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/* ============================================================================
TERRAN FRONTLINE COMMAND — UNIT CHASSIS KIT (internal kit key `nova`)
----------------------------------------------------------------------------
DISCIPLINE. TECHNOLOGY. UNITY.
The base roster was the oldest art in the game and it showed: every ground
vehicle was `runningGear()` plus `hullShell()` plus one distinguishing lump,
which at command-view zoom is fifteen identical grey slabs. Worse, it was
also the most EXPENSIVE roster in the game — the Nova Goliath cost 4,072
triangles against the Dominion walker's 2,232 for the same slot, because
runningGear() spends 1,400-2,300 of them on per-wheel hydraulic rams hidden
behind a track skirt that this camera never looks under. The army that
looked the cheapest was paying the most for it.
Everything here is built on `trackUnit()` instead (496/560/712 triangles for
light/medium/heavy — the same read for a quarter of the cost), and the
difference is spent on the part of the silhouette a player actually sees:
the deck, the weapon and the outline.
THE DOCTRINE. The Frontline Command is a professional combined-arms force
and its machines are MAINTAINED. The vocabulary, repeated on every chassis
so the army reads as one manufacturer before it reads as one colour:
- welded monocoque hulls: a lower tub, a smaller upper deck stepped in on
top of it, and a bevel on every exposed edge. No applique, no rivets;
- a RAKED glacis that actually rakes fore-aft (see the wedge note below),
with a brow lip and tow shackles either side of it;
- deliberate panel breaks — a recessed seam with a bright edge — rather
than large blank plate;
- crew hatches, sensor masts and vision blocks. These are crewed vehicles
and it should be obvious;
- stowage strapped down where a crew would strap it, and ammunition
lockers bolted to the flanks;
- DUCTED exhaust exiting sideways behind a heat shield. The Dominion vents
straight up through open stacks because nobody paid for ducting; that
contrast is the point;
- the livery band lands in the SAME PLACE on every chassis — the top edge
of the track skirt — with a second panel on the turret cheeks.
Restraint is the character. It is the opposite of the Dominion's riveted
expendable iron and the opposite of the Coalition's cockpitless hovering
machines, and it gets there by being deliberately plainer than either.
CONTRACT, copied from mdlNovaRhino(): +X is forward (the direction the unit
shoots), +Y is up, Z is lateral, the lowest point of a ground vehicle sits
at y=0, and a builder returns {hull, tur, s, turH}. Unturreted units return
tur:null and no turH.
MATERIALS ARE LOAD-BEARING.
TEAM_A / TEAM_B / TEAM_T are the only surfaces the faction colour reaches
in full; everything else takes a partial wash. Two to five panels per
model, never the whole hull. Hulls are MET/MET_L/MET_D on purpose so the
body still carries the wash; weapons and machinery are TWR_MACH, which
the shader washes far less, so the gun reads as steel against a tinted
vehicle.
SERVO marks a LEG — the vertex stage swings anything wearing it through
the walk cycle. It appears in this file ONLY on mdlTfcWalker and the two
infantry, which are the only Nova slots with `legs:1` AND actual legs.
The Goliath's TYPES row has said legs:1 for as long as it has existed;
the old model was a tracked tank, so the flag animated nothing.
HOT / ENERGY / LAMP are emissive and are rationed to exhaust bores, muzzle
collars, equipment cores and hatch beacons.
THE WEDGE TRAP. MeshBuilder.wedge() slopes across its THIRD axis, so a wedge
dropped in at yaw 0 ramps SIDEWAYS — every "glacis" authored in the base
roster is really a lateral A-frame, and it was never caught because a sloped
shape still looks sloped in a screenshot. glacisX() yaws a quarter turn so
the ridge sits at the rear and the slope runs down to the nose. Every sloped
plate in this file goes through it or through tfcProw().
Names are prefixed tfc/mdlTfc because this repo is one global scope and
`verifyglobals.mjs` fails the build on a duplicate top-level name.
============================================================================ */
/* ---------------------------------------------------------------------------
FRONTLINE COMMAND DETAIL KIT
--------------------------------------------------------------------------- */
/* A welded panel break: a shallow recess with a bright seam along it. This is
the cheapest thing in the file (22 triangles) and it does more work than
anything else — it is what stops a 6x4 armour face reading as an untextured
slab, and it is the single detail that separates a Frontline hull from the
Dominion's bolted plate at the distance this game is played at. */
function tfcSeam(m,x,y,z,len,wid,col,yaw){
m.inset(x,y,z,len,wid,0.20,0.34,DARKER,yaw||0);
m.box(x,y+0.03,z,len*0.90,0.09,0.13,col||MET_L,yaw||0);
return m;
}
/* Crew hatch: rim, lid stepped in, grab handle. A vehicle with a hatch is a
vehicle with people in it, which is exactly the read the Coalition's drones
must not have. */
function tfcHatch(m,x,y,z,r,col){
m.cyl(x,y,z,r,r*0.94,0.20,7,col||MET_D);
m.cyl(x,y+0.20,z,r*0.80,r*0.74,0.16,7,MET_L);
m.box(x,y+0.36,z,r*0.26,0.12,r*1.05,MET_L);
return m;
}
/* Tow shackle: bracket and eye. Four per vehicle, front and rear, because
recovery gear is what "we get our vehicles back" looks like in geometry. */
function tfcTow(m,x,y,z,yaw){
m.box(x,y,z,0.52,0.58,0.40,MET_D,yaw||0);
m.ring(x,y+0.60,z,0.20,0.40,7,MET_L);
return m;
}
/* Ducted exhaust: a horizontal outlet with a real shadowed bore and a heat
shield plate over it. Deliberately NOT the Dominion's open vertical stack.
Points -X, so it exits behind the vehicle. */
function tfcExhaust(m,x,y,z,n,r){
for(let k=0;k<n;k++){
const oz=z+(k-(n-1)/2)*r*2.9;
cylX(m,x,y,oz,r*1.9,r*1.14,r*0.98,7,MET_D,false);
tubeX(m,x-r*0.7,y,oz,r*0.55,r*1.00,r*0.52,7,TWR_BORE);
ringX(m,x-r*0.62,y,oz,r*0.28,r*0.56,7,HOT);
}
m.box(x-r*0.55,y+r*1.55,z,r*3.1,0.20,r*3.0*n,MET_L);
return m;
}
/* Running gear. trackUnit() already builds the right components at the right
price and puts the livery on the skirt's top edge — the one piece of running
gear an overhead camera can see — so this only adds the Frontline tells: a
bright welded seam along the skirt and two mud-flap ribs per side. */
function tfcTracks(m,len,wid,h,gauge,n,cls){
const K=cls==null?1:cls;
trackUnit(m,len,wid,h,gauge,n,MET_D,K,TEAM_A);
const W=wid*[0.84,1.0,1.24][K];
for(const sd of [-1,1]){
m.box(0,h*1.44,sd*(gauge+W*0.14),len*0.90,0.14,W*0.26,MET_L);
for(const f of [-1,1])
m.box(f*len*0.40,h*0.92,sd*(gauge+W*0.56),len*0.09,h*0.46,0.20,MET_L);
}
return m;
}
/* Welded two-tier hull. The lower tub carries the plan shape; the upper deck
is the SAME outline pulled in, which is what reads as a plate break from
directly above. Returns the deck height so callers stack hardware on it
without repeating the arithmetic. */
function tfcHull(m,x,yBase,len,wid,hLow,hHigh,colLow,colHigh){
const L=len*0.5, W=wid*0.5;
const prof=[[-L,-W*0.76],[-L*0.64,-W],[L*0.32,-W],[L*0.84,-W*0.62],[L,-W*0.26],
[ L, W*0.26],[L*0.84, W*0.62],[L*0.32, W],[-L*0.64, W],[-L, W*0.76]];
m.extrude(x,yBase,0,prof,hLow,colLow||MET);
m.extrude(x,yBase+hLow,0,prof.map(p=>[p[0]*0.90,p[1]*0.84]),hHigh,colHigh||MET_L);
return yBase+hLow+hHigh;
}
/* Raked prow: glacis (through glacisX, so it slopes fore-aft), brow lip, a
seam across the plate and a tow shackle either side. */
function tfcProw(m,x,y,z,len,h,wid){
glacisX(m,x,y,z,len,h,wid,MET_L);
m.box(x-len*0.34,y+h*0.92,z,len*0.30,0.22,wid*0.66,MET_L);
m.box(x+len*0.30,y+h*0.16,z,len*0.20,h*0.26,wid*0.70,MET_D);
for(const sd of [-1,1]) tfcTow(m,x+len*0.28,y+h*0.04,z+sd*wid*0.30,0);
return m;
}
/* Turret bearing ring. A turret sitting straight on a deck reads as a box
balanced on a box; the ring is what makes it a machine that traverses. */
function tfcRing(t,x,r,h){
t.cyl(x,-h,0,r,r*0.90,h,10,TWR_PAD);
t.ring(x,0,0,r*0.62,r*0.94,10,MET_D);
return t;
}
/* Welded turret: faceted body, deck stepped in, cheek livery, smoke
dischargers, a bustle rack and a commander's cupola with a hatch. Everything
a Frontline turret has in common with every other Frontline turret. */
function tfcTurret(t,len,wid,h,cupZ){
const L=len*0.5, W=wid*0.5;
const prof=[[-L,-W*0.80],[-L*0.52,-W],[L*0.30,-W*0.94],[L*0.88,-W*0.52],
[ L,-W*0.22],[ L, W*0.22],[L*0.88, W*0.52],[L*0.30, W*0.94],
[-L*0.52, W],[-L, W*0.80]];
t.extrude(0,0,0,prof,h*0.70,MET);
t.extrude(0,h*0.70,0,prof.map(p=>[p[0]*0.84,p[1]*0.78]),h*0.30,MET_L);
for(const sd of [-1,1]){
t.bevelBox(-L*0.10,h*0.20,sd*W*0.92,len*0.54,h*0.44,0.40,0.13,sd>0?TEAM_A:TEAM_B);
t.box(-L*0.60,h*0.72,sd*W*0.54,len*0.16,h*0.26,len*0.13,DARKER);
for(let k=0;k<3;k++) t.cyl(-L*0.66+k*len*0.09,h*0.98,sd*W*0.54,0.20,0.17,len*0.10,6,DARKER);
}
t.bevelBox(-L*0.88,h*0.18,0,len*0.28,h*0.66,wid*0.60,0.22,MET_D);
t.box(-L*0.88,h*0.86,0,len*0.22,0.16,wid*0.44,TEAM_T);
tfcHatch(t,-L*0.24,h*1.00,(cupZ==null?-W*0.42:cupZ),Math.min(0.95,wid*0.15),MET_D);
return t;
}
/* One SERVO leg. Everything is painted SERVO because the vertex stage swings
SERVO geometry below the hip line through the gait — mixing ordinary armour
into a limb leaves those plates standing where the foot used to be. S scales
the whole limb so the same anatomy can serve more than one machine. */
function tfcLeg(m,z,S){
m.bevelBox(-0.40*S,0,z,4.30*S,0.95*S,2.75*S,0.32*S,SERVO); // planted foot
m.box(1.50*S,0.20*S,z,1.10*S,0.52*S,2.25*S,SERVO); // toe cleat
m.box(-1.95*S,0.18*S,z,0.75*S,0.48*S,2.00*S,SERVO); // heel
m.cyl(-0.35*S,0.95*S,z,0.88*S,0.74*S,0.62*S,8,SERVO); // ankle bearing
m.extrude(-0.20*S,1.52*S,z,[[-1.15*S,-1.10*S],[0.85*S,-1.10*S],[1.20*S,-0.46*S],
[1.20*S,0.46*S],[0.85*S,1.10*S],[-1.15*S,1.10*S]],3.00*S,SERVO);
m.bevelBox(-0.05*S,2.05*S,z,1.90*S,2.00*S,2.60*S,0.26*S,SERVO); // shin armour
/* Shin ram built by hand rather than through hydraulic(): that helper hard-
codes MET_L for the bright ram and DARKER for the gland nut whatever colour
it is handed, so two thirds of every "SERVO" leg ram in this engine is NOT
SERVO and stands still while the limb it belongs to swings away from it.
Same three components, all of them actually painted as a leg. */
m.cyl(-1.20*S,1.60*S,z,0.24*S,0.23*S,1.74*S,7,SERVO); // ram body
m.cyl(-1.20*S,3.34*S,z,0.14*S,0.14*S,1.30*S,7,SERVO); // ram rod
m.cyl(-1.20*S,3.20*S,z,0.29*S,0.29*S,0.30*S,7,SERVO); // gland nut
m.cyl(0.15*S,4.55*S,z,1.34*S,1.18*S,1.10*S,8,SERVO); // knee bearing
m.bevelBox(0.10*S,5.30*S,z,3.00*S,1.45*S,2.85*S,0.32*S,SERVO); // thigh armour
m.extrude(-0.10*S,6.15*S,z,[[-1.05*S,-1.05*S],[0.95*S,-1.05*S],[1.25*S,-0.48*S],
[1.25*S,0.48*S],[0.95*S,1.05*S],[-1.05*S,1.05*S]],2.05*S,SERVO);
return m;
}
/* A cylinder lying ACROSS the vehicle, on the Z axis.
THE OTHER ENGINE TRAP, and it is worth writing down beside the wedge one.
MeshBuilder.cyl()'s ninth argument is `cap`, not a yaw — cyl has no rotation
parameter at all. Every `cyl(..., Math.PI/2)` in this library therefore
builds a cylinder STANDING ON END with its end caps switched on, which is
why wheelAsm()'s tyres, runningGear()'s hubs, the Scorcher's fuel drums and
the Warden's hose reel are all vertical discs rather than anything lying
across a hull — and, like the wedge, it was never caught because a circle
still looks like a circle in a screenshot. cylX() already solves this for the
+X axis by rotating a scratch mesh onto it; this is the same move for +Z.
Local +Y becomes +Z, so the cylinder runs from z to z+len. */
function tfcCylZ(m,x,y,z,len,r1,r2,seg,col,cap){
const mm=MB(); mm.m=m.m; mm.tm=m.tm;
mm.cyl(0,0,0,r1,r2,len,seg,col,cap);
for(let i=0;i<mm.v.length;i+=VFLOATS){
const px=mm.v[i], py=mm.v[i+1], pz=mm.v[i+2];
const nx=mm.v[i+3], ny=mm.v[i+4], nz=mm.v[i+5];
mm.v[i]=px+x; mm.v[i+1]=-pz+y; mm.v[i+2]=py+z; // rotate +90 about X
mm.v[i+3]=nx; mm.v[i+4]=-nz; mm.v[i+5]=ny;
}
const o=m.n;
for(let i=0;i<mm.v.length;i++) m.v.push(mm.v[i]);
for(const ix of mm.i) m.i.push(ix+o);
m.n+=mm.n; m.m=mm.m; m.tm=mm.tm;
return m;
}
/* Diagonal member. Every primitive in this library is axis-aligned, which is
why every crane, jib and outrigger in the roster is a staircase of boxes —
the renders of the first pass made that unmistakable on the engineer, whose
"telescopic boom" was three blocks with a yaw on them (a yaw rotates in the
GROUND plane, so it swung the boom sideways instead of raising it).
boneSeg() already builds a tapered tube between two arbitrary points for the
Brood limbs; it writes quads directly, so it does not pass through the
colour->material wrapper and the material has to be set by hand. */
function tfcStrut(m,a,b,r,col){
m.m=COL_MAT.get(col)||0; m.tm=COL_TEAM.has(col)?1:0;
boneSeg(m,a,b,r,r*0.88,6,col);
return m;
}
/* Engine deck. A recessed dark grille panel at the rear of every hull. The
renders of the first pass were the argument for this: with the whole deck in
one mid grey the hull read as an untextured slab from directly above, which
is the one angle this camera always has. A dark inset behind a bright rail is
the cheapest value break there is, and it also says where the engine is. */
function tfcDeckGear(m,x,y,len,wid,trim){
deckCrown(m,x,y,0,len*0.88,wid*0.80,MET_D,trim||TEAM_T);
insetPanel(m,x-len*0.30,y+0.02,0,len*0.26,wid*0.44,0.22,DARK,0);
for(let k=0;k<3;k++) m.box(x-len*0.30,y+0.16,-wid*0.16+k*wid*0.16,len*0.22,0.13,0.13,MET_L);
return m;
}
/* Strapped stowage: a rolled tarp with two straps over it and a locker beside
it. The base roster used RUST for stowage on every vehicle, which reads as
neglect; Frontline kit is canvas over painted steel. */
function tfcStow(m,x,y,z,len,wid,seed){
m.bevelBox(x,y,z,len*0.52,wid*0.62,wid*0.86,wid*0.24,CONC_D);
for(const f of [-1,1]) m.box(x+f*len*0.13,y+wid*0.30,z,0.12,wid*0.34,wid*0.92,MET_D);
m.greeble(x+len*0.36,y,z,len*0.46,wid*0.80,wid*0.46,3,MET_D,0,seed||7);
return m;
}
/* Hazard chevrons across a service vehicle's deck. Unarmed machines need a
read of their own from directly above, and this is the one the eye already
knows from every works vehicle it has ever seen. */
function tfcChevrons(m,x,y,z,n,span,wid){
/* Value contrast, not emission. Painting alternate bars LAMP made three
unarmed vehicles glow in the dark from their deck markings and pushed them
past 10% emissive verts; bright trim against a dark reveal reads as a
hazard stripe in daylight and costs nothing at night. */
for(let k=0;k<n;k++)
m.box(x-span*0.5+k*(span/Math.max(1,n-1)),y,z,0.40,0.13,wid,k&1?DARKER:MET_L,0.44);
return m;
}
/* The shared Frontline soldier. The production tab says INFANTRY and the
player expects a person: helmet with a visor band, armoured torso over a
narrower waist, pauldrons carrying the livery at the widest point, webbing
pouches on the belt and a backpack. Legs are SERVO so the walk shader
marches them with the same system that walks the mechs; arms and weapon stay
rigid so the gun does not wobble. Returns the joint heights the weapon
builders hang hardware off. */
function tfcSoldier(m,o){
o=o||{};
const H=o.h||8.6, W=o.w||1.0;
const hip=H*0.46, sh=H*0.74, hd=H*0.86;
for(const sd of [-1,1]){
m.bevelBox(0.25,0,sd*0.62*W,1.45*W,0.52,0.92*W,0.18,DARK); // boot
m.bevelBox(0.05,0.52,sd*0.62*W,0.78*W,hip*0.42,0.78*W,0.17,SERVO); // shin
tfcCylZ(m,0.05,hip*0.50,sd*0.62*W-0.24,0.48,0.44*W,0.44*W,6,MET_D,true); // knee
m.bevelBox(0.0,hip*0.55,sd*0.62*W,0.90*W,hip*0.48,0.90*W,0.19,SERVO); // thigh
m.box(0.0,hip*1.02,sd*0.62*W,0.98*W,0.46,0.98*W,MET_D); // hip guard
}
m.bevelBox(0,hip,0,1.28*W,(sh-hip)*0.34,1.46*W,0.20,DARK); // waist
m.bevelBox(0.08,hip+(sh-hip)*0.28,0,1.86*W,(sh-hip)*0.76,2.05*W,0.28,o.chest||MET);
/* Raked breastplate — the armour angle is what stops a torso reading as a
box, and it is the same move as the vehicles' glacis at 1/20th the scale. */
glacisX(m,0.62*W,hip+(sh-hip)*0.34,0,0.80*W,(sh-hip)*0.50,1.85*W,o.chest||MET_L);
m.box(-0.55*W,hip+(sh-hip)*0.5,0,0.95*W,(sh-hip)*0.60,1.80*W,o.pack||MET_D); // backpack
for(const sd of [-1,1]){
m.bevelBox(0,sh-0.24,sd*1.22*W,1.30*W,0.58,0.92*W,0.28,TEAM_A); // pauldron livery
m.bevelBox(0.14,sh-1.12,sd*1.28*W,0.70*W,1.05,0.60*W,0.19,SERVO); // upper arm
m.bevelBox(0.82*W,sh-1.52,sd*1.02*W,1.26*W,0.56,0.52*W,0.17,DARK); // forearm
m.box(0.30,hip+0.10,sd*0.96*W,0.62*W,0.52,0.42*W,MET_D); // webbing pouch
}
m.bevelBox(0.08,sh+0.14,0,1.12*W,(hd-sh)*0.9,1.22*W,0.32,o.helm||MET_L);// helmet
m.box(0.60*W,sh+0.40,0,0.30,0.40,0.92*W,GLASS); // visor band
m.box(0.10,hd+0.02,0,0.85*W,0.16,1.00*W,TEAM_T); // helmet band livery
if(o.antenna) m.cyl(-0.34*W,hd,0.48*W,0.05,0.03,0.95,5,DARKER);
return {hip,sh,hd};
}
/* ---------------------------------------------------------------------------
0 — STRIKER. Line rifleman, hp 40 / dmg 5.4 / rng 62.
The cheapest thing the Command fields and the one it fields most of, so it
is also the unit that sets the scale of everything else on the board: a tank
only reads as big when a person is standing next to it.
--------------------------------------------------------------------------- */
function mdlTfcTrooper(){
const m=MB();
const b=tfcSoldier(m,{h:8.6,w:1.0,antenna:1});
/* Service rifle held across the body and pointed +X, so the soldier faces
where he shoots: receiver, barrel, muzzle brake, magazine, optic. */
const gy=b.hip+1.55;
m.bevelBox(1.30,gy,0.15,2.50,0.52,0.42,0.13,MET_D);
m.box(1.05,gy+0.44,0.15,1.20,0.26,0.30,TWR_MACH); // optic
cylX(m,2.55,gy+0.10,0.15,1.70,0.14,0.12,6,DARKER,false); // barrel
m.box(4.20,gy-0.12,0.15,0.34,0.42,0.44,TWR_MACH); // muzzle brake
tubeX(m,4.28,gy+0.10,0.15,0.24,0.18,0.09,6,TWR_BORE); // bore
m.box(1.55,gy-0.50,0.15,0.36,0.58,0.32,MET_D); // magazine
m.box(0.24,gy+0.04,0.15,0.66,0.38,0.32,DARK); // stock
m.box(-0.58,b.sh+0.36,0,0.62,0.18,0.30,ENERGY); // radio lamp
return {hull:m.build(),tur:null,s:0.92};
}
/* ---------------------------------------------------------------------------
9 — PYRO. Flame trooper, hp 240 / dmg 11 / rng 58.
Same species, bulked out: a flame suit is sealed and heavy, the helmet is a
full hood, and the backpack is the fuel plant. The pilot light is the tell
at range and the only emissive on the model.
--------------------------------------------------------------------------- */
function mdlTfcFlamer(){
const m=MB();
const b=tfcSoldier(m,{h:8.2,w:1.22,chest:MET_D,helm:MET_D,pack:DARK});
for(const sd of [-1,1]){
m.cyl(-1.05,b.hip+0.35,sd*0.60,0.50,0.50,3.30,7,TWR_MACH); // fuel bottle
m.cyl(-1.05,b.hip+3.65,sd*0.60,0.50,0.30,0.46,7,MET_D); // valve cap
m.cyl(-1.05,b.hip+1.85,sd*0.60,0.55,0.55,0.24,7,MET_L); // pressure band
}
m.box(-1.05,b.sh+0.30,0,1.30,0.20,1.90,MET_L); // bottle yoke
cylX(m,-0.70,b.sh-0.42,0,1.85,0.15,0.13,5,DARKER,false); // feed hose
/* Projector: short, fat, shrouded, with the pilot flame at the lip. */
const gy=b.hip+1.45;
m.bevelBox(1.42,gy,0.15,1.95,0.66,0.58,0.15,MET_D);
cylX(m,2.40,gy+0.08,0.15,1.05,0.32,0.36,7,TWR_MACH,false);
tubeX(m,3.42,gy+0.08,0.15,0.55,0.40,0.20,7,TWR_BORE);
cylX(m,3.80,gy+0.08,0.15,0.46,0.11,0.09,5,HOT,true); // pilot light
m.box(0.94,gy-0.46,0.15,0.46,0.48,0.36,DARK); // grip
return {hull:m.build(),tur:null,s:0.95};
}
/* ---------------------------------------------------------------------------
2 — GOLIATH. Assault walker, hp 450 / dmg 42 / rng 104, aoe 10.
TYPES has carried legs:1 on this slot since it was written and the game's
own intel copy calls it an assault walker; the old model was a tracked tank,
so the flag animated nothing and the army had no legged silhouette at all
between the Striker and the TITAN. Rebuilt as what the data already said it
was — and that also solves the readability problem, because at 60 pixels a
walker is the only thing in a Frontline column that is not a tracked box.
Legs are SERVO and everything above the hip is not.
--------------------------------------------------------------------------- */
function mdlTfcWalker(){
const m=MB();
/* STANCE. The first pass put the legs at z=+-4.1 under a torso +-4.3 wide
and shoulders wider still, so from every angle inside the camera's pitch
band the walker read as a turret on a plinth — the legs were never visible
at all. Standing them outboard of the hull is the entire difference
between a walker and a tank with a tall superstructure. */
for(const sd of [-1,1]){
tfcLeg(m,sd*5.45,1.00);
/* Knee shroud and shin skirt are painted SERVO like the limb they belong
to. Armour left in an ordinary material stands where the foot used to be
once the gait swings the leg out from under it. */
m.bevelBox(0.10,4.35,sd*5.45,2.90,0.70,3.05,0.24,SERVO); // knee shroud
armorPlate(m,-0.20,2.20,sd*7.05,4.40,1.50,0.40,0,SERVO,0); // shin skirt
tfcStrut(m,[-1.10,8.10,sd*3.40],[0.10,6.30,sd*5.45],0.34,MET_D); // hip brace
}
/* Hip bridge — the legs hang off this, so it is visibly a single casting. */
m.extrude(0,8.20,0,[[-4.10,-4.60],[2.40,-5.10],[4.35,-2.70],[4.35,2.70],
[2.40,5.10],[-4.10,4.60]],2.10,MET);
m.extrude(0.10,10.30,0,[[-3.50,-4.00],[2.10,-4.40],[3.75,-2.30],[3.75,2.30],
[2.10,4.40],[-3.50,4.00]],0.70,MET_L);
for(const sd of [-1,1]) m.box(-0.40,11.00,sd*4.05,5.20,0.24,1.30,sd>0?TEAM_A:TEAM_B);
/* Torso — lower casemate, stepped upper plate, raked chest. */
m.extrude(0,11.00,0,[[-4.00,-3.75],[2.30,-4.20],[4.30,-2.20],[4.30,2.20],
[2.30,4.20],[-4.00,3.75]],2.90,MET);
m.extrude(0.15,13.90,0,[[-3.30,-3.05],[2.00,-3.40],[3.55,-1.75],[3.55,1.75],
[2.00,3.40],[-3.30,3.05]],0.85,MET_L);
tfcProw(m,4.40,11.20,0,3.10,2.70,6.60); // chest glacis
tfcSeam(m,-1.20,14.76,0,3.20,4.00,MET_L,0);
m.box(2.20,14.76,0,1.80,0.22,4.60,TEAM_T); // collar band livery
for(const sd of [-1,1]){
m.bevelBox(0.30,11.60,sd*4.35,4.20,2.40,1.20,0.28,MET_D); // shoulder plate
m.box(0.30,14.02,sd*4.40,3.80,0.26,1.00,sd>0?TEAM_A:TEAM_B); // shoulder livery
m.bevelBox(-0.60,11.30,sd*4.00,5.60,2.10,0.44,0.16,sd>0?TEAM_A:TEAM_B);// flank livery
m.box(-4.15,11.45,sd*2.85,1.45,2.50,0.90,DARK); // torso grille
for(let k=0;k<3;k++) m.box(-3.95,11.75+k*0.74,sd*3.32,1.00,0.26,0.26,MET_L);
m.cyl(4.30,11.75,sd*3.10,0.28,0.24,1.05,6,MET_L); // lift point
}
ventBank(m,-2.90,14.76,0,2.70,5.00,5,MET_D,0);
m.bevelBox(-4.25,11.30,0,2.20,3.20,5.80,0.42,MET_D); // powerplant
tfcExhaust(m,-5.30,12.90,0,2,0.52);
m.greeble(-4.25,14.50,0,1.80,4.40,0.50,4,TWR_MACH,0,71);
sensorMast(m,-1.95,14.80,2.20,2.10,MET_L);
tfcStow(m,-2.40,14.80,-2.60,3.00,1.10,31);
const t=MB();
tfcRing(t,-0.70,3.30,1.05);
tfcTurret(t,7.60,6.40,3.10,-2.60);
t.box(3.10,0.95,0,1.10,2.20,3.00,TWR_MACH); // mantlet
gunX(t,3.20,1.85,7.60,0.68,TWR_MACH); // splash cannon
cylX(t,2.45,1.85,0,2.60,1.12,0.92,10,MET_D,false); // recoil sleeve
for(const x of [5.10,7.90]) ringX(t,x,1.85,0,0.76,1.02,9,x>7?HOT:MET_L);
cylX(t,2.70,0.72,-2.15,3.10,0.26,0.22,6,TWR_MACH,false); // coaxial
tubeX(t,5.85,0.72,-2.15,0.40,0.34,0.16,7,TWR_BORE);
tfcStow(t,-3.10,3.20,0,2.60,1.00,17);
return {hull:m.build(),tur:t.build(),s:0.86,turH:14.75,muzzle:10.8};
}
/* ---------------------------------------------------------------------------
3 — THUMPER. Field artillery, hp 135 / dmg 60 / rng 265, minRng 80.
Thin-skinned by design: a light track run, a shallow hull and every gram of
the mass in the tube and the recoil gear. The DEPLOYED SPADES at the back
are the plan-view tell that separates artillery from a gun tank, and the
mount is open-topped — a crew serving a piece, not a sealed turret.
--------------------------------------------------------------------------- */
function mdlTfcArty(){
const m=MB();
tfcTracks(m,12.6,3.00,2.60,3.45,5,0);
const deck=tfcHull(m,-0.20,2.10,12.2,7.20,1.30,0.80); // deck ~4.20
tfcProw(m,5.30,2.10,0,2.60,1.90,5.80);
for(const sd of [-1,1]){
/* Recoil spade: a plate on a ram, dug in behind the vehicle. Carried
OUTBOARD of the track run so it breaks the plan-view outline — the first
pass tucked them between the tracks where the overhead camera could not
see them at all, which threw away the entire artillery tell. */
m.box(-6.60,1.10,sd*4.60,0.70,3.00,2.40,MET_D);
m.wedge(-7.25,0.05,sd*4.60,1.80,1.10,2.30,MET_L,Math.PI/2,true);
hydraulic(m,-5.40,2.20,sd*4.10,2.20,0.28,TWR_MACH,0);
m.box(-6.62,3.00,sd*4.60,0.34,0.22,1.80,sd>0?TEAM_A:TEAM_B);
kitBox(m,2.30,deck,sd*2.55,2.30,0.90,1.30,MET_D,0); // shell lockers
m.box(-1.30,deck+0.02,sd*3.05,4.60,0.16,0.70,MET_L); // deck walkway
}
tfcDeckGear(m,-0.20,deck,12.2,7.20);
tfcExhaust(m,-5.10,3.10,1.90,1,0.44);
tfcSeam(m,1.60,deck+0.02,0,3.00,3.00,MET_L,0);
tfcHatch(m,3.10,deck,-2.10,0.72,MET_D);
sensorMast(m,-4.30,deck,1.90,2.20,MET_L);
const t=MB();
tfcRing(t,-0.60,2.55,0.85);
/* OPEN MOUNT: a shield plate and two side cheeks rather than a closed
turret. Artillery is served, not driven. */
t.extrude(0,0,0,[[-3.20,-2.70],[1.20,-3.00],[2.60,-1.70],[2.60,1.70],
[1.20,3.00],[-3.20,2.70]],1.90,MET);
t.bevelBox(1.90,1.90,0,1.90,1.70,5.10,0.34,MET_L); // gun shield
for(const sd of [-1,1]){
t.bevelBox(-0.90,1.90,sd*2.45,4.20,1.35,0.42,0.16,sd>0?TEAM_A:TEAM_B);// cheek livery
t.cyl(1.30,1.00,sd*1.70,1.20,1.10,0.80,8,MET_D); // trunnion
hydraulic(t,-1.40,0.90,sd*1.95,2.40,0.30,TWR_MACH,0); // elevation ram
t.box(-2.60,1.95,sd*1.60,1.60,0.90,1.00,DARKER); // ready rack
}
gunX(t,1.60,2.05,13.40,0.56,TWR_MACH); // long tube
cylX(t,1.30,2.05,0,2.90,1.02,0.86,9,MET_D,false); // recuperator
for(const x of [6.40,10.60]) ringX(t,x,2.05,0,0.60,0.84,9,MET_L);
t.box(-3.00,1.90,0,1.60,1.10,3.40,TWR_MACH); // breech block
t.box(-3.00,3.00,0,1.20,0.16,2.40,TEAM_T);
return {hull:m.build(),tur:t.build(),s:1.0,turH:4.30,muzzle:15.0};
}
/* ---------------------------------------------------------------------------
16 — BOMBARD. Siege platform, hp 400 / dmg 95 / rng 400, minRng 100.
The longest reach in the game, and the silhouette has to say so from across
the map: ONE very long thin tube on a BRACED carriage. The four deployed
outrigger jacks are the whole read — nothing else in the roster plants
itself on the ground to fire, and a player who sees them knows immediately
that the thing shooting at his base is 400 units away.
--------------------------------------------------------------------------- */
function mdlTfcSiege(){
const m=MB();
tfcTracks(m,14.2,3.60,2.90,4.05,6,1);
const deck=tfcHull(m,-0.30,2.40,13.6,8.60,1.60,0.95); // deck ~4.95
tfcProw(m,5.90,2.40,0,2.90,2.10,6.90);
for(const sd of [-1,1]){
/* OUTRIGGER JACKS, front and rear, DEPLOYED and reaching clear of the
track run. The first pass had them at z=5.4 with the skirts already out
to 6.0, so from above the one detail that says "this thing plants itself
to shoot 400 units" was hidden inside its own silhouette. */
for(const fx of [4.30,-5.60]){
m.box(fx,3.05,sd*5.60,2.00,0.70,3.00,MET_D);
m.cyl(fx+(fx>0?0.60:-0.60),0.90,sd*7.30,0.46,0.42,2.40,7,MET_L);
m.bevelBox(fx+(fx>0?0.60:-0.60),0,sd*7.30,2.40,0.90,2.40,0.34,MET_D);
m.box(fx+(fx>0?0.60:-0.60),0.90,sd*7.30,1.60,0.18,1.60,sd>0?TEAM_A:TEAM_B);
}
kitBox(m,-2.20,deck,sd*3.00,2.80,1.00,1.60,MET_D,0);
m.box(-0.30,deck+0.02,sd*3.60,6.20,0.16,0.72,MET_L);
}
tfcDeckGear(m,-0.30,deck,13.6,8.60);
tfcExhaust(m,-6.10,3.50,2.20,1,0.50);
tfcSeam(m,2.40,deck+0.02,0,3.00,3.40,MET_L,0);
tfcHatch(m,3.40,deck,-2.40,0.78,MET_D);
sensorMast(m,-5.10,deck,2.20,2.60,MET_L);
const t=MB();
tfcRing(t,-0.80,3.05,1.00);
t.extrude(0,0,0,[[-3.60,-3.10],[1.30,-3.40],[2.80,-1.90],[2.80,1.90],
[1.30,3.40],[-3.60,3.10]],2.30,MET);
t.bevelBox(-2.90,2.30,0,2.40,0.90,5.20,0.30,MET_L);
t.bevelBox(2.00,2.30,0,2.00,1.90,5.60,0.38,MET_L); // shield plate
for(const sd of [-1,1]){
t.bevelBox(-1.10,2.30,sd*2.80,4.60,1.50,0.44,0.18,sd>0?TEAM_A:TEAM_B);
t.cyl(1.20,1.10,sd*2.00,1.34,1.20,0.90,8,MET_D); // trunnion
hydraulic(t,-1.70,1.00,sd*2.30,2.70,0.32,TWR_MACH,0);
cylX(t,0.60,2.55,sd*1.05,6.40,0.32,0.28,7,TWR_MACH,false); // recoil cylinder
}
/* THE TUBE. Thin for its length on purpose: a siege mortar reads as a pipe,
not as a tank gun, and the two collars along it give the eye something to
measure that length against. */
gunX(t,1.30,2.10,17.20,0.62,TWR_MACH);
cylX(t,1.10,2.10,0,3.10,1.14,0.94,10,MET_D,false);
for(const x of [7.20,12.60,16.20]) ringX(t,x,2.10,0,0.66,0.92,9,x>16?HOT:MET_L);
t.box(-3.40,2.10,0,1.80,1.30,3.80,TWR_MACH); // breech
t.box(-3.40,3.40,0,1.30,0.18,2.60,TEAM_T);
return {hull:m.build(),tur:t.build(),s:1.0,turH:5.05,muzzle:18.5};
}
/* ---------------------------------------------------------------------------
10 — VULTURE. Anti-air, hp 170 / dmg 52 / rng 172, tg:'air'.
It cannot shoot ground AT ALL, so the mount has to be unmistakable from
above or the player wastes it: twin high-elevation autocannon with visible
ammunition feeds, and a flat PLANAR RADAR ARRAY rather than a dish, because
the Frontline Command's whole pitch is that its technology is current.
Tier 1, so this is on the strictest triangle budget in the file.
--------------------------------------------------------------------------- */
function mdlTfcAA(){
const m=MB();
tfcTracks(m,11.0,2.80,2.40,3.20,5,0);
const deck=tfcHull(m,-0.20,2.00,10.8,6.60,1.20,0.70); // deck ~3.90
tfcProw(m,4.70,2.00,0,2.30,1.70,5.30);
kitBox(m,-2.60,deck,2.30,2.20,0.85,1.20,MET_D,0);
tfcDeckGear(m,-0.20,deck,10.8,6.60);
tfcExhaust(m,-4.60,2.80,1.70,1,0.40);
const t=MB();
tfcRing(t,-0.40,2.30,0.80);
t.extrude(0,0,0,[[-2.70,-2.30],[1.10,-2.60],[2.40,-1.40],[2.40,1.40],
[1.10,2.60],[-2.70,2.30]],1.70,MET);
t.extrude(0,1.70,0,[[-2.20,-1.85],[0.90,-2.10],[1.95,-1.15],[1.95,1.15],
[0.90,2.10],[-2.20,1.85]],0.55,MET_L);
for(const sd of [-1,1]){
/* Barrels PITCHED UP through tfcStrut, because every barrel primitive in
this library runs along an axis and a level barrel reads as a gun tank —
which gets this unit driven at armour it literally cannot hurt. Elevation
is the entire silhouette of an anti-air mount and nothing else in the
roster has it. */
const z=sd*1.30;
tfcStrut(t,[0.70,1.55,z],[5.30,4.30,z],0.30,TWR_MACH); // barrel
tfcStrut(t,[4.60,3.88,z],[5.75,4.57,z],0.44,MET_L); // flash hider
tfcStrut(t,[5.62,4.49,z],[5.98,4.71,z],0.21,TWR_BORE); // bore
t.box(0.10,1.55,sd*2.20,1.90,1.00,0.90,DARKER); // ammunition feed
t.box(-0.60,2.32,sd*2.15,2.60,0.20,0.52,sd>0?TEAM_A:TEAM_B); // cheek livery
t.box(-1.30,1.10,sd*1.60,0.50,1.30,0.44,TWR_MACH); // elevation ram
}
t.bevelBox(1.10,1.55,0,1.60,1.60,3.30,0.30,TWR_MACH); // trunnion cradle
/* PLANAR ARRAY: a flat panel on a mast. Reads as radar from any angle and
costs a fraction of a dish — and a dish is what the old model used, which
is also what the Dominion's Warden uses, so it was never diagnostic. */
t.cyl(-2.30,2.25,0,0.30,0.26,1.30,6,MET_D);
t.bevelBox(-2.30,3.55,0,0.36,2.70,3.90,0.18,MET_L);
t.box(-2.12,3.70,0,0.16,2.30,3.40,TEAM_T);
t.box(-2.30,6.25,0,0.26,0.34,0.26,LAMP);
return {hull:m.build(),tur:t.build(),s:1.0,turH:4.00,muzzle:6.0,muzzleZ:1.30};
}
/* ---------------------------------------------------------------------------
6 — LONGBOW / 22 — LANCER. Precision long guns.
Longbow is a 205-range beam at 110 hull; Lancer is a 230-range gauss lance
at 190 hull and 150 damage a shot. Both are the same doctrinal object: a
light, fragile carrier whose entire mass is ONE very long weapon, with
capacitor banks feeding it and stabiliser jacks under it. They share a
chassis for the same reason the Dominion's two long guns do — the roles are
the same shape — and the sim scales them apart at draw time.
--------------------------------------------------------------------------- */
function mdlTfcLance(){
const m=MB();
tfcTracks(m,11.6,2.80,2.45,3.30,5,0);
const deck=tfcHull(m,-0.20,2.05,11.4,6.80,1.25,0.75); // deck ~4.05
tfcProw(m,5.00,2.05,0,2.40,1.75,5.40);
for(const sd of [-1,1]){
/* Capacitor bank: the sniper role has to stay readable when the weapon is
tracking away from the camera, and this is the part that says it. */
m.cyl(-3.30,deck,sd*2.05,0.68,0.68,2.10,8,TWR_MACH);
m.ring(-3.30,deck+2.10,sd*2.05,0.70,0.92,8,ENERGY);
m.box(-3.30,deck+0.90,sd*2.05,0.32,0.30,1.55,TEAM_T);
m.box(-5.20,1.10,sd*3.30,1.20,1.20,0.90,MET_D); // stabiliser jack
m.cyl(-5.20,0.30,sd*3.30,0.60,0.52,0.85,7,MET_L);
kitBox(m,1.90,deck,sd*2.45,2.00,0.85,1.20,MET_D,0);
}
tfcDeckGear(m,-0.20,deck,11.4,6.80);
tfcExhaust(m,-4.90,2.90,1.80,1,0.42);
tfcHatch(m,3.00,deck,-1.95,0.70,MET_D);
sensorMast(m,-4.20,deck,1.90,2.10,MET_L);
const t=MB();
tfcRing(t,-0.50,2.40,0.85);
t.extrude(0,0,0,[[-3.00,-2.30],[1.10,-2.55],[2.30,-1.30],[2.30,1.30],
[1.10,2.55],[-3.00,2.30]],2.00,MET);
t.bevelBox(-2.30,2.00,0,2.00,0.85,4.10,0.28,MET_L);
for(const sd of [-1,1]){
t.bevelBox(-0.80,1.70,sd*2.10,3.60,1.10,0.40,0.15,sd>0?TEAM_A:TEAM_B);
hydraulic(t,-1.60,0.60,sd*1.55,1.90,0.24,TWR_MACH,0);
}
/* THE LANCE. A slim rail with four accelerator collars stepping down its
length — the taper is what makes 12 units of barrel read as a weapon
rather than as a pipe someone left on the deck. */
t.bevelBox(1.80,2.00,0,3.20,1.10,2.00,0.28,MET_D); // breech housing
cylX(t,2.60,2.45,0,11.60,0.44,0.34,8,TWR_MACH,false);
for(let k=0;k<4;k++) ringX(t,4.10+k*2.55,2.45,0,0.48,0.78-k*0.05,9,k===3?ENERGY:MET_L);
tubeX(t,14.10,2.45,0,0.52,0.40,0.19,8,TWR_BORE);
for(const sd of [-1,1]) cylX(t,2.90,1.55,sd*0.95,8.20,0.20,0.17,6,MET_D,false); // rails
t.box(-2.60,2.90,0,1.30,0.18,2.30,TEAM_T);
return {hull:m.build(),tur:t.build(),s:1.0,turH:4.15,muzzle:14.6};
}
/* ---------------------------------------------------------------------------
7 — HORNET / 20 — REAPER / 21 — CINDER / 27 — HARBINGER.
Four slots, one doctrinal object: a BOX OF TUBES on an elevating cradle.
Ranges 175 / 120 / 96 / 210 and splash 24 / 52 / 46 / 60 — every one of them
throws area fire out of open tubes, and the sim already tells them apart on
screen because `size` runs 16 / 19 / 17 / 24, so the Harbinger draws half
again as large as the Hornet from the same mesh.
The cradle elevates and the tubes are genuinely open: a closed box reads as
cargo, and this roster has already made that mistake once.
--------------------------------------------------------------------------- */
function mdlTfcLauncher(){
const m=MB();
tfcTracks(m,12.0,3.00,2.55,3.40,5,1);
const deck=tfcHull(m,-0.20,2.10,11.8,7.60,1.35,0.80); // deck ~4.25
tfcProw(m,5.10,2.10,0,2.50,1.85,6.10);
for(const sd of [-1,1]){
kitBox(m,-3.20,deck,sd*2.70,2.60,0.95,1.40,MET_D,0); // reload lockers
m.box(1.60,deck+0.02,sd*3.20,4.40,0.16,0.70,MET_L); // deck walkway
m.cyl(4.60,deck-0.20,sd*2.60,0.28,0.24,1.00,6,MET_L); // tie-down
}
tfcDeckGear(m,-0.20,deck,11.8,7.60);
tfcExhaust(m,-5.20,3.00,1.95,1,0.44);
tfcHatch(m,3.20,deck,-2.20,0.72,MET_D);
sensorMast(m,-4.40,deck,2.00,2.20,MET_L);
tfcStow(m,-1.40,deck,3.10,2.80,1.00,53);
const t=MB();
tfcRing(t,-0.60,2.70,0.90);
t.extrude(0,0,0,[[-3.10,-2.90],[1.20,-3.20],[2.50,-1.80],[2.50,1.80],
[1.20,3.20],[-3.10,2.90]],1.60,MET);
/* CRADLE: a trapezoid body with cheek plates at each end and rams under it,
pitched up so the rack reads as elevated rather than as a lid. */
t.extrude(-0.40,1.60,0,[[-3.00,-2.60],[2.40,-2.20],[3.00,-1.10],[3.00,1.10],
[2.40,2.20],[-3.00,2.60]],1.90,MET_L);
for(const sd of [-1,1]){
t.bevelBox(-0.40,1.60,sd*2.55,5.60,2.00,0.50,0.20,sd>0?TEAM_A:TEAM_B);// cheek livery
hydraulic(t,-2.20,0.70,sd*1.70,2.10,0.28,TWR_MACH,0);
}
t.box(-3.20,1.80,0,0.90,2.20,4.60,MET_D); // backplate
/* Six open tubes in two rows, each with a muzzle collar. */
for(let row=0;row<2;row++) for(let col=-1;col<=1;col++){
const y=2.90+row*1.45, z=col*1.65;
cylX(t,-2.60,y,z,5.60,0.62,0.58,7,TWR_MACH,false);
ringX(t,2.90,y,z,0.60,0.80,8,MET_L);
tubeX(t,2.94,y,z,0.62,0.66,0.35,8,TWR_BORE);
}
/* The rack's livery is a spine BETWEEN the two rows of tubes, not a lid over
them. The first pass floated a wide plate above the rack and from directly
overhead it covered every muzzle — a launcher with no visible tubes is a
cargo truck. */
t.box(-0.20,3.56,0,5.20,0.20,0.70,TEAM_T);
for(const sd of [-1,1]) t.box(-0.20,3.56,sd*2.55,5.20,0.20,0.60,sd>0?TEAM_A:TEAM_B);
t.bevelBox(-3.40,3.10,0,1.30,2.60,3.80,0.30,MET_D); // reload gantry
return {hull:m.build(),tur:t.build(),s:1.0,turH:4.35,muzzle:3.6,muzzleZ:1.65};
}
/* ---------------------------------------------------------------------------
18 — SCORCHER. Armoured flame tank, hp 640 / dmg 13 / rng 80, aoe 38.
The design language the players already know is "two big pressure vessels on
the deck", and it stays — but Frontline plumbing is BANDED, VALVED and
painted, not a pair of rusty drums. The heat shield over the projector and
the flash at the lip are the only emissive on it.
--------------------------------------------------------------------------- */
function mdlTfcFlameTank(){
const m=MB();
tfcTracks(m,14.0,3.60,2.95,3.95,6,1);
const deck=tfcHull(m,-0.20,2.45,13.4,8.40,1.70,1.00); // deck ~5.15
tfcProw(m,5.70,2.45,0,2.90,2.20,6.70);
for(const sd of [-1,1]){
/* Pressure vessel: a banded cylinder lying fore-aft with proper end caps
and a valve stack, cradled on the deck. */
cylX(m,-6.00,deck+1.70,sd*2.60,4.80,1.70,1.70,8,MET,false); // vessel body
cylX(m,-6.45,deck+1.70,sd*2.60,0.45,1.35,1.72,8,MET_D,true); // rear dome
cylX(m,-1.20,deck+1.70,sd*2.60,0.45,1.72,1.35,8,MET_D,true); // front dome
for(let k=0;k<2;k++) cylX(m,-4.90+k*2.20,deck+1.70,sd*2.60,0.26,1.76,1.76,8,MET_L,false);
m.box(-3.60,deck+3.40,sd*2.60,3.60,0.20,0.85,sd>0?TEAM_A:TEAM_B); // vessel livery
m.bevelBox(-3.60,deck-0.10,sd*2.60,5.40,0.95,1.50,0.22,MET_D); // cradle
m.cyl(-1.20,deck+2.90,sd*2.60,0.34,0.28,0.90,6,TWR_MACH); // valve
cylX(m,-0.10,deck+1.10,sd*1.75,4.20,0.22,0.20,6,DARKER,false); // feed line
}
tfcDeckGear(m,-0.20,deck,13.4,8.40);
tfcExhaust(m,-6.90,3.60,2.40,1,0.48);
tfcSeam(m,3.00,deck+0.02,0,2.60,3.00,MET_L,0);
tfcHatch(m,3.60,deck,-2.50,0.78,MET_D);
const t=MB();
tfcRing(t,-0.60,2.85,0.95);
tfcTurret(t,6.40,5.80,2.70,-2.20);
t.box(2.70,0.80,0,1.10,1.90,2.80,TWR_MACH); // mantlet
/* One heavy projector rather than two thin ones: the Scorcher is the tank
version of the Pyro, so the nozzle should read at the same weight class. */
cylX(t,2.20,1.55,0,4.60,0.86,0.76,9,TWR_MACH,false);
for(const x of [3.40,5.40]) ringX(t,x,1.55,0,0.80,1.06,9,MET_L);
cylX(t,6.70,1.55,0,1.30,1.06,1.40,9,MET_D,false); // flare
tubeX(t,7.60,1.55,0,1.05,1.42,0.74,9,TWR_BORE);
t.sphere(8.30,1.55,0,0.36,6,HOT,1,false); // pilot flame
t.wedge(4.60,2.60,0,2.60,0.70,3.00,MET_L,Math.PI/2,true); // heat shield
return {hull:m.build(),tur:t.build(),s:1.0,turH:5.25,muzzle:8.3};
}
/* ---------------------------------------------------------------------------
11 — BULWARK. Mobile shield, hp 950, dmg 0 — UNARMED.
TYPES says dmg:0, so this carries no barrel of any kind. It is the toughest
thing in a Frontline column and the game's copy says it walks in front of
the advance and absorbs the volley, so it is built as a heavy chassis whose
whole deck is one enormous emitter: four folding masts around a generator
drum with a low field disc between them. The disc lies flat, which is the
only orientation an overhead camera can read.
--------------------------------------------------------------------------- */
function mdlTfcShield(){
const m=MB();
tfcTracks(m,13.2,3.60,2.90,3.95,5,2);
const deck=tfcHull(m,-0.20,2.40,12.8,8.80,1.90,1.10); // deck ~5.40
tfcProw(m,5.50,2.40,0,2.80,2.30,7.00);
for(const sd of [-1,1]){
armorPlate(m,0.20,2.40,sd*5.10,10.40,2.00,0.46,0,MET_D,0); // heavy skirt
m.box(-0.30,deck+0.02,sd*3.60,7.20,0.18,0.74,sd>0?TEAM_A:TEAM_B); // deck livery
kitBox(m,-4.20,deck,sd*2.40,2.40,0.90,1.40,MET_D,0);
}
tfcDeckGear(m,-0.20,deck,12.8,8.80);
tfcExhaust(m,-6.20,3.50,2.30,1,0.50);
tfcHatch(m,3.60,deck,-2.60,0.80,MET_D);
/* GENERATOR DRUM — chamfered, ribbed, obviously a machine and not a barrel. */
chamferCyl(m,-0.40,deck,0,2.70,2.60,10,MET,MET_L,0);
for(let k=0;k<6;k++){
const a=k/6*TAU;
m.box(-0.40+Math.cos(a)*2.70,deck+0.40,Math.sin(a)*2.70,0.90,1.80,0.34,MET_D,a);
}
m.cyl(-0.40,deck+2.60,0,2.20,1.60,0.60,10,TEAM_T); // drum cap livery
/* FOUR FOLDING EMITTER MASTS, raked outward and standing PROUD of the field
ring. The first pass buried them under a fat torus and the whole vehicle
read as a doughnut: the mechanism has to be the thing you see and the field
has to be the thin bright line it projects. */
for(const sd of [-1,1]) for(const f of [-1,1]){
const x=-0.40+f*3.40, z=sd*3.30;
m.bevelBox(x,deck,z,1.60,0.95,1.60,0.28,MET_D);
m.cyl(x,deck+0.95,z,0.48,0.38,3.80,7,TWR_MACH);
m.box(x,deck+2.20,z,0.90,0.20,0.90,sd*f>0?TEAM_A:TEAM_B); // mast collar
m.cyl(x,deck+4.75,z,1.05,0.26,0.38,8,MET_L); // emitter dish
m.cyl(x,deck+4.85,z,0.36,0.28,0.42,6,ENERGY);
}
/* The FIELD: one thin ring at mast-head height. A solid dome costs 112
triangles and hides the vehicle under it. */
m.ring(-0.40,deck+3.90,0,3.30,3.90,14,ENERGY);
return {hull:m.build(),tur:null,s:1.0};
}
/* ---------------------------------------------------------------------------
19 — CONSTRUCTOR. Engineer, hp 220, dmg 0 — UNARMED.
The only unarmed thing a player drives around a battle, so it has to read as
PLANT rather than as a tank with the gun removed: a wheeled works chassis, a
flat load bed with cargo strapped to it, a two-stage telescopic boom with a
fabricator head, hazard chevrons and a rotating amber beacon.
Kept WHEELED. TYPES carries legs:1 on this slot, but the design language the
player already knows is a works truck, and wheels plus a SERVO walk cycle is
the worst of both — the flag stays unused here exactly as it was.
Tier 1, so it is on the 1,400 budget: the wheels are built from a tyre, a
rim face and a hub rather than through wheelAsm(), which costs 264 apiece.
--------------------------------------------------------------------------- */
/* ---------------------------------------------------------------------------
23 — RESONATOR. Shield-piercing sonic armor, hp 340 / rng 130.
This was the final ordinary Blue ground-combat slot still falling through
to the shared roster. A long cannon would lie about the weapon: the unit
projects a coupled pressure wave. Twin forward waveguides, three stepped
tuning collars and a visible capacitor spine make the role readable without
borrowing the Longbow's silhouette.
--------------------------------------------------------------------------- */
function mdlTfcResonator(){
const m=MB();
tfcTracks(m,12.2,3.15,2.55,3.55,5,1);
const deck=tfcHull(m,-0.35,2.15,11.8,7.35,1.55,0.95); // deck ~4.65
tfcProw(m,5.05,2.15,0,2.55,1.95,5.80);
tfcDeckGear(m,-1.20,deck,9.60,6.45);
tfcExhaust(m,-5.50,3.00,2.00,1,0.42);
for(const sd of [-1,1]){
m.box(-0.55,deck+0.02,sd*3.05,6.70,0.17,0.62,sd>0?TEAM_A:TEAM_B); // family livery
m.bevelBox(-2.85,deck+0.18,sd*2.05,2.60,1.25,1.25,0.26,MET_D); // capacitor bank
m.box(-2.85,deck+1.44,sd*2.05,1.70,0.13,0.72,ENERGY); // charge indicator
m.cyl(1.10,deck+0.30,sd*2.20,0.36,0.30,1.10,7,MET_L); // waveguide pivot
/* The guide is a real dark-bore tube, not a solid neon rod. Its three
collars widen toward the muzzle like an acoustic horn. */
cylX(m,1.10,deck+1.45,sd*1.58,5.15,0.52,0.44,9,TWR_MACH,false);
for(let k=0;k<3;k++){
const x=2.20+k*1.45, r=0.66+k*0.13;
ringX(m,x,deck+1.45,sd*1.58,r*0.72,r,10,k===2?ENERGY:MET_L);
}
tubeX(m,6.15,deck+1.45,sd*1.58,0.82,1.02,0.55,11,TWR_BORE);
}
/* Central phase spine links both guides. Thin energy surfaces are accents;
the physical dark housing remains most of the visible volume. */
m.bevelBox(0.10,deck+0.20,0,6.10,1.30,1.10,0.25,NOVA_CARB);
m.box(0.10,deck+1.52,0,4.90,0.16,0.50,NOVA_MET);
for(const x of [-1.50,0.10,1.70]){
m.ring(x,deck+2.05,0,0.58,0.92,10,ENERGY);
m.sphere(x,deck+2.05,0,0.34,7,ENERGY,1,false);
}
tfcHatch(m,-3.95,deck,-2.25,0.72,MET_D);
sensorMast(m,-4.45,deck,2.10,2.20,MET_L);
return {hull:m.build(),tur:null,s:1.0};
}
function tfcWheel(m,x,y,z,r,w){
const sd=z>=0?1:-1;
tfcCylZ(m,x,y,z-sd*w*0.5,w,r,r,7,TREAD,true); // tyre
tfcCylZ(m,x,y,z+sd*w*0.46,w*0.16,r*0.60,r*0.56,7,MET_L,true); // rim face
tfcCylZ(m,x,y,z+sd*w*0.58,w*0.14,r*0.22,r*0.18,6,MET_D,true); // hub cap
return m;
}
function mdlTfcEngineer(){
const m=MB();
m.bevelBox(0,1.90,0,8.40,2.20,4.60,0.40,MET); // chassis rail
glacisX(m,3.90,4.10,0,2.20,0.90,4.20,MET_L); // sloped nose
for(const sd of [-1,1]){
for(const fx of [2.60,-2.60]){
tfcWheel(m,fx,1.50,sd*2.95,1.45,1.35);
/* The arch spans the wheel FORE-AFT and is narrower than the tyre, so the
outer face of the wheel still shows from directly above. A raw wedge
ramps across its third axis, and that is exactly what put the first
pass's arches across the vehicle instead of over the tyres — where
they then read as four black blocks with no wheel visible at all. */
m.box(fx,3.00,sd*2.55,3.30,0.36,1.10,MET);
m.box(fx,2.30,sd*2.05,3.30,0.80,0.22,MET_D);
}
m.bevelBox(0.60,4.75,sd*1.85,3.20,0.95,0.85,0.20,sd>0?TEAM_A:TEAM_B); // side livery
m.box(-1.40,4.50,sd*2.15,5.00,0.46,0.20,MET_L); // bed rail
}
/* LOAD BED: a recessed inner extrusion with a lip is what makes a flatbed
read as a bed rather than as the top of a box. */
const BB=[[-4.00,-2.10],[1.00,-2.10],[1.00,2.10],[-4.00,2.10]];
m.extrude(0,4.10,0,BB,0.30,MET_D);
m.extrude(0,4.40,0,BB.map(q=>[q[0]*0.90,q[1]*0.84]),0.18,DARKER);
tfcStow(m,-2.20,4.58,0.50,3.00,1.10,41);
kitBox(m,-3.30,4.58,-1.20,1.40,0.80,1.40,MET_D,0);
/* TELESCOPIC BOOM. Two stages on a real diagonal, with the upper stage
stepped in — the step is what says telescopic, and the diagonal is what
says boom rather than shelf. */
m.bevelBox(-1.00,4.58,0,2.00,1.60,2.20,0.30,MET_D); // turntable
m.cyl(-1.00,6.18,0,0.80,0.70,0.50,8,MET_L);
tfcStrut(m,[-1.00,6.50,0],[2.90,8.60,0],0.46,MET_L); // lower stage
tfcStrut(m,[2.60,8.44,0],[6.10,9.90,0],0.32,MET_D); // upper stage
m.bevelBox(6.20,9.55,0,1.20,0.90,1.00,0.22,MET_D); // head housing
cylX(m,6.80,10.00,0,0.80,0.40,0.28,8,ENERGY,false); // fabricator head
tfcStrut(m,[-0.20,4.90,0],[2.40,7.90,0],0.22,MET_D); // lift ram
tfcStrut(m,[2.20,8.30,0.55],[2.20,8.30,-0.55],0.30,MET_L); // stage pivot
tfcChevrons(m,-1.40,4.60,0,4,3.00,3.20);
/* CAB. An engineer with a cab is a machine somebody drives; the old model had
a bare box for a nose and read as a remote hull. */
m.bevelBox(3.00,4.10,0,2.00,1.80,3.40,0.32,MET);
m.box(3.95,5.05,0,0.32,0.95,2.60,GLASS); // windscreen
m.box(3.00,5.90,0,1.70,0.20,2.80,TEAM_T); // cab roof livery
m.box(2.30,5.95,1.30,0.70,0.22,0.55,LAMP); // work light
m.cyl(-3.85,4.60,1.60,0.22,0.17,1.60,6,DARKER);
m.cyl(-3.85,6.20,1.60,0.36,0.30,0.38,7,LAMP); // rotating beacon
for(const sd of [-1,1]) tfcTow(m,-4.30,2.20,sd*1.50,0);
deckCrown(m,-1.50,4.60,0,6.40,4.20,MET_D,TEAM_T);
return {hull:m.build(),tur:null,s:1.0};
}
/* ---------------------------------------------------------------------------
32 — PROSPECTOR. Mobile miner, hp 190, dmg 0 — UNARMED.
This slot had no model of its own at all: UNIT_MDL only ever ran to 31
entries, and src/airlift.js patches slot 32 to mdlConstructor at load, so
for the Frontline Command the miner and the engineer were the SAME VEHICLE.
Two units in the same production tab with one silhouette is the worst
readability failure in the roster, and it is invisible in every gate because
nothing crashed.
Same works-vehicle family as the engineer — unity is the doctrine — but
TRACKED rather than wheeled, with a front drill head and an ore bin with a
raised hopper lip, so the two tell apart instantly at 60 pixels.
--------------------------------------------------------------------------- */
function mdlTfcMiner(){
const m=MB();
tfcTracks(m,10.4,2.60,2.20,3.00,4,0);
const deck=tfcHull(m,-0.40,1.85,10.0,6.20,1.15,0.65); // deck ~3.65
/* ORE BIN: an open hopper with a raised lip and a discharge chute at the
back. An open container is the whole read for a hauler. */
const BN=[[-4.30,-2.50],[0.60,-2.50],[0.60,2.50],[-4.30,2.50]];
m.extrude(-0.20,deck,0,BN,1.90,MET_D);
m.extrude(-0.20,deck+0.35,0,BN.map(q=>[q[0]*0.86,q[1]*0.82]),1.60,DARKER);
for(const sd of [-1,1]){
m.box(-2.05,deck+1.95,sd*2.30,4.90,0.24,0.60,sd>0?TEAM_A:TEAM_B); // hopper lip livery
m.cyl(1.10,deck+0.30,sd*2.10,0.26,0.22,0.95,6,MET_L); // tie-down
m.box(-1.20,deck-0.10,sd*3.00,3.60,0.16,0.62,MET_L);
}
m.wedge(-5.00,deck+0.30,0,1.60,1.10,4.20,MET_L,Math.PI/2); // discharge chute
/* DRILL: a boom carrying a toothed conical bit, raised clear of the hull and
reaching well past the nose. The first pass tucked a small bit against the
glacis and from overhead the Prospector still read as "some works vehicle"
— which is exactly the confusion with the Constructor this rebuild exists
to end. It is now the largest single feature on the model. */
m.bevelBox(2.40,deck+0.10,0,2.60,2.00,3.40,0.36,MET_D); // boom pivot
tfcStrut(m,[2.00,deck+1.40,0],[4.80,deck+2.30,0],0.62,MET_L); // boom arm
tfcStrut(m,[1.90,deck+0.30,0],[3.90,deck+2.00,0],0.24,MET_D); // boom ram
cylX(m,5.00,deck+2.20,0,2.30,1.35,1.55,8,TWR_MACH,false); // drill housing
for(const x of [5.40,6.50]) ringX(m,x,deck+2.20,0,1.35,1.75,8,MET_L);
m.box(5.80,deck+3.70,0,2.20,0.20,1.70,TEAM_T); // housing cap livery
cylX(m,7.30,deck+2.20,0,2.70,1.50,0.20,8,MET_D,true); // conical bit
for(let k=0;k<6;k++){
const a=k/6*TAU+0.5;
m.box(7.80,deck+2.20+Math.cos(a)*0.92,Math.sin(a)*0.92,1.90,0.28,0.28,MET_L,0);
}
cylX(m,7.10,deck+2.20,0,0.55,0.34,0.28,6,ENERGY,true); // cutting head
tfcDeckGear(m,-0.60,deck+2.00,7.60,5.60);
tfcExhaust(m,-4.60,2.60,1.60,1,0.38);
tfcChevrons(m,-3.20,deck+2.02,0,3,2.00,3.00);
m.cyl(1.40,deck+0.30,-2.30,0.22,0.17,1.55,6,DARKER);
m.cyl(1.40,deck+1.85,-2.30,0.36,0.30,0.38,7,LAMP); // beacon
m.box(2.70,deck+0.10,-1.90,1.10,0.55,0.90,GLASS); // cab vision block
return {hull:m.build(),tur:null,s:1.0};
}
/* ---------------------------------------------------------------------------
24 — WARDEN. Field repair, hp 420, dmg 0 — UNARMED.
A support vehicle has to read as a TOOL, not as a gun with the barrel taken
off. The working end is the whole model: a hose reel with visibly spooled
line, a folding gantry that reaches forward and DOWN over whatever is being
worked on, and hazard chevrons where the overhead camera looks.
--------------------------------------------------------------------------- */
function mdlTfcWarden(){
const m=MB();
tfcTracks(m,10.2,2.60,2.25,3.05,4,0);
const deck=tfcHull(m,-0.20,1.90,10.0,6.00,1.20,0.70); // deck ~3.80
tfcProw(m,4.30,1.90,0,2.10,1.60,4.80);
for(const sd of [-1,1]){
m.box(-0.80,deck+0.02,sd*2.55,5.20,0.16,0.66,sd>0?TEAM_A:TEAM_B);
kitBox(m,1.60,deck,sd*2.00,1.80,0.80,1.10,MET_D,0); // medical lockers
}
/* HOSE REEL: two cheeks with a spooled drum between them reads as a reel at
a glance; a bare cylinder does not. */
for(const sd of [-1,1]) tfcCylZ(m,-2.20,deck+1.75,sd*1.75-(sd>0?0:0.36),0.36,1.70,1.70,9,MET_L,true);
for(let k=0;k<4;k++)
tfcCylZ(m,-2.20,deck+1.75,-1.42+k*0.72,0.62,1.38-k*0.05,1.38-k*0.05,7,DARKER,false);
m.tube(-2.20,deck+3.40,0,0.95,0.62,0.34,8,ENERGY); // field emitter
/* FOLDING GANTRY — forward and down over the casualty, which is the shape
that says "working on something" rather than "aiming". */
m.bevelBox(1.90,deck,0,1.60,1.80,1.90,0.30,MET_D);
m.cyl(1.90,deck+1.80,0,0.38,0.34,1.35,6,MET_L);
tfcStrut(m,[1.90,deck+2.40,0],[5.20,deck+4.10,0],0.36,MET_L); // jib
tfcStrut(m,[5.20,deck+4.10,0],[5.60,deck+1.60,0],0.28,MET_D); // drop link
tfcStrut(m,[2.20,deck+0.60,0],[4.20,deck+3.20,0],0.20,MET_D); // lift ram
m.cyl(5.60,deck+0.90,0,0.80,0.50,0.72,8,ENERGY); // repair emitter
tfcChevrons(m,-0.40,deck+0.04,0,3,2.40,3.40);
tfcDeckGear(m,-0.20,deck,10.0,6.00);
tfcExhaust(m,-4.60,2.60,1.55,1,0.36);
m.cyl(3.30,deck,-2.00,0.22,0.17,1.45,6,DARKER);
m.cyl(3.30,deck+1.45,-2.00,0.34,0.28,0.36,7,LAMP); // beacon
m.box(-4.30,deck+0.60,0,1.20,0.20,2.20,TEAM_T);
return {hull:m.build(),tur:null,s:0.95};
}
/* ---------------------------------------------------------------------------
26 — BASILISK. Experimental heavy, hp 1100 / dmg 120 / rng 190.
Tier 3 at 260 mass, and its hull used to be five primitive calls — a quarter
of the surface break-up of a tier-2 costing a quarter as much. This is the
largest tracked vehicle the Command fields and everything about it is the
Goliath's turret argument taken one weight class further: heavy running
gear, a two-tier hull deep enough to see from above, a full-length raked
glacis, sponson blisters and a gun that visibly could not fit on anything
smaller.
--------------------------------------------------------------------------- */
function mdlTfcHeavy(){
const m=MB();
tfcTracks(m,16.4,4.40,3.50,4.70,6,2);
const deck=tfcHull(m,-0.20,3.10,15.8,10.20,2.30,1.30); // deck ~6.70
tfcProw(m,6.80,3.10,0,3.50,2.90,8.20);
for(const sd of [-1,1]){
m.bevelBox(3.20,deck-0.30,sd*3.90,4.80,1.50,2.10,0.32,MET_D); // sponson blister
m.box(0.40,deck+0.02,sd*4.20,8.60,0.20,0.86,sd>0?TEAM_A:TEAM_B); // deck livery
kitBox(m,-4.20,deck,sd*3.20,3.00,1.05,1.80,MET_D,0);
m.cyl(6.40,deck-0.20,sd*3.00,0.32,0.28,1.15,6,MET_L); // lift point
m.box(-2.20,deck+0.02,sd*2.20,5.20,0.16,0.62,MET_L); // walkway
}
tfcDeckGear(m,-0.20,deck,15.8,10.20);
ventBank(m,-5.40,deck+0.02,3.30,3.20,2.60,4,MET_D,0);
tfcExhaust(m,-7.10,4.20,2.80,2,0.52);
tfcSeam(m,3.20,deck+0.02,0,3.20,3.60,MET_L,0);
tfcHatch(m,4.40,deck,-3.00,0.86,MET_D);
sensorMast(m,-6.00,deck,2.80,2.90,MET_L);
tfcStow(m,-2.40,deck,3.90,3.60,1.20,29);
const t=MB();
tfcRing(t,-0.80,4.00,1.20);
tfcTurret(t,9.20,7.80,3.80,-3.20);
t.box(3.90,1.10,0,1.30,2.70,3.70,TWR_MACH); // mantlet
gunX(t,4.00,2.30,11.40,0.86,TWR_MACH);
cylX(t,3.10,2.30,0,3.10,1.42,1.16,10,MET_D,false); // recoil sleeve
for(const x of [6.60,10.60]) ringX(t,x,2.30,0,0.96,1.26,10,x>10?HOT:MET_L);
cylX(t,3.40,0.95,-2.70,3.40,0.30,0.26,6,TWR_MACH,false); // coaxial
tubeX(t,6.70,0.95,-2.70,0.44,0.38,0.18,7,TWR_BORE);
tfcStow(t,-3.70,3.95,0,3.00,1.10,23);
t.box(-3.70,3.95,0,2.40,0.18,3.40,TEAM_T);
return {hull:m.build(),tur:t.build(),s:1.05,turH:6.85,muzzle:15.4};
}
/* ---------------------------------------------------------------------------
THE KIT.
Eighteen slots from fourteen meshes; with the Rhino's existing bespoke
chassis that is all twenty-six production slots the Frontline Command can
field. Slots share a mesh only where the ROLES share a shape and the sim's
`size` field draws them apart at instance time — the same pattern the
Dominion kit uses for its two long guns and its two splash carriers.
--------------------------------------------------------------------------- */
/* BLUE MATERIAL CONVERSION — production path, not the 32k showcase shader.
The authored geometry predates faction-semantic materials and therefore
still requests generic PLATE/GREEBLE/TWR_* ids. Rebinding those ids after
construction gives the whole Blue kit its composite/carbon/actuator/circuit
language while keeping every mesh, instance stream, draw call and UV intact.
Bone fractions and the sign used by team-livery panels are preserved. */
const TFC_NOVA_MAT=Object.freeze({
[MAT.PLATE]:MAT.NOVA_COMPOSITE,
[MAT.GREEBLE]:MAT.NOVA_CARBON,
[MAT.TREAD]:MAT.TREAD_WEAR,
[MAT.GLASS]:MAT.HUD_CANOPY,
[MAT.TWR_ARMOR]:MAT.NOVA_COMPOSITE,
[MAT.TWR_MACH]:MAT.NOVA_SERVO,
[MAT.TWR_COAT]:MAT.NOVA_CARBON,
[MAT.TWR_GLOW]:MAT.NOVA_CIRCUIT,
[MAT.TWR_PAD]:MAT.NOVA_CARBON,
[MAT.SYN_CONDUIT]:MAT.NOVA_CIRCUIT
});
/* Stage N1/N2 bespoke semantic packs. These are deliberately per-asset
surface contracts, not a claim that we have authored UV map sets. The live
V2 shader still supplies the shared microdetail, AO and damage response;
each contract only assigns the authored procedural parts to the appropriate
armor/machinery/glass hierarchy until a named BaseAO/NRE/mask package is
baked for that exact model. Keeping this data beside the unit kit prevents a
faction-wide remap from making every Nova asset look like a Rhino.
MAPS. Only the Rhino hull+turret is a published in-engine triplet
(`nova-rhino-v2`, `nova-rhino-v2-turret`, opt-in `?assetskin=rhino`). Every
other slot keeps maps:null even though generator templates of the same
filename exist on disk: binding those to a live unwrap paints the wrong
chart. Do not advertise a map name that is only a quadrant template. */
const TFC_NOVA_BESPOKE_PACKS=Object.freeze({
0:Object.freeze({
id:'nova-striker-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
[MAT.TRIM]:MAT.NOVA_COMPOSITE
})
}),
1:Object.freeze({
id:'nova-rhino-v2', source:'authored', maps:'nova-rhino-v2',
/* Hull and turret are separate InstMeshes (turret draws at M.turH). One
unwrap cannot drive both, so the turret has its own triplet. Bound from
this file after initFactionKits — models.js only skins hull. */
mapsTur:'nova-rhino-v2-turret', assetSkin:'rhino',
surfaces:Object.freeze({
[MAT.TWR_PAD]:MAT.NOVA_CARBON,
/* Ribbed appliqué instead of the faction default. Every Nova chassis was
pointed at NOVA_COMPOSITE for both PLATE and TWR_ARMOR, so the per-type
remap existed but had nothing to say -- a Rhino and a Goliath wore the
same armour tile at the same repeat frequency. Keys are RAW pre-remap
ids, so this intercepts before TFC_NOVA_MAT reaches for the default. */
[MAT.PLATE]:MAT.ARMR_RIB,
[MAT.TWR_ARMOR]:MAT.ARMR_RIB
})
}),
2:Object.freeze({
id:'nova-goliath-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
[MAT.TRIM]:MAT.NOVA_COMPOSITE
})
}),
3:Object.freeze({
id:'nova-thumper-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
/* Open gun-mount rails and ready-rack framing stay carbon-dark, so the
thin artillery tube reads against its carriage at RTS distance. */
[MAT.TRIM]:MAT.NOVA_CARBON
})
}),
4:Object.freeze({
id:'nova-commander-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
[MAT.TRIM]:MAT.NOVA_COMPOSITE,
[MAT.GLASS]:MAT.HUD_CANOPY
})
}),
5:Object.freeze({
id:'nova-wasp-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
/* Formation lamps are navigation hardware, not cockpit/energy glow. */
[MAT.LAMP]:MAT.UNIT_BEACON
})
}),
6:Object.freeze({
id:'nova-longbow-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
/* Capacitor collars are a deliberate charged-weapon landmark rather
than the general Nova circuit treatment used by ordinary machinery. */
[MAT.TWR_GLOW]:MAT.CHARGE_STRIP
})
}),
7:Object.freeze({
id:'nova-hornet-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
/* Hornet's common launcher chassis also drives Reaper/Cinder/Harbinger.
The charged strip lives between tubes, leaving each bore physically
dark at combat distance. */
[MAT.TWR_GLOW]:MAT.CHARGE_STRIP,
[MAT.TRIM]:MAT.NOVA_CARBON
})
}),
8:Object.freeze({
id:'nova-titan-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
[MAT.TRIM]:MAT.NOVA_COMPOSITE,
[MAT.TWR_GLOW]:MAT.NOVA_CIRCUIT
})
}),
9:Object.freeze({
id:'nova-pyro-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
/* Heat landmarks stay localized to the projector: blue machinery must
not become a second emissive system across the infantry body. */
[MAT.TWR_GLOW]:MAT.WEAPON_GLOW,
[MAT.LAMP]:MAT.UNIT_BEACON
})
}),
10:Object.freeze({
id:'nova-vulture-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
[MAT.TWR_GLOW]:MAT.CHARGE_STRIP,
[MAT.LAMP]:MAT.UNIT_BEACON
})
}),
11:Object.freeze({
id:'nova-bulwark-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
/* Its field masts are hardware with a contained circuit signature, not
a vehicle painted with the generic weapon-charge treatment. */
[MAT.TWR_GLOW]:MAT.NOVA_CIRCUIT,
[MAT.LAMP]:MAT.UNIT_BEACON
})
}),
14:Object.freeze({
id:'nova-corvette-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
[MAT.GLASS]:MAT.HUD_CANOPY,
[MAT.LAMP]:MAT.UNIT_BEACON,
[MAT.TWR_GLOW]:MAT.NOVA_CIRCUIT
})
}),
15:Object.freeze({
id:'nova-dreadnought-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
[MAT.GLASS]:MAT.HUD_CANOPY,
[MAT.TRIM]:MAT.NOVA_CARBON,
[MAT.TWR_GLOW]:MAT.CHARGE_STRIP
})
}),
16:Object.freeze({
id:'nova-bombard-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
[MAT.TRIM]:MAT.NOVA_CARBON,
[MAT.TWR_GLOW]:MAT.CHARGE_STRIP
})
}),
17:Object.freeze({
id:'nova-raptor-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
[MAT.GLASS]:MAT.HUD_CANOPY,
[MAT.LAMP]:MAT.UNIT_BEACON,
[MAT.TWR_GLOW]:MAT.NOVA_CIRCUIT
})
}),
18:Object.freeze({
id:'nova-scorcher-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
[MAT.TRIM]:MAT.NOVA_COMPOSITE,
[MAT.TWR_GLOW]:MAT.WEAPON_GLOW
})
}),
19:Object.freeze({
id:'nova-constructor-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
[MAT.GLASS]:MAT.HUD_CANOPY,
[MAT.LAMP]:MAT.UNIT_BEACON,
[MAT.TWR_GLOW]:MAT.NOVA_CIRCUIT
})
}),
20:Object.freeze({
id:'nova-reaper-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
/* Hornet, Reaper, Cinder and Harbinger are one mesh in four slots, so the
SIX TUBES are the only surface that can separate them from above. The
Reaper is the saturation launcher; sustained fire blackens the tube it
leaves through, and nothing else on the vehicle needs to say so. */
[MAT.TWR_MACH]:MAT.SCORCH_METAL
})
}),
21:Object.freeze({
id:'nova-cinder-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
/* Close support at 96 range: the rack is reloaded under fire and the
bores are still lit when you see them — the exact opposite read to the
Reaper's cold blackened tubes on the identical mesh. */
[MAT.TWR_BORE]:MAT.EMBER_CORE
})
}),
22:Object.freeze({
id:'nova-lancer-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
/* Shares mdlTfcLance with the Longbow. The Longbow is a beam and its
optic stays cold; a gauss lance banks its charge in the capacitor
collars and leaves the muzzle hot.
Raw ids: this mesh paints its capacitor rings with the ENERGY palette
entry, which resolves through matResolve('emissive.energy') and arrives
here as SYN_CONDUIT — it never emits TWR_GLOW at all. */
[MAT.SYN_CONDUIT]:MAT.CHARGE_STRIP,
[MAT.TWR_BORE]:MAT.WEAPON_GLOW
})
}),
23:Object.freeze({
id:'nova-resonator-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
/* The builder's own word for the widening collars is "acoustic horn".
Brass says pressure wave; machined servo steel says gun barrel, which
is the one thing this weapon is not. */
[MAT.TWR_MACH]:MAT.BRASS
})
}),
24:Object.freeze({
id:'nova-warden-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
/* UNARMED, so the only TWR_BORE on the hull is tfcExhaust()'s outlet.
Left generic it reads as a weapon throat on a repair vehicle. */
[MAT.TWR_BORE]:MAT.ENGINE_VENT,
[MAT.LAMP]:MAT.UNIT_BEACON
})
}),
25:Object.freeze({
id:'nova-kestrel-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
/* Raw id, not the obvious one: the GLASS palette entry resolves through
matResolve('glass.canopy') to CURTAIN_GLASS, so a canopy contract has
to key on CURTAIN_GLASS to reach this mesh at all. */
[MAT.CURTAIN_GLASS]:MAT.HUD_CANOPY,
[MAT.LAMP]:MAT.UNIT_BEACON
})
}),
26:Object.freeze({
id:'nova-basilisk-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
/* The largest tracked hull the Command fields and the only one whose deck
is wide enough to carry real walkways — so its bright trim becomes deck
plating rather than the thin highlight every lighter chassis wears. */
[MAT.TRIM]:MAT.DECK_PLATE,
[MAT.TWR_BORE]:MAT.WEAPON_GLOW
})
}),
27:Object.freeze({
id:'nova-harbinger-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
/* Siege battery at size 24 — half again the Hornet from the same mesh.
Ribbed appliqué is what still reads at that scale, and putting it on
the hull leaves the tubes free for the two shorter-ranged siblings. */
[MAT.PLATE]:MAT.ARMR_RIB
})
}),
32:Object.freeze({
id:'nova-prospector-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
/* The drill housing is the largest single feature on the model and it
turns. Hazard banding is what a works vehicle puts on that, and it is
also the fastest way to stop reading this as the Constructor. */
[MAT.TWR_MACH]:MAT.WARN,
[MAT.LAMP]:MAT.UNIT_BEACON
})
})
});
function tfcNovaSurfacePass(geo,pack){
if(!geo||!geo.v)return geo;
const v=geo.v;
for(let o=11;o<v.length;o+=VFLOATS){
const raw=v[o],sgn=raw<0?-1:1,packed=Math.abs(raw);
const whole=Math.floor(packed),src=whole-1;
const dst=pack&&pack.surfaces[src]!==undefined?pack.surfaces[src]:TFC_NOVA_MAT[src];
if(dst!==undefined)v[o]=sgn*((dst+1)+(packed-whole));
}
return geo;
}
const TFC_NOVA_FACTORY_CACHE=new Map();
function tfcNovaFactory(fn,slot){
/* A single builder can intentionally service several role slots. Cache by
slot too: keying on `fn` alone handed slot 7's wrapper to Reaper, Cinder
and Harbinger and slot 6's to the Lancer, so four bespoke packs were built
and never reached a vertex. Same fix, same reason, as domLegionFactory. */
const key=slot+':'+fn.name;
if(TFC_NOVA_FACTORY_CACHE.has(key))return TFC_NOVA_FACTORY_CACHE.get(key);
const wrapped=function(){
const g=fn();
const pack=TFC_NOVA_BESPOKE_PACKS[slot]||null;
tfcNovaSurfacePass(g.hull,pack);tfcNovaSurfacePass(g.tur,pack);
return g;
};
/* initFactionKits caches identical builders by name. Every wrapper therefore
needs a stable unique name or the first Blue chassis would replace all of
the others despite a completely clean JavaScript console. */
Object.defineProperty(wrapped,'name',{value:'tfcBlue'+slot+'_'+fn.name});
TFC_NOVA_FACTORY_CACHE.set(key,wrapped);
return wrapped;
}
const UNIT_MDL_NOVA={
0 :tfcNovaFactory(mdlTfcTrooper,0), // Striker — line rifleman (SERVO legs)
1 :tfcNovaFactory(mdlNovaRhino,1), // Rhino — energy-assisted battle tank
2 :tfcNovaFactory(mdlTfcWalker,2), // Goliath — assault walker (SERVO legs)
3 :tfcNovaFactory(mdlTfcArty,3), // Thumper — field artillery, deployed spades
4 :tfcNovaFactory(mdlCommander,4), // Commander — Nova-exclusive command chassis
5 :tfcNovaFactory(mdlWasp,5), // Wasp — clean VTOL interceptor
6 :tfcNovaFactory(mdlTfcLance,6), // Longbow — precision long gun
7 :tfcNovaFactory(mdlTfcLauncher,7), // Hornet — box launcher
8 :tfcNovaFactory(mdlTitan,8), // TITAN — clean-tech walking fortress
9 :tfcNovaFactory(mdlTfcFlamer,9), // Pyro — flame trooper (SERVO legs)
10:tfcNovaFactory(mdlTfcAA,10), // Vulture — anti-air, air targets only
11:tfcNovaFactory(mdlTfcShield,11), // Bulwark — shield generator, UNARMED
14:tfcNovaFactory(mdlCorvette,14), // Corvette — fast energy-fleet escort
15:tfcNovaFactory(mdlDread,15), // Dreadnought — blue-water capital battery
16:tfcNovaFactory(mdlTfcSiege,16), // Bombard — siege platform, longest reach
17:tfcNovaFactory(mdlRaptor,17), // Raptor — armoured close-air gunship
18:tfcNovaFactory(mdlTfcFlameTank,18), // Scorcher — armoured flame tank
19:tfcNovaFactory(mdlTfcEngineer,19), // Constructor — engineer, UNARMED
20:tfcNovaFactory(mdlTfcLauncher,20), // Reaper — saturation launcher
21:tfcNovaFactory(mdlTfcLauncher,21), // Cinder — close-support launcher
22:tfcNovaFactory(mdlTfcLance,22), // Lancer — gauss lance
23:tfcNovaFactory(mdlTfcResonator,23), // Resonator — paired sonic waveguides
24:tfcNovaFactory(mdlTfcWarden,24), // Warden — field repair, UNARMED
25:tfcNovaFactory(mdlKestrel,25), // Kestrel — thin delta reconnaissance craft
26:tfcNovaFactory(mdlTfcHeavy,26), // Basilisk — experimental heavy
27:tfcNovaFactory(mdlTfcLauncher,27), // Harbinger — siege battery
32:tfcNovaFactory(mdlTfcMiner,32), // Prospector — ore miner, UNARMED
};
/* Stage N3 bespoke structure contracts.
A vehicle is mostly silhouette; a building is mostly one enormous flat plane
pointed straight at this camera, which is precisely where the ten-entry
faction remap reads worst — it hands the factory shed, the runway and the
radar dish the same NOVA_COMPOSITE panel at the same repeat frequency.
Two structural facts drive most of what is below, and both come from reading
the builders rather than the names:
- novaServicePad() paints its slab TWR_PAD, which the faction remap turns
into NOVA_CARBON. Nine Nova structures stand on that pad, so nine
buildings were standing on VEHICLE carbon. FOUNDATION_PAD is one key per
asset and it is the single largest legibility win in this table.
- the architectural colours resolve through matResolve() before they ever
reach here: NOVA_*_ROOF arrives as MAT.ROOF, NOVA_*_GLASS as
CURTAIN_GLASS, NOVA_*_TRIM as MAT.TRIM and NOVA_*_GLOW as SYN_CONDUIT.
Those are the raw ids to key on; MAT.NOVA_COMPOSITE is raw too, because
NOVA_*_ARM emits it directly instead of going through PLATE. */
const TFC_NOVA_BLD_BESPOKE_PACKS=Object.freeze({
'mex':Object.freeze({
id:'nova-mex-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
[MAT.TWR_PAD]:MAT.FOUNDATION_PAD,
/* The four intake collars and the throat ring are the moving parts of an
ore extractor, and banding is what a mine puts on those. */
[MAT.TRIM]:MAT.WARN
})
}),
'pgen':Object.freeze({
id:'nova-pgen-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
[MAT.TWR_PAD]:MAT.FOUNDATION_PAD,
/* TWR_MACH here is only ventBank()'s fins on the two outboard radiator
slabs — the whole reason the reactor has a broad silhouette. */
[MAT.TWR_MACH]:MAT.METAL_LOUVRE
})
}),
'fac':Object.freeze({
id:'nova-fac-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
[MAT.TWR_PAD]:MAT.FOUNDATION_PAD,
/* A 43x42 production shed is a building, not a chassis: precast bays on
the walls and rooftop plant on the 40x39 roof plane give it the two
surfaces the camera actually spends its time on. */
[MAT.NOVA_COMPOSITE]:MAT.PRECAST_BAY,
[MAT.ROOF]:MAT.HVAC_ROOF
})
}),
'turret':Object.freeze({
id:'nova-turret-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
/* TWR_COAT on the Sentinel is exactly the cooling cheeks and the Mk3
reactor crown. A laser emplacement is a heat problem with a gun on it. */
[MAT.TWR_COAT]:MAT.METAL_LOUVRE
})
}),
'bunker':Object.freeze({
id:'nova-bunker-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
/* Ribbed appliqué is the Command's hardened-emplacement language (it is
also what the Rhino wears). Keyed on NOVA_COMPOSITE it lands on the
casemate shell alone and leaves the plinth as machined armour. */
[MAT.NOVA_COMPOSITE]:MAT.ARMR_RIB
})
}),
'nest':Object.freeze({
id:'nova-nest-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
[MAT.TWR_PAD]:MAT.FOUNDATION_PAD,
[MAT.NOVA_COMPOSITE]:MAT.ARMR_RIB
})
}),
'sgen':Object.freeze({
id:'nova-sgen-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
/* The barrier's drum is the part an attacker shoots at, so it joins the
hardened family. The projector dome stays NOVA_CIRCUIT to match the
Bulwark's field masts — same doctrine, vehicle and structure. */
[MAT.TWR_ARMOR]:MAT.ARMR_RIB
})
}),
'tgate':Object.freeze({
id:'nova-tgate-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
/* This one is a gantry over a slab, and both were reading as tank hull:
MET arrives as PLATE (arches and the 66x58 overhead crane deck), CONC_D
as CONC (the 72x60 floor). Deck plate and poured ground say assembly
hall; composite armour says nothing at all. */
[MAT.PLATE]:MAT.DECK_PLATE,
[MAT.CONC]:MAT.FOUNDATION_PAD
})
}),
'harbor':Object.freeze({
id:'nova-harbor-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
[MAT.TWR_PAD]:MAT.FOUNDATION_PAD,
/* NOVA_HARBOR_DECK is named a deck and behaves like one, but resolves to
MAT.ROOF like every other roof in the kit. A quayside is walked on. */
[MAT.ROOF]:MAT.DECK_PLATE
})
}),
'seafort':Object.freeze({
id:'nova-seafort-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
/* Live pontoon deck: a FLOATING battery must never read as poured ground. */
[MAT.TWR_PAD]:MAT.DECK_PLATE
})
}),
'stormcaller':Object.freeze({
id:'nova-stormcaller-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
[MAT.TWR_PAD]:MAT.FOUNDATION_PAD,
[MAT.TWR_GLOW]:MAT.CHARGE_STRIP
})
}),
'bastion':Object.freeze({
id:'nova-bastion-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
[MAT.TWR_ARMOR]:MAT.ARMR_RIB
})
}),
'techlab':Object.freeze({
id:'nova-techlab-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
[MAT.TWR_PAD]:MAT.FOUNDATION_PAD,
/* One 31x26 roof deck, and research is where the faction's clean-tech
claim has to be visible from the only angle the player ever has. */
[MAT.ROOF]:MAT.SOLAR_ROOF
})
}),
'aatower':Object.freeze({
id:'nova-aatower-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
/* The Skyguard's tracking dome is built from the GLASS palette entry,
which lands here as CURTAIN_GLASS. It is a radome, not a window. */
[MAT.CURTAIN_GLASS]:MAT.RADAR_MESH
})
}),
'airfield':Object.freeze({
id:'nova-airfield-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
[MAT.TWR_PAD]:MAT.FOUNDATION_PAD,
/* NOVA_AIR_DECK resolves to MAT.ROOF, so the 74x25 RUNWAY has been
wearing roofing this whole time. Clean asphalt, not worn: a Frontline
airfield is swept. The hangar roof takes the same id and reads as flat
membrane roofing, which is what a hangar roof is. */
[MAT.ROOF]:MAT.ROAD_ASPHALT_CLEAN
})
}),
'uplink':Object.freeze({
id:'nova-uplink-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
/* NOVA_UPLINK_ARM is the dish ring and the electronics-bunker cap and
nothing else. The dish is the entire asset; solid composite on it was
the difference between a Targeting Array and a grey lollipop. */
[MAT.NOVA_COMPOSITE]:MAT.RADAR_MESH
})
}),
'hq':Object.freeze({
id:'nova-hq-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
[MAT.TWR_PAD]:MAT.FOUNDATION_PAD,
/* MIRROR_TINT is a metal tile. Rewriting the glazing band to it made
every pane a chrome bevel — white crush + leaked emis, not windows.
Cool office glass keeps the band and the lights. */
[MAT.CURTAIN_GLASS]:MAT.BUILD_OFFICE_COOL,
/* Landmark glowOk only passes TWR_GLOW (22). The faction default
TWR_GLOW->NOVA_CIRCUIT left every roof lamp dark. Identity remap
keeps the points; mdlHQ no longer draws a rail in this id. */
[MAT.TWR_GLOW]:MAT.TWR_GLOW
})
}),
'hellstorm':Object.freeze({
id:'nova-hellstorm-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
/* TWR_MACH is the rotary cluster's four-to-eight barrels and its race.
Gun metal is what tells a rotary apart from the beam towers beside it. */
[MAT.TWR_MACH]:MAT.BRASS
})
}),
'arc':Object.freeze({
id:'nova-arc-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
/* A Tesla coil is wound, and TWR_COAT here is precisely the stacked
toroid steps and the three outer risers. Copper, then, before it is
armour. */
[MAT.TWR_COAT]:MAT.COPPER_ROOF
})
}),
'rail':Object.freeze({
id:'nova-rail-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
/* NOVA_RAIL_GLOW resolves to SYN_CONDUIT, and it is used for one thing:
the energized coil faces along the twin accelerator rails. A rail
battery banks a charge; it does not run a circuit board. */
[MAT.SYN_CONDUIT]:MAT.CHARGE_STRIP
})
}),
'nova':Object.freeze({
id:'nova-nova-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
[MAT.TWR_ARMOR]:MAT.ARMR_RIB
})
}),
'minelaser':Object.freeze({
id:'nova-minelaser-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
/* Sustained beam, not a data link: its status strips and recoil guides
should read as heat coming off a weapon. */
[MAT.TWR_GLOW]:MAT.WEAPON_GLOW
})
}),
'missilebastion':Object.freeze({
id:'nova-missilebastion-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
/* The rotating feed and fire-control block is an equipment house bolted
to a launcher, and it is the mass that separates this from the NOVA
silo at the same distance. */
[MAT.TWR_COAT]:MAT.METAL_LOUVRE
})
}),
'plasma':Object.freeze({
id:'nova-plasma-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
[MAT.TWR_GLOW]:MAT.PLASMA_JET
})
}),
'wall':Object.freeze({
id:'nova-wall-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
/* The rampart is already CONC and stays that way. Only the two buttress
posts are MET_D, and armour on them is what makes a wall line read as
fortification instead of a concrete kerb with dark blocks in it. */
[MAT.GREEBLE]:MAT.ARMR_RIB
})
}),
'gate':Object.freeze({
id:'nova-gate-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
/* The curtain is a held field across the opening. A circuit pattern on a
16x15 slab reads as a printed panel; a charge strip reads as energy. */
[MAT.SYN_CONDUIT]:MAT.CHARGE_STRIP
})
}),
'geo':Object.freeze({
id:'world-geo-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
[MAT.TWR_PAD]:MAT.FOUNDATION_PAD,
/* NOVA_GEO_TRIM carries both condenser vent banks. Louvres are what make
the geothermal plant a heat exchanger rather than a second reactor. */
[MAT.TRIM]:MAT.METAL_LOUVRE
})
}),
'silo':Object.freeze({
id:'world-silo-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
/* Three 20-high storage cylinders. Precast concrete is both what bulk
storage is actually made of and what ties the silo to the factory shed
as one civil-works family. */
[MAT.NOVA_COMPOSITE]:MAT.PRECAST_BAY
})
}),
'fab':Object.freeze({
id:'world-fab-v2', source:'semantic-bake', maps:null,
surfaces:Object.freeze({
[MAT.TWR_PAD]:MAT.FOUNDATION_PAD,
[MAT.ROOF]:MAT.HVAC_ROOF
})
})
});
function tfcNovaBldFactory(fn, k) {
if (!fn) return fn;
const wrapped = function(...args) {
const g = fn(...args);
const pack = TFC_NOVA_BLD_BESPOKE_PACKS[k] || null;
return tfcNovaSurfacePass(g, pack);
};
Object.defineProperty(wrapped, 'name', {value: 'tfcNovaBld_' + k});
return wrapped;
}
for (const k in TFC_NOVA_BLD_BESPOKE_PACKS) {
if (typeof BLD_MDL !== 'undefined' && BLD_MDL[k]) {
BLD_MDL[k] = tfcNovaBldFactory(BLD_MDL[k], k);
}
if (typeof BLD_TUR_MDL !== 'undefined' && BLD_TUR_MDL[k]) {
BLD_TUR_MDL[k] = tfcNovaBldFactory(BLD_TUR_MDL[k], k);
}
if (typeof BLD_TIER_MDL !== 'undefined' && BLD_TIER_MDL[k]) {
const orig = BLD_TIER_MDL[k];
BLD_TIER_MDL[k] = orig.map(V => ({
base: tfcNovaBldFactory(V.base, k),
tur: V.tur ? tfcNovaBldFactory(V.tur, k) : null
}));
}
}
/* Turret skins. initFactionKits only calls mfAssetSkin on hull; this file
must not edit that owner, so we take over after it returns. ?assetskin=rhino
is the pack token mfPackMaps already honours, but mfAssetSkinEnabled only
tested =1 — extend that gate here rather than in mesh.js. */
function tfcNovaBindTurretSkins(){
if(typeof mfAssetSkinEnabled!=='function'||!mfAssetSkinEnabled()) return;
if(typeof mfAssetSkin!=='function'||typeof FAC_MESH==='undefined'||!FAC_MESH.nova) return;
let q='';
try{ q=new URLSearchParams(location.search).get('assetskin')||''; }catch(e){ return; }
for(const slot in TFC_NOVA_BESPOKE_PACKS){
const pack=TFC_NOVA_BESPOKE_PACKS[slot];
if(!pack||!pack.mapsTur) continue;
if(q!=='1'&&q!==pack.assetSkin) continue;
const M=FAC_MESH.nova[slot];
if(M&&M.tur) mfAssetSkin(gl,M.tur,pack.mapsTur);
}
}
if(typeof mfAssetSkinEnabled==='function'){
const _tfcSkinOn=mfAssetSkinEnabled;
mfAssetSkinEnabled=function(){
try{ if((new URLSearchParams(location.search).get('assetskin')||'')==='rhino') return true; }catch(e){}
return _tfcSkinOn();
};
}
/* Per-commander kit meshes. FAC_MESH caches one hull per TYPES slot, so a
global material swap or a FAC_MESH.nova[4] replace would recolour every
type-4 on the field — including an enemy Kai when the player picked Holt.
Same takeover as the Rhino turret skin: models.js stays the owner, we wrap
initFactionKits and register extras keyed by commander id. Canonical kits
(Kai / Vex / Renn) keep the faction hull; only silhouette extras get their
own InstMesh. Additive geometry — we cannot delete the stock arm cannons
without editing mdlCommander. */
const COMMANDER_KIT_MESH={};
function mfCdrMergeGeo(a,b){
if(!a) return b;
if(!b||!b.v||!b.v.length) return a;
const V=VFLOATS, nA=a.v.length/V;
if(nA+(b.v.length/V)>65535)
console.warn('commander kit merge exceeds Uint16 indices');
const v=new Float32Array(a.v.length+b.v.length);
v.set(a.v,0); v.set(b.v,a.v.length);
const i=new Uint16Array(a.i.length+b.i.length);
i.set(a.i,0);
for(let k=0;k<b.i.length;k++) i[a.i.length+k]=b.i[k]+nA;
return {v,i,count:i.length,skel:a.skel,bones:a.bones,assetUV:a.assetUV||null};
}
function mfCdrKitInst(baseFn,decorate,surfacePass,pack){
const g=baseFn();
if(decorate){
const m=MB();
decorate(m);
g.hull=mfCdrMergeGeo(g.hull,m.build());
}
if(surfacePass) surfacePass(g.hull,pack||null);
return {hull:new InstMesh(gl,g.hull,12),tur:g.tur?new InstMesh(gl,g.tur,12):null,s:g.s||1,turH:g.turH||0,muzzle:g.muzzle||0,muzzleZ:g.muzzleZ||0};
}
function commanderKitMeshFor(id){
const k=id||(typeof playerCommanderId!=='undefined'?playerCommanderId:null);
return (k&&COMMANDER_KIT_MESH[k])||null;
}
function commanderKitMeshFlush(){
for(const k in COMMANDER_KIT_MESH){
const M=COMMANDER_KIT_MESH[k]; if(!M||!M.hull) continue;
M.hull.flush(gl); if(M.tur) M.tur.flush(gl);
}
}
function mfCdrDecorateHolt(m){
/* Engineer crane. Mast + forward boom break the backpack roofline; cargo
crates and welder heads are the weapon-mesh read for Arc Welder. */
m.bevelBox(-4.2,18.4,0,2.8,4.4,3.4,0.4,MET_D);
m.cyl(-4.2,22.8,0,0.78,0.58,11.2,10,MET);
m.box(2.2,33.6,0,13.6,0.92,0.92,MET_L);
m.bevelBox(9.2,32.6,0,2.4,2.2,2.0,0.32,MET_D);
m.cyl(10.2,31.2,0,0.58,0.20,2.4,8,ENERGY);
hydraulic(m,-3.2,22.2,0,11.0,0.30,MET_L,0);
for(const sd of [-1,1]){
m.bevelBox(-5.0,16.0,sd*2.6,2.6,2.4,2.4,0.32,TEAM_A);
m.box(8.8,13.6,sd*6.6,1.8,1.5,1.5,ENERGY);
cylX(m,9.6,13.6,sd*6.6,1.6,0.38,0.16,8,ENERGY,false);
}
}
function mfCdrDecorateVale(m){
/* Spotter rail past the stock muzzle collars, plus a scout dish. */
for(const sd of [-1,1]){
cylX(m,9.0,13.6,sd*6.6,8.8,0.44,0.30,8,DARK,false);
tubeX(m,17.2,13.6,sd*6.6,1.1,0.52,0.22,8,ENERGY);
m.box(12.8,13.6,sd*6.6,1.4,0.95,0.95,MET_L);
}
m.cyl(1.4,25.4,0,0.24,0.18,5.0,6,MET_L);
m.cyl(1.4,30.6,0,2.8,0.58,0.46,12,TEAM_A);
m.ring(1.4,30.8,0,1.5,3.0,14,ENERGY);
sensorMast(m,2.8,25.2,-2.2,3.6,MET_L);
}
function tfcNovaBindCommanderKits(){
if(typeof gl==='undefined'||!gl) return;
const pack=TFC_NOVA_BESPOKE_PACKS[4];
COMMANDER_KIT_MESH.nova_holt=mfCdrKitInst(mdlCommander,mfCdrDecorateHolt,tfcNovaSurfacePass,pack);
COMMANDER_KIT_MESH.nova_vale=mfCdrKitInst(mdlCommander,mfCdrDecorateVale,tfcNovaSurfacePass,pack);
}
if(typeof initFactionKits==='function'){
const _tfcInitKits=initFactionKits;
initFactionKits=function(){
_tfcInitKits.apply(this,arguments);
tfcNovaBindTurretSkins();
tfcNovaBindCommanderKits();
};
}
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