONFIG.DAY_STRENGTH - (LIGHT_CONFIG.DAY_STRENGTH - LIGHT_CONFIG.NIGHT_STRENGTH) * (totalMinutes / 120)
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//Transition from daylight to night
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if (hour >= LIGHT_CONFIG.SUNSET_HOUR - LIGHT_CONFIG.TRANSITION_HOURS && hour < LIGHT_CONFIG.SUNSET_HOUR)
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return lerp(LIGHT_CONFIG.DAY_STRENGTH, LIGHT_CONFIG.NIGHT_STRENGTH,
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(hour+(minute/60)-(LIGHT_CONFIG.SUNSET_HOUR-LIGHT_CONFIG.TRANSITION_HOURS))/LIGHT_CONFIG.TRANSITION_HOURS)
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//Transition from sunrise to morning
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else if (hour >= LIGHT_CONFIG.SUNRISE_HOUR && hour < LIGHT_CONFIG.SUNRISE_HOUR + LIGHT_CONFIG.TRANSITION_HOURS)
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return lerp(LIGHT_CONFIG.NIGHT_STRENGTH, LIGHT_CONFIG.DAY_STRENGTH,
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(hour+(minute/60)-LIGHT_CONFIG.SUNRISE_HOUR)/LIGHT_CONFIG.TRANSITION_HOURS)
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else if (hour > LIGHT_CONFIG.SUNRISE_HOUR && hour < LIGHT_CONFIG.SUNSET_HOUR)
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return LIGHT_CONFIG.DAY_STRENGTH
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else
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return LIGHT_CONFIG.NIGHT_STRENGTH
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}
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// Socket and window handlers
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@ -180,14 +177,9 @@ const handleResize = () => {
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}
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// Lifecycle
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watch(
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() => mapObject.value,
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() => {
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mapEffectsReady.value = false
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watch(() => mapObject.value, () => {
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updateScene()
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},
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{ deep: true }
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)
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})
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onMounted(() => window.addEventListener('resize', handleResize))
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@ -1,5 +1,5 @@
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<template>
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<Modal v-for="notification in gameStore.notifications" :key="notification.id" :isModalOpen="true" @modal:close="closeNotification(notification.id)">
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<Modal v-for="notification in gameStore.notifications" :key="notification.id" :isModalOpen="true" @modal:close="closeNotification(notification!.id as string)">
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<template #modalHeader v-if="notification.title">
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<h3 class="m-0 font-medium shrink-0 text-white">{{ notification.title }}</h3>
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</template>
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@ -15,9 +15,10 @@ export const useGameStore = defineStore('game', {
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character: null as Character | null,
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world: {
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date: new Date(),
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isRainEnabled: false,
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isFogEnabled: false,
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weatherState: {
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rainPercentage: 0,
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fogDensity: 0
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}
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} as WorldSettings,
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game: {
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isLoading: false,
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@ -119,9 +120,8 @@ export const useGameStore = defineStore('game', {
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this.uiSettings.isGmPanelOpen = false
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this.world.date = new Date()
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this.world.isRainEnabled = false
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this.world.isFogEnabled = false
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this.world.fogDensity = 0
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this.world.weatherState.rainPercentage = 0
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this.world.weatherState.fogDensity = 0
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}
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}
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})
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