; ; /* ============================================================================ CRIMSON DOMINION — UNIT CHASSIS KIT (internal kit key `legion`) ---------------------------------------------------------------------------- STRENGTH. AUTHORITY. CONQUEST. The Dominion does not build elegant machines. It builds SLABS OF MOVING IRON: a base hull, then a second skin of applique armour bolted over the top of it, then whatever heat hardware is needed to survive running that much mass. Every chassis in this file is assembled from the same short vocabulary so the army reads as one manufacturer long before the player reads a colour: - broad tracked runs with a bolted skirt over the whole length, and the livery band always in the same place on that skirt; - blunt, bolted prows — chamfered, never raked to a point; - exposed vertical heat stacks with an open glowing bore; - riveted seams on every large flat plate; - almost no glass. Crews look through slits. It should look like it was built to be REPLACED, not maintained. Contract, copied from mdlLegionRhino(): +X is forward (the direction the unit shoots), +Y is up, Z is lateral, tracks/keel sit 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 that take the faction's livery — two to five panels per model, never the whole hull. SERVO marks a surface as a LEG and the vertex stage swings it through the walk cycle, so it appears ONLY on the walkers (Goliath, TITAN, Constructor) and only below their hips. HOT and ENERGY are emissive and are rationed to heat bores, muzzle collars and equipment cores. Names are prefixed dom/mdlDom because this repo is one global scope. ============================================================================ */ /* --------------------------------------------------------------------------- DOMINION DETAIL KIT --------------------------------------------------------------------------- */ /* Bolt heads along a seam. The single cheapest thing that makes a Dominion plate read as BOLTED ON rather than cast in — and it is what separates this faction's armour from Nova's welded monocoques at command-view zoom. */ function domRivets(m,x,y,z,len,n,col,yaw){ const c=Math.cos(yaw||0), s=Math.sin(yaw||0), N=n||3; for(let k=0;k0?TEAM_A:TEAM_B); // livery band if(K===2) m.box(len*0.24,h*1.06,sd*(gauge+W*0.66),len*0.34,h*0.62,0.34,TWR_COAT); } return m; } /* Two-tier Dominion hull: a wide lower casemate with a smaller bolted upper plate on top of it. Returns the deck height so callers can stack hardware without repeating the arithmetic. */ function domHullSlab(m,x,yBase,len,wid,hLow,hHigh){ const L=len*0.5, W=wid*0.5; const prof=[[-L,-W*0.72],[-L*0.62,-W],[L*0.46,-W],[L,-W*0.56], [L,W*0.56],[L*0.46,W],[-L*0.62,W],[-L,W*0.72]]; m.extrude(x,yBase,0,prof,hLow,TWR_ARM_D); m.extrude(x,yBase+hLow,0,prof.map(p=>[p[0]*0.86,p[1]*0.82]),hHigh,TWR_ARM); return yBase+hLow+hHigh; } /* One SERVO leg. Everything here is painted SERVO because the vertex stage swings SERVO geometry below hip height through the gait — mixing ordinary armour into a leg leaves those plates standing where the foot used to be. S scales the whole limb so the same anatomy serves a 450hp assault walker and a 16000hp fortress. */ function domLeg(m,z,S){ m.bevelBox(-0.55*S,0,z,4.6*S,1.05*S,2.95*S,0.34*S,SERVO); // planted foot m.box(1.55*S,0.22*S,z,1.25*S,0.62*S,2.45*S,SERVO); // reinforced toe m.box(-2.15*S,0.20*S,z,0.85*S,0.55*S,2.20*S,SERVO); // heel counterweight m.cyl(-0.45*S,1.05*S,z,0.96*S,0.80*S,0.66*S,8,SERVO); // ankle bearing m.extrude(-0.25*S,1.65*S,z,[[-1.30*S,-1.20*S],[0.90*S,-1.20*S],[1.32*S,-0.52*S], [1.32*S,0.52*S],[0.90*S,1.20*S],[-1.30*S,1.20*S]],3.15*S,SERVO); m.bevelBox(-0.10*S,2.10*S,z,2.05*S,2.15*S,2.80*S,0.28*S,SERVO); // shin armour mass hydraulic(m,-1.30*S,1.70*S,z,3.05*S,0.26*S,SERVO,0); // shin ram m.cyl(0.15*S,4.80*S,z,1.48*S,1.30*S,1.20*S,9,SERVO); // knee drum m.bevelBox(0.10*S,5.60*S,z,3.25*S,1.55*S,3.05*S,0.36*S,SERVO); // thigh armour m.extrude(-0.10*S,6.55*S,z,[[-1.15*S,-1.15*S],[1.00*S,-1.15*S],[1.35*S,-0.52*S], [1.35*S,0.52*S],[1.00*S,1.15*S],[-1.15*S,1.15*S]],2.20*S,SERVO); m.box(-0.70*S,6.90*S,z*0.74,1.35*S,1.75*S,0.85*S,SERVO); // inner hip brace return m; } /* Turret bearing: the pad ring every Dominion turret sits in. Kept separate because the ring is what stops a turret reading as a box balanced on a hull. */ function domRing(t,x,r,h){ t.cyl(x,0,0,r,r*0.88,h||1.2,12,TWR_PAD); return t; } /* --------------------------------------------------------------------------- 2 — GOLIATH. Assault walker, hp 450 / dmg 42 / rng 104. The line tank's big brother is a WALKER in Dominion service: same blunt turret vocabulary as the Rhino, carried on two SERVO legs so it reads as an escalation of the same doctrine rather than a bigger box. --------------------------------------------------------------------------- */ function mdlDomWalker(){ const m=MB(); for(const sd of [-1,1]){ domLeg(m,sd*4.15,1.02); m.bevelBox(0.15*1.02,4.35,sd*4.15,3.05,0.75,3.25,0.26,TWR_COAT); // knee applique armorPlate(m,-0.20,2.30,sd*5.85,4.60,1.60,0.44,0,TWR_COAT,0); // shin skirt } /* pelvis / hip bridge — the legs hang off this, so it is visibly a casting */ m.extrude(0,9.10,0,[[-4.55,-4.30],[2.60,-4.75],[4.65,-2.55],[4.65,2.55], [2.60,4.75],[-4.55,4.30]],2.35,TWR_ARM_D); for(const sd of [-1,1]) armorPlate(m,0.10,9.35,sd*4.95,7.40,1.45,0.48,0,TWR_COAT,0); /* torso — lower casemate, bolted upper plate, blunt chest */ m.extrude(0,11.45,0,[[-4.20,-3.95],[2.45,-4.35],[4.50,-2.30],[4.50,2.30], [2.45,4.35],[-4.20,3.95]],3.15,TWR_ARM); m.extrude(0.20,14.60,0,[[-3.45,-3.20],[2.10,-3.55],[3.75,-1.85],[3.75,1.85], [2.10,3.55],[-3.45,3.20]],0.95,TEAM_A); // shoulder deck livery domProw(m,3.75,11.65,0,3.30,2.90,7.10); // chest glacis m.bevelBox(0.90,15.55,0,4.90,1.05,6.30,0.38,TWR_ARM); // collar armour domRivets(m,-2.60,15.62,0,5.30,4,TWR_TRIM,Math.PI/2); for(const sd of [-1,1]){ m.bevelBox(0.35,12.05,sd*4.55,4.40,2.60,1.35,0.30,TWR_COAT); // shoulder applique m.box(0.35,14.68,sd*4.72,3.10,0.26,0.62,sd>0?TEAM_A:HOT); // livery / heat strip domStack(m,-3.55,14.55,sd*2.30,3.20,0.74); // twin heat stacks m.box(-4.30,11.90,sd*3.05,1.55,2.70,0.95,DARK); // torso grille for(let k=0;k<3;k++) m.box(-4.05,12.20+k*0.78,sd*3.55,1.10,0.30,0.30,TWR_TRIM); } ventBank(m,-3.10,15.62,0,2.90,5.40,5,TWR_MACH,0); m.bevelBox(-4.35,11.85,0,2.35,3.40,6.10,0.46,DARKER); // reactor backpack m.greeble(-4.35,15.28,0,1.90,4.80,0.56,5,TWR_MACH,0,71); sensorMast(m,-2.05,15.70,2.35,2.20,TWR_TRIM); const t=MB(); domRing(t,-0.90,3.55,1.20); t.bevelBox(-0.70,1.20,0,7.40,2.90,6.10,0.72,TWR_ARM_D); t.bevelBox(-0.35,4.10,0,6.40,0.95,5.10,0.32,TWR_ARM); for(const sd of [-1,1]){ t.bevelBox(-1.55,1.70,sd*2.85,3.70,1.95,0.56,0.22,TWR_COAT); // cheek applique t.box(-1.55,3.60,sd*3.14,2.20,0.20,0.52,sd>0?TEAM_A:HOT); hydraulic(t,-1.95,0.50,sd*2.25,2.20,0.26,TWR_MACH,0); domRivets(t,-1.55,2.60,sd*3.16,2.90,3,TWR_TRIM,0); } t.box(3.05,1.10,0,1.20,2.40,3.20,TWR_MACH); // mantlet gunX(t,3.10,2.10,8.10,0.66,TWR_MACH); cylX(t,2.30,2.10,0,2.90,1.16,0.94,12,TWR_COAT,false); // recoil sleeve for(const x of [5.10,8.00]) ringX(t,x,2.10,0,0.76,1.04,10,x>7?HOT:TWR_TRIM); cylX(t,2.60,0.85,-2.05,3.30,0.28,0.24,7,TWR_MACH,false); // coaxial tubeX(t,5.95,0.85,-2.05,0.42,0.36,0.17,8,TWR_BORE); t.bevelBox(-3.60,1.30,0,2.20,2.30,4.40,0.38,DARKER); // ammunition bustle t.box(-3.60,3.62,0,1.60,0.24,3.10,TEAM_T); return {hull:m.build(),tur:t.build(),s:0.88,turH:16.55}; } /* --------------------------------------------------------------------------- 8 — TITAN. Walking fortress, hp 16000 / dmg 160 / rng 175. Everything about this is the Goliath again at a scale that stops being a vehicle: the legs carry armour panels of their own, the hips are a bridge, and the weapons are shoulder-mounted because there is no turret ring large enough. One per match, if ever — so it gets the top of the budget. --------------------------------------------------------------------------- */ function mdlDomTitan(){ const m=MB(); for(const sd of [-1,1]){ domLeg(m,sd*6.30,1.90); armorPlate(m,-0.40,4.20,sd*8.85,8.60,2.30,0.62,0,TWR_COAT,0); // outer shin plate m.bevelBox(0.20,8.60,sd*6.30,5.80,1.35,5.60,0.48,TWR_COAT); // knee applique m.box(2.90,0.50,sd*6.30,2.10,1.10,4.20,TWR_ARM_D); // toe cleat } /* hip bridge */ m.extrude(0,14.10,0,[[-6.60,-7.10],[3.70,-7.65],[6.95,-4.25],[6.95,4.25], [3.70,7.65],[-6.60,7.10]],4.35,TWR_ARM_D); m.extrude(0.15,18.45,0,[[-5.90,-6.35],[3.50,-6.80],[6.05,-3.65],[6.05,3.65], [3.50,6.80],[-5.90,6.35]],1.95,TEAM_A); // hip deck livery for(const sd of [-1,1]){ armorPlate(m,0.20,18.55,sd*6.25,8.40,1.55,0.60,0,TWR_COAT,0); domStack(m,-4.20,16.10,sd*5.05,3.40,0.82); } m.bevelBox(-4.55,16.05,0,4.55,3.20,10.55,0.72,DARKER); // reactor bridge ventBank(m,-4.45,19.40,0,3.30,7.50,6,TWR_MACH,0); /* torso */ m.extrude(0,20.40,0,[[-5.85,-6.15],[3.35,-7.05],[6.05,-4.20],[6.05,4.20], [3.35,7.05],[-5.85,6.15]],6.20,TWR_ARM); m.extrude(0.35,26.60,0,[[-4.85,-5.30],[2.95,-5.90],[5.10,-3.30],[5.10,3.30], [2.95,5.90],[-4.85,5.30]],2.05,TEAM_A); // shoulder deck livery domProw(m,4.35,22.60,0,3.90,4.20,10.10); // chest glacis m.bevelBox(1.30,28.65,0,6.70,1.25,8.50,0.42,TWR_ARM); // collar armour domRivets(m,-2.30,28.72,0,7.20,5,TWR_TRIM,Math.PI/2); for(const sd of [-1,1]){ m.bevelBox(0.60,22.45,sd*7.50,6.35,4.30,4.40,0.70,TWR_ARM_D); // shoulder receiver m.box(-2.60,23.15,sd*7.50,1.55,2.45,4.00,DARKER); // ammunition bustle m.greeble(-2.60,25.55,sd*7.50,1.20,3.10,0.54,4,TWR_MACH,0,sd>0?81:82); m.box(3.00,23.70,sd*7.50,3.60,2.20,2.50,TWR_COAT); // trunnion housing gunX(m,4.65,24.55,11.10,0.80,TWR_MACH,sd*7.50); // shoulder cannon cylX(m,3.95,24.55,sd*7.50,2.90,1.28,1.06,12,TWR_COAT,false); for(const x of [8.20,13.90]) ringX(m,x,24.55,sd*7.50,0.90,1.20,10,x>13?HOT:TWR_TRIM); m.box(0.45,26.90,sd*7.50,5.50,0.42,3.50,sd>0?TEAM_A:TEAM_B); // ownership panel m.box(-4.55,20.95,sd*5.95,2.10,4.70,1.10,DARK); // torso grille for(let k=0;k<4;k++) m.box(-4.05,21.50+k*0.86,sd*6.52,1.45,0.34,0.32,TWR_TRIM); domStack(m,-5.05,23.05,sd*4.55,4.80,0.94); // dorsal heat stacks } m.bevelBox(-4.80,21.25,0,3.20,5.30,7.25,0.62,DARKER); // power backpack m.greeble(-4.80,26.55,0,2.35,5.10,0.68,5,TWR_MACH,0,91); m.bevelBox(3.00,30.20,0,4.85,3.40,6.10,0.60,TWR_ARM); // command head m.box(5.65,31.05,0,0.52,0.95,4.05,TWR_BORE); // vision slit m.box(5.90,31.20,0,0.34,0.44,3.55,ENERGY); m.box(3.00,33.55,0,3.30,0.30,4.60,TEAM_T); // head livery cap sensorMast(m,-0.35,33.60,1.60,2.40,TWR_TRIM); kitBox(m,-4.80,20.15,0,2.05,1.25,3.55,TWR_MACH,0); return {hull:m.build(),tur:null,s:0.62}; } /* --------------------------------------------------------------------------- 3 — THUMPER. Field artillery, hp 135 / dmg 60 / rng 265. Thin-skinned on purpose: a light track run, a shallow hull and all the mass in the tube and the recoil gear. Deployed spades at the back are the plan- view tell that separates artillery from a gun tank. --------------------------------------------------------------------------- */ function mdlDomArty(){ const m=MB(); domTracks(m,12.6,3.00,2.70,3.50,5,0); const deck=domHullSlab(m,-0.30,2.15,12.0,7.20,1.55,0.95); // deck ~4.65 domProw(m,4.60,2.20,0,3.00,2.20,5.60); for(const sd of [-1,1]){ m.box(-5.60,1.30,sd*3.60,2.20,2.60,0.90,TWR_COAT); // recoil spade hydraulic(m,-4.80,2.55,sd*3.20,2.20,0.26,TWR_MACH,0); m.box(0.60,deck+0.02,sd*3.05,6.40,0.34,0.62,sd>0?TEAM_A:TEAM_B); kitBox(m,2.60,deck+0.02,sd*2.20,2.20,0.90,1.30,TWR_MACH,0); // shell lockers } domStack(m,-3.40,deck,2.20,2.60,0.62); ventBank(m,-3.40,deck+0.02,-1.90,2.40,2.60,4,TWR_MACH,0); sensorMast(m,-4.90,deck+0.05,1.60,2.10,TWR_TRIM); domRivets(m,1.60,deck+0.06,0,6.00,4,TWR_TRIM,0); deckCrown(m,-0.30,deck+0.02,0,11.4,7.0,TWR_ARM_D,TEAM_T); const t=MB(); domRing(t,-0.60,2.55,1.05); t.bevelBox(-0.55,1.05,0,5.20,2.30,5.10,0.50,TWR_ARM_D); t.bevelBox(-0.30,3.35,0,4.40,0.80,4.20,0.28,TWR_ARM); for(const sd of [-1,1]){ t.cyl(1.30,0.95,sd*1.85,1.15,1.00,0.90,9,TWR_MACH); // trunnion hydraulic(t,-1.40,0.95,sd*2.00,2.40,0.28,TWR_MACH,0); // elevation ram t.box(-0.60,2.40,sd*2.55,3.60,0.42,0.46,sd>0?TEAM_A:HOT); } gunX(t,1.55,2.10,13.40,0.52,TWR_MACH); // very long tube cylX(t,1.10,2.10,0,2.60,1.02,0.82,10,TWR_COAT,false); // recuperator for(const x of [6.20,10.40]) ringX(t,x,2.10,0,0.62,0.86,10,TWR_TRIM); t.bevelBox(-2.55,1.05,0,1.70,1.70,3.60,0.32,DARKER); // counterweight t.box(-2.55,2.78,0,1.20,0.22,2.60,TEAM_T); return {hull:m.build(),tur:t.build(),s:1.0,turH:4.70}; } /* --------------------------------------------------------------------------- 6 — LONGBOW. TYPES.tur:null, wk:'b', 205-range coherent beam, 110 hp. Shared mdlDomMissile with the Hornet — a six-cell rocket rack — so a sniper beam and a splash launcher were one silhouette. Hornet keeps the rack. This is a hull-yaw lance: thinner casemate, one long tube, capacitor banks, no independent turret. The hunter (Vulture/Lancer) stays a turreted dish gun; this deck is the beam. --------------------------------------------------------------------------- */ function mdlDomLongbow(){ const m=MB(); domTracks(m,12.4,2.70,2.40,3.15,5,0); const deck=domHullSlab(m,-0.35,2.00,12.2,6.20,1.25,0.72); domProw(m,4.55,2.05,0,2.70,1.95,4.90); for(const sd of [-1,1]){ m.box(0.10,deck+0.02,sd*2.70,6.40,0.28,0.52,sd>0?TEAM_A:TEAM_B); m.cyl(-4.10,deck,sd*1.95,0.62,0.56,1.95,8,TWR_MACH); m.ring(-4.10,deck+1.95,sd*1.95,0.58,0.82,8,HOT); m.box(-4.10,deck+0.85,sd*1.95,0.28,0.26,1.35,TEAM_T); m.box(-5.55,1.05,sd*3.15,1.15,1.10,0.85,TWR_ARM_D); m.cyl(-5.55,0.28,sd*3.15,0.55,0.48,0.80,7,TWR_MACH); } domStack(m,-4.55,deck,1.45,2.20,0.52); ventBank(m,-4.55,deck+0.02,-1.45,2.00,2.00,3,TWR_MACH,0); domRivets(m,1.10,deck+0.06,0,5.20,4,TWR_TRIM,0); deckCrown(m,-0.20,deck+0.02,0,10.8,5.8,TWR_ARM_D,TEAM_T); sensorMast(m,-4.80,deck+0.05,1.70,1.85,TWR_TRIM); m.bevelBox(1.35,deck+0.15,0,3.40,1.05,1.55,0.24,TWR_COAT); cylX(m,2.20,deck+0.85,0,12.20,0.42,0.32,8,TWR_MACH,false); for(let k=0;k<4;k++) ringX(m,4.10+k*2.55,deck+0.85,0,0.46,0.74-k*0.05,9,k===3?HOT:TWR_TRIM); tubeX(m,14.30,deck+0.85,0,0.50,0.38,0.18,8,TWR_BORE); for(const sd of [-1,1]) cylX(m,2.50,deck+0.35,sd*0.85,8.40,0.18,0.15,6,TWR_ARM_D,false); m.box(2.85,deck+1.22,0,2.05,0.18,0.72,TEAM_T); return {hull:m.build(),tur:null,s:1.0}; } /* --------------------------------------------------------------------------- 7 — HORNET (hp 210 / rng 175). Light chassis, elevating OPEN RACK of missile cells. The armour budget went into the cells; the rack is exposed so the silhouette is a box of tubes rather than another turret. --------------------------------------------------------------------------- */ function mdlDomMissile(){ const m=MB(); domTracks(m,11.6,2.85,2.55,3.30,5,0); const deck=domHullSlab(m,-0.20,2.05,11.0,6.90,1.45,0.90); // deck ~4.40 domProw(m,4.20,2.10,0,2.80,2.10,5.40); m.bevelBox(2.55,deck,0,2.90,1.60,3.60,0.34,TWR_ARM_D); // armoured cab m.box(4.05,deck+0.85,0,0.34,0.42,2.20,TWR_BORE); // vision slit for(const sd of [-1,1]){ m.box(0.20,deck+0.02,sd*2.95,5.80,0.32,0.60,sd>0?TEAM_A:TEAM_B); m.cyl(-4.60,deck,sd*2.15,0.36,0.30,1.10,6,TWR_MACH); // tie-downs } domStack(m,-4.30,deck,1.55,2.40,0.60); ventBank(m,-4.30,deck+0.02,-1.55,2.20,2.20,4,TWR_MACH,0); domRivets(m,1.20,deck+0.06,0,5.40,4,TWR_TRIM,0); /* TALL AND NARROW ON PURPOSE. The Reaper/Cinder mortar block is the other Dominion launcher and it is low and wide; if this rack sat at the same height the two families would be one silhouette. Raising it onto visible rams and running the cells past the prow is the whole separation. */ const t=MB(); domRing(t,-1.35,2.30,1.05); t.bevelBox(-1.10,1.05,0,3.00,2.35,4.90,0.42,TWR_COAT); // rack turntable for(const sd of [-1,1]){ hydraulic(t,-2.05,1.05,sd*2.00,3.30,0.30,TWR_MACH,0); // elevation rams t.bevelBox(-0.55,3.40,sd*2.55,5.60,3.55,0.54,0.20,TWR_ARM_D); // rack cheek t.box(-0.55,6.99,sd*2.79,3.40,0.26,0.50,sd>0?TEAM_A:HOT); domRivets(t,-0.55,5.20,sd*2.84,3.90,3,TWR_TRIM,0); } t.box(-3.10,3.40,0,0.95,3.55,5.10,TWR_MACH); // rack backplate /* Six genuinely open cells. The muzzle collar is the only bright ring on the model, so a loaded rack reads even against terrain. */ for(let row=0;row<2;row++) for(let col=0;col<3;col++){ const y=4.15+row*1.85, z=-1.70+col*1.70; cylX(t,-2.40,y,z,6.10,0.66,0.60,9,TWR_MACH,false); ringX(t,3.62,y,z,0.62,0.84,9,TWR_TRIM); tubeX(t,3.66,y,z,0.68,0.66,0.36,8,TWR_BORE); } return {hull:m.build(),tur:t.build(),s:1.0,turH:4.45}; } /* --------------------------------------------------------------------------- 5 — WASP (hp 135 / dmg 13 / rng 78) and 25 — KESTREL (hp 120 / rng 150) Tier-1 air, and the Dominion builds it the way it builds everything else: an armoured keel, a bolted spine, slit vision instead of a canopy, and two ducted turbines hung off short thick wings. Chaff budget — the detail goes into the nacelles and the wing roots, which is what is visible from above. --------------------------------------------------------------------------- */ function mdlDomFlyer(){ const m=MB(); const keel=[[-5.10,-1.60],[-3.05,-2.10],[2.50,-2.20],[5.40,-0.85],[5.95,0], [5.40,0.85],[2.50,2.20],[-3.05,2.10],[-5.10,1.60]]; const spine=[[-4.55,-1.35],[-2.45,-1.72],[2.65,-1.68],[4.90,-0.60],[5.35,0], [4.90,0.60],[2.65,1.68],[-2.45,1.72],[-4.55,1.35]]; m.extrude(0,0,0,keel,1.30,TWR_ARM_D); // armoured keel m.extrude(0,1.30,0,spine,1.10,TWR_ARM); m.extrude(0.15,2.40,0,spine.map(p=>[p[0]*0.70,p[1]*0.62]),0.52,TEAM_A); m.wedge(3.55,2.40,0,3.00,0.90,2.40,TWR_ARM,Math.PI/2,false); // bolted nose cowl m.box(4.35,2.62,0,0.32,0.36,1.70,TWR_BORE); // vision slit m.box(-0.70,2.94,0,3.90,0.28,1.05,TEAM_T); // dorsal identity domRivets(m,0.60,2.98,0,3.20,3,TWR_TRIM,0); ventBank(m,-2.10,2.94,0,1.55,1.25,3,TWR_MACH,0); for(const sd of [-1,1]){ const wing=sd>0 ? [[-3.40,1.15],[2.30,1.35],[0.85,6.30],[-4.05,5.55]] : [[-3.40,-1.15],[-4.05,-5.55],[0.85,-6.30],[2.30,-1.35]]; m.extrude(0,1.00,0,wing,0.62,TWR_ARM_D); // one-piece wing m.extrude(0,1.62,0,wing.map(p=>[p[0]*0.74,p[1]*0.80]),0.22,sd>0?TEAM_A:TEAM_B); m.box(-1.55,1.02,sd*3.40,4.30,0.78,2.15,TWR_COAT); // engine pylon cylX(m,-4.45,1.36,sd*3.60,5.20,1.08,0.90,9,TWR_MACH,false); // ducted turbine ringX(m,0.45,1.36,sd*3.60,0.66,0.98,9,TWR_TRIM); // intake lip tubeX(m,-4.90,1.36,sd*3.60,0.78,0.88,0.42,9,TWR_BORE); // hollow exhaust ringX(m,-4.94,1.36,sd*3.60,0.30,0.48,8,HOT); m.box(-1.10,1.90,sd*3.60,2.10,0.36,1.20,TWR_TRIM); // nacelle saddle m.box(2.15,0.50,sd*1.50,2.05,0.74,0.82,TWR_COAT); // gun receiver gunX(m,2.70,0.80,3.00,0.26,TWR_MACH,sd*1.50); m.bevelBox(-0.30,0.46,sd*5.15,2.70,0.86,1.20,0.22,DARKER); // stores pylon for(let k=0;k<3;k++) cylX(m,-0.90+k*0.82,0.56,sd*5.15,1.20,0.22,0.17,6,HOT,false); m.box(-4.05,2.10,sd*1.45,2.15,1.80,0.38,TWR_ARM); // twin fins m.box(-3.60,3.32,sd*1.45,1.40,0.26,0.34,LAMP); } m.bevelBox(-4.10,1.50,0,2.25,1.20,3.40,0.30,DARKER); // tail gearbox return {hull:m.build(),tur:null,s:0.96,air:1}; } /* --------------------------------------------------------------------------- 17 — RAPTOR. Heavy gunship, hp 280 / dmg 85 / rng 52. Fifty-two range means it gets close, so it is short, deep and plated, with the guns UNDER the chin where a gunship's guns go. Stub wings carry rocket pods rather than fuel — nothing about this airframe is meant to loiter. --------------------------------------------------------------------------- */ function mdlDomGunship(){ const m=MB(); /* SHORT AND WIDE. Fifty-two range is knife-fighting distance, so the Raptor is deliberately shorter than the Wasp and half again its beam — the two airframes share every component and still separate at a glance. */ const keel=[[-4.55,-2.55],[-2.55,-3.35],[2.05,-3.45],[4.25,-1.75],[4.85,0], [4.25,1.75],[2.05,3.45],[-2.55,3.35],[-4.55,2.55]]; const deck=[[-4.05,-2.25],[-2.20,-2.90],[1.95,-2.95],[3.75,-1.45],[4.30,0], [3.75,1.45],[1.95,2.95],[-2.20,2.90],[-4.05,2.25]]; m.extrude(0,0.90,0,keel,1.75,TWR_ARM_D); // deep armoured body m.extrude(0,2.65,0,deck,1.65,TWR_ARM); m.extrude(-0.20,4.30,0,deck.map(p=>[p[0]*0.76,p[1]*0.70]),0.68,TEAM_A); m.wedge(3.35,4.30,0,3.60,1.05,2.60,TWR_ARM,Math.PI/2,false); // blunt bolted brow m.box(4.15,4.62,0,0.36,0.44,2.35,TWR_BORE); // armoured vision slit m.box(-1.10,4.98,0,3.20,0.30,1.10,TEAM_T); domRivets(m,0.90,5.02,0,3.20,4,TWR_TRIM,0); ventBank(m,-2.75,4.98,0,2.00,1.45,4,TWR_MACH,0); /* CHIN BATTERY — under the nose, ahead of everything, the read at 60px. */ m.bevelBox(2.85,0,0,3.00,1.68,3.20,0.40,TWR_COAT); for(const sd of [-1,1]) gunX(m,3.65,0.86,2.80,0.30,TWR_MACH,sd*0.98); m.box(2.85,1.68,0,2.20,0.24,2.20,TEAM_T); // chin plate livery for(const sd of [-1,1]){ const wing=sd>0 ? [[-3.05,2.05],[2.00,2.30],[1.15,5.20],[-3.60,4.65]] : [[-3.05,-2.05],[-3.60,-4.65],[1.15,-5.20],[2.00,-2.30]]; m.extrude(0,2.10,0,wing,0.88,TWR_ARM_D); // thick stub wing m.box(-1.10,2.35,sd*3.55,4.30,1.05,2.35,TWR_COAT); // engine pylon cylX(m,-4.15,2.80,sd*3.85,4.90,1.32,1.10,10,TWR_MACH,false); // armoured turbine ringX(m,0.65,2.80,sd*3.85,0.86,1.20,10,TWR_TRIM); tubeX(m,-4.58,2.80,sd*3.85,0.98,1.08,0.54,10,TWR_BORE); ringX(m,-4.62,2.80,sd*3.85,0.36,0.58,8,HOT); m.box(-1.10,3.49,sd*3.85,2.40,0.30,1.55,sd>0?TEAM_A:TEAM_B); m.bevelBox(-0.45,1.40,sd*4.65,3.00,1.00,1.45,0.28,DARKER); // rocket pod for(let k=0;k<3;k++) tubeX(m,-1.45+k*0.95,1.60,sd*4.65,0.82,0.30,0.14,6,HOT); m.box(-4.20,3.85,sd*2.30,2.10,2.55,0.42,TWR_ARM); // twin tails m.box(-3.80,6.15,sd*2.30,1.35,0.30,0.46,TWR_TRIM); } m.bevelBox(-4.35,3.10,0,2.55,1.55,3.85,0.42,DARKER); // tail gearbox return {hull:m.build(),tur:null,s:1.0,air:1}; } /* --------------------------------------------------------------------------- 10 — VULTURE (hp 170 / dmg 52 / rng 172) and 22 — LANCER (hp 190 / dmg 150 / rng 230). One role: a light, thin-skinned hull whose entire mass is a single very long high-velocity gun on a high-elevation mount, with a tracking dish behind it. Fragile, long-reaching, and unmistakably a hunter rather than a line tank. --------------------------------------------------------------------------- */ function mdlDomHunter(){ const m=MB(); domTracks(m,11.8,2.80,2.50,3.25,5,0); const deck=domHullSlab(m,-0.20,2.05,11.2,6.60,1.35,0.85); // deck ~4.25 domProw(m,4.35,2.10,0,3.00,2.05,5.20); for(const sd of [-1,1]){ armorPlate(m,0.10,2.10,sd*4.35,8.40,1.45,0.40,0,TWR_COAT,0); m.box(0.10,deck+0.02,sd*2.85,5.90,0.32,0.60,sd>0?TEAM_A:TEAM_B); } domStack(m,-3.90,deck,1.80,2.30,0.58); ventBank(m,-3.90,deck+0.02,-1.80,2.10,2.20,4,TWR_MACH,0); domRivets(m,1.40,deck+0.06,0,5.60,4,TWR_TRIM,0); deckCrown(m,-0.20,deck+0.02,0,10.6,6.4,TWR_ARM_D,TEAM_T); sensorMast(m,-4.60,deck+0.05,1.55,1.90,TWR_TRIM); const t=MB(); domRing(t,-0.80,2.35,1.00); t.bevelBox(-0.70,1.00,0,4.60,2.10,4.60,0.46,TWR_ARM_D); t.bevelBox(-0.45,3.10,0,3.90,0.75,3.80,0.26,TWR_ARM); for(const sd of [-1,1]){ t.cyl(1.15,0.85,sd*1.75,1.05,0.92,0.85,8,TWR_MACH); // high trunnion hydraulic(t,-1.25,0.85,sd*1.90,2.10,0.26,TWR_MACH,0); t.box(-0.55,2.25,sd*2.35,3.20,0.40,0.44,sd>0?TEAM_A:HOT); } t.box(2.90,1.05,0,1.05,1.90,2.35,TWR_COAT); // mantlet gunX(t,2.35,1.95,12.60,0.44,TWR_MACH); // very long lance cylX(t,1.55,1.95,0,2.10,0.90,0.72,10,TWR_COAT,false); for(const x of [5.40,8.60,11.60]) ringX(t,x,1.95,0,0.56,0.80,10,x>11?HOT:TWR_TRIM); /* Tracking dish — the reason this thing hits at 230 and the reason it can lay onto a fast mover. It also breaks the flat rear deck. */ t.cyl(-2.35,2.05,0,0.36,0.30,1.35,7,TWR_MACH); t.cyl(-2.35,3.40,0,1.85,0.36,0.34,10,TWR_TRIM); t.box(-2.35,3.72,0,0.24,0.62,2.10,DARKER); t.bevelBox(-2.55,1.00,0,1.50,1.30,3.20,0.28,DARKER); return {hull:m.build(),tur:t.build(),s:1.0,turH:4.30}; } /* --------------------------------------------------------------------------- 20 — REAPER (hp 300 / dmg 26 / rng 120) and 21 — CINDER (hp 260 / rng 96) Close saturation. A medium hull under a BANK OF SHORT FAT MORTAR TUBES on a traversing block — short and wide where the Longbow's rack is long and thin, so the two launcher families never get confused at range. --------------------------------------------------------------------------- */ function mdlDomSplash(){ const m=MB(); domTracks(m,11.8,2.95,2.60,3.35,5,1); const deck=domHullSlab(m,-0.20,2.20,11.4,7.80,1.60,0.95); // deck ~4.75 domProw(m,4.40,2.25,0,3.00,2.35,6.20); for(const sd of [-1,1]){ armorPlate(m,0.10,2.30,sd*4.85,8.80,1.70,0.46,0,TWR_COAT,0); m.box(0.20,deck+0.02,sd*3.35,6.20,0.34,0.64,sd>0?TEAM_A:TEAM_B); kitBox(m,-3.10,deck+0.02,sd*2.55,2.10,0.95,1.35,TWR_MACH,0); // bomb lockers } domStack(m,-4.30,deck,1.85,2.55,0.64); ventBank(m,-4.30,deck+0.02,-1.85,2.30,2.40,4,TWR_MACH,0); domRivets(m,1.40,deck+0.06,0,5.80,4,TWR_TRIM,0); deckCrown(m,-0.20,deck+0.02,0,11.0,7.6,TWR_ARM_D,TEAM_T); const t=MB(); domRing(t,-1.10,2.75,1.10); t.bevelBox(-1.00,1.10,0,3.60,2.30,6.00,0.50,TWR_COAT); // traversing block for(const sd of [-1,1]){ hydraulic(t,-1.90,1.10,sd*2.20,2.10,0.28,TWR_MACH,0); t.bevelBox(-0.30,3.40,sd*3.15,4.20,1.90,0.54,0.20,TWR_ARM_D); // magazine cheek t.box(-0.30,5.34,sd*3.38,2.60,0.22,0.48,sd>0?TEAM_A:HOT); } t.box(-2.35,3.40,0,0.85,1.90,6.10,TWR_MACH); // breech backplate /* Eight short fat tubes in two rows — a mortar battery, not a gun. */ for(let row=0;row<2;row++) for(let col=0;col<4;col++){ const y=3.85+row*1.40, z=-2.55+col*1.70; cylX(t,-1.55,y,z,3.10,0.62,0.58,8,TWR_MACH,false); ringX(t,1.45,y,z,0.58,0.82,8,TWR_TRIM); tubeX(t,1.48,y,z,0.62,0.58,0.31,7,TWR_BORE); // shadowed bore } t.bevelBox(-2.60,1.10,0,1.40,2.00,4.60,0.30,DARKER); return {hull:m.build(),tur:t.build(),s:1.0,turH:4.80}; } /* --------------------------------------------------------------------------- 16 — BOMBARD. Siege platform, hp 400 / dmg 95 / rng 400. Four hundred range is the longest thing on the board, and the silhouette has to say so from across a minimap: ONE very long thin barrel on a braced carriage, with four hydraulic outrigger spades dug in around it. Everything else on the hull is deliberately low so the tube dominates. --------------------------------------------------------------------------- */ function mdlDomSiege(){ const m=MB(); domTracks(m,15.4,4.00,3.20,4.30,7,2); const deck=domHullSlab(m,-0.30,2.75,15.0,9.60,1.90,1.05); // deck ~5.70 domProw(m,5.60,2.80,0,3.60,2.55,7.40); for(const sd of [-1,1]){ armorPlate(m,0.00,2.85,sd*5.60,11.4,2.00,0.50,0,TWR_COAT,0); m.box(0.40,deck+0.02,sd*4.20,7.60,0.42,0.70,sd>0?TEAM_A:TEAM_B); /* Outriggers, fore and aft, and pushed well clear of the tracks. A gun this long cannot fire off its running gear — and the four-legged plan-view footprint is the ONE thing that separates a 400-range siege platform from every other Dominion vehicle with a long tube on it. */ for(const fx of [5.40,-6.40]){ m.box(fx,1.55,sd*6.90,2.70,1.30,3.60,TWR_MACH); // outrigger arm m.box(fx,0.55,sd*8.30,2.30,1.00,1.60,TWR_COAT); // outer leg m.wedge(fx-0.20,0,sd*8.30,3.20,0.90,2.60,TWR_PAD,Math.PI/2,fx<0); // dug-in spade hydraulic(m,fx,2.85,sd*6.10,2.60,0.32,TWR_MACH,0); } domStack(m,-4.60,deck,sd*2.60,3.00,0.76); kitBox(m,-2.20,deck+0.02,sd*3.20,2.60,1.00,1.60,TWR_MACH,0); // shell lockers } ventBank(m,-4.60,deck+0.02,0,3.40,4.20,5,TWR_MACH,0); domRivets(m,2.20,deck+0.06,0,7.20,5,TWR_TRIM,0); sensorMast(m,-6.10,deck+0.05,2.10,2.50,TWR_TRIM); deckCrown(m,-0.30,deck+0.02,0,14.2,9.2,TWR_ARM_D,TEAM_T); const t=MB(); domRing(t,-0.90,3.35,1.20); t.bevelBox(-0.85,1.20,0,6.20,2.90,6.20,0.58,TWR_ARM_D); t.bevelBox(-0.55,4.10,0,5.20,0.90,5.10,0.30,TWR_ARM); for(const sd of [-1,1]){ t.cyl(0.90,1.00,sd*2.55,1.32,1.14,1.05,9,TWR_MACH); // heavy trunnion hydraulic(t,-1.70,1.00,sd*2.35,2.90,0.34,TWR_MACH,0); t.box(-0.50,3.20,sd*3.05,4.40,0.48,0.44,sd>0?TEAM_A:HOT); domRivets(t,-0.50,2.30,sd*3.10,3.20,3,TWR_TRIM,0); } gunX(t,1.60,2.35,17.60,0.68,TWR_MACH); // the longest tube cylX(t,1.05,2.35,0,3.10,1.32,1.02,12,TWR_COAT,false); // recoil cradle for(const x of [7.20,12.60]) ringX(t,x,2.35,0,0.78,1.04,10,TWR_TRIM); t.bevelBox(-3.30,1.25,0,2.10,2.60,4.80,0.36,DARKER); // counterweight t.box(-3.30,3.86,0,1.50,0.24,3.40,TEAM_T); return {hull:m.build(),tur:t.build(),s:1.0,turH:5.75}; } /* --------------------------------------------------------------------------- 27 — HARBINGER. Siege titan, hp 760 / dmg 44 / rng 210, aoe 60. A heavy carriage that is ALL magazine: six fat launch tubes standing in an armoured frame, outriggers down, no turret. Where the Bombard is one long line, this is a block — the two siege units read apart instantly. --------------------------------------------------------------------------- */ function mdlDomBattery(){ const m=MB(); domTracks(m,14.8,3.85,3.10,4.20,6,2); const deck=domHullSlab(m,-0.30,2.65,14.4,10.20,1.85,1.05); // deck ~5.55 domProw(m,5.30,2.70,0,3.40,2.45,7.80); for(const sd of [-1,1]){ armorPlate(m,0.00,2.75,sd*5.90,11.0,2.10,0.54,0,TWR_COAT,0); m.box(0.30,deck+0.02,sd*4.40,7.20,0.44,0.72,sd>0?TEAM_A:TEAM_B); m.box(-6.00,1.45,sd*6.30,2.80,1.30,1.30,TWR_MACH); // outrigger arm m.wedge(-6.40,0,sd*6.30,2.50,1.00,2.40,TWR_PAD,Math.PI/2,true); // dug-in spade hydraulic(m,-5.80,2.55,sd*5.70,2.30,0.30,TWR_MACH,0); domStack(m,-4.90,deck,sd*2.90,3.10,0.80); } /* THE MAGAZINE. An armoured frame with six open bores standing in it — the tubes are bedded into a real backplate and capped with collars, so it is a launcher rather than six pipes resting on a lid. */ m.bevelBox(-0.40,deck,0,8.20,2.40,8.40,0.66,TWR_ARM_D); /* Two ROWS separated along X, three columns across Z, and the rear bank standing taller than the front. Stepping the two banks apart is what makes this read as six cells instead of one clump — 0.30 of separation left them coincident and z-fighting, which from overhead looked like three tubes. */ for(let row=0;row<2;row++) for(let col=-1;col<=1;col++){ const bx=row?-2.00:1.25, bz=col*2.55, by=deck+(row?2.35:1.95), bh=row?6.55:5.70; m.tube(bx,by,bz,1.18,0.80,bh,8,TWR_MACH); // launch cell m.ring(bx,by+bh-0.44,bz,0,0.80,8,TWR_BORE); // recessed bore m.ring(bx,by+bh+0.02,bz,0.84,1.24,8,row?HOT:TWR_TRIM); // muzzle collar } m.box(-4.10,deck+0.10,0,1.10,2.60,7.40,TWR_MACH); // loading backplate m.box(-0.40,deck+2.34,0,6.40,0.26,0.70,TEAM_T); // frame livery ventBank(m,-5.40,deck+0.02,0,3.20,4.60,6,TWR_MACH,0); domRivets(m,2.60,deck+0.06,0,7.00,5,TWR_TRIM,0); stowage(m,-2.20,deck+0.02,4.20,5.20,1.70,RUST,0,37); sensorMast(m,-5.90,deck+0.05,2.50,2.60,TWR_TRIM); deckCrown(m,-0.30,deck+0.02,0,13.8,9.8,TWR_ARM_D,TEAM_T); return {hull:m.build(),tur:null,s:1.04}; } /* --------------------------------------------------------------------------- 26 — BASILISK. Experimental heavy, hp 1100 / dmg 120 / rng 190. The Rhino's vocabulary taken to its conclusion: a double tier of applique over a wide hull, four heat stacks because the powerplant cannot cope, and a turret whose cheeks are armour blocks rather than panels. --------------------------------------------------------------------------- */ function mdlDomHeavy(){ const m=MB(); domTracks(m,16.0,4.20,3.30,4.50,7,2); const deck=domHullSlab(m,-0.30,2.85,15.6,10.0,2.10,1.20); // deck ~6.15 domProw(m,5.90,2.90,0,4.00,2.90,8.20); for(const sd of [-1,1]){ armorPlate(m,0.00,2.95,sd*5.90,12.0,2.20,0.56,0,TWR_COAT,0); // lower applique armorPlate(m,0.30,5.30,sd*5.20,10.4,1.60,0.50,0,TWR_ARM_D,0); // upper applique m.box(0.30,deck+0.02,sd*4.30,7.80,0.46,0.74,sd>0?TEAM_A:TEAM_B); m.bevelBox(3.60,deck,sd*3.85,4.60,1.50,2.05,0.32,TWR_COAT); // sponson blister domStack(m,-4.80,deck,sd*2.85,3.30,0.82); m.cyl(6.60,deck,sd*3.20,0.34,0.28,1.20,6,TWR_TRIM); // tow points } ventBank(m,-5.20,deck+0.02,0,3.80,5.60,6,TWR_MACH,0); domRivets(m,2.60,deck+0.06,0,7.60,5,TWR_TRIM,0); stowage(m,-2.40,deck+0.02,3.90,5.60,1.80,RUST,0,29); m.bevelBox(-6.00,deck,0,2.60,2.20,6.20,0.48,DARKER); // rear engine deck sensorMast(m,-6.30,deck+0.05,2.60,2.70,TWR_TRIM); deckCrown(m,-0.30,deck+0.02,0,14.6,9.6,TWR_ARM_D,TEAM_T); const t=MB(); domRing(t,-1.00,4.05,1.25); t.bevelBox(-0.85,1.25,0,8.20,3.20,7.00,0.78,TWR_ARM_D); t.bevelBox(-0.45,4.45,0,7.10,1.05,5.90,0.34,TWR_ARM); for(const sd of [-1,1]){ t.bevelBox(-1.70,1.75,sd*3.35,4.30,2.30,0.86,0.30,TWR_COAT); // cheek armour block t.box(-1.70,4.00,sd*3.72,2.60,0.22,0.56,sd>0?TEAM_A:HOT); hydraulic(t,-2.10,0.55,sd*2.55,2.40,0.28,TWR_MACH,0); domRivets(t,-1.70,2.80,sd*3.80,3.40,3,TWR_TRIM,0); } t.box(3.60,1.20,0,1.40,2.60,3.60,TWR_MACH); // mantlet gunX(t,3.20,2.30,11.20,0.74,TWR_MACH); cylX(t,2.30,2.30,0,3.20,1.28,1.02,12,TWR_COAT,false); for(const x of [6.20,10.40]) ringX(t,x,2.30,0,0.84,1.14,10,x>10?HOT:TWR_TRIM); cylX(t,3.00,0.95,-2.45,3.60,0.30,0.26,7,TWR_MACH,false); // coaxial tubeX(t,6.70,0.95,-2.45,0.46,0.38,0.18,8,TWR_BORE); t.bevelBox(-4.00,1.35,0,2.40,2.55,5.00,0.42,DARKER); // bustle t.box(-4.00,3.94,0,1.70,0.24,3.50,TEAM_T); return {hull:m.build(),tur:t.build(),s:1.02,turH:6.20}; } /* --------------------------------------------------------------------------- 18 — SCORCHER. Armoured flame tank, hp 640 / dmg 13 / rng 80. The plumbing is the model: two big external fuel drums with caps and bands sitting on cradles, a feed run forward, and twin short projector throats. It is heavy and it is obviously carrying something that burns. --------------------------------------------------------------------------- */ function mdlDomFlame(){ const m=MB(); domTracks(m,14.8,3.85,3.15,4.25,6,2); const deck=domHullSlab(m,-0.30,2.70,14.2,9.40,1.95,1.10); // deck ~5.75 domProw(m,5.30,2.75,0,3.60,2.60,7.40); for(const sd of [-1,1]){ armorPlate(m,0.00,2.80,sd*5.60,11.0,2.00,0.52,0,TWR_COAT,0); m.cyl(-4.10,deck,sd*2.70,1.90,1.90,4.60,10,RUST); // fuel drum m.cyl(-4.10,deck+4.60,sd*2.70,1.90,1.30,0.55,10,TWR_MACH); // drum cap m.ring(-4.10,deck+1.30,sd*2.70,1.90,2.16,10,TWR_MACH); // bands m.ring(-4.10,deck+3.30,sd*2.70,1.90,2.16,10,TWR_MACH); m.bevelBox(-4.10,deck-0.55,sd*2.70,5.20,0.90,1.60,0.24,TWR_COAT); // drum cradle cylX(m,-1.20,deck+1.60,sd*1.55,4.60,0.26,0.24,6,TWR_MACH,false); // feed run forward m.box(0.30,deck+0.02,sd*4.10,7.20,0.44,0.70,sd>0?TEAM_A:TEAM_B); domStack(m,-6.10,deck,sd*1.55,2.60,0.66); } m.box(-4.10,deck+5.20,0,4.20,0.55,3.00,DARKER); // spine between drums ventBank(m,-6.10,deck+0.02,0,2.90,4.20,5,TWR_MACH,0); domRivets(m,2.40,deck+0.06,0,6.60,5,TWR_TRIM,0); deckCrown(m,-0.30,deck+0.02,0,13.4,9.0,TWR_ARM_D,TEAM_T); const t=MB(); domRing(t,-0.80,3.05,1.10); t.bevelBox(-0.70,1.10,0,5.60,2.60,5.60,0.54,TWR_ARM_D); t.bevelBox(-0.40,3.70,0,4.80,0.85,4.60,0.28,TWR_ARM); for(const sd of [-1,1]){ t.box(-0.50,1.55,sd*2.90,3.90,0.90,0.44,sd>0?TEAM_A:HOT); hydraulic(t,-1.30,0.50,sd*2.20,2.10,0.28,TWR_MACH,0); cylX(t,1.50,1.45,sd*1.10,4.60,0.68,0.58,9,TWR_MACH,false); // projector body ringX(t,3.60,1.45,sd*1.10,0.66,0.90,9,TWR_TRIM); cylX(t,5.70,1.45,sd*1.10,1.10,0.88,1.22,9,TWR_COAT,false); // flare shroud tubeX(t,6.40,1.45,sd*1.10,0.90,1.24,0.66,10,TWR_BORE); // open throat t.sphere(7.10,1.45,sd*1.10,0.32,6,HOT,1,false); // pilot flame } t.bevelBox(-2.30,2.60,0,1.70,1.30,3.80,0.30,TWR_MACH); // pump housing t.box(-2.30,3.84,0,1.20,0.22,2.80,TEAM_T); return {hull:m.build(),tur:t.build(),s:1.0,turH:5.80}; } /* --------------------------------------------------------------------------- 23 — RESONATOR. Sonic platform, hp 340 / dmg 34 / rng 130. Nothing else in the Dominion roster is round from above, so the drum stays — but it is a Dominion drum: bolted band, radial ribs, and a stepped horn that is plainly an emitter rather than a gun. --------------------------------------------------------------------------- */ function mdlDomSonic(){ const m=MB(); domTracks(m,11.6,2.90,2.55,3.30,5,1); m.extrude(-0.20,2.15,0,[[-5.80,-4.20],[-3.20,-5.10],[3.20,-5.10],[5.60,-3.60], [5.60,3.60],[3.20,5.10],[-3.20,5.10],[-5.80,4.20]],1.55,TWR_ARM_D); const deck=3.70; m.cyl(0.20,deck,0,4.35,4.10,1.85,14,TWR_ARM); // resonator drum m.ring(0.20,deck+1.85,0,4.02,4.35,14,TWR_TRIM); // bolted band m.cyl(0.20,deck+1.90,0,3.55,3.45,0.34,14,TWR_ARM_D); // recessed deck for(let k=0;k<8;k++){ const a=k/8*TAU; m.box(0.20+Math.cos(a)*2.90,deck+2.24,Math.sin(a)*2.90,2.40,0.32,0.50,TWR_MACH,a); } /* Stepped horn — widest at the base, three rings, an emissive throat. */ m.cyl(1.30,deck+2.24,0,2.05,1.60,1.05,12,TWR_MACH); for(let k=0;k<3;k++) m.ring(1.30,deck+3.30+k*0.50,0,1.80-k*0.44,2.35-k*0.44,12,k?TWR_GLOW:TWR_TRIM); m.cyl(1.30,deck+4.85,0,0.85,0.48,0.66,10,TWR_GLOW); m.box(-4.70,2.15,0,2.40,2.60,5.60,TWR_COAT); // rear counterweight armorPlate(m,-4.70,4.75,0,4.60,1.20,0.40,0,TEAM_A,0); for(const sd of [-1,1]){ m.bevelBox(-3.10,deck+1.30,sd*3.55,2.60,1.50,1.30,0.28,TWR_COAT); // capacitor pods m.box(-3.10,deck+2.82,sd*3.55,2.20,0.30,0.44,sd>0?TEAM_A:TWR_GLOW); domStack(m,-5.30,3.70,sd*1.75,2.30,0.58); } domRivets(m,3.40,3.72,0,4.20,4,TWR_TRIM,Math.PI/2); ventBank(m,-2.20,3.72,3.30,2.00,1.60,3,TWR_MACH,0); return {hull:m.build(),tur:null,s:1.0}; } /* --------------------------------------------------------------------------- 11 — BULWARK. Mobile shield generator, hp 950, dmg 0, rng 0. UNARMED. No barrel anywhere: four emitter pylons around a caged field core, plus the heaviest track run and skirt on a medium chassis, because its whole job is to stand in front of things and not die. --------------------------------------------------------------------------- */ function mdlDomShield(){ const m=MB(); domTracks(m,13.2,3.60,2.85,3.90,6,2); const deck=domHullSlab(m,-0.20,2.45,12.8,8.80,1.85,1.05); // deck ~5.35 domProw(m,4.90,2.50,0,3.20,2.40,6.80); for(const sd of [-1,1]){ armorPlate(m,0.00,2.55,sd*5.20,10.0,1.95,0.52,0,TWR_COAT,0); m.box(0.20,deck+0.02,sd*3.90,7.00,0.44,0.70,sd>0?TEAM_A:TEAM_B); domStack(m,-5.30,deck,sd*2.30,2.70,0.68); } /* GENERATOR HOUSING — livery, because this is the unit the player looks for when they want to know whose bubble that is. */ m.bevelBox(-0.20,deck,0,5.60,2.80,6.40,0.52,TEAM_T); m.box(-0.20,deck+2.84,0,4.40,0.28,4.80,TWR_TRIM); domRivets(m,-0.20,deck+2.40,3.30,4.20,4,TWR_TRIM,0); /* Four emitter pylons and a caged core. Cages, not a bare sphere: the ring pair is what makes the emissive read as contained energy. */ for(const sd of [-1,1]) for(const fx of [2.30,-2.70]){ m.cyl(fx,deck+2.80,sd*2.30,0.62,0.50,3.30,7,TWR_MACH); m.cyl(fx,deck+6.10,sd*2.30,0.78,0.34,0.55,8,TWR_TRIM); m.ring(fx,deck+6.55,sd*2.30,0.34,0.72,8,TWR_GLOW); } m.sphere(-0.20,deck+6.60,0,2.35,8,TWR_GLOW,0.68,false); // field core m.ring(-0.20,deck+7.70,0,1.55,2.55,14,ENERGY); ventBank(m,-4.90,deck+0.02,0,3.00,4.20,5,TWR_MACH,0); sensorMast(m,-5.60,deck+0.05,2.10,2.20,TWR_TRIM); deckCrown(m,-0.20,deck+0.02,0,12.2,8.4,TWR_ARM_D,TEAM_T); return {hull:m.build(),tur:null,s:1.0}; } /* --------------------------------------------------------------------------- 19 — CONSTRUCTOR. Engineer, hp 220, dmg 0, rng 0. UNARMED, LEGS. A walking works machine: SERVO legs, a welding rig on one shoulder and a cutting boom on the other, a load bed with cargo strapped to it and a rotating beacon. Nothing on it can be mistaken for a weapon. --------------------------------------------------------------------------- */ function mdlDomEngineer(){ const m=MB(); for(const sd of [-1,1]){ m.bevelBox(-0.35,0,sd*2.35,2.85,0.70,1.90,0.24,SERVO); // foot m.box(0.95,0.16,sd*2.35,0.80,0.42,1.55,SERVO); // toe m.extrude(-0.20,0.70,sd*2.35,[[-0.80,-0.75],[0.60,-0.75],[0.86,-0.32], [0.86,0.32],[0.60,0.75],[-0.80,0.75]],2.05,SERVO); // shin m.cyl(0.10,2.75,sd*2.35,0.92,0.82,0.72,7,SERVO); // knee m.bevelBox(0.05,3.35,sd*2.35,1.95,1.35,1.85,0.26,SERVO); // thigh hydraulic(m,-0.85,1.05,sd*2.35,2.15,0.20,SERVO,0); // shin ram } m.extrude(0,4.70,0,[[-3.20,-2.55],[1.70,-2.85],[3.30,-1.50],[3.30,1.50], [1.70,2.85],[-3.20,2.55]],1.85,TWR_ARM_D); // chassis m.extrude(0.15,6.55,0,[[-2.60,-2.00],[1.40,-2.25],[2.70,-1.15],[2.70,1.15], [1.40,2.25],[-2.60,2.00]],0.55,TWR_ARM); m.wedge(2.75,6.55,0,3.20,0.75,1.90,TWR_ARM,Math.PI/2,false); // sloped nose /* LOAD BED — recessed, with rails and cargo actually strapped down. */ const BB=[[-3.00,-1.95],[0.60,-1.95],[0.60,1.95],[-3.00,1.95]]; m.extrude(-0.10,7.10,0,BB,0.28,TWR_MACH); m.extrude(-0.10,7.38,0,BB.map(q=>[q[0]*0.88,q[1]*0.82]),0.18,DARKER); for(const sd of [-1,1]){ m.box(-1.20,7.38,sd*1.90,3.40,0.44,0.20,TWR_TRIM); // bed rail m.box(0.90,7.20,sd*2.10,2.20,0.30,0.52,sd>0?TEAM_A:TEAM_B); // livery } kitBox(m,-1.80,7.50,0.75,1.70,0.95,1.70,TWR_MACH,0); stowage(m,-0.60,7.50,-1.30,2.00,0.90,RUST,0,41); /* WELDING RIG — a shielded head on a short arm, plainly a tool. */ m.bevelBox(2.05,7.10,-1.35,1.35,1.20,1.30,0.26,TWR_COAT); m.box(3.10,7.55,-1.35,1.90,0.44,0.44,TWR_TRIM); m.bevelBox(4.15,7.35,-1.35,0.95,0.75,0.85,0.20,TWR_MACH); m.cyl(4.15,8.10,-1.35,0.42,0.16,0.42,7,ENERGY); // arc head /* CUTTING BOOM — telescopic, stepped, reaching forward and down. */ m.bevelBox(1.95,7.10,1.45,1.30,1.15,1.25,0.24,TWR_COAT); m.box(3.05,8.05,1.45,2.30,0.60,0.60,TWR_TRIM,0.30); m.box(4.65,7.35,1.45,1.90,0.42,0.42,TWR_MACH,0.30); m.cyl(5.55,6.75,1.45,0.34,0.14,0.60,7,ENERGY); // cutter emitter hydraulic(m,2.30,7.55,1.45,1.70,0.20,TWR_MACH,0); m.cyl(-2.95,7.50,1.50,0.24,0.18,1.55,6,DARKER); m.cyl(-2.95,9.05,1.50,0.38,0.32,0.40,7,LAMP); // rotating beacon domRivets(m,1.40,7.44,0,2.60,3,TWR_TRIM,0); return {hull:m.build(),tur:null,s:0.98}; } /* --------------------------------------------------------------------------- 24 — WARDEN. Repair / medic vehicle, hp 420, dmg 0, rng 0. UNARMED. A recovery tractor: hose reel with visible spooled line, a folding crane that reaches OVER the casualty, and stretcher racks down the flanks. The crane reaching down is the shape that says "working on something". --------------------------------------------------------------------------- */ function mdlDomWarden(){ const m=MB(); domTracks(m,10.4,2.65,2.30,3.00,4,0); const deck=domHullSlab(m,-0.20,1.90,10.0,6.20,1.35,0.80); // deck ~4.05 domProw(m,3.85,1.95,0,2.60,1.90,4.90); for(const sd of [-1,1]){ /* STRETCHER RACKS — two loaded litters clipped to each flank. Nothing else in the roster carries anything shaped like this. */ for(let k=0;k<2;k++) m.box(-1.30,deck+0.35+k*0.90,sd*3.10,4.60,0.42,1.10,k?TWR_TRIM:RUST); m.box(-1.30,deck+0.02,sd*3.10,4.80,0.34,1.35,TWR_COAT); // rack frame m.box(1.60,deck+0.04,sd*2.35,3.20,0.30,0.56,sd>0?TEAM_A:TEAM_B); } /* HOSE REEL — two cheeks with spooled line between them. */ for(const sd of [-1,1]) m.cyl(-2.20,deck,sd*1.35,1.55,1.55,0.34,9,TWR_TRIM); m.cyl(-2.20,deck+0.10,-1.05,1.25,1.25,2.10,8,DARKER); m.tube(-2.20,deck+2.05,0,1.15,0.72,0.42,9,ENERGY); // emitter head /* FOLDING CRANE */ m.bevelBox(1.85,deck,0,1.60,1.65,1.85,0.30,TWR_COAT); m.cyl(1.85,deck+1.65,0,0.40,0.34,1.30,7,TWR_MACH); m.box(3.20,deck+2.85,0,3.30,0.56,0.56,TWR_TRIM); // upper boom m.box(4.75,deck+2.05,0,0.52,1.70,0.52,TWR_MACH); // drop link m.cyl(4.75,deck+1.05,0,0.78,0.48,0.70,8,ENERGY); // repair emitter hydraulic(m,2.45,deck+0.30,0,2.05,0.22,TWR_MACH,0); for(let k=0;k<3;k++) // hazard chevrons m.box(-3.10+k*0.85,deck+0.06,0,0.40,0.14,3.60,k&1?TWR_COAT:LAMP,0.42); m.cyl(-4.10,deck,1.60,0.24,0.18,1.45,6,DARKER); m.cyl(-4.10,deck+1.45,1.60,0.36,0.30,0.38,7,LAMP); // beacon ventBank(m,-3.60,deck+0.02,-1.60,1.70,1.90,3,TWR_MACH,0); deckCrown(m,-0.20,deck+0.02,0,9.4,5.8,TWR_ARM_D,TEAM_T); return {hull:m.build(),tur:null,s:0.96}; } /* --------------------------------------------------------------------------- 32 — PROSPECTOR. Mobile ore miner, hp 190, dmg 0, rng 0. UNARMED. A rotary DRILL HEAD on the nose and an open ORE HOPPER over the back deck, with a conveyor running between them. The drill points forward and the hopper is visibly full — the economic action is legible from the battle camera without reading a single icon. --------------------------------------------------------------------------- */ function mdlDomMiner(){ const m=MB(); domTracks(m,10.6,2.75,2.35,3.05,4,1); const deck=domHullSlab(m,-0.30,1.95,10.0,6.40,1.35,0.80); // deck ~4.10 /* DRILL HEAD — stepped cutter cone with three cutting collars. */ m.bevelBox(4.05,1.95,0,2.10,1.90,3.60,0.36,TWR_COAT); // drill housing cylX(m,5.05,2.85,0,2.30,0.95,0.72,9,TWR_MACH,false); for(let k=0;k<3;k++) ringX(m,5.35+k*0.75,2.85,0,0.74,1.06,9,k===2?TWR_TRIM:TWR_MACH); cylX(m,7.35,2.85,0,1.30,0.66,0.06,8,TWR_TRIM,false); // cutter point hydraulic(m,3.05,2.10,0,1.90,0.24,TWR_MACH,0); /* ORE HOPPER — open box with sloped walls and a visible load. */ const HP=[[-3.30,-2.55],[0.90,-2.55],[0.90,2.55],[-3.30,2.55]]; m.extrude(-0.90,deck,0,HP,1.90,TWR_ARM_D); m.extrude(-0.90,deck+0.30,0,HP.map(q=>[q[0]*0.86,q[1]*0.82]),1.35,DARKER); stowage(m,-1.30,deck+1.55,0,3.20,3.20,RUST,0,63); // the ore itself for(const sd of [-1,1]){ m.box(-0.90,deck+1.95,sd*2.60,4.20,0.30,0.56,sd>0?TEAM_A:TEAM_B); // hopper rim livery m.box(2.00,deck+0.02,sd*2.30,2.60,0.30,0.54,TWR_TRIM); } m.box(1.55,deck+0.55,0,3.20,0.50,1.70,TWR_MACH,0.16); // conveyor run domStack(m,-4.30,deck,1.55,2.20,0.58); ventBank(m,-4.30,deck+0.02,-1.55,1.80,1.90,3,TWR_MACH,0); m.cyl(3.05,deck,1.95,0.24,0.18,1.40,6,DARKER); m.cyl(3.05,deck+1.40,1.95,0.36,0.30,0.38,7,LAMP); // beacon domRivets(m,0.60,deck+0.06,0,3.60,3,TWR_TRIM,0); deckCrown(m,-0.30,deck+0.02,0,9.4,6.0,TWR_ARM_D,TEAM_T); return {hull:m.build(),tur:null,s:0.98}; } /* --------------------------------------------------------------------------- 14 — CORVETTE. Light warship, hp 320 / dmg 24 / rng 115. The Dominion at sea is the Dominion on land: a slab-sided hull with a belt of applique along the waterline, a bolted blockhouse instead of a bridge, and heat stacks amidships. One gun forward on a real bearing ring. --------------------------------------------------------------------------- */ function mdlDomCorvette(){ const m=MB(); const waterline=[[-7.60,-2.20],[-6.30,-3.05],[3.60,-3.40],[7.10,-2.10],[8.05,-0.80], [8.05,0.80],[7.10,2.10],[3.60,3.40],[-6.30,3.05],[-7.60,2.20]]; const deck=[[-6.95,-2.00],[-5.80,-2.62],[3.50,-2.90],[6.75,-1.75],[7.45,-0.62], [7.45,0.62],[6.75,1.75],[3.50,2.90],[-5.80,2.62],[-6.95,2.00]]; m.extrude(0,0,0,waterline,2.30,TWR_ARM_D); // displacement hull m.extrude(0,2.30,0,deck,1.35,TWR_ARM); // weather deck m.extrude(0.20,3.65,0,deck.map(p=>[p[0]*0.94,p[1]*0.86]),0.30,TEAM_A); for(const sd of [-1,1]){ m.box(-0.25,1.10,sd*3.05,10.6,1.10,0.58,TWR_COAT); // applique belt domRivets(m,-0.25,1.62,sd*3.36,7.20,4,TWR_TRIM,0); m.box(0.60,2.52,sd*2.80,8.20,0.40,0.62,sd>0?TEAM_A:TEAM_B); // fleet stripe m.box(-5.10,1.00,sd*1.55,4.00,1.40,1.00,DARKER); // propulsion tunnel tubeX(m,-7.85,1.10,sd*1.55,0.98,0.72,0.34,9,TWR_BORE); // waterjet outlet ringX(m,-7.89,1.10,sd*1.55,0.28,0.42,8,HOT); m.bevelBox(1.80,3.95,sd*2.20,3.40,0.66,1.10,0.22,TWR_MACH); // deck lockers domStack(m,-2.90,3.95,sd*1.60,2.60,0.62); } /* Blockhouse, not a bridge: a bolted armoured box with slits. */ m.bevelBox(-1.20,3.95,0,5.40,2.10,4.20,0.50,TWR_ARM); m.extrude(-1.05,6.05,0,[[-2.10,-1.70],[1.40,-1.80],[2.35,-0.85],[2.35,0.85], [1.40,1.80],[-2.10,1.70]],1.45,TWR_ARM_D); m.bevelBox(-0.60,7.50,0,3.10,1.00,2.55,0.32,TEAM_T); // bridge roof livery m.box(1.25,6.55,0,0.30,0.42,2.20,TWR_BORE); // vision slit ventBank(m,-3.40,4.00,0,2.20,3.20,5,TWR_MACH,0); for(const sd of [-1,1]) for(let k=0;k<3;k++) m.tube(-4.55+k*0.82,3.98,sd*0.80,0.30,0.16,0.48,7,TWR_BORE); // six VLS cells sensorMast(m,-1.60,8.50,0,2.35,TWR_TRIM); m.cyl(-1.60,9.70,0,1.65,0.30,0.30,10,TWR_TRIM); // search radar m.box(-1.60,10.00,0,0.24,0.80,2.55,DARKER); m.greeble(0.45,3.98,0,2.80,3.20,0.34,5,TWR_MACH,0,141); const t=MB(); domRing(t,0,2.05,0.75); t.bevelBox(-0.20,0.75,0,3.90,1.75,3.50,0.42,TWR_ARM_D); t.bevelBox(0,2.50,0,3.20,0.55,2.85,0.22,TWR_ARM); t.box(1.60,0.60,0,1.15,1.10,1.65,TWR_COAT); // mantlet gunX(t,1.95,1.15,5.20,0.40,TWR_MACH); ringX(t,4.60,1.15,0,0.48,0.68,9,TWR_TRIM); for(const sd of [-1,1]) t.box(-0.60,2.20,sd*1.60,2.20,0.20,0.44,sd>0?TEAM_A:HOT); t.bevelBox(-1.55,0.80,0,1.10,1.20,2.40,0.24,DARKER); return {hull:m.build(),tur:t.build(),s:1.0,turH:3.85,naval:1}; } /* --------------------------------------------------------------------------- 15 — DREADNOUGHT. Capital warship, hp 1300 / dmg 75 / rng 290. The Corvette's language at four times the displacement: a full-length belt, a citadel amidships, four heat stacks, casemate secondaries on each beam and a twin main battery forward. Nothing is elegant; everything is bolted. --------------------------------------------------------------------------- */ function mdlDomDread(){ const m=MB(); const waterline=[[-13.2,-4.20],[-11.4,-5.10],[6.50,-5.70],[11.6,-3.60],[13.2,-1.40], [13.2,1.40],[11.6,3.60],[6.50,5.70],[-11.4,5.10],[-13.2,4.20]]; const deck=[[-12.4,-3.75],[-10.6,-4.55],[6.10,-5.10],[10.7,-3.10],[12.0,-1.15], [12.0,1.15],[10.7,3.10],[6.10,5.10],[-10.6,4.55],[-12.4,3.75]]; m.extrude(0,0,0,waterline,3.55,TWR_ARM_D); m.extrude(0,3.55,0,deck,1.80,TWR_ARM); m.extrude(0.25,5.35,0,deck.map(p=>[p[0]*0.95,p[1]*0.88]),0.38,TEAM_A); for(const sd of [-1,1]){ m.box(-0.55,1.45,sd*5.10,19.0,1.25,0.72,TWR_COAT); // full-length belt domRivets(m,-0.55,2.12,sd*5.50,13.0,5,TWR_TRIM,0); m.box(0.25,3.48,sd*4.75,16.2,0.56,0.82,sd>0?TEAM_A:TEAM_B); // beam stripe m.box(-9.60,1.35,sd*2.50,5.20,2.00,1.40,DARKER); // turbine tunnel tubeX(m,-13.6,1.50,sd*2.50,1.24,0.96,0.46,9,TWR_BORE); ringX(m,-13.65,1.50,sd*2.50,0.42,0.66,8,HOT); /* Casemate secondaries — one readable gun per beam, in an armoured box. */ m.bevelBox(2.60,5.75,sd*3.75,5.20,1.05,1.55,0.28,TWR_ARM_D); m.box(2.60,6.78,sd*3.75,4.10,0.26,1.05,TWR_TRIM); m.box(4.35,5.90,sd*3.75,1.60,1.20,1.50,TWR_COAT); gunX(m,5.05,6.45,3.10,0.24,TWR_MACH,sd*3.75); domStack(m,-5.60,5.75,sd*2.35,3.40,0.86); // four heat stacks domStack(m,-7.90,5.75,sd*2.35,2.90,0.74); } /* Citadel — armoured island with a bolted conning block on top. */ m.bevelBox(-2.45,5.75,0,9.00,3.10,7.80,0.72,TWR_ARM); m.extrude(-2.20,8.85,0,[[-3.70,-3.20],[2.50,-3.40],[4.00,-1.70],[4.00,1.70], [2.50,3.40],[-3.70,3.20]],2.50,TWR_ARM_D); m.extrude(-1.75,11.35,0,[[-2.80,-2.35],[1.80,-2.50],[3.00,-1.15],[3.00,1.15], [1.80,2.50],[-2.80,2.35]],1.30,TEAM_A); m.box(1.00,9.60,0,0.34,0.48,3.20,TWR_BORE); // conning slit ventBank(m,-6.40,5.78,0,3.10,5.40,7,TWR_MACH,0); for(let k=0;k<3;k++) for(const sd of [-1,1]) m.tube(-8.70+k*1.15,5.76,sd*1.18,0.38,0.20,0.62,7,TWR_BORE); // six VLS cells m.bevelBox(7.00,5.76,0,3.60,0.74,5.20,0.24,DARKER); // fore magazine block m.greeble(7.00,6.50,0,2.55,4.10,0.44,4,TWR_MACH,0,161); sensorMast(m,-2.60,12.65,0,3.10,TWR_TRIM); m.cyl(-2.60,14.40,0,2.35,0.40,0.32,12,TWR_TRIM); // air-search radar m.box(-2.60,14.72,0,0.30,1.15,3.70,DARKER); m.greeble(-0.30,5.76,0,5.20,5.20,0.40,4,TWR_MACH,0,171); const t=MB(); domRing(t,0,3.40,1.10); t.bevelBox(-0.50,1.10,0,7.20,3.00,6.40,0.68,TWR_ARM_D); t.bevelBox(-0.20,4.10,0,6.20,0.95,5.30,0.30,TWR_ARM); t.box(3.00,0.85,0,2.10,1.85,3.90,TWR_COAT); // shared mantlet for(const sd of [-1,1]){ gunX(t,3.45,1.75,8.90,0.54,TWR_MACH,sd*1.15); // true twin battery ringX(t,9.80,1.75,sd*1.15,0.64,0.88,9,TWR_TRIM); t.bevelBox(-1.60,1.60,sd*2.95,4.20,2.00,0.70,0.26,TWR_COAT); t.box(-1.60,3.66,sd*3.24,2.60,0.22,0.54,sd>0?TEAM_A:HOT); } t.bevelBox(-3.40,1.20,0,2.10,2.20,4.60,0.36,DARKER); // bustle t.box(-3.40,3.44,0,1.50,0.24,3.20,TEAM_T); return {hull:m.build(),tur:t.build(),s:1.0,turH:5.65,naval:1}; } /* --------------------------------------------------------------------------- CRIMSON MATERIAL CONVERSION --------------------------------------------------------------------------- Geometry already gives the Dominion its blunt prows, applique, rivets and exposed stacks. This pass makes those shapes read as aged siege machinery under the same world light: cast iron for primary armor, riveted sheet for applique, heat-darkened machinery for weapons and vents, and soot-streaked siege steel in recesses. Team panels remain masks rather than a red wash. */ const DOM_LEGION_MAT=Object.freeze({ [MAT.PLATE]:MAT.LEGION_CAST, [MAT.GREEBLE]:MAT.LEGION_SIEGE, [MAT.TREAD]:MAT.TREAD_WEAR, [MAT.TWR_ARMOR]:MAT.LEGION_CAST, [MAT.TWR_MACH]:MAT.LEGION_SIEGE, [MAT.TWR_COAT]:MAT.LEGION_RIVET, [MAT.TWR_GLOW]:MAT.LEGION_THERMITE, [MAT.TWR_PAD]:MAT.LEGION_SIEGE, [MAT.SYN_CONDUIT]:MAT.LEGION_THERMITE }); /* Stage D1 bespoke semantic packs. These contracts are deliberately smaller than a faction-wide remap: the live V2 material path provides shared AO, microdetail and damage, while each chassis reserves its own landmark materials until its authored BaseAO/NRE/mask maps are baked. `maps:null` means exactly that -- semantic-bake is not a claim that UV texture sets already exist. Keep SERVO out of these overrides: it is a vertex-stage gait marker, not an ordinary material, and rebinding it strands walker legs. */ const DOM_LEGION_BESPOKE_PACKS=Object.freeze({ 0:Object.freeze({ id:'legion-striker-v2', source:'semantic-bake', maps:null, surfaces:Object.freeze({[MAT.TRIM]:MAT.LEGION_RIVET}) }), 1:Object.freeze({ id:'legion-rhino-v2', source:'semantic-bake', maps:null, surfaces:Object.freeze({ [MAT.TWR_PAD]:MAT.LEGION_SIEGE, [MAT.TWR_COAT]:MAT.LEGION_RIVET }) }), 2:Object.freeze({ id:'legion-goliath-v2', source:'semantic-bake', maps:null, surfaces:Object.freeze({ /* Armoured landmark plates, never SERVO gait geometry. */ [MAT.TRIM]:MAT.LEGION_RIVET, [MAT.TWR_GLOW]:MAT.LEGION_THERMITE }) }), 3:Object.freeze({ id:'legion-thumper-v2', source:'semantic-bake', maps:null, surfaces:Object.freeze({ /* The carriage stays soot-dark while the gun's heat collars remain a localized thermite signature, so it reads as artillery at RTS range. */ [MAT.TRIM]:MAT.LEGION_RIVET, [MAT.TWR_GLOW]:MAT.LEGION_THERMITE }) }), 5:Object.freeze({ id:'legion-wasp-v2', source:'semantic-bake', maps:null, surfaces:Object.freeze({ [MAT.TRIM]:MAT.LEGION_RIVET, [MAT.TWR_GLOW]:MAT.WEAPON_GLOW }) }), 6:Object.freeze({ id:'legion-longbow-v2', source:'semantic-bake', maps:null, surfaces:Object.freeze({ [MAT.TRIM]:MAT.LEGION_RIVET, [MAT.TWR_GLOW]:MAT.CHARGE_STRIP }) }), 7:Object.freeze({ id:'legion-hornet-v2', source:'semantic-bake', maps:null, surfaces:Object.freeze({ [MAT.TRIM]:MAT.LEGION_RIVET, [MAT.TWR_GLOW]:MAT.LEGION_THERMITE }) }), 8:Object.freeze({ id:'legion-titan-v2', source:'semantic-bake', maps:null, surfaces:Object.freeze({ /* Do not replace the TITAN's SERVO gait channel. */ [MAT.TRIM]:MAT.LEGION_RIVET, [MAT.TWR_COAT]:MAT.LEGION_CAST, [MAT.TWR_GLOW]:MAT.LEGION_THERMITE }) }), 9:Object.freeze({ id:'legion-pyro-v2', source:'semantic-bake', maps:null, surfaces:Object.freeze({ [MAT.TRIM]:MAT.LEGION_RIVET, [MAT.TWR_GLOW]:MAT.LEGION_THERMITE }) }), 10:Object.freeze({ id:'legion-vulture-v2', source:'semantic-bake', maps:null, surfaces:Object.freeze({ [MAT.TRIM]:MAT.LEGION_RIVET, [MAT.TWR_COAT]:MAT.LEGION_CAST, [MAT.TWR_GLOW]:MAT.CHARGE_STRIP }) }), 11:Object.freeze({ id:'legion-bulwark-v2', source:'semantic-bake', maps:null, surfaces:Object.freeze({ [MAT.TRIM]:MAT.LEGION_RIVET, [MAT.SYN_CONDUIT]:MAT.CHARGE_STRIP }) }), 14:Object.freeze({ id:'legion-corvette-v2', source:'semantic-bake', maps:null, surfaces:Object.freeze({ [MAT.TRIM]:MAT.LEGION_RIVET, [MAT.TWR_COAT]:MAT.LEGION_CAST, [MAT.TWR_GLOW]:MAT.WEAPON_GLOW }) }), 15:Object.freeze({ id:'legion-dreadnought-v2', source:'semantic-bake', maps:null, surfaces:Object.freeze({ [MAT.TRIM]:MAT.LEGION_RIVET, [MAT.TWR_COAT]:MAT.LEGION_CAST, [MAT.TWR_GLOW]:MAT.LEGION_THERMITE }) }), 16:Object.freeze({ id:'legion-bombard-v2', source:'semantic-bake', maps:null, surfaces:Object.freeze({ [MAT.TRIM]:MAT.LEGION_RIVET, [MAT.TWR_GLOW]:MAT.LEGION_THERMITE }) }), 17:Object.freeze({ id:'legion-raptor-v2', source:'semantic-bake', maps:null, surfaces:Object.freeze({ [MAT.TRIM]:MAT.LEGION_RIVET, [MAT.TWR_GLOW]:MAT.WEAPON_GLOW }) }), 18:Object.freeze({ id:'legion-scorcher-v2', source:'semantic-bake', maps:null, surfaces:Object.freeze({ [MAT.TRIM]:MAT.LEGION_RIVET, [MAT.TWR_GLOW]:MAT.LEGION_THERMITE }) }), 19:Object.freeze({ id:'legion-constructor-v2', source:'semantic-bake', maps:null, surfaces:Object.freeze({ /* Its servo channels remain untouched; only utility landmarks change. */ [MAT.TRIM]:MAT.LEGION_RIVET, [MAT.SYN_CONDUIT]:MAT.CHARGE_STRIP }) }), 20:Object.freeze({ id:'legion-reaper-v2', source:'semantic-bake', maps:null, surfaces:Object.freeze({ [MAT.TRIM]:MAT.LEGION_RIVET, [MAT.TWR_GLOW]:MAT.LEGION_THERMITE }) }), 21:Object.freeze({ id:'legion-cinder-v2', source:'semantic-bake', maps:null, surfaces:Object.freeze({ [MAT.TRIM]:MAT.LEGION_RIVET, [MAT.TWR_GLOW]:MAT.LEGION_THERMITE }) }), 22:Object.freeze({ id:'legion-lancer-v2', source:'semantic-bake', maps:null, surfaces:Object.freeze({ [MAT.TRIM]:MAT.LEGION_RIVET, [MAT.TWR_COAT]:MAT.LEGION_CAST, [MAT.TWR_GLOW]:MAT.CHARGE_STRIP }) }), 23:Object.freeze({ id:'legion-resonator-v2', source:'semantic-bake', maps:null, surfaces:Object.freeze({ [MAT.TRIM]:MAT.LEGION_RIVET, [MAT.TWR_GLOW]:MAT.CHARGE_STRIP }) }), 24:Object.freeze({ id:'legion-warden-v2', source:'semantic-bake', maps:null, surfaces:Object.freeze({ [MAT.TRIM]:MAT.LEGION_RIVET, [MAT.SYN_CONDUIT]:MAT.CHARGE_STRIP }) }), 25:Object.freeze({ id:'legion-kestrel-v2', source:'semantic-bake', maps:null, surfaces:Object.freeze({ [MAT.TRIM]:MAT.LEGION_RIVET, [MAT.TWR_GLOW]:MAT.WEAPON_GLOW }) }), 26:Object.freeze({ id:'legion-basilisk-v2', source:'semantic-bake', maps:null, surfaces:Object.freeze({ [MAT.TRIM]:MAT.LEGION_RIVET, [MAT.TWR_COAT]:MAT.LEGION_CAST, [MAT.TWR_PAD]:MAT.LEGION_SIEGE, [MAT.TWR_GLOW]:MAT.LEGION_THERMITE }) }), 27:Object.freeze({ id:'legion-harbinger-v2', source:'semantic-bake', maps:null, surfaces:Object.freeze({ [MAT.TRIM]:MAT.LEGION_RIVET, [MAT.TWR_COAT]:MAT.LEGION_CAST, [MAT.TWR_GLOW]:MAT.LEGION_THERMITE }) }), 28:Object.freeze({ id:'legion-praetor-v2', source:'semantic-bake', maps:null, surfaces:Object.freeze({ [MAT.TRIM]:MAT.LEGION_CAST, [MAT.TWR_GLOW]:MAT.LEGION_THERMITE }) }), 32:Object.freeze({ id:'legion-prospector-v2', source:'semantic-bake', maps:null, surfaces:Object.freeze({ /* SERVO remains the animation channel on this walking utility chassis. */ [MAT.TRIM]:MAT.LEGION_RIVET, [MAT.SYN_CONDUIT]:MAT.CHARGE_STRIP }) }) }); function domLegionSurfacePass(geo,pack){ if(!geo||!geo.v)return geo; const v=geo.v; for(let o=11;o[p[0]*.74,p[1]*.72]),1.4,TWR_ARM); m.wedge(6.6,4.8,0,4.8,2.2,5.2,TWR_ARM,Math.PI/2,false); m.box(8.4,5.15,0,.36,.48,3.4,TWR_BORE); m.box(-1.4,7.22,0,7.6,.28,2.4,TEAM_T); domRivets(m,0.6,7.28,0,6.4,5,TWR_TRIM,0); m.bevelBox(-8.6,3.2,0,4.2,2.8,6.4,.5,TWR_COAT); m.box(-10.5,3.6,0,.34,2.2,4.6,TWR_BORE); m.wedge(-10.9,2.6,0,1.1,.5,4.8,TWR_ARM,0,true); for(const P of [[-5.2,-7.2],[-5.2,7.2],[4.6,-7.2],[4.6,7.2]]){ const x=P[0],z=P[1],sd=Math.sign(z); m.bevelBox(x,3.5,sd*5.1,3.0,.7,3.8,.22,TWR_COAT); m.bevelBox(x,2.0,z,4.4,2.8,3.8,.45,TWR_ARM_D); domStack(m,x,4.8,z,4.2,0.78); m.cyl(x,.3,z,1.45,1.22,1.4,10,DARKER); m.tube(x,1.7,z,1.28,.7,.36,10,TWR_BORE); m.box(x,5.2,z+sd*1.5,2.2,.22,.22,TEAM_A); } ventBank(m,-2.2,7.52,0,4.4,3.4,5,TWR_MACH,0); for(const sd of [-1,1]) m.bevelBox(-3.4,1.9,sd*3.3,4.4,.7,.78,.16,DARKER); return {hull:m.build(),tur:null,s:1.16,air:1}; } if(typeof initFactionKits==='function'){ const _domInitKits=initFactionKits; initFactionKits=function(){ if(typeof MF_UT_AIRLIFT==='number') UNIT_MDL_LEGION[MF_UT_AIRLIFT]=domLegionFactory(mdlDomAirlift,MF_UT_AIRLIFT); _domInitKits.apply(this,arguments); /* airlift-factions.js stamps Atlas onto FAC_KIT.legion at parse time. Merge copies UNIT_MDL_LEGION first, then this rebuilds the uploaded mesh so a later wrap cannot leave the Nova skycrane in Dominion kit. */ if(typeof MF_UT_AIRLIFT==='number'){ const fn=UNIT_MDL_LEGION[MF_UT_AIRLIFT]; if(FAC_KIT.legion) FAC_KIT.legion[MF_UT_AIRLIFT]=fn; if(FAC_MESH.legion&&typeof InstMesh==='function'&&typeof gl!=='undefined'&&gl){ const g=fn(); FAC_MESH.legion[MF_UT_AIRLIFT]={hull:new InstMesh(gl,g.hull,900),tur:g.tur?new InstMesh(gl,g.tur,900):null,s:g.s||1,turH:g.turH||0}; } } if(typeof mfCdrKitInst!=='function'||typeof COMMANDER_KIT_MESH==='undefined') return; const pack=DOM_LEGION_BESPOKE_PACKS[28]; COMMANDER_KIT_MESH.legion_korr=mfCdrKitInst(mdlPraetor,mfCdrDecorateKorr,domLegionSurfacePass,pack); COMMANDER_KIT_MESH.legion_dravik=mfCdrKitInst(mdlPraetor,mfCdrDecorateDravik,domLegionSurfacePass,pack); }; }