; ; /* ============================================================ RENDER v2 — turrets, beams, fog of war, clouds + HUD + sound ============================================================ */ const airTmp=new Int32Array(12000); // per-creature size jitter so no two bugs read as the same model const BUG_SIZE=[0.86,1.14,0.95,1.22,0.9,1.06,1.18,0.99]; let bloomOn=true, gradeOn=true; /* ---------- BLOOM — bright emitters bleed light into the frame ---------- */ const BLOOM_MAX=520; const bloomX=new Float32Array(BLOOM_MAX), bloomY=new Float32Array(BLOOM_MAX), bloomS=new Float32Array(BLOOM_MAX), bloomR=new Uint8Array(BLOOM_MAX), bloomG=new Uint8Array(BLOOM_MAX), bloomB=new Uint8Array(BLOOM_MAX), bloomA=new Float32Array(BLOOM_MAX); let bloomN=0; function addBloom(x,y,size,r,g,b,a){ if(bloomN>=BLOOM_MAX) return; bloomX[bloomN]=x; bloomY[bloomN]=y; bloomS[bloomN]=size; bloomR[bloomN]=r; bloomG[bloomN]=g; bloomB[bloomN]=b; bloomA[bloomN]=a; bloomN++; } /* ---------- floating damage numbers (DOM pool) ---------- */ const FT_N=14, ftEls=[], ftDat=[]; function initFloatText(){ for(let i=0;ib.x1||wyb.y1) return; for(let i=0;i=1.15?'#ffb35c' : mu<=0.8?'#9aa8b6' : '#f2f7fc'; el.style.fontSize= mu>=1.15?'13px' : mu<=0.8?'10px' : '11.5px'; return; } } } function floatTextTick(dt){ for(let i=0;i10) mmPings.shift(); } // ---------- fog of war ---------- let fogOn=true; /* 128 cells over the 3200-unit map is 25 world units a cell — half the old cell, which removes the stair-stepped fog border. Radii below are in CELLS, so every one doubles with the grid to keep world-space vision identical. */ const FN=128; const fogCov=new Uint8Array(FN*FN); /* `fogCov` is the live sensor picture; `fogSeen` is only terrain memory. The old implementation had one map, so an area snapped from fully visible to pitch black and enemy buildings had to stay live forever once discovered. Keeping the layers separate lets scouting uncover the battlefield without leaking a base's current health, upgrades or production after it leaves line of sight. */ const fogSeen=new Uint8Array(FN*FN), fogSources=new Uint8Array(FN*FN); const prevFogCov=new Uint8Array(FN*FN); const fogScans=[]; /* GPU path writes a raw RGBA buffer straight into texSubImage2D — the old ImageData -> putImageData -> canvas-source upload walked the same bytes through the 2D raster pipeline twice per update. The canvas survives only as the minimap's composited fog layer, refreshed at half cadence. */ const fogCanvas=document.createElement('canvas'); fogCanvas.width=FN; fogCanvas.height=FN; const fogCtx=fogCanvas.getContext('2d',{willReadFrequently:true}); const fogImg=fogCtx.createImageData(FN,FN); const fogBuf=new Uint8Array(FN*FN*4); let fogMiniTick=0; let fogTex=null, fogDirty=true; /* The landing carrier is the player's first sensor, not an omniscient camera. Keeping fog authoritative during descent makes the chosen landing route matter and prevents enemy bases/resources leaking before deployment. Menus and the attract-mode world remain clear because they have no active carrier. */ function fogGameplayActive(){ const deploying=typeof carrier!=='undefined'&&carrier&&carrier.active&&carrier.phase<2; return fogOn&&(typeof matchLive==='undefined'||matchLive||deploying); } /* Context-loss reset: the fog texture handle survives the loss as a truthy reference to a dead object; updateFog would then upload into it forever and the explored map would never come back. Recovery calls this first. */ function fogGLReset(){ fogTex=null; } function covAt(wx,wy){ if(!fogGameplayActive()) return 1; return fogCov[clamp(wy/MAP*FN|0,0,FN-1)*FN+clamp(wx/MAP*FN|0,0,FN-1)]; } function fogExploredAt(wx,wy){ if(!fogGameplayActive()) return 1; return fogSeen[clamp(wy/MAP*FN|0,0,FN-1)*FN+clamp(wx/MAP*FN|0,0,FN-1)]; } function fogPointVisible(wx,wy){ return !fogGameplayActive()||(typeof demoMode!=='undefined'&&demoMode)||!!covAt(wx,wy); } function fogEntityVisible(team,wx,wy){ return team===0||fogPointVisible(wx,wy); } function fogFxVisible(wx,wy,team){ /* Friendly ordnance is an issued command and may remain readable at the edge of its sensor circle. Hostile fire, smoke and impact flashes never render from black map cells — those were the last major spawn-location leak. */ return team===0||fogPointVisible(wx,wy); } function fogStartScan(wx,wy,seconds,radius){ fogScans.push({x:wx,y:wy,until:stats.t+Math.max(1,seconds||20),r:Math.max(4,radius||13)}); if(fogScans.length>5) fogScans.shift(); updateFog(); } function markCov(wx,wy,rc){ const cx=clamp(wx/MAP*FN|0,0,FN-1), cy=clamp(wy/MAP*FN|0,0,FN-1); const r2=rc*rc; for(let y=Math.max(0,cy-rc);y<=Math.min(FN-1,cy+rc);y++) for(let x=Math.max(0,cx-rc);x<=Math.min(FN-1,cx+rc);x++){ const dx=x-cx,dy=y-cy; if(dx*dx+dy*dy<=r2) fogCov[y*FN+x]=1; } } /* 3×3 box blur softens fog coverage edges for smooth vision radius boundaries instead of hard pixelated blocks. */ function blurFogCov(){ const tmp=new Uint8Array(FN*FN); for(let y=0;y=0&&nx=0&&ny0.30?1:0; } fogCov.set(tmp); } function updateFog(){ if(!fogGameplayActive()) return; /* Snapshot previous fogCov to detect transitions for reveal FX. */ prevFogCov.set(fogCov); fogCov.fill(0); fogSources.fill(0); const vis=r=>(typeof intelVisionScale==='function')?intelVisionScale(r):(WC.fogb?Math.max(4,Math.round(r*0.6)):r); /* Stamp each occupied sensor cell once. Sampling every Nth unit was cheap, but at high population it could skip a lone scout and black out the ground under the player's own army. This remains bounded by the 64x64 fog grid. */ for(let i=0;i=0;i--){ const S=fogScans[i]; if(stats.t>=S.until){ fogScans.splice(i,1); continue; } markCov(S.x,S.y,vis(S.r*2)); // scan radii were authored on the 64 grid } for(let i=0;i=FN||ny<0||ny>=FN) continue; const j=ny*FN+nx; cov+=fogCov[j]; seen+=fogSeen[j]; n++; } /* GPU alpha only — gameplay still uses the binary fogCov stamps. Vision 0, explored shroud 168 (scouted terrain stays command-readable), unexplored 255. 3x3 vis feathers the sensor bubble before the LINEAR filter, so the circle reads as weather rather than a hard disc. RGB stays black: 3D shaders sample .a, and a navy fill was the old blue cutout on any planet whose atmosphere is not blue. */ const shroud=1-cov/n; d[o]=0; d[o+1]=0; d[o+2]=0; d[o+3]=(shroud*(seen/n>0.12?168:255))|0; } if((fogMiniTick=(fogMiniTick+1)&1)===0){ fogImg.data.set(fogBuf); fogCtx.putImageData(fogImg,0,0); } if(!fogTex){ fogTex=gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D,fogTex); gl.texImage2D(gl.TEXTURE_2D,0,gl.RGBA8,FN,FN,0,gl.RGBA,gl.UNSIGNED_BYTE,fogBuf); gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_MIN_FILTER,gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_MAG_FILTER,gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_S,gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_T,gl.CLAMP_TO_EDGE); } else { gl.bindTexture(gl.TEXTURE_2D,fogTex); gl.texSubImage2D(gl.TEXTURE_2D,0,0,0,FN,FN,gl.RGBA,gl.UNSIGNED_BYTE,fogBuf); } gl.bindTexture(gl.TEXTURE_2D,atlasTex); } // ---------- main render ---------- function renderLegacySprites(dtDraw){ gl.clearColor(0.012,0.02,0.045,1); gl.clear(gl.COLOR_BUFFER_BIT); gl.enable(gl.BLEND); let camx=cam.x, camy=cam.y; if(shake>0){ camx+=rr(-shake,shake)*shakeMult/cam.z; camy+=rr(-shake,shake)*shakeMult/cam.z; shake*=0.86; if(shake<0.3) shake=0; } gl.uniform2f(uCam,camx,camy); gl.uniform2f(uSc,2*cam.z/VW,2*cam.z/VH); gl.uniform2f(uYawL,Math.cos(camYaw),Math.sin(camYaw)); gl.uniform1f(uPitchL,camPitch); BILLBOARD=0; // ground layers first: terrain, water, decals const B=camBounds(), m=60; const x0=B.x0-m,y0=B.y0-m,x1=B.x1+m,y1=B.y1+m; const FULLUV=[0,0,1,1]; const zoomedIn=cam.z>0.32; const t=performance.now()/1000; const use3D=unitTexReady; const S3D=2.05, S3B=2.15; // baked frame scale: units / buildings const nAmt=nightAmt(); // 0 noon → 1 midnight // ---- terrain ---- gl.blendFunc(gl.SRC_ALPHA,gl.ONE_MINUS_SRC_ALPHA); gl.bindTexture(gl.TEXTURE_2D,terrainTex); batT.add(FULLUV,MAP/2,MAP/2,MAP,MAP,0,255,255,255,255); batT.flush(); // tiling ground-detail grain — crisp texture at close zoom, mip-fades at distance if(detailTex&&zoomedIn){ gl.bindTexture(gl.TEXTURE_2D,detailTex); const rep=MAP/168; // detail strengthens as you zoom in — keeps ground grain crisp under magnification batT.add([0,0,rep,rep],MAP/2,MAP/2,MAP,MAP,0,255,255,255,clamp(66+cam.z*74,66,168)); if(cam.z>0.75){ // second finer octave for extreme close-ups const rep2=MAP/52; batT.add([0,0,rep2,rep2],MAP/2,MAP/2,MAP,MAP,0,255,255,255,clamp((cam.z-0.75)*135,0,86)); } batT.flush(); } // ---- water: sharp static surface + additive animated caustics ---- if(waterBaseTex){ gl.bindTexture(gl.TEXTURE_2D,waterBaseTex); batT.add(FULLUV,MAP/2,MAP/2,MAP,MAP,0,255,255,255,255); batT.flush(); if(waterCaustTex.length){ waterPhase+=dtDraw*4.2; const wf=(waterPhase|0)%waterCaustTex.length; const nf=(wf+1)%waterCaustTex.length; const bl=waterPhase-(waterPhase|0); // cross-fade keeps the motion fluid gl.blendFunc(gl.SRC_ALPHA,gl.ONE); gl.bindTexture(gl.TEXTURE_2D,waterCaustTex[wf]); batT.add(FULLUV,MAP/2,MAP/2,MAP,MAP,0,255,255,255,((1-bl)*205)|0); batT.flush(); gl.bindTexture(gl.TEXTURE_2D,waterCaustTex[nf]); batT.add(FULLUV,MAP/2,MAP/2,MAP,MAP,0,255,255,255,(bl*205)|0); batT.flush(); gl.blendFunc(gl.SRC_ALPHA,gl.ONE_MINUS_SRC_ALPHA); } } gl.bindTexture(gl.TEXTURE_2D,atlasTex); // ambient life: drifting theme motes near the camera (leaves / embers / snow) if(perfScale>0.5&&zoomedIn&&running){ for(let k2=0;k2<2;k2++) if(Math.random()<0.4){ const mx2=rr(x0,x1), my2=rr(y0,y1); if(curTheme==='ashland') addParticle(0,mx2,my2,rr(-5,5),rr(-18,-9),1.5,2.6, 255,150,60); else if(curTheme==='arctic') addParticle(9,mx2,my2-30,rr(-8,8),rr(9,17),2.4,2.6, 240,248,255); else addParticle(9,mx2,my2-20,rr(-11,11),rr(5,12),2.6,3.0, 96,150,62); } } // ---- decals ---- const sCrater=sprites.crater, sWreck=sprites.wreck, sRock=sprites.rock, sDep=sprites.dep, sTree=sprites.tree, sCry=sprites.crystal, sPx=sprites.px, sCloud=sprites.cloud; const selRing=sprites.ring, glow=sprites.glow; for(const c of craters){ if(c.xx1||c.yy1) continue; const civic=typeof cityGroundAt==='function' && cityGroundAt(c.x,c.y)>=1; if(civic){ /* 3D civic scars live in the terrain paint (noisy burnt concrete). The atlas crater is a square cell with a circular dirt gradient — drawing it here cut a grass-tinted box into CITYG pavement. */ if(use3D) continue; const hot=clamp(1-Math.max(0,(stats&&stats.t||0)-(c.ts||0))/42,0,1); batN.add(sCrater,c.x,c.y,c.s,c.s,c.a,(32+hot*70)|0,(32+hot*22)|0,(34-hot*8)|0,220); if(hot>0.14) batA.add(glow,c.x,c.y,c.s*0.72,c.s*0.72,0,255,110,36,(hot*78)|0); } else batN.add(sCrater,c.x,c.y,c.s,c.s,c.a,255,255,255,200); } for(const w of wrecks){ if(w.xx1||w.yy1) continue; /* A destroyed machine stains the ground beneath it before the salvage disappears. This is tactical history, not another particle pile: the scar cools from blast slag to soot using an existing batched decal. */ const age=Math.max(0,(stats&&stats.t||0)-(w.ts||0)), hot=clamp(1-age/24,0,1); if(w.kind!==5) batN.add(sCrater,w.x,w.y,w.s*1.65,w.s*1.18,w.a, (42+hot*58)|0,(42+hot*22)|0,(46+hot*10)|0,92); if(hot>0.12&&w.kind!==5) batA.add(glow,w.x,w.y,w.s*1.25,w.s*1.25,0,255,92,34,(hot*34)|0); if(use3D) batU.add(UNIT_UV.wreck3[angFrame(w.a)%8],w.x,w.y,w.s*1.9,w.s*1.9,0,255,255,255,240); else batN.add(sWreck,w.x,w.y,w.s,w.s,w.a,255,255,255,235); } for(const rb of rubbles){ if(rb.xx1||rb.yy1) continue; const age=Math.max(0,(stats&&stats.t||0)-(rb.ts||0)), hot=clamp(1-age/18,0,1); batN.add(sCrater,rb.x,rb.y,rb.s*2.25,rb.s*1.55,rb.a,42,38,34,74); if(hot>0.12) batA.add(glow,rb.x,rb.y,rb.s*1.2,rb.s*1.2,0,255,95,34,(hot*28)|0); if(use3D) batU.add(UNIT_UV.rubble[0],rb.x,rb.y,rb.s*2.1,rb.s*2.1,rb.a,255,255,255,250); else batN.add(sWreck,rb.x,rb.y,rb.s,rb.s,rb.a,255,255,255,235); } // cloud shadows drift over ground for(let k=0;k<4;k++){ const sp=[7,10,5,12][k], sz=[720,560,880,480][k]; const cxx=((t*sp+k*730)%(MAP+1600))-800; const cyy=(k*690+t*sp*0.35)%MAP; if(cxx>x0-sz&&cxxy0-sz&&cyyx1||r.yy1) continue; batN.add(sRock,r.x,r.y,r.s,r.s,r.a,255,255,255,255); } for(const d of deposits){ if(d.xx1||d.yy1) continue; const tier=depositTier(d),frac=d.capacity?d.remaining/d.capacity:0; const col=tier===3?[188,82,255]:tier===2?[58,225,150]:tier===1?[58,190,255]:[72,76,88]; /* Corrupted terrain is a world feature, not a UI pin. Layered fractured decals, subsurface bloom and counter-rotating rings remain under an Extractor and desaturate as the finite field collapses. */ const fieldR=72+(d.initialTier||1)*20; batN.add(sCrater,d.x,d.y,fieldR*1.8,fieldR*1.32,(d.pulse||0)+.35,col[0]*.62|0,col[1]*.58|0,col[2]*.68|0,tier?72:42); batN.add(sCrater,d.x+8,d.y-5,fieldR*1.35,fieldR*.95,-(d.pulse||0)-.7,col[0]*.86|0,col[1]*.78|0,col[2]*.92|0,tier?46:28); batN.add(glow,d.x,d.y,fieldR*2.05,fieldR*2.05,0,col[0],col[1],col[2],tier?(42+24*frac)|0:8); batN.add(selRing,d.x,d.y,fieldR*1.45,fieldR*1.45,t*.10+(d.pulse||0),col[0],col[1],col[2],tier?76:20); if(tier>0&&!d.taken){ if(tier===3) batN.add(sprites.depR,d.x,d.y,51,51,0,col[0],col[1],col[2],255); else batN.add(sDep,d.x,d.y,42+tier*4,42+tier*4,0,col[0],col[1],col[2],255); } if(tier>0&&perfScale>.45&&Math.random()<.018*tier) addParticle(0,d.x+rr(-fieldR*.55,fieldR*.55),d.y+rr(-fieldR*.42,fieldR*.42),rr(-3,3),rr(-12,-4),.55,3.5,col[0],col[1],col[2]); } for(const gz of geysers){ if(gz.xx1||gz.yy1) continue; const gc=gz.taken?[95,118,125]:[105,235,255]; batN.add(glow,gz.x,gz.y,88,88,0,gc[0],gc[1],gc[2],gz.taken?28:86); batN.add(selRing,gz.x,gz.y,82,82,t*.26,gc[0],gc[1],gc[2],gz.taken?35:140); batN.add(sprites.geyser,gz.x,gz.y,52,52,0,gc[0],gc[1],gc[2],255); if(perfScale>0.4&&Math.random()<0.06) addParticle(1,gz.x+rr(-5,5),gz.y+rr(-4,4),rr(-2,2),rr(-17,-10),1.3,9, 165,225,250); } for(const cst of crystals){ if(cst.xx1||cst.yy1) continue; const D=deposits[cst.dep],tier=depositTier(D);if(!D||cst.band>tier)continue; const bandFill=clamp((D.remaining-(tier-1)*DEPOSIT_BAND)/DEPOSIT_BAND,0,1); const edge=cst.band===tier?(.42+.58*bandFill):1,pulse=.94+.08*Math.sin(t*1.45+(cst.phase||0)); const s=cst.s*edge*pulse*(cst.core?1.42:1.18),col=cst.band===3?[220,112,255]:cst.band===2?[78,255,170]:[78,225,255]; batN.add(glow,cst.x,cst.y,s*1.8,s*1.8,0,col[0],col[1],col[2],cst.core?78:55); batN.add(sCry,cst.x,cst.y,s,s*1.22,cst.a+Math.sin(t*.24+(cst.phase||0))*.035,col[0],col[1],col[2],255); } // ---- contact shadows for standing relief (drawn flat, on the ground) ---- for(const M of relief){ if(M.xx1+60||M.yy1+60) continue; batN.add(sprites.glow,M.x+M.lift*0.16,M.y+M.lift*0.20,M.w*2.6,M.w*1.6,0,0,0,0,66); } /* ---- structure pads ------------------------------------------------- Every building sits on a poured slab: an oriented rectangle of hardstand with a drop shadow. This is what welds a structure to the terrain (rather than letting it hover), and it's the only place a building's FACING is visible from directly overhead, since the bodies themselves billboard. */ for(const Bp of blds){ if(!Bp.alive) continue; if(Bp.xx1+90||Bp.yy1+90) continue; if(!fogEntityVisible(Bp.team,Bp.x,Bp.y)) continue; const f=bldFoot(Bp), rt=Bp.rot||0, pad=1.22; const pw=f[0]*pad, ph=f[1]*pad; const tb=TEAMB[Bp.team]||TEAMB[2]; batN.add(sPx,Bp.x+7,Bp.y+9,pw*1.04,ph*1.04,rt, 0,0,0, 90); // cast shadow batN.add(sPx,Bp.x,Bp.y,pw,ph,rt, 74,76,80, 190); // concrete slab batN.add(sPx,Bp.x,Bp.y,pw*0.88,ph*0.88,rt, 92,95,100, 150); // inner apron // team-coloured kerb edging, brighter while under construction const ka=Bp.prog<1? 90+Math.sin(t*7)*50 : 62; const kc=Math.cos(rt), ks=Math.sin(rt), hw=pw/2, hh=ph/2; const kerb=(ex,ey,w,h)=>batN.add(sPx,Bp.x+ex*kc-ey*ks,Bp.y+ex*ks+ey*kc,w,h,rt,tb[0],tb[1],tb[2],ka); kerb(0,-hh,pw,2.0); kerb(0,hh,pw,2.0); kerb(-hw,0,2.0,ph); kerb(hw,0,2.0,ph); } /* ---- curtain walls -------------------------------------------------- The span between two linked barricades is drawn as its own piece of wall, so a run of segments becomes one continuous rampart instead of a dotted line of separate blocks. This is the visible payoff for laying walls in a line, and it's what makes the perimeter readable at a glance. */ for(let wi=0;wix1+90||W.yy1+90) continue; if(!fogEntityVisible(W.team,W.x,W.y)) continue; const tb=TEAMB[W.team]||TEAMB[2]; const hpf=W.hp/W.hpm; for(const la of W.linkA){ if(Math.cos(la)<0 || (Math.abs(Math.cos(la))<1e-6 && Math.sin(la)<0)) continue; // draw each span once const span=WALL_LINK*0.62; const mx2=W.x+Math.cos(la)*span*0.5, my2=W.y+Math.sin(la)*span*0.5; batN.add(sPx,mx2+4,my2+6,span,20,la, 0,0,0,80); // shadow batN.add(sPx,mx2,my2,span,16,la, 96,99,104, 235); // rampart body batN.add(sPx,mx2,my2,span,7,la, 128,132,138, 210); // top walkway batN.add(sPx,mx2,my2,span,2.4,la, tb[0]*hpf|0,tb[1]*hpf|0,tb[2]*hpf|0, 130); // team stripe } } // ---- volatile fuel tanks ---- for(const T of tanks){ if(!T.alive||T.xx1+60||T.yy1+60) continue; batN.add(sprites.tankF,T.x,T.y,T.s,T.s,0,255,255,255,255); if(T.fuse>0){ // priming: blinking warning const bl=(Math.sin(t*26)*0.5+0.5); batA.add(sprites.glow,T.x,T.y,T.s*(1.4+bl*0.7),T.s*(1.4+bl*0.7),0,255,120,50,120+bl*120); batA.add(sprites.warn,T.x,T.y,T.s*2.4,T.s*2.4,t*2,255,90,60,150*bl); } } // ---- supply crates ---- for(const C of crates){ if(C.xx1+70||C.yy1+70) continue; if(!fogPointVisible(C.x,C.y)&&!C.seen) continue; const al=C.alt; const cc=C.kind&&C.kind.col||[255,225,140]; batN.add(sprites.glow,C.x,C.y,44*(1+al/500),30*(1+al/500),0,0,0,0,Math.max(30,110-al*0.16)); if(al>0){ // parachute-less pod: retro burn batA.add(sprites.glow,C.x,C.y-al*0.5+22,22,40,0,255,190,110,170); } else { const bob=Math.sin(t*2.4+C.x)*2; batA.add(sprites.glow,C.x,C.y+bob,74+Math.sin(t*3)*8,74+Math.sin(t*3)*8,0,cc[0],cc[1],cc[2],62); batA.add(selRing,C.x,C.y+bob,64+(C.kind&&C.kind.rarity||0)*5,64+(C.kind&&C.kind.rarity||0)*5,t*0.7,cc[0],cc[1],cc[2],145); const mark=C.kind&&C.kind.spr&&sprites[C.kind.spr]; if(mark) batA.add(mark,C.x,C.y-31+bob,22,22,-t*.8,cc[0],cc[1],cc[2],235); } batN.add(sprites.crate,C.x,C.y-al*0.5+(al>0?0:Math.sin(t*2.4+C.x)*2), 40+(C.kind&&C.kind.rarity||0)*3,40+(C.kind&&C.kind.rarity||0)*3, al>0?t*2.4:0,cc[0],cc[1],cc[2],255); } const tt=(typeof biomeKit==='function'&&biomeKit().treeTint)||THEMES[curTheme].treeTint; for(const tr of trees){ if(tr.xx1||tr.yy1) continue; batN.add(sTree,tr.x,tr.y,tr.s,tr.s,tr.a,tt[0],tt[1],tt[2],255); } batN.flush(); // ground decals under structures BILLBOARD=1; // everything from here stands up in the world /* ---- standing relief ------------------------------------------------- Berms and spoil heaps carry a `lift`, so they physically rise out of the ground plane. Tilt the camera and a crater now has a rim you look over rather than a ring of darker paint. */ { const gt=THEMES[curTheme].g2||[120,116,104]; for(const M of relief){ if(M.xx1+60||M.yy1+60) continue; const tn=M.tone; batN.add(sprites.rock, M.x, M.y, M.w*2, M.h, M.a, Math.min(255,gt[0]*tn*1.12)|0, Math.min(255,gt[1]*tn*1.06)|0, Math.min(255,gt[2]*tn)|0, 255, M.lift); } } /* ---- derelict districts ---------------------------------------------- Blocks are oriented rectangles standing on the ground, so a district reads as a laid-out city seen from above rather than scattered props. Damage leans them, fires them, and finally drops them into salvage. */ /* Kind 4 (intact civic block) has no sprite of its own in the 2D fallback path; the low-block art is the right shape for it. Without the entry the `||` below silently drew it as a tower. */ const RSPR=['relicT','relicD','relicI','relicK','relicD']; for(let ri=0;rix1+110||R.yy1+110) continue; const dmgT=R.hp/R.hpm; const sw=Math.max(R.w,R.h)*1.28; const lift=(R.kind===0?R.s*0.95 : R.kind===2?R.s*0.5 : R.s*0.38); const lean=(R.lean||0)*(R.kind===0?1:0.4); const flick=R.hitT>0?1.6:1; const tint=224+31*dmgT; // intact concrete is pale, damage darkens it batN.add(sprites[RSPR[R.kind]||'relicT'], R.x, R.y, sw, sw, lean, Math.min(255,tint*flick)|0, Math.min(255,(tint-8)*flick)|0, Math.min(255,(tint-18))|0, 255, lift); // damaged blocks smoulder; heavily damaged ones burn openly if(R.burn>0.18){ const fa=R.burn*(0.6+Math.sin(t*3.1+ri)*0.4); batA.add(sprites.glow, R.x+Math.sin(t*0.7+ri)*4, R.y-R.s*0.34, R.s*0.5, R.s*0.6, 0, 255, 150, 70, 90*fa); if(perfScale>0.5 && (tick+ri)%26===0) addParticle(1, R.x+rr(-R.w*0.3,R.w*0.3), R.y-R.s*0.2, rr(-4,4), rr(-16,-8), 1.6, R.s*0.22, 54,50,46); } } /* Dead civic blocks still burn on the 2D path — same reason as 3D. */ for(let ri=0;ri52||!(R.burn>0.18)) continue; if(R.xx1+110||R.yy1+110) continue; const heat=clamp(1-age/52,0,1)*R.burn; const fa=heat*(0.55+Math.sin(t*4.2+ri)*0.45); batA.add(sprites.flame||sprites.fireball||sprites.glow, R.x, R.y-R.s*0.12, R.s*0.7, R.s*0.9, -t*.5, 255, 190, 90, 200*fa); batA.add(sprites.glow, R.x, R.y, R.s*1.1, R.s*1.1, 0, 255, 110, 40, 70*heat); } // ---- buildings ---- const drawBld=(spr,x,y,sz,r,g,b,a)=>{ const lift=sz*0.5; // structures rise out of the ground when tilted if(use3D&&UNIT_UV[spr]) batU.add(UNIT_UV[spr][0],x,y,sz*S3B,sz*S3B,0,r,g,b,a,lift); else batN.add(sprites[spr],x,y,sz,sz,0,r,g,b,a,lift); }; for(let b=0;bx1+50||Bd.yy1+50) continue; if(!fogEntityVisible(Bd.team,Bd.x,Bd.y)) continue; const BTt=BT[Bd.type], tc=TEAMC[Bd.team]; const sz=BTt.size; if(Bd.prog<1){ drawBld(BTt.spr,Bd.x,Bd.y,sz,tc[0],tc[1],tc[2],90+Bd.prog*120); const sy=Bd.y+sz/2-Bd.prog*sz; batA.add(sPx,Bd.x,sy,sz,1.6,0,120,230,255,190); batN.add(sPx,Bd.x,Bd.y+sz*0.62,sz*0.9,3,0,10,14,18,220); batN.add(sPx,Bd.x-sz*0.45*(1-Bd.prog),Bd.y+sz*0.62,sz*0.9*Bd.prog,3,0,120,230,255,255); } else { /* ---- living structures ------------------------------------------ Nothing in a working base should be a static decal. Each building moves in the way its JOB implies: extractors piston, reactors pulse, factories throb harder while producing, radar sweeps, silos vent, fabricators burn. It's a small per-frame cost and it's the single biggest thing separating "placed sprite" from "running machine". */ const an=t*1.6+Bd.anim; let bob=0, sq=1, tint=1; switch(Bd.type){ case 'mex': bob=Math.sin(an*2.6)*sz*0.045; sq=1+Math.sin(an*2.6)*0.035; break; // pumpjack stroke case 'pgen': case 'geo': sq=1+Math.sin(an*1.7)*0.022; tint=1+Math.sin(an*1.7)*0.07; break; case 'fac': case 'tgate': case 'airfield': case 'harbor': { const busy=Bd.queue.length?1:0.35; bob=Math.sin(an*(3.4*busy+1))*sz*0.028*busy; sq=1+Math.sin(an*4.2)*0.02*busy; } break; case 'techlab': sq=1+Math.sin(an*2.2)*0.03; tint=1+Math.sin(an*3.1)*0.05; break; case 'fab': sq=1+Math.abs(Math.sin(an*5.2))*0.05; tint=1.06+Math.sin(an*5.2)*0.09; break; case 'silo': bob=Math.sin(an*1.1)*sz*0.016; break; case 'sgen': sq=1+Math.sin(an*2.0)*0.05; break; case 'nova': sq=1+Math.sin(an*0.9)*0.02; break; case 'nest': bob=Math.sin(an*1.9)*sz*0.05; sq=1+Math.sin(an*3.7)*0.06; break; // it breathes case 'hq': bob=Math.sin(an*0.8)*sz*0.012; break; } if(Bd.hitT>0){ tint=1.5; bob+=Math.sin(t*60)*2.2; } // flinch on impact const asz=sz*sq; drawBld(BTt.spr,Bd.x,Bd.y+bob,asz, Math.min(255,tc[0]*tint)|0, Math.min(255,tc[1]*tint)|0, Math.min(255,tc[2]*tint)|0, 255); // ---- purpose-specific moving parts ---- if(Bd.type==='mex'){ // drill head rising and falling const st=(Math.sin(an*2.6)*0.5+0.5); batN.add(sPx,Bd.x,Bd.y-sz*0.30-st*sz*0.16,sz*0.14,sz*0.34,0, 150,156,164,255, sz*0.62); if((tick+b)%34===0) addParticle(1,Bd.x,Bd.y-sz*0.1,rr(-3,3),rr(-9,-4),.7,3.2, 96,88,78); } if(Bd.type==='pgen'||Bd.type==='geo'){ // coolant vent, on a slow beat const v=(Math.sin(an*1.7)*0.5+0.5); batA.add(glow,Bd.x,Bd.y-sz*0.42,sz*(0.22+v*0.2),sz*(0.3+v*0.34),0, Bd.type==='geo'?90:180, Bd.type==='geo'?230:210, 255, 40+v*60); } if(Bd.type==='techlab'){ // radar dish sweeping the sky const sw=an*0.9; batA.add(sprites.beam,Bd.x+Math.cos(sw)*sz*0.5,Bd.y+Math.sin(sw)*sz*0.5*0.5, 2.2,sz*1.0,sw+Math.PI/2, 120,210,255, 70); } if(Bd.type==='fab'){ // burner flare, irregular like real flame const fl=0.55+Math.abs(Math.sin(an*5.2))*0.45+Math.random()*0.1; batA.add(glow,Bd.x+sz*0.02,Bd.y-sz*0.5,sz*0.26*fl,sz*0.5*fl,0,255,170,70,150*fl); if((tick+b)%12===0) addParticle(1,Bd.x,Bd.y-sz*0.55,rr(-3,3),rr(-22,-12),.9,4, 70,64,58); } if((Bd.type==='fac'||Bd.type==='tgate'||Bd.type==='airfield')&&Bd.queue.length){ const dr=(Math.sin(an*3.4)*0.5+0.5); // bay door cycling open and shut batA.add(sPx,Bd.x,Bd.y+sz*0.34,sz*0.56,sz*0.09*(0.3+dr),0, 255,190,90, 110+dr*90); } if(Bd.type==='silo'){ // pressure relief puff if((tick+b)%70===0) addParticle(2,Bd.x+sz*0.2,Bd.y-sz*0.34,rr(-4,4),rr(-14,-8),.8,7, 190,200,210); } if(Bd.type==='aatower'||Bd.type==='hellstorm'){ // idle scan sweep const sw=Math.sin(an*0.7)*0.9; batA.add(sPx,Bd.x,Bd.y-sz*0.2,1.6,sz*0.5,sw, 255,220,150, 46); } // visual upgrade add-ons (baked 3D parts, not tints) if(use3D){ if(Bd.type==='mex'&&Bd.lvl>=2) batU.add(UNIT_UV.mexUp[0],Bd.x,Bd.y,sz*S3B,sz*S3B,0,tc[0],tc[1],tc[2],255); if(Bd.type==='pgen'&&Bd.lvl>=2) batU.add(UNIT_UV.pgenUp[0],Bd.x,Bd.y,sz*S3B,sz*S3B,0,tc[0],tc[1],tc[2],255); if(Bd.type==='fac'&&Bd.tier===2) batU.add(UNIT_UV.facUp[0],Bd.x,Bd.y,sz*S3B,sz*S3B,0,tc[0],tc[1],tc[2],255); if(Bd.type==='aatower'&&Bd.lvl>=2) batU.add(UNIT_UV.aaUp[0],Bd.x,Bd.y,sz*S3B,sz*S3B,0,tc[0],tc[1],tc[2],255); } if(Bd.type==='turret'){ if(use3D){ const gunUV=Bd.lvl>=3?UNIT_UV.turTg3:Bd.lvl===2?UNIT_UV.turTg2:UNIT_UV.turTg; batU.add(gunUV[angFrame(Bd.tang+camYaw)],Bd.x,Bd.y,sz*S3B,sz*S3B,0,tc[0],tc[1],tc[2],255); } else batN.add(sprites.turT,Bd.x,Bd.y,sz,sz,Bd.tang,tc[0],tc[1],tc[2],255); } if(Bd.type==='bastion'&&use3D){ const rec=Math.max(0,Bd.cool/BASTION.cool-0.75)/0.25 * sz*0.1; const ba=Bd.tang-Math.PI/2; batU.add(UNIT_UV.towerT[angFrame(Bd.tang+camYaw)],Bd.x-Math.cos(ba)*rec,Bd.y-Math.sin(ba)*rec,sz*S3B,sz*S3B,0,tc[0],tc[1],tc[2],255); } if(Bd.type==='fac'&&Bd.tier===2) batA.add(sPx,Bd.x,Bd.y-sz*0.46,sz*0.94,2.6,0,255,210,87,210); if(Bd.lvl>1) for(let L=0;L0){ const pr=1-Bd.upT/(Bd.upMax||1); batN.add(sPx,Bd.x,Bd.y+sz*0.62,sz*0.9,3,0,10,14,18,220); batN.add(sPx,Bd.x-sz*0.45*(1-pr),Bd.y+sz*0.62,sz*0.9*pr,3,0,255,210,87,255); } if(Bd.type==='geo') // geothermal: cyan vent glow distinguishes from Reactor batA.add(sprites.glow,Bd.x,Bd.y,sz*0.85+Math.sin(t*3.2+b)*5,sz*0.85,0,80,220,255,64); if(Bd.type==='nova'){ // superweapon charge state if(Bd.cool<=0){ batA.add(sprites.glow,Bd.x,Bd.y,sz*(0.9+Math.sin(t*4)*0.12),sz*(0.9+Math.sin(t*4)*0.12),0,255,210,90,110); batA.add(selRing,Bd.x,Bd.y,sz*1.5,sz*1.5,t*0.5,255,210,90,70); } else { const pr2=1-Bd.cool/NOVA.cd; batN.add(sPx,Bd.x,Bd.y+sz*0.62,sz*0.9,3,0,10,14,18,220); batN.add(sPx,Bd.x-sz*0.45*(1-pr2),Bd.y+sz*0.62,sz*0.9*pr2,3,0,255,210,87,255); } } if(Bd.type==='arc'&&(tick&15)<3) // idle coil crackle batA.add(sprites.glow,Bd.x,Bd.y-sz*0.32,9,9,0,150,230,255,150); if(Bd.type==='gate'){ // energy gate stripe: friendly-pass indicator const tb2=TEAMB[Bd.team]; batA.add(sPx,Bd.x,Bd.y,sz*0.86,3.4,0,tb2[0],tb2[1],tb2[2],120+Math.sin(t*5+b)*60); } if(zoomedIn&&Bd.adjL&&Bd.adjL.length&&Bd.team===0){ // adjacency feed lines for(const o2 of Bd.adjL){ const O=blds[o2]; if(!O||!O.alive) continue; batA.add(sprites.beam,(Bd.x+O.x)/2,(Bd.y+O.y)/2,1.8,Math.hypot(O.x-Bd.x,O.y-Bd.y)*0.82, Math.atan2(O.y-Bd.y,O.x-Bd.x)+Math.PI/2,255,220,110,34+Math.sin(t*4+o2)*14); } } if(Bd.type==='techlab'){ batA.add(sprites.glow,Bd.x,Bd.y-sz*0.1,sz*0.5+Math.sin(t*2.6+b)*4,sz*0.5,0,120,200,255,36); if(Bd.res>=0){ const pr=Bd.resT/RESEARCH[Bd.res].t; batN.add(sPx,Bd.x,Bd.y+sz*0.62,sz*0.9,3,0,10,14,18,220); batN.add(sPx,Bd.x-sz*0.45*(1-pr),Bd.y+sz*0.62,sz*0.9*pr,3,0,120,210,255,255); } } if(Bd.type==='uplink'){ batA.add(sprites.ring,Bd.x,Bd.y,UPLINK_R*2,UPLINK_R*2,t*0.3,90,200,255,20); batA.add(sprites.glow,Bd.x,Bd.y-sz*0.55,8+Math.sin(t*5+b)*3,8,0,120,220,255,160); // energy links to boosted towers for(const T2 of blds){ if(!T2.alive||T2.team!==Bd.team||!(T2.boost>0)) continue; if(dist2(Bd.x,Bd.y,T2.x,T2.y)>UPLINK_R*UPLINK_R) continue; const mx2=(Bd.x+T2.x)/2, my2=(Bd.y+T2.y)/2; const len=Math.sqrt(dist2(Bd.x,Bd.y,T2.x,T2.y)); batA.add(sPx,mx2,my2,1.4,len,Math.atan2(T2.y-Bd.y,T2.x-Bd.x)+Math.PI/2,90,200,255,60+Math.sin(t*6)*30); } } if(Bd.boost>0) batA.add(sprites.glow,Bd.x,Bd.y-sz*0.5,7,7,0,90,200,255,150); if(nAmt>0.25&&Bd.team!==2){ const fl=(t*3+b)%1>0.9?0.4:1; // occasional flicker batA.add(sprites.glow,Bd.x+sz*0.3,Bd.y-sz*0.18,9,9,0,255,220,150,200*nAmt*fl); batA.add(sprites.glow,Bd.x-sz*0.26,Bd.y+sz*0.2,7,7,0,170,215,255,170*nAmt); /* Area work-light (sz*2.1 warm pool) retired with the 3D night billboard — it read as an orange orb on HQ/factory. Window and pad-lamp points above stay. */ } if((Bd.type==='fac'||Bd.type==='tgate')&&Bd.queue.length){ batN.add(sPx,Bd.x,Bd.y+sz*0.62,sz*0.9,3,0,10,14,18,220); const pr=Bd.prodT/TYPES[Bd.queue[0]].bt; batN.add(sPx,Bd.x-sz*0.45*(1-pr),Bd.y+sz*0.62,sz*0.9*pr,3,0,93,255,154,255); } /* Health is permanent battlefield information, not a damage alert. These bars stay in the existing batched sprite pass so showing every visible structure does not add a draw call per object. */ const bFrac=clamp(Bd.hp/Bd.hpm,0,1); batN.add(sPx,Bd.x,Bd.y-sz*0.66,sz*0.9,3.4,0,10,14,18,220); batN.add(sPx,Bd.x-sz*0.45*(1-bFrac),Bd.y-sz*0.66,sz*0.9*bFrac,3.4,0, bFrac>0.5?93:255, bFrac>0.5?255:120, bFrac>0.25?90:60, 255); /* Structure rank uses tiny gold diamonds instead of another text label. It remains readable at command zoom, identifies a hardened Mk2/Mk3 tower at a glance, and costs only two or three batched quads. */ const bLvl=Bd.type==='fac'?(Bd.tier===2?2:1):(Bd.lvl||1); if(bLvl>1){ const ry=Bd.y-sz*0.92, pips=bLvl; for(let rp=0;rp0.5?200:60; batA.add(sprites.glow,Bd.x-sz*0.36,Bd.y-sz*0.1,5,5,0,120,230,255,blink); batA.add(sprites.glow,Bd.x+sz*0.36,Bd.y-sz*0.1,5,5,0,120,230,255,260-blink); } if(Bd.type==='nest') batA.add(sprites.glow,Bd.x,Bd.y+sz*0.05,sz*0.5+Math.sin(t*2+b)*5,sz*0.4,0,255,150,60,40); if(Bd.type==='tgate') batA.add(sprites.glow,Bd.x,Bd.y,sz*1.2,sz*1.2,0,90,180,255,30+Math.sin(t*3)*14); } if(openBld===b) batA.add(sprites.ring,Bd.x,Bd.y,sz*1.5,sz*1.5,0,120,230,255,150); } // ---- units ---- (bodies → batU; bars/overlays stay in batN, flushed above) let nAir=0; const FAC_LOOK=(typeof FACTIONS!=='undefined'&&AI&&FACTIONS[AI.fac])?FACTIONS[AI.fac]:null; for(let i=0;ix1||Yy1) continue; if(!fogEntityVisible(uteam[i],X,Y)) continue; const T=TYPES[utype[i]]; if(T.air){ if(nAir<12000) airTmp[nAir++]=i; continue; } const tc=TEAMC[uteam[i]]; if(usel[i]) batA.add(selRing,X,Y,T.size*1.6,T.size*1.6,0,60,220,140,170); if(ubuff[i]>0) batA.add(glow,X,Y,T.size*1.9,T.size*1.9,0,255,210,60,40); if(typeof uclassBuffT!=='undefined'&&uclassBuffT[i]>0){ const cc=uclassBuff[i]===1?[255,112,54]:uclassBuff[i]===2?[75,225,255]:[82,255,164]; batA.add(selRing,X,Y,T.size*2.05,T.size*2.05,t*(uclassBuff[i]===2?1.8:.65),cc[0],cc[1],cc[2],120); batA.add(glow,X,Y,T.size*1.65,T.size*1.65,0,cc[0],cc[1],cc[2],34); } if(typeof ubroodLed!=='undefined'&&ubroodLed[i]>0){ batA.add(selRing,X,Y,T.size*1.65,T.size*1.65,t*.72+i*.17,176,92,255,T.caster?155:54); if(T.caster){ batA.add(selRing,X,Y,T.size*2.75,T.size*2.75,-t*.38,116,255,105,128); batA.add(glow,X,Y-T.size*.24,T.size*2.25,T.size*2.25,0,178,82,255,64+Math.sin(t*4+i)*24); } } // organic sway for walkers & beasts let bodyRot=uang[i]; if(T.wk==='m'||utype[i]===0||utype[i]===8||utype[i]===11) bodyRot+=Math.sin(t*8+i*1.7)*0.045; const rec=T.tur? Math.max(0,(ucool[i]/T.cool)-0.7)/0.3 * T.size*0.09 : 0; const ta2=uturr[i]-Math.PI/2; // --- silhouette shaping: factions read differently at a glance --- let sw=T.size*S3D, sh=T.size*S3D; if(uteam[i]===1&&FAC_LOOK){ sw*=FAC_LOOK.scale*(FAC_LOOK.squash>1?1/FAC_LOOK.squash:1); sh*=FAC_LOOK.scale*(FAC_LOOK.squash>1?FAC_LOOK.squash:1); if(FAC_LOOK.tilt) bodyRot+=FAC_LOOK.tilt; if(FAC_LOOK.glowA&&(i&1)===0) batA.add(glow,X,Y,T.size*2.0,T.size*2.0,0,FAC_LOOK.glow[0],FAC_LOOK.glow[1],FAC_LOOK.glow[2],FAC_LOOK.glowA); } else if(uteam[i]===2){ // --- ALIEN BIOLOGY: nothing about a bug should look machined --- const ph=i*2.399; // per-creature phase const breathe=1+Math.sin(t*6.2+ph)*0.11; // thorax expansion const scuttle=umov[i]?Math.sin(t*17+ph)*0.16:Math.sin(t*2.4+ph)*0.045; const lurch=umov[i]?Math.abs(Math.sin(t*8.5+ph))*0.13:0; sw*=breathe*(1+lurch*0.4)*BUG_SIZE[i%8]; sh*=(2-breathe)*(1+lurch)*BUG_SIZE[(i>>3)%8]; bodyRot+=scuttle; } // GHOST stance: silent running renders the hull as a shimmer, not a solid const bodyA = umode[i]===4 ? (uteam[i]===0?96:60) : 255; if(use3D&&UNIT_UV[T.spr]){ // baked walk cycle: alternate stride frames while moving let uvBody=UNIT_UV[T.spr]; if(umov[i]){ if(utype[i]===0){ if(((t*5.5+i*0.37)|0)&1) uvBody=UNIT_UV.botW||uvBody; } else if(utype[i]===12||utype[i]===13){ if(((t*6.5+i*0.37)|0)&1) uvBody=UNIT_UV.ravW||uvBody; } } batU.add(uvBody[angFrame(bodyRot+camYaw)],X,Y,sw,sh,bodyRot-uang[i],tc[0],tc[1],tc[2],bodyA,T.size*0.35); if(T.tur) batU.add(UNIT_UV[T.tur][angFrame(uturr[i]+camYaw)],X-Math.cos(ta2)*rec,Y-Math.sin(ta2)*rec,sw,sh,0,tc[0],tc[1],tc[2],bodyA,T.size*0.45); } else { batN.add(sprites[T.spr],X,Y,T.size,T.size,bodyRot,tc[0],tc[1],tc[2],bodyA); if(T.tur) batN.add(sprites[T.tur],X-Math.cos(ta2)*rec,Y-Math.sin(ta2)*rec,T.size,T.size,uturr[i],tc[0],tc[1],tc[2],bodyA); } if(uteam[i]===2&&zoomedIn&&(i&3)===0) // wet chitin sheen batA.add(glow,X,Y-T.size*0.2,T.size*0.9,T.size*0.7,0,150,220,110,26); if(utype[i]===11){ // Bulwark shield dome batA.add(sprites.bubble,X,Y,SHIELD_R*2,SHIELD_R*2,t*0.5,120,215,255,55); } if(nAmt>0.25&&umov[i]&&!T.naval&&(i&1)===0&&perfScale>0.5&&uteam[i]!==2){ const ha=uang[i]-Math.PI/2; batA.add(glow,X+Math.cos(ha)*T.size*1.05,Y+Math.sin(ha)*T.size*1.05,T.size*2.2,T.size*2.2,0,255,240,190,42*nAmt); } if(i===heroIdx||isEnemyCommander(i)||utype[i]===8){ batA.add(glow,X,Y,T.size*2.1,T.size*2.1,0, uteam[i]?255:90, uteam[i]?120:200, uteam[i]?80:255, 34); } const uFrac=clamp(uhp[i]/uhpm[i],0,1), uBarW=T.size*1.15; batN.add(sPx,X,Y-T.size*0.85,uBarW,2.6,0,8,12,16,200); batN.add(sPx,X-uBarW/2*(1-uFrac),Y-T.size*0.85,uBarW*uFrac,2.6,0, uFrac>0.5?93:255, uFrac>0.5?255:130, uFrac>0.25?90:60, 255); /* VETERAN BADGE. A gold star floats over the hull rather than a text label: levels add spike length, not count, so a three-star vet stays legible at command zoom. Drawn as five radiating slivers because there is no star sprite in the sheet and a synthetic glyph is one batN batch line each. */ if(uvet[i]>0){ const sy=Y-T.size*1.06, sp2=3.2+uvet[i]*0.9, pulse=1+Math.sin(t*6+i)*0.14; for(let k2=0;k2<5;k2++){ const a2=-Math.PI/2+k2*TAU/5; batN.add(sPx,X+Math.cos(a2)*sp2*pulse,sy+Math.sin(a2)*sp2*pulse,2.6,sp2*2.2*pulse,a2,255,210,87,225); } batA.add(glow,X,sy,9+uvet[i]*2.5,9+uvet[i]*2.5,0,255,210,87,80); } /* ---- stance tells ------------------------------------------------- A mode has to be legible from across the battlefield without reading any UI: siege drops ground anchors, guard raises a plated dome, overdrive glows hot, ghost goes translucent, suppress throws muzzle haze. You should be able to tell what a line is doing at a glance. */ const mo=umode[i]; if(mo){ const dep=umodeT[i]>0 ? 1-umodeT[i]/MODE_SWITCH : 1; // animate the transition in if(mo===1){ // SIEGE: braced spades const sp=T.size*(0.8+dep*0.5); batN.add(sPx,X,Y,sp*2.1,sp*0.5,uang[i], 92,96,102, 200*dep); batN.add(sPx,X,Y,sp*0.5,sp*2.1,uang[i], 92,96,102, 200*dep); batA.add(selRing,X,Y,T.size*2.5,T.size*2.5,0, 255,200,110, 60*dep); } else if(mo===2){ // GUARD: plated shell batA.add(glow,X,Y-T.size*0.1,T.size*1.9*dep,T.size*1.6*dep,0, 130,190,255, 60*dep); batA.add(selRing,X,Y,T.size*2.0*dep,T.size*2.0*dep,t*0.4, 150,205,255, 110*dep); } else if(mo===3){ // OVERDRIVE: running hot batA.add(glow,X,Y,T.size*1.6,T.size*1.6,0, 255,120,50, (70+Math.sin(t*11+i)*38)*dep); } else if(mo===5){ // SUPPRESS: muzzle haze const ha=(T.tur?uturr[i]:uang[i])-Math.PI/2; batA.add(glow,X+Math.cos(ha)*T.size*0.8,Y+Math.sin(ha)*T.size*0.8, T.size*1.3,T.size*1.3,0, 255,190,110, 54*dep); } else if(mo===6){ // ASSIST: logistics lock batA.add(selRing,X,Y,T.size*2.1,T.size*2.1,t*.7,72,225,255,120*dep); } else if(mo===7){ // SURVEY: scanning wave const scan=1+((t*.55+i*.13)%1)*1.8; batA.add(selRing,X,Y,T.size*scan,T.size*scan,-t*.35,100,255,185,(125/scan)*dep); } } } // air pass for(let k=0;k0){ const cc=uclassBuff[i]===2?[75,225,255]:[255,112,54]; batA.add(selRing,ux[i],uy[i],T.size*2.25,T.size*2.25,t*1.8,cc[0],cc[1],cc[2],135); } if(use3D&&UNIT_UV[T.spr]){ batU.add(UNIT_UV[T.spr][angFrame(uang[i]+camYaw)],ux[i],uy[i]-7+bob,T.size*S3D,T.size*S3D,0,tc[0],tc[1],tc[2],255,52); } else { batN.add(sprites.px,ux[i]+4,uy[i]+9,T.size*0.7,T.size*0.35,uang[i],0,0,0,60); batN.add(sprites[T.spr],ux[i],uy[i]-7+bob,T.size,T.size,uang[i],tc[0],tc[1],tc[2],255); } batA.add(glow,ux[i]-Math.sin(uang[i])*T.size*0.5,uy[i]-7+bob+Math.cos(uang[i])*T.size*0.5,5,5,0,140,220,255,120); const aFrac=clamp(uhp[i]/uhpm[i],0,1), aBarW=T.size*1.15; batN.add(sPx,ux[i],uy[i]-T.size*1.1,aBarW,2.6,0,8,12,16,200); batN.add(sPx,ux[i]-aBarW/2*(1-aFrac),uy[i]-T.size*1.1,aBarW*aFrac,2.6,0, aFrac>0.5?93:255,aFrac>0.5?255:130,aFrac>0.25?90:60,255); } // ---- rally flags (player production buildings) ---- for(const Bd of blds){ if(!Bd.alive||Bd.team!==0||!Bd.rally) continue; const R2=Bd.rally; if(R2.xx1+30||R2.yy1+30) continue; batN.add(sPx,R2.x,R2.y-10,2,20,0,235,242,250,225); // pole const wave=Math.sin(t*5+R2.x)*1.5; batN.add(sPx,R2.x+6,R2.y-15+wave*0.3,10,6,wave*0.05,TEAMC[0][0],TEAMC[0][1],TEAMC[0][2],240); // pennant batA.add(sprites.glow,R2.x,R2.y,16,8,0,120,255,170,60+Math.sin(t*4)*25); if(openBld>=0&&blds[openBld]===Bd) // path hint while menu open batA.add(sprites.beam,(Bd.x+R2.x)/2,(Bd.y+R2.y)/2,3,Math.hypot(R2.x-Bd.x,R2.y-Bd.y), Math.atan2(R2.y-Bd.y,R2.x-Bd.x)+Math.PI/2,120,255,170,46); } // ---- formation hologram + multi-waypoint patrol routes ---- const showOrderPaths=!(META&&META.settings&&META.settings.orderPaths===false); const drawTacRoute=(pts,closed,draft,activeStep)=>{ if(!pts||pts.length<2)return; const cr=draft?[90,225,255]:[105,255,175], segs=closed?pts.length:pts.length-1; for(let j=0;j=0?patrolRoutes[ri]:null; if(R&&R.pts&&!seen[ri]){ seen[ri]=1;drawTacRoute(R.pts,true,false,R.step); /* Preview the active formation row in-world. Sampling caps the draw cost for huge platoons while keeping the spacing/turn intent clear. */ const row=R.targets&&R.targets[R.step]; if(row){ const stride=Math.max(1,Math.ceil(row.length/36)); for(let k=0;k=0)continue; const dx2=upx2[i]-upx1[i],dy2=upy2[i]-upy1[i],len=Math.hypot(dx2,dy2); if(len>=10)drawTacRoute([{x:upx1[i],y:upy1[i]},{x:upx2[i],y:upy2[i]}],true,false); } if(patrolDraft)drawTacRoute(patrolDraft.pts,patrolDraft.pts.length>2,true); } const confirmLive=orderConfirm&&performance.now()m.i):artBarrageSelected(); for(const i of src){ if(!ualive[i]||ugen[i]===undefined)continue; const len=Math.hypot(abDraw.x-ux[i],abDraw.y-uy[i]); batA.add(selRing,ux[i],uy[i],ART_BARRAGE.range*2,ART_BARRAGE.range*2,0,255,185,70,aiming===5?22:10); batA.add(sprites.beam,(ux[i]+abDraw.x)/2,(uy[i]+abDraw.y)/2,2.4+prog*2.4,len, Math.atan2(abDraw.y-uy[i],abDraw.x-ux[i])+Math.PI/2,255,182,70,38+prog*80); batA.add(selRing,ux[i],uy[i],TYPES[utype[i]].size*(2.1+prog),TYPES[utype[i]].size*(2.1+prog), t*(1+prog),255,195,82,150+prog*90); } } // ---- placement ghost + BUILD ZONE rings (no darkening overlay) ---- if(placing){ const T=BT[placing.type], ok=placementValid(); const freeNode=(placing.type==='mex'||placing.type==='geo'); // construction zone: a SQUARE footprint per structure, with corner brackets if(!freeNode){ for(const Bz of blds){ if(!Bz.alive||Bz.team!==0) continue; const br=buildRadius(Bz), sd=br*2; if(Bz.xx1+br||Bz.yy1+br) continue; const ew=Math.max(2.2,3.2/cam.z); // constant on-screen edge weight batA.add(sPx,Bz.x,Bz.y,sd,sd,0,60,150,220,13); // fill wash batA.add(sPx,Bz.x,Bz.y-br,sd,ew,0,120,215,255,120); // edges batA.add(sPx,Bz.x,Bz.y+br,sd,ew,0,120,215,255,120); batA.add(sPx,Bz.x-br,Bz.y,ew,sd,0,120,215,255,120); batA.add(sPx,Bz.x+br,Bz.y,ew,sd,0,120,215,255,120); const cb=br*0.24; // corner brackets for(const sx3 of [-1,1]) for(const sy3 of [-1,1]){ batA.add(sPx,Bz.x+sx3*(br-cb/2),Bz.y+sy3*br,cb,ew*2.1,0,150,235,255,215); batA.add(sPx,Bz.x+sx3*br,Bz.y+sy3*(br-cb/2),ew*2.1,cb,0,150,235,255,215); } } } // snap grid const gx0=Math.round((placing.x-160)/SNAP)*SNAP, gy0=Math.round((placing.y-160)/SNAP)*SNAP; for(let k=0;k<=16;k++){ batA.add(sPx,gx0+k*SNAP,placing.y,1.2,320,0,120,220,255,44); batA.add(sPx,placing.x,gy0+k*SNAP,320,1.2,0,120,220,255,44); } // alignment guides to snapped neighbours for(const Bg of blds){ if(!Bg.alive||Bg.team!==0) continue; if(Math.abs(Bg.x-placing.x)<1 && Math.abs(Bg.y-placing.y)<300) batA.add(sPx,placing.x,(placing.y+Bg.y)/2,1.6,Math.abs(placing.y-Bg.y),0,120,255,190,120); if(Math.abs(Bg.y-placing.y)<1 && Math.abs(Bg.x-placing.x)<300) batA.add(sPx,(placing.x+Bg.x)/2,placing.y,Math.abs(placing.x-Bg.x),1.6,0,120,255,190,120); } batA.add(glow,placing.x,placing.y,T.size*2.6,T.size*2.6,0, ok?80:255, ok?255:70, ok?140:60, 60); const prot=placing.rot||0; /* The ghost's FOOTPRINT is the important thing to show — the exact oriented rectangle of ground this will consume, so overlaps are obvious before you commit rather than a mystery rejection afterwards. */ const pf=bldFoot(placing.type); const pr=ok?[90,235,150]:[255,80,70]; /* Paint each snapped cell under the proposed footprint. A red cell and diagonal cross make an invalid site understandable before Build is pressed, including large structures whose centre looks clear while one corner clips water, a node, or another building. */ const nx=Math.max(1,Math.round(pf[0]/SNAP)),ny=Math.max(1,Math.round(pf[1]/SNAP)); const cellW=pf[0]/nx,cellH=pf[1]/ny; const rc=Math.cos(prot),rs=Math.sin(prot); for(let cy=0;cybatA.add(sPx,placing.x+ex*pc-ey*ps,placing.y+ex*ps+ey*pc,w,h,r,pr[0],pr[1],pr[2],210); edge(0,-phh,pf[0],2.2,prot); edge(0,phh,pf[0],2.2,prot); edge(-phw,0,2.2,pf[1],prot); edge(phw,0,2.2,pf[1],prot); // facing chevron: which way the structure will point once built edge(phw*0.55,0, pf[0]*0.30, 3.2, prot); edge(phw*0.30,-phh*0.34, pf[0]*0.22, 3.2, prot+0.7); edge(phw*0.30, phh*0.34, pf[0]*0.22, 3.2, prot-0.7); BILLBOARD=1; const guv=UNIT_UV[T.spr]; // ghost: prefer baked 3D sprite; some buildings have no 2D atlas art if(guv) batU.add(guv[0],placing.x,placing.y,T.size*S3B,T.size*S3B,0, ok?160:255, ok?255:120, ok?180:110, 200, T.size*0.5); else if(sprites[T.spr]) batN.add(sprites[T.spr],placing.x,placing.y,T.size,T.size,0, ok?160:255, ok?255:120, ok?180:110, 190, T.size*0.5); if(!freeNode&&!inBuildRange(placing.x,placing.y,0)) // clear "why not" cue, no dark wash batA.add(selRing,placing.x,placing.y,T.r*3.4,T.r*3.4,t*1.2,255,90,70,120); if(placing.type==='turret') batA.add(selRing,placing.x,placing.y,TURRET_RNG*2,TURRET_RNG*2,0,255,255,255,26); if(placing.type==='bastion'){ batA.add(selRing,placing.x,placing.y,BASTION.rng*2,BASTION.rng*2,0,255,255,255,22); batA.add(selRing,placing.x,placing.y,BASTION.minRng*2,BASTION.minRng*2,0,255,90,60,30); } const newDefR=placing.type==='minelaser'?MINELASER.rng: placing.type==='missilebastion'?MISSILE_BASTION.rng: placing.type==='plasma'?PLASMA_CHARGER.rng:0; if(newDefR) batA.add(selRing,placing.x,placing.y,newDefR*2,newDefR*2,0,120,225,255,24); } // ---- SUPER CARRIER (pre-deployment) ---- if(carrier.active&&carrier.phase<2){ const alt=carrierEffectiveAlt(), tc=TEAMC[0]; const sc=1+alt/620; // parallax: bigger while high // ground shadow tightens as it descends batN.add(sprites.glow,carrier.x+alt*0.10,carrier.y+alt*0.16, 110*(1+alt/900),74*(1+alt/900),0,0,0,0,Math.max(28,120-alt*0.09)); if(carrier.phase===1&&(carrier.tx!==carrier.x||carrier.ty!==carrier.y)){ batA.add(sprites.beam,(carrier.x+carrier.tx)/2,(carrier.y+carrier.ty)/2,2.4, Math.hypot(carrier.tx-carrier.x,carrier.ty-carrier.y), Math.atan2(carrier.ty-carrier.y,carrier.tx-carrier.x)+Math.PI/2,120,220,255,42); batA.add(selRing,carrier.tx,carrier.ty,44,44,t*1.4,120,220,255,110); } // deploy-site validity halo if(carrier.phase===1){ const okd=carrierCanDeploy(); batA.add(selRing,carrier.x,carrier.y-alt*0.5,150,150,t*0.35, okd?90:255, okd?240:90, okd?150:70, 90+Math.sin(t*3)*35); if(okd) batA.add(sprites.glow,carrier.x,carrier.y,160,110,0,90,240,150,26); } batN.add(sprites.carrier,carrier.x,carrier.y-alt*0.5,150*sc,150*sc,carrier.ang, tc[0],tc[1],tc[2],255); if(alt>0){ // retro-thrust plumes for(const sx2 of [-42,42]){ batA.add(sprites.glow,carrier.x+sx2,carrier.y-alt*0.5+52,34,52,0,255,190,110,150); batA.add(sprites.glow,carrier.x+sx2,carrier.y-alt*0.5+78,22,84,0,255,140,60,90); } } } // ---- meteor warnings ---- for(const M of meteors){ const pulse=0.6+Math.sin(t*8)*0.4; batA.add(sprites.warn,M.x,M.y,170,170,t*0.8,255,90,60,120*pulse); batA.add(glow,M.x,M.y,40*pulse,40*pulse,0,255,90,60,70); if(M.t<0.6){ const fall=1-M.t/0.6; batA.add(sprites.beam,M.x+40*(1-fall),M.y-320*(1-fall*0.9),10,560,0.12,255,190,110,fall*220); batA.add(glow,M.x+40*(1-fall),M.y-620*(1-fall),30,30,0,255,220,150,fall*255); } } // ---- baked 3D unit batch (own texture), then overlays ---- if(batU.n){ gl.bindTexture(gl.TEXTURE_2D,unitTex); batU.flush(); gl.bindTexture(gl.TEXTURE_2D,atlasTex); } batN.flush(); // ---- night ambient: cool darkness over the world; lights punch through ---- if(nAmt>0.02){ batN.add(sPx,camx,camy,B.hw*2+120,B.hh*2+120,0, 13,19,48, Math.min(150,nAmt*135)); batN.flush(); } // ---- additive pass ---- gl.blendFunc(gl.SRC_ALPHA,gl.ONE); /* ---- VOLUMETRIC LIGHT ------------------------------------------------ In dark air — night, a Blood Moon, a fog bank — a light source stops being a bright dot and becomes a visible SHAFT, because you can see the medium it's travelling through. Each shaft is a stack of additive cones leaning away from the light, widening and fading with distance; layering three of them with slightly different widths gives the soft-edged falloff a single quad can't. Gated hard on darkness so noon costs nothing. */ const volAmt=Math.min(1, nAmt*1.15 + (WC.moon?0.55:0) + (WC.fogb?0.42:0)); if(volAmt>0.22 && bloomOn && perfScale>0.35){ const sBm=sprites.beam, sGl=sprites.glow; const drift=Math.sin(t*0.25)*0.10; // the air is never quite still const shaft=(sx,sy,len,wid,r,g,b,a,ang)=>{ const A=a*volAmt; batA.add(sGl,sx,sy,wid*2.4,wid*2.4,0,r,g,b,A*0.55); // source bloom for(let L=0;L<3;L++){ const f=1+L*0.9, al=A*(0.34-L*0.09); if(al<=1) continue; batA.add(sBm, sx+Math.cos(ang)*len*0.5, sy+Math.sin(ang)*len*0.5, wid*f, len, ang+Math.PI/2, r,g,b, al); } }; /* Specialist night shafts only. Generic work-light cones used to stamp a warm source bloom on every large building — the HUD leftover of the 3D billboard this pass retired. Searchlights and runway lamps stay. */ for(const Bv of blds){ if(!Bv.alive||Bv.prog<1||Bv.team===2) continue; if(Bv.xx1+140||Bv.yy1+140) continue; if(!fogEntityVisible(Bv.team,Bv.x,Bv.y)) continue; const szv=BT[Bv.type].size; if(Bv.type==='techlab'||Bv.type==='uplink'||Bv.type==='nova'){ // sweeping searchlight const sw=t*0.55+Bv.anim; shaft(Bv.x, Bv.y-szv*0.5, szv*4.4, szv*0.42, 150,210,255, 84, sw); } if(Bv.type==='airfield'){ // runway approach lights shaft(Bv.x, Bv.y, szv*3.0, szv*0.32, 120,255,170, 76, (Bv.rot||0)); shaft(Bv.x, Bv.y, szv*3.0, szv*0.32, 255,140,110, 76, (Bv.rot||0)+Math.PI); } } // vehicle headlights: the beam itself, not just the pool on the ground if(volAmt>0.4){ const stepV=Math.max(1,Math.ceil(teamCount[0]/170)); for(let i=0;ix1+40||Yy1+40) continue; if(!fogEntityVisible(uteam[i],X,Y)) continue; const ha=uang[i]-Math.PI/2; shaft(X+Math.cos(ha)*Tv.size*0.5, Y+Math.sin(ha)*Tv.size*0.5, Tv.size*3.4, Tv.size*0.5, 255,242,206, 62, ha); } } // burning ruins glow through the murk for(const Rv of relics){ if(!Rv.alive||!(Rv.burn>0.3)) continue; if(Rv.xx1+120||Rv.yy1+120) continue; shaft(Rv.x, Rv.y-Rv.s*0.4, Rv.s*2.2, Rv.s*0.6, 255,150,70, 70*Rv.burn, -Math.PI/2+drift); } } // beams const sBeam=sprites.beam; /* The 3D renderer owns combat VFX when enabled. Drawing the legacy 2D beam batch on top projected world lengths through the HUD camera a second time, producing the full-screen bars seen in dense battles. */ if(!use3D) for(const bm of beams){ const lf=1-bm.t/bm.max; const mx=(bm.x0+bm.x1)/2, my=(bm.y0+bm.y1)/2; if(mxx1+200||myy1+200) continue; if(!fogFxVisible(bm.x0,bm.y0,bm.team)||!fogFxVisible(bm.x1,bm.y1,bm.team)) continue; const len=Math.sqrt(dist2(bm.x0,bm.y0,bm.x1,bm.y1)); const rot=Math.atan2(bm.y1-bm.y0,bm.x1-bm.x0)+Math.PI/2; batA.add(sBeam,mx,my,bm.w*(2.4-lf),len,rot,bm.r,bm.g,bm.b,lf*230); batA.add(sBeam,mx,my,bm.w*0.8,len,rot,255,255,255,lf*255); batA.add(glow,bm.x1,bm.y1,bm.w*4,bm.w*4,0,bm.r,bm.g,bm.b,lf*200); } // projectiles const sBolt=sprites.bolt, sGlow=sprites.glow; if(!use3D) for(let i=0;ix1||Yy1) continue; if(!fogFxVisible(X,Y,pteam[i])) continue; const c=TEAMB[pteam[i]], wk=pwk[i]||'p'; if(wk==='g'){ const a=Math.atan2(pvy[i],pvx[i])+Math.PI/2; batA.add(sBolt,X,Y,4,22,a,205,245,255,255); batA.add(sGlow,X,Y,10,10,0,100,215,255,190); } else if(wk==='s'){ batA.add(sGlow,X,Y,14,14,0,205,125,255,230); batA.add(sRing,X,Y,19,19,0,120,225,255,160); } else if(wk==='i'){ batA.add(sGlow,X,Y,17,17,0,75,205,255,235); batA.add(sGlow,X,Y,7,7,0,235,255,255,255); } else if(wk==='f'){ batA.add(sprites.flame,X,Y,13,18,Math.atan2(pvy[i],pvx[i])+Math.PI/2,255,205,115,235); } else if(ptype[i]===2){ const arc=Math.sin(pt[i]*Math.PI); const lift=arc*clamp((pArc[i]||70)*.37,26,240); const s=(pBarrage[i]?10:6)+arc*(pBarrage[i]?15:10); batA.add(sGlow,X,Y-lift,s,s,0,255,pBarrage[i]?150:190,pBarrage[i]?55:90,235); if(pBarrage[i])batN.add(sprites.debris||sGlow,X,Y-lift,s*.72,s*1.7, Math.atan2(pvy[i],pvx[i])+Math.PI/2,70,66,62,255); batA.add(sGlow,X,Y,4,4,0,40,30,20,120); } else if(ptype[i]===3){ batA.add(sBolt,X,Y,10,26,Math.atan2(pvy[i],pvx[i])+Math.PI/2,140,230,255,255); } else if(ptype[i]===4){ batA.add(sGlow,X,Y,7,7,0,255,170,90,240); } else if(ptype[i]===5){ const gr=1.6-plife[i]*2; // flame grows as it travels batA.add(sprites.flame,X,Y,9*gr,13*gr,Math.atan2(pvy[i],pvx[i])+Math.PI/2,255,255,255,210); } else { const s=ptype[i]===1?8:5; batA.add(sBolt,X,Y,s,s*2.6,Math.atan2(pvy[i],pvx[i])+Math.PI/2,c[0],c[1],c[2],240); } } // particles (additive types) const sRing=sprites.ring, sFire=sprites.fireball, sDeb=sprites.debris; for(let i=0;ix1||Yy1) continue; if(!fogPointVisible(X,Y)) continue; const lf=flife[i]/fmax[i]; const tp=ftype[i]; if(tp===0){ batA.add(sGlow,X,Y,fsize[i]*(1.4-lf*0.4),fsize[i]*(1.4-lf*0.4),0,fcr[i],fcg[i],fcb[i],lf*255); } else if(tp===2){ batA.add(sGlow,X,Y,fsize[i],fsize[i],0,fcr[i],fcg[i],fcb[i],lf*255); } else if(tp===3){ const g=1-lf; batA.add(sRing,X,Y,fsize[i]*(0.3+g*0.7)*2,fsize[i]*(0.3+g*0.7)*2,0,fcr[i],fcg[i],fcb[i],lf*180); } else if(tp===4){ batA.add(sFire,X,Y,fsize[i],fsize[i],i*0.7,255,255,255,lf*235); } else if(tp===5){ batA.add(sDeb,X,Y,fsize[i],fsize[i]*2.4,Math.atan2(fvy[i],fvx[i])+Math.PI/2,fcr[i],fcg[i],fcb[i],lf*255); } else if(tp===6&&!use3D){ batA.add(sFire,X,Y,fsize[i]*0.6,fsize[i]*0.6,i*0.7,255,255,255,lf*235); } else if(tp===7&&!use3D){ batA.add(sDeb,X,Y,fsize[i]*0.5,fsize[i],Math.atan2(fvy[i],fvx[i])+Math.PI/2,255,200,120,lf*255); } // feed the bloom pass from the brightest emitters if(bloomOn&&(tp===0||tp===4||tp===6)&&fsize[i]>7&&lf>0.25) addBloom(X,Y,fsize[i]*3.1,fcr[i],fcg[i],fcb[i],lf*(tp===0?0.30:0.42)); } /* ---- world alert pings: expanding rings at attack locations ---- */ const sRing2=sprites.ring, sGlow3=sprites.glow; for(let pi=worldAlertPings.length-1;pi>=0;pi--){ const P=worldAlertPings[pi]; const age=stats.t-P.t; if(age>P.dur){ worldAlertPings.splice(pi,1); continue; } if(P.xx1+200||P.yy1+200) continue; const frac=age/P.dur; const innerR=40+age*55; const outerR=70+age*80; batA.add(sRing2,P.x,P.y,innerR,innerR,age*0.6, P.cr,P.cg,P.cb, (1-frac)*200); batA.add(sRing2,P.x,P.y,outerR,outerR,-age*0.4, P.cr,P.cg,P.cb, (1-frac)*120); batA.add(sGlow3,P.x,P.y,innerR*0.6,innerR*0.6,0, P.cr,P.cg,P.cb, (1-frac)*50); } /* ---- directional off-screen threat arrow ---- */ renderOffscreenArrows(); batA.flush(); // smoke/dust (normal blending, tinted) gl.blendFunc(gl.SRC_ALPHA,gl.ONE_MINUS_SRC_ALPHA); const sSmoke=sprites.smoke; if(!use3D)for(let s=0;sx1||S.yy1||!fogFxVisible(S.x,S.y,S.team))continue; const lf=S.life/S.max,age=1-lf,sz=S.size*(1+age*1.8),lift=clamp(S.lift*.37,0,260); batN.add(sSmoke,S.x,S.y-lift,sz,sz,S.rot+age*.55,78+age*14,73+age*13,69+age*12,145*lf); } for(let i=0;ix1||Yy1) continue; if(tp!==9&&!fogPointVisible(X,Y)) continue; const lf=flife[i]/fmax[i]; if(tp===9){ // ambient mote: leaf / snowflake batN.add(sprites.glow,X+Math.sin(flife[i]*4+i)*6,Y,fsize[i],fsize[i],0,fcr[i],fcg[i],fcb[i],Math.min(1,lf*2.5)*190); } else if(tp===1){ batN.add(sSmoke,X,Y,fsize[i],fsize[i],i,fcr[i],fcg[i],fcb[i],lf*140); } else { // volumetric mushroom plume: smoke column + rising expanding cap const age=1-lf, S=fsize[i]; const colH=S*1.9*Math.min(1,age*2.2); const nSeg=4; for(let s2=1;s2<=nSeg;s2++){ const fy2=Y-colH*s2/nSeg; const w=S*(0.34+0.1*s2/nSeg+age*0.14); batN.add(sSmoke,X+Math.sin(i+s2*1.7+age*5)*S*0.05,fy2,w,w,i+s2,52,50,52,lf*165); } const capW=S*(0.75+age*0.85); batN.add(sSmoke,X,Y-colH,capW,capW*0.7,i*0.7,58,54,56,lf*185); batN.add(sSmoke,X-capW*0.3,Y-colH+capW*0.12,capW*0.6,capW*0.5,i*1.3,46,44,46,lf*160); batN.add(sSmoke,X+capW*0.3,Y-colH+capW*0.12,capW*0.6,capW*0.5,i*2.1,46,44,46,lf*160); if(age<0.45) batA.add(sprites.glow,X,Y-colH*0.4,S*0.5*(1-age*2),S*0.7*(1-age*2),0,255,150,60,(1-age*2.2)*160); } } // ---- bird flocks (ambient life, day only) ---- if(nAmt<0.75) for(const F of birds){ const rot=Math.atan2(F.vy,F.vx)+Math.PI/2; for(let k2=0;k2x1||by2y1) continue; const flap=0.45+Math.abs(Math.sin(F.ph*2.2+k2))*0.75; batN.add(sprites.glow,bx2+9,by2+18,8,4,0,0,0,0,55); // ground shadow batN.add(sprites.bird,bx2,by2,10,10*flap,rot,26,30,38,235); } } // shard ground shadows (atlas still bound) for(let i=0;ix1||Yy1) continue; if(!fogPointVisible(X,Y)) continue; const zf=1/(1+shZ[i]*0.02); batN.add(sprites.glow,X,Y,shSize[i]*1.1*(2-zf),shSize[i]*0.7*(2-zf),0,0,0,0,70*zf*Math.min(1,shLife[i]*2)); } batN.flush(); // ---- baked 3D FX: explosion flipbook + tumbling debris (topmost) ---- if(use3D){ for(let i=0;ix1||Yy1) continue; if(!fogPointVisible(X,Y)) continue; const lf=flife[i]/fmax[i]; if(tp===6){ // volumetric fireball: three parallax layers rising at different speeds const age=1-lf, fr=Math.min(23,(age*24)|0); const S=fsize[i]; batA.add(sprites.glow,X,Y,S*2.5,S*2.5,0,255,185,105,lf*(50+110*nAmt)); // ground illumination if(bloomOn) addBloom(X,Y,S*2.6,255,190,120,lf*0.55); batU2.add(UNIT_UV.expl[fr],X,Y-age*S*0.10,S,S,(i&3)*1.57,255,255,255,255); batU2.add(UNIT_UV.expl[Math.min(23,fr+2)],X+S*0.06,Y-age*S*0.34,S*0.72,S*0.72,((i>>2)&3)*1.57+0.6,255,255,255,215); if(S>26) batU2.add(UNIT_UV.expl[Math.min(23,fr+4)],X-S*0.07,Y-age*S*0.58,S*0.5,S*0.5,(i&7)*0.8,255,255,255,170); } else { // ballistic debris: parabolic hop with ground shadow const age=1-lf; const hop=fsize[i]*1.7*4*lf*age; // peak at mid-flight const fr=(i+((age*22)|0))%32; batU2.add(UNIT_UV.chunk[fr],X,Y-hop,fsize[i]*(1+hop*0.012),fsize[i]*(1+hop*0.012),age*6+i,255,255,255,lf<0.25?lf*1020:255); } } // volumetric shards: textured fragments with altitude + tumble for(let i=0;ix1||Yy1) continue; if(!fogPointVisible(X,Y)) continue; const a=Math.min(1,shLife[i]*2)*255; batU2.add([shU0[i],shV0[i],shU1[i],shV1[i]], X, Y-shZ[i]*0.9, shSize[i]*(1+shZ[i]*0.004), shSize[i]*(1+shZ[i]*0.004), shRot[i], shR[i],shG[i],shB[i], a); } if(batU2.n){ gl.bindTexture(gl.TEXTURE_2D,unitTex); batU2.flush(); gl.bindTexture(gl.TEXTURE_2D,atlasTex); } } // ---- BLOOM: soft light bleed around every bright emitter ---- if(bloomOn&&bloomN){ gl.blendFunc(gl.SRC_ALPHA,gl.ONE); const sGlow2=sprites.glow; for(let i=0;i{mmFrame=0;}):null,s=size||12,h=s*.5; mm.save();mm.beginPath();mm.arc(x,y,h+1.5,0,TAU);mm.fillStyle='rgba(3,10,18,.92)';mm.fill(); mm.lineWidth=1.5;mm.strokeStyle=stroke||'#dff6ff';mm.stroke(); if(I)mm.drawImage(I,x-h,y-h,s,s); else{mm.fillStyle=stroke||'#dff6ff';mm.font='900 '+Math.max(7,s*.65)+'px sans-serif';mm.textAlign='center';mm.textBaseline='middle';mm.fillText('\u25c8',x,y+.5);} mm.restore(); } function renderMinimap(){ if((mmFrame++)%5) return; /* 256 backing store: a 5x5 civic cell is ~10 px, so lots/streets survive the command-map read. CSS still paints 72-84 px; the canvas is the map. */ const S=256, k=S/MAP; const mmEl=mm.canvas; if(mmEl.width!==S){ mmEl.width=S; mmEl.height=S; } if(!mmBg||mmBg.width!==S){ mmBg=document.createElement('canvas'); mmBg.width=S; mmBg.height=S; const c=mmBg.getContext('2d',{willReadFrequently:true}); /* Same civic albedo+mask as the 3D ground — not a bilinear grass stamp. */ if(typeof composeMinimapTerrain==='function') composeMinimapTerrain(c,S); else c.drawImage(terrainCanvas,0,0,S,S); } mm.drawImage(mmBg,0,0); mm.fillStyle='#3dd68a'; for(const d of deposits){ const tier=depositTier(d); if(tier<=0||(fogOn&&!demoMode&&!fogExploredAt(d.x,d.y))) continue; mm.fillStyle=tier===3?'#d06bff':tier===2?'#55eea3':'#4edcff'; const rs=(tier+2)*2;mm.fillRect(d.x*k-rs/2,d.y*k-rs/2,rs,rs); } for(const B of blds){ if(!B.alive) continue; const visB=fogEntityVisible(B.team,B.x,B.y); const radarB=!visB&&B.team!==0&&typeof intelRadarContact==='function'&&intelRadarContact(B.x,B.y); if(!visB&&!radarB) continue; mm.fillStyle=radarB?'rgba(255,109,94,.42)':(B.team===0?mmPCol:(B.team===1?mmECol:'#ffb13a')); const s=Math.max(radarB?3:5,B.r*k*(radarB?1.05:1.6)); mm.fillRect(B.x*k-s/2,B.y*k-s/2,s,s); } const total=teamCount[0]+teamCount[1]+teamCount[2]; const step=total>3000? Math.ceil(total/1800):1; for(let i=0;i=0;p2--){ const P=mmPings[p2]; if(stats.t>P.until){ mmPings.splice(p2,1); continue; } const ph=(P.until-stats.t)%1; mm.strokeStyle='rgba('+P.cr+','+P.cg+','+P.cb+','+(0.35+0.6*(1-ph))+')'; mm.lineWidth=3; mm.beginPath(); mm.arc(P.x*k,P.y*k,6+ph*18,0,6.283); mm.stroke(); } /* Strategic identity markers are deliberately painted after fog. Enemy crests still require current vision; friendly HQ/ally starts remain useful navigation anchors even when the unit dots merge into a large army. */ const ownFac=(typeof playerFaction!=='undefined'&&playerFaction)||'nova'; const ownHq=bldLive.find(B=>B.alive&&B.team===0&&B.type==='hq'&&B.allyAI==null); if(ownHq)mmFactionCrest(ownFac,ownHq.x*k,ownHq.y*k,20,'#5de1ff'); if(typeof AI!=='undefined'){ for(const A of AI.allies||[])mmFactionCrest(A.fac||ownFac,A.x*k,A.y*k,20,'#66e5a2'); for(const A of AI.bases||[]){ const h=A.commander,visible=h>=0&&ualive[h]&&fogEntityVisible(uteam[h],ux[h],uy[h]); if(visible)mmFactionCrest(A.fac||AI.fac,ux[h]*k,uy[h]*k,24,'#ff6d5e'); } } if(heroIdx>=0&&ualive[heroIdx])mmFactionCrest(ownFac,ux[heroIdx]*k,uy[heroIdx]*k,26,'#ffd257'); /* Ground quad the ortho camera actually sees — not camBounds(). That AABB is a cull pad (+60) and at yaw=0 assigns the pitched along-view span to world Y while the eye looks along +X, so a portrait view drew a tall white box over fog south of the look-at. Same unproject as s2w, onto the look-at height plane so relief does not jitter the chrome. */ const q=mmViewCorners(); mm.strokeStyle='rgba(255,255,255,.85)'; mm.lineWidth=2.5; mm.beginPath(); mm.moveTo(q[0][0]*k,q[0][1]*k); mm.lineTo(q[1][0]*k,q[1][1]*k); mm.lineTo(q[2][0]*k,q[2][1]*k); mm.lineTo(q[3][0]*k,q[3][1]*k); mm.closePath(); mm.stroke(); } function mmViewCorners(){ const m=matV; const rx=m[0], ry=m[4], rz=m[8]; const ux=m[1], uy=m[5], uz=m[9]; const dx=-m[2], dy=-m[6], dz=-m[10]; const asp=VW/Math.max(1,VH); const hh=orthoSpan*0.5, hw=hh*asp; const planeY=typeof terrainH==='function'?terrainH(cam.x,cam.y):0; function at(sx,sy){ const ndx=((sx/VW)*2-1)*hw, ndy=(1-(sy/VH)*2)*hh; const ox=eyeX+rx*ndx+ux*ndy, oy=eyeY+ry*ndx+uy*ndy, oz=eyeZ+rz*ndx+uz*ndy; if(Math.abs(dy)<1e-5) return [cam.x,cam.y]; const t=(planeY-oy)/dy; return [ox+dx*t, oz+dz*t]; } return [at(0,0), at(VW,0), at(VW,VH), at(0,VH)]; } // ---------- HUD ---------- const $=id=>document.getElementById(id); let toastTimer=0; /* Haptics. A mobile-first game with not a single vibrate call was leaving the cheapest feedback channel on the device unused. Guarded because desktop and iOS Safari do not implement it. */ function buzz(ms){ try{ if(navigator.vibrate && META.settings.haptics!==false) navigator.vibrate(ms); }catch(e){} } /* The alert chip: a tappable jump-to-trouble marker, because a toast that erases itself in 2.6 seconds is not an alert. */ let alertPos=null; /* World-space 3D alert pings — ring array rendered in the game viewport */ const worldAlertPings=[]; function worldAlertPing(x,y,type){ const colors={'attack':[255,80,60],'ally_down':[255,220,60],'new_enemy':[255,160,40],'building_lost':[180,80,255]}; const c=colors[type]||colors.attack; worldAlertPings.push({x,y,t:stats.t,dur:type==='attack'?8:type==='building_lost'?8:6, cr:c[0],cg:c[1],cb:c[2]}); if(worldAlertPings.length>6) worldAlertPings.shift(); } /* Render off-screen directional threat arrows on the viewport edge. Called each frame from the HUD layer so the player always knows WHERE trouble is. Uses batA sprite batch positioned in world space at the screen edge. */ function renderOffscreenArrows(){ if(!alertPos) return; const b=camBounds(); /* Is the alert position within the current camera viewport? If yes, skip arrow. */ if(alertPos[0]>=b.x0 && alertPos[0]<=b.x1 && alertPos[1]>=b.y0 && alertPos[1]<=b.y1) return; /* Compute angle from camera center toward the alert world position. */ const dx=alertPos[0]-cam.x, dy=alertPos[1]-cam.y; const ang=Math.atan2(dy,dx); const cosA=Math.cos(ang), sinA=Math.sin(ang); /* Intersect ray with viewport edge, keeping a margin inside. */ const halfW=(b.x1-b.x0)*0.5, halfH=(b.y1-b.y0)*0.5; const tEdge=Math.min( Math.abs(halfW/Math.max(0.001,Math.abs(cosA))), Math.abs(halfH/Math.max(0.001,Math.abs(sinA))) )*0.88; const arrowX=cam.x+cosA*tEdge; const arrowY=cam.y+sinA*tEdge; const pulse=0.6+0.4*Math.sin(stats.t*4); /* Glow background circle */ batA.add(sprites.glow,arrowX,arrowY,28,28,0, 255,50,30, pulse*160); /* Directional pointer: thin beam rotated to point toward threat */ batA.add(sprites.beam,arrowX+cosA*10,arrowY+sinA*10, 5,22, ang+Math.PI/2, 255,70,50, pulse*235); } function showAlert(x,y,type){ alertPos=[x,y]; const el=document.getElementById('atkAlert'); if(!el) return; el.style.display='block'; clearTimeout(showAlert._t); const dur=type==='building_lost'?12000:9000; showAlert._t=setTimeout(()=>{ el.style.display='none'; alertPos=null; }, dur); /* Spawn world-space alert ring + minimap ping */ worldAlertPing(x,y,type||'attack'); mmPing(x,y,type||'attack'); /* 3D world particles: expanding alert rings at the attack position */ if(typeof addParticle==='function'){ addParticle(3,x,y,0,0,1.5,60, 255,80,60); addParticle(3,x,y,0,0,1.8,100, 255,60,40); } sfx('alarm',x,y,0.8); buzz(80); } function jumpToAlert(){ if(!alertPos) return; cam.x=alertPos[0]; cam.y=alertPos[1]; camFollow=-1; clampCam(); camUpdateMatrices(); const el=document.getElementById('atkAlert'); if(el) el.style.display='none'; alertPos=null; sfx('ui'); } /* Pre-contact intelligence names a LANE, never the hidden enemy spawn. The stored vector is only the final approach toward a player asset, so the world overlay remains useful without punching a hole through fog of war. */ let waveThreat=null; function waveLaneName(fromX,fromY,toX,toY){ const a=Math.atan2(fromY-toY,fromX-toX),i=(Math.round(a/(Math.PI/4))+8)%8; return ['EAST','SOUTHEAST','SOUTH','SOUTHWEST','WEST','NORTHWEST','NORTH','NORTHEAST'][i]+' LANE'; } function setWaveWarning(fromX,fromY,toX,toY,eta,wave,count){ const dx=fromX-toX,dy=fromY-toY,L=Math.hypot(dx,dy)||1,now=(stats&&stats.t)||0; waveThreat={x:toX,y:toY,dx:dx/L,dy:dy/L,lane:waveLaneName(fromX,fromY,toX,toY), wave:wave||1,count:count||0,until:now+Math.max(0,eta||0),expires:now+Math.max(8,(eta||0)+8)}; updateWaveWarning(); } function clearWaveWarning(){ waveThreat=null; const el=document.getElementById('waveAlert'); if(el) el.style.display='none'; } function updateWaveWarning(){ const el=document.getElementById('waveAlert'); if(!el) return; if(!waveThreat||!running||demoMode||stats.t>waveThreat.expires){ clearWaveWarning(); return; } const left=Math.max(0,Math.ceil(waveThreat.until-stats.t)); const atk=document.getElementById('atkAlert'); el.classList.toggle('withAttack',!!(atk&&atk.style.display==='block')); if(el.style.display!=='block') el.style.display='block'; const h='⚠ WAVE '+waveThreat.wave+''+waveThreat.lane+' · ' +(left?left+'s':waveThreat.count?waveThreat.count+' HOSTILES':'CONTACT')+''; if(el._mfH!==h){ el._mfH=h; el.innerHTML=h; } } function jumpToWaveWarning(){ if(!waveThreat) return; cam.x=waveThreat.x; cam.y=waveThreat.y; camFollow=-1; clampCam(); camUpdateMatrices(); sfx('ui'); } function toast(msg){ const el=$('toast'); el.textContent=msg; el.style.opacity=1; /* Messages share one reserved notification rail instead of appearing as arbitrary centre-screen popups over the build and command interfaces. */ el.classList.add('noticeBox'); el.classList.remove('pickupReward','radioNotice'); el.style.removeProperty('--pickup-col'); clearTimeout(toastTimer); toastTimer=setTimeout(()=>el.style.opacity=0,2600); } /* One fixed notification rail owns every transient line. Command speech uses this same box, so radio text cannot stack on top of economy/pickup notices. */ function radioNotice(title,msg){ const el=$('toast'); el.classList.remove('pickupReward');el.classList.add('noticeBox','radioNotice'); el.style.removeProperty('--pickup-col'); el.innerHTML=''+title+''+msg+'';el.style.opacity=1; clearTimeout(toastTimer);toastTimer=setTimeout(()=>el.style.opacity=0,2350); } function pickupToast(kind,reward){ const el=$('toast'), rarity=(typeof CRATE_RARITY!=='undefined'&&(CRATE_RARITY[kind.rarity]||CRATE_RARITY[0]))||{nm:'FIELD',col:[255,225,140]}; const c=kind.col||rarity.col||[255,225,140]; el.classList.remove('radioNotice');el.classList.add('pickupReward','noticeBox'); el.style.setProperty('--pickup-col','rgb('+c[0]+','+c[1]+','+c[2]+')'); el.innerHTML=''+kind.em+' '+rarity.nm.toUpperCase()+' RECOVERED'+kind.nm+' · '+reward+''; el.style.opacity=1; clearTimeout(toastTimer); toastTimer=setTimeout(()=>{el.style.opacity=0;el.classList.remove('pickupReward');},3200); } function updateSelInfo(){ const el=$('selInfo'), tac=$('tacRow'); const deck=typeof hudDeck==='string'?hudDeck:'orders'; const counts={}; let n=0,first=-1,modeable=0,curMode=-1,mixed=false,patrolling=0,holding=0,stopped=0,moving=0,reposition=0,guarding=0; for(let i=0;i1){ modeable++; if(curMode<0) curMode=umode[i]; else if(curMode!==umode[i]) mixed=true; } } if(typeof updateGroupBadges==='function')updateGroupBadges(); if(tac) tac.style.display=deck==='orders'&&n?'flex':'none'; /* The mode button only appears when the selection can actually use it, and it reports the CURRENT stance so the button is a readout as well as a control — no guessing what a rooted artillery line is doing. */ const mr=$('modeBtn'); if(mr){ mr.style.display=deck==='platoons'&&modeable?'flex':'none'; if(modeable){ const M=unitModeDef(utype[first],mixed?0:Math.max(0,curMode)); $('modeEm').textContent=mixed?'⁇':M.em; $('modeNm').textContent=mixed?'Mixed':M.nm; } } if(!n){ el.style.display='none'; intelPrimaryUnit=-1; return; } el.style.display='flex'; const order=patrolling===n?'PATROL':guarding===n?'GUARD':stopped===n?'STOP':holding===n?'HOLD' :(stopped+holding)===n?'HOLD/STOP':moving===n?(reposition===n?'MOVE':'A-MOVE'):'READY'; const platoon=activePlatoon>=0?'P'+(activePlatoon+1)+' · ':''; const primary=TYPES[utype[first]], role=UCAT[primary.cat]||UCAT.veh; intelPrimaryUnit=first; const typeBits=Object.entries(counts); const typeLine=typeBits.slice(0,3).map(([k,v])=>v+'× '+k).join(' · ') +(typeBits.length>3?' · +'+(typeBits.length-3):''); const h=''+role.em+' '+platoon+n+' '+(n===1?'UNIT':'UNITS')+'' +''+FORMS[selFormation].nm.toUpperCase()+' · '+order+' — ' +typeLine+'' +''; if(el._mfH!==h){ el._mfH=h; el.innerHTML=h; const ib=el.querySelector('.selIntelBtn'); if(ib) ib.addEventListener('pointerdown',ev=>{ ev.stopPropagation(); if(intelPrimaryUnit>=0&&ualive[intelPrimaryUnit]){ showUnitCard(intelPrimaryUnit,-1,true); sfx('ui'); } }); } /* Teach the affordance once per chassis: selection immediately explains the first Rhino, Constructor, aircraft, etc.; later selections stay compact and the always-visible info target reopens the card on demand. */ if(n===1&&!intelSeenTypes[utype[first]]){ intelSeenTypes[utype[first]]=1; showUnitCard(first,-1,false); } } /* Cycle every eligible selected unit to its next stance. Units that share a chassis land on the same mode, so a mixed selection resolves per-type rather than scattering the army across five different stances. */ function cycleSelectedModes(){ const decided={}; let changed=0, label=''; for(let i=0;i=1000?(n/1000).toFixed(n%1000?1:0)+'K':String(n); } let hudFrame=0; function hudTxt(el,t){ if(el&&el._mfT!==t){ el._mfT=t; el.textContent=t; } } function hudCol(el,c){ if(el&&el._mfC!==c){ el._mfC=c; el.style.color=c; } } function hudDisp(el,d){ if(el&&el.style.display!==d) el.style.display=d; } function updateHUD(fps){ if((hudFrame++)%10){ if(typeof showHazChip==='function') showHazChip(); return; } updateWaveWarning(); const massV=$('massV'), enV=$('enV'), massR=$('massR'), enR=$('enR'); hudTxt(massV, String(Math.floor(resM[0]))); hudTxt(enV, String(Math.floor(resE[0]))); hudCol(massV, stallM>0?'#ff8d7a':(resM[0]>=RES_MCAP[0]-1?'#ffd257':'')); hudCol(enV, stallE>0?'#ff8d7a':''); // net rate = income − measured spending, so the economy reads honestly const mNet=mRate-mSpend, eNet=eRate-eSpend; if(resM[0]>=RES_MCAP[0]-1){ hudTxt(massR,'FULL'); hudCol(massR,'#ffd257'); } else { hudTxt(massR,(mNet>=0?'+':'')+mNet.toFixed(1)); hudCol(massR,mNet<0?'#ff8d7a':''); } hudTxt(enR,(eNet>=0?'+':'')+eNet.toFixed(0)); hudCol(enR,eNet<0?'#ff8d7a':''); coachTick(); if(typeof updateSelInfo==='function') updateSelInfo(); const popL=hudPlayerPop(),popEl=$('unitV'),popBox=$('unitRes'); /* Chip is this commander's 1000. 1000 → 1K on the cap side always — never print 4K here. Theatre total on Large is 4×1000; the player wallet is 1K. */ const popNowTxt=hudPopK(popL.used); const popCapTxt=popL.cap===1000?'1K':hudPopK(popL.cap); hudTxt(popEl, popNowTxt+' / '+popCapTxt); popBox.classList.toggle('popWarn',popL.used>=popL.cap*.9); popBox.classList.toggle('popFull',popL.used>=popL.cap); const popTitle='Your population: '+popL.used+' of '+popL.cap+' — theatre size adds slots, not cap'; if(popBox.title!==popTitle) popBox.title=popTitle; hudTxt($('fps'), fps+' fps'); if(heroIdx>=0){ hudDisp($('heroBar'),'block'); /* Rank symbol, not a sliced profile name. #heroHpFill no longer exists — the commander's health reads off the unit in the 3D view like every other unit's does. */ const _hb=$('heroRankEm'); if(_hb&&typeof metaRankIdx==='function'&&typeof RANKS!=='undefined'){ const _r=RANKS[metaRankIdx()]; if(_r) hudTxt(_hb,_r.em); } hudTxt($('heroLvlTxt'),'LV '+heroLvl); const xpW=(heroXp/heroXpNext*100)+'%'; const xpEl=$('xpFill'); if(xpEl&&xpEl._mfW!==xpW){ xpEl._mfW=xpW; xpEl.style.width=xpW; } hudTxt($('heroLvlBadge'), String(heroLvl)); } else hudDisp($('heroBar'),'none'); /* Length-driven, not a hardcoded 4. The EMP module added a fifth ability and the old literal silently left it out of the cooldown/lock rendering. */ const btns=[$('abOver'),$('abHeal'),$('abRage'),$('abLance'),$('abEmp')].filter(Boolean); for(let k=0;k0){ btns[k].classList.add('cd'); if(cd.style.display!=='flex') cd.style.display='flex'; hudTxt(cd, String(Math.ceil(abCool[k]))); } else { btns[k].classList.remove('cd'); if(cd.style.display!=='none') cd.style.display='none'; } } if(aiming===0) $('abOver').classList.add('on'); else $('abOver').classList.remove('on'); if(typeof commanderActiveButtonState==='function') commanderActiveButtonState(); if(typeof commanderJumpButtonState==='function') commanderJumpButtonState(); if(typeof artBarrageButtonState==='function') artBarrageButtonState(); if(typeof classAbilityButtonState==='function') classAbilityButtonState(); // carrier deployment prompt const db=$('deployBtn'); if(db){ if(carrier.active&&carrier.phase===1){ const okd=carrierCanDeploy(); const cityN=okd?carrierLandingBlockCount():0; db.style.display='block'; db.classList.toggle('bad',!okd); db.textContent=okd?(cityN?'⚠ DEPLOY + CLEAR '+cityN+' BLOCK'+(cityN===1?'':'S'):'⚓ DEPLOY BASE HERE'):'⛔ BAD GROUND — FLY ON'; } else if(db.style.display!=='none'&&!(carrier.active&&carrier.phase===1)) db.style.display='none'; } // objective + match clock const gb=$('goalBar'); if(gb){ if(running&&!demoMode&&matchLive){ gb.style.display='flex'; let h=goalStatus(); /* Annihilate keys off livingEnemyCommanders(). Those units spawn in newSkirmish, but a first HUD paint (or a failed slot) can still read 0 while the clock is 10:00 — QA read that as "already won". If AI seats are on and the match is still in the opening seconds, say inbound instead of a fake zero. */ if(typeof goalDef==='function'&&goalDef().id==='annihilate'){ const live=typeof livingEnemyCommanders==='function'?livingEnemyCommanders().length:0; let seats=0; if(typeof aiSlots!=='undefined') for(let i=0;i0&&(typeof stats==='undefined'||(stats.t|0)<12)) h='\u2620 enemy commanders inbound: '+seats; } const contact=typeof openingContactRemaining==='function'?openingContactRemaining():0; if(contact>0){ const cs=Math.ceil(contact),cm=(cs/60)|0,cr=cs%60; h='\u25c8 FIRST CONTACT '+cm+':'+(cr<10?'0':'')+cr+' '+h; } if(timeLimit>0){ const m2=(matchClock/60)|0, s2=(matchClock%60)|0; h+=' '+m2+':'+(s2<10?'0':'')+s2+''; } /* updateHUD runs ~6x a second but this string only changes once a second (the clock) — so five of every six assignments reparsed identical HTML and invalidated layout for nothing, inside the frame loop. The handler was also a fresh closure every pass. */ if(gb._mfH!==h){ gb._mfH=h; gb.innerHTML=h; } if(!gb.onclick) gb.onclick=()=>toast(goalDef().em+' '+goalDef().nm+' — '+goalDef().ds); } else hudDisp(gb,'none'); } // hive threat meter const im=$('infMeter'); if(im){ if(running&&!demoMode){ if(typeof infestationOn==='boolean'&&!infestationOn){ /* The disabled swarm is a setup rule, not a live threat. Keeping its confirmation chip on-screen consumed scarce phone HUD space. */ hudDisp(im,'none'); if(im._mfH!=='OFF'){ im._mfH='OFF'; im.innerHTML='🐛 INFESTATION OFF'; } hudCol(im,'#8fffc0'); im.classList.remove('t4'); if(!im._mfOffClick){ im._mfOffClick=1; im.onclick=()=>toast('Neutral map infestation disabled — no nests, guards, spread, eruptions, or tides.'); } } else { const tier=infTier(), bugs=teamCount[2]; hudDisp(im,'flex'); /* Name it for what it is. "HIVE III" is the same label whether the swarm is this match's enemy army or the local wildlife, and those are very different things for a player deciding whether to go clear it. */ const isArmy=(typeof broodIsEnemy==='function')&&broodIsEnemy(); /* Neutral wildlife is background ecology at tier I, not an emergency. Showing a permanent row from the first second made the opening HUD look like an active crisis. Bring the meter in once the infestation reaches tier II; an actual Brood enemy remains visible immediately. */ if(!isArmy&&tier<2){ im.style.display='none'; im.classList.remove('t4'); } else{ const imH=(isArmy?'🐛 BROOD ':'🐛 WILDLIFE ')+['','I','II','III','IV','V'][tier] +' '+bugs+''; if(im._mfH!==imH){ im._mfH=imH; im.innerHTML=imH; } im.style.color=tier>=4?'#ffb0a2':tier>=3?'#ffe9ad':'#cfe8ff'; im.classList.toggle('t4',tier>=4); im.onclick=()=>toast('🐛 Hive threat tier '+tier+' — '+liveNests().length+' hives, '+bugs +' bugs alive. Eruptions grow with time. Destroy hives for +200 mass bounties!'); } } } else im.style.display='none'; } showWcBanner(); showHazChip(); showConsHud(); } /* ---------- WILDCARD ACTIVE BANNER (top bar during match) ---------- */ let _mfWcBannerEl=null; function showWcBanner(){ if(!_mfWcBannerEl){ _mfWcBannerEl=document.createElement('div'); _mfWcBannerEl.id='wcBanner'; document.body.appendChild(_mfWcBannerEl); } if(!wcActive||!wcActive.length||!matchLive){ _mfWcBannerEl.style.display='none'; return; } const mult=Math.round((wcRewardMult()-1)*100); /* The modifier names are available on tap. Repeating every modifier icon in the live HUD consumed a whole row and duplicated the setup preview. */ const h=''+wcActive.length+' MOD+'+mult+'%'; if(_mfWcBannerEl._h!==h){ _mfWcBannerEl._h=h; _mfWcBannerEl.innerHTML=h; } _mfWcBannerEl.style.display='flex'; _mfWcBannerEl.onclick=()=>toast(wcActive.map(w=>w.em+' '+w.nm+': '+w.ds).join(' · ')); } /* Map-exclusive weather. Wildcards are optional modifiers (#wcBanner); this chip is the theatre's own hazard so the player can read the sky without opening setup. Injected like the wildcard banner. */ let _mfHazChipEl=null,_mfHazChipWatch=false; function showHazChip(){ if(!_mfHazChipEl){ _mfHazChipEl=document.createElement('div'); _mfHazChipEl.id='hazChip'; _mfHazChipEl.setAttribute('role','button'); _mfHazChipEl.setAttribute('aria-label','Map weather'); document.body.appendChild(_mfHazChipEl); if(!_mfHazChipWatch&&typeof mfFlowWatch!=='undefined'&&mfFlowWatch){ mfFlowWatch.observe(_mfHazChipEl,{attributes:true,attributeFilter:['style','class']}); _mfHazChipWatch=true; } } const live=!demoMode&&matchLive; const D=live&&typeof mapHazardDef==='function'?mapHazardDef(typeof curMap!=='undefined'?curMap:''):null; const show=!!(D&&D.nm); const h=show?''+(D.em||'⚠')+''+D.nm+'':''; const disp=show?'flex':'none'; const changed=_mfHazChipEl._mfH!==h||_mfHazChipEl.style.display!==disp; if(_mfHazChipEl._mfH!==h){ _mfHazChipEl._mfH=h; _mfHazChipEl.innerHTML=h; } _mfHazChipEl.style.display=disp; if(show&&!_mfHazChipEl.onclick) _mfHazChipEl.onclick=()=>{ const d=typeof mapHazardDef==='function'?mapHazardDef(curMap):null; if(d) toast((d.em||'⚠')+' '+d.nm+(d.ds?' — '+d.ds:'')); }; if(changed&&typeof mfFlowQueueLayout==='function') mfFlowQueueLayout(); } /* ---------- CONSUMABLE HUD (bottom-left during match) ---------- */ let _mfConsHudEl=null; function showConsHud(){ if(!_mfConsHudEl){ _mfConsHudEl=document.createElement('div'); _mfConsHudEl.id='consHud'; document.body.appendChild(_mfConsHudEl); } if(!_mfMatchCons||!_mfMatchCons.length||!matchLive){ _mfConsHudEl.style.display='none'; return; } const b=invBag(); let h=''; for(const c of _mfMatchCons){ const stock=b.consumables[c.id]||0; h+='
'+c.em+'' +''+c.nm+''+stock+'
'; } if(_mfConsHudEl._h!==h){ _mfConsHudEl._h=h; _mfConsHudEl.innerHTML=h; } _mfConsHudEl.style.display='flex'; } /* ---------- PRE-MATCH MODIFIER SPLASH ---------- */ let _mfMatchCons=null, _mfMatchGear=null; function showModSplash(){ const hasWc=wcActive&&wcActive.length; const hasCons=_mfMatchCons&&_mfMatchCons.length; const hasGear=_mfMatchGear&&_mfMatchGear.length; if(!hasWc&&!hasCons&&!hasGear) return; const el=document.createElement('div'); el.id='modSplash'; const inner=document.createElement('div'); inner.id='modSplashInner'; let h='
MODIFIERS ACTIVE
'; if(hasWc) for(const w of wcActive) h+='
'+w.em+''+w.nm+'WILDCARD
'; if(hasGear) for(const g of _mfMatchGear){ const r=invRarity(g.rarity); h+='
'+g.em+''+g.nm+''+r.nm+'
'; } if(hasCons) for(const c of _mfMatchCons){ const r=invRarity(c.rarity); h+='
'+c.em+''+c.nm+''+r.nm+'
'; } inner.innerHTML=h; el.appendChild(inner); document.body.appendChild(el); el.style.display='flex'; el.style.opacity='1'; setTimeout(()=>{ el.style.transition='opacity 0.6s'; el.style.opacity='0'; setTimeout(()=>{ if(el.parentNode) el.parentNode.removeChild(el); },650); },3000); } /* ---------- MODIFIER TOOLTIP (long-press on gear/consumable cards) ---------- */ let _mfTooltipEl=null, _mfLpTimer=null; function showModTooltip(it,kind,x,y){ if(!_mfTooltipEl){ _mfTooltipEl=document.createElement('div'); _mfTooltipEl.id='modTooltip'; document.body.appendChild(_mfTooltipEl); } const r=invRarity(it.rarity); const fx=typeof armInvEffect==='function'?armInvEffect(it.id):{value:'',stat:''}; const slot=kind==='wildcard'?'WILDCARD':kind==='gear'?it.slot.toUpperCase():'CONSUMABLE'; let h='
'+it.em+' '+it.nm+'
' +'
'+r.nm+' · '+slot+'
' +'
'+it.ds+'
'; if(fx.value) h+='
'+fx.value+' '+fx.stat+'
'; _mfTooltipEl.innerHTML=h; const vw=window.innerWidth, vh=window.innerHeight; const tx=Math.min(x,vw-270), ty=Math.max(10,Math.min(y-120,vh-160)); _mfTooltipEl.style.left=tx+'px'; _mfTooltipEl.style.top=ty+'px'; _mfTooltipEl.style.display='block'; } function hideModTooltip(){ if(_mfTooltipEl) _mfTooltipEl.style.display='none'; if(_mfLpTimer){ clearTimeout(_mfLpTimer); _mfLpTimer=null; } } function armInvLongPress(el){ el.addEventListener('pointerdown',ev=>{ const id=el.dataset.invId, kind=el.dataset.invKind; if(!id) return; const it=(kind==='gear'?INV_GEAR:INV_CONSUMABLES).find(x=>x.id===id); if(!it) return; const x=ev.clientX, y=ev.clientY; _mfLpTimer=setTimeout(()=>showModTooltip(it,kind,x,y),500); }); el.addEventListener('pointerup',hideModTooltip); el.addEventListener('pointerleave',hideModTooltip); el.addEventListener('pointercancel',hideModTooltip); } /* ---------- coach banners: tell the player HOW to fix a stall ---------- */ let coachCd=0, stallEAcc=0, stallMAcc=0, fullAcc=0, coachHideT=0; function showCoach(msg){ const el=$('coach'); if(!el) return; el.textContent=msg; el.style.opacity=1; clearTimeout(coachHideT); coachHideT=setTimeout(()=>el.style.opacity=0,5200); } function coachTick(){ // called ~6x/sec from updateHUD if(!running||demoMode) return; coachCd-=0.16; stallEAcc = stallE>0? stallEAcc+0.16 : 0; stallMAcc = stallM>0? stallMAcc+0.16 : 0; fullAcc = resM[0]>=RES_MCAP[0]-1? fullAcc+0.16 : 0; if(coachCd>0) return; /* A stalled economy is the most punishing state in the game and it was the only one with a dedicated on-screen warning and no sound at all. Gated by the existing 30 s coachCd on top of notify's own 220 ms gap. */ if(stallEAcc>2.5){ showCoach('⚡ LOW ENERGY — production stalled. Build ☀ Reactors or a ✦ Geo Plant'); coachCd=30; stallEAcc=0; sfx('notify'); } else if(stallMAcc>2.5){ showCoach('⛏ LOW MASS — production stalled. Claim more ◆ deposits with Extractors'); coachCd=30; stallMAcc=0; sfx('notify'); } else if(fullAcc>12){ showCoach('🛢 STORAGE FULL — '+Math.round(mWasted)+' mass wasted. Build a Silo, a Fabricator, or spend it'); coachCd=45; fullAcc=0; } } /* ---------- unit / building purpose cards --------------------------------- The old card only appeared after a hidden 520 ms long-press. That is useful for experts, but it cannot teach a first-time player what a Rhino or Reactor is for because they have no reason to discover the gesture. These helpers derive readable roles from the combat data the simulation already uses, so every present and future roster entry gets an honest card without a second hand-maintained unit encyclopedia. */ const INTEL_ROLE_COPY={ inf:'Fast frontline pressure unit', veh:'Durable direct-fire battle unit', at:'High-damage armor hunter', aoe:'Area-control unit for packed enemies', art:'Long-range siege unit; protect it up close', aa:'Dedicated air-defense unit', air:'Fast aircraft for rapid response', nav:'Water-only combat vessel', sup:'Utility support unit', exp:'Late-game experimental war machine', hero:'Hero commander: builds, fights, and anchors the army' }; const INTEL_BUILD_COPY={ eco:'Produces or stores battlefield resources', prod:'Builds combat units', def:'Defends an area automatically', wall:'Controls ground movement', tech:'Unlocks and strengthens advanced systems', sup:'Extends and sustains the base', sup2:'Strategic weapon for decisive strikes' }; /* A category tab must answer more than “which cards are hidden underneath it?”. These short tactical briefs make the taxonomy useful to a newcomer: what the role accomplishes, which formation supports it, and the mistake that normally gets it killed. They deliberately sit above the card grid so the player can understand the decision before spending resources. */ const INTEL_ROLE_GUIDE={ inf:{tag:'LINE TROOPS',form:'WEDGE / SPREAD',use:'Capture ground, screen expensive weapons, and pressure exposed economy.',avoid:'Do not mass into splash or flame.'}, veh:{tag:'ARMOURED CORE',form:'BATTLE LINE',use:'Hold the centre and trade efficiently under sustained fire.',avoid:'Screen against gauss and dedicated anti-tank.'}, at :{tag:'HEAVY HUNTERS',form:'LINE / ARC',use:'Delete plated targets with focused, deliberate volleys.',avoid:'Keep light swarms outside minimum range.'}, aoe:{tag:'CROWD BREAKERS',form:'SPREAD',use:'Punish dense infantry and biological waves with splash damage.',avoid:'Protect them from long-range armour hunters.'}, art:{tag:'SIEGE BATTERY',form:'ARC / LINE',use:'Break towers and formations from beyond normal weapon range.',avoid:'Scout first; artillery folds at close range.'}, aa :{tag:'AIR DENIAL',form:'SPREAD / BOX',use:'Escort valuable columns and deny bomber approaches.',avoid:'Specialists lose value against ground-only armies.'}, air:{tag:'RAPID RESPONSE',form:'WEDGE',use:'Scout, flank, and strike weak points without following ground paths.',avoid:'Never loiter inside layered anti-air.'}, nav:{tag:'SEA CONTROL',form:'LINE',use:'Own coastlines and project heavy fire onto nearby land.',avoid:'Water-only movement makes positioning a commitment.'}, sup:{tag:'FORCE MULTIPLIER',form:'BOX / COLUMN',use:'Repair, shield, build, and keep the fighting line operational.',avoid:'Unarmed support needs an escort.'}, exp:{tag:'DECISIVE ASSET',form:'BOX',use:'Anchor a late-game push and force the enemy to answer one threat.',avoid:'High cost makes isolation and focus fire disastrous.'} }; const INTEL_BUILD_GUIDE={ eco :{tag:'RESOURCE GRID',use:'Secure income and storage before expanding production.',chain:'DEPOSIT → EXTRACTOR → STORAGE'}, prod:{tag:'ARMY PIPELINE',use:'Set rally points, maintain queues, and diversify unit counters.',chain:'POWER → FACTORY → RALLY'}, nav :{tag:'SEA CONTROL',use:'Launch fleets and coastal fire support from connected navigable water.',chain:'COAST → HARBOR → FLEET'}, def :{tag:'DEFENCE LAYER',use:'Overlap ranges so one tower covers another tower’s weakness.',chain:'SCOUT → SCREEN → KILL ZONE'}, wall:{tag:'PATH CONTROL',use:'Shape enemy movement without trapping your own reinforcements.',chain:'WALL → GATE → CROSS-FIRE'}, tech:{tag:'ACCOUNT RESEARCH',use:'Protect the lab network; completed studies persist beyond the match.',chain:'LAB → STUDY → ACCOUNT DATA'}, sup :{tag:'BATTLE NETWORK',use:'Extend territory, shielding, repairs, and targeting coverage.',chain:'UPLINK → COVERAGE → ADVANCE'}, sup2:{tag:'STRATEGIC STRIKE',use:'Scout the target and force movement before committing the long cooldown.',chain:'VISION → LOCK → LAUNCH'} }; const INTEL_BLD_WEAPONS={ turret:{wk:'b',rng:()=>TURRET_RNG,tg:'a'}, bunker:{wk:'e',rng:()=>BUNKER.rng,tg:'g'}, aatower:{wk:'e',rng:()=>AA.rng,tg:'air'}, bastion:{wk:'e',rng:()=>BASTION.rng,min:()=>BASTION.minRng,tg:'g'}, seafort:{wk:'e',rng:()=>DEF_WEAPON_DATA.seafort.rng,min:()=>DEF_WEAPON_DATA.seafort.min,tg:'g'}, hellstorm:{wk:'p',rng:()=>HELL.rng,tg:'g'}, arc:{wk:'b',rng:()=>ARC.rng,tg:'a'}, rail:{wk:'g',rng:()=>RAIL.rng,tg:'g'}, minelaser:{wk:'b',rng:()=>MINELASER.rng,tg:'g'}, missilebastion:{wk:'e',rng:()=>MISSILE_BASTION.rng,tg:'g'}, plasma:{wk:'i',rng:()=>PLASMA_CHARGER.rng,tg:'g'}, stormcaller:{wk:'e',rng:()=>STORM.rng,min:()=>STORM.minRng,tg:'g'}, nova:{wk:'e',rng:()=>MAP,tg:'g'} }; const INTEL_TARGET={a:['◎','AIR + GROUND'],g:['⌖','GROUND'],air:['✈','AIR']}; let intelPrimaryUnit=-1, intelSeenTypes={}, intelSeenBlds={}; function intelTarget(T){ return INTEL_TARGET[(T&&T.tg)||'a']||INTEL_TARGET.a; } function intelRangeBand(r){ if(r>=350) return 'EXTREME'; if(r>=200) return 'LONG'; if(r>=110) return 'MEDIUM'; if(r>0) return 'CLOSE'; return '—'; } function intelUnitPurpose(T){ if(T.miner) return 'Mobile phase-ore miner. Cycle MINE, ASSIST and SURVEY orders to gather or accelerate production.'; if(T.caster) return 'Critical-mass Brood leader. Its aura turns nearby creatures into a faster coordinated tide.'; if(T.builder) return 'Unarmed mobile engineer. Builds structures, auto-repairs nearby damage and salvages wrecks at 2× speed.'; if(T.name==='Bulwark') return 'Mobile shield projector that reduces damage to nearby allied units.'; if(T.scout) return 'High-speed reconnaissance aircraft for finding threats and flanking exposed targets.'; if(T.dmg<=0) return 'Unarmed support chassis. Keep it behind the frontline and out of direct fire.'; let s=INTEL_ROLE_COPY[T.cat]||INTEL_ROLE_COPY.veh; /* The Bulwark bubble has exactly one answer in the roster and the game never said which. A counter the player cannot discover is not a counter — it just makes massed shields look unbeatable until someone reads the source. */ if(WK_PIERCE[T.wk]) s+='. Its fire passes straight through Bulwark shields'; /* WK_HORDE — the crowd multiplier — appeared nowhere in the entire product outside sim.js: the definition, one comment and the damage maths. It is the designed answer to a thousand-strong wildlife tide, and no player could discover it by playing. */ if(T.aoe>=24) s+='. Splash damage punishes clustered targets'+ (WK_HORDE[T.wk]?', and gets stronger the more of them are packed into the blast':''); if(T.minRng) s+='. Keep enemies outside its minimum range'; return s+'.'; } function intelUnitCounters(T){ const strong=[],weak=[]; if(T.wk!=='n') for(let a2=0;a2<3;a2++){ const m=(WKM[T.wk]||WKM.n)[a2]; if(m>=1.15) strong.push(ARM_NM[a2]); else if(m<=0.85) weak.push(ARM_NM[a2]); } return {strong,weak}; } function intelUnitMini(T){ const C=UCAT[T.cat]||UCAT.veh, tg=intelTarget(T), ct=intelUnitCounters(T); if(T.wk==='n') return C.em+' '+C.nm+' · NON-COMBAT'; return tg[0]+' '+tg[1]+' · ✓ '+(ct.strong[0]||'GENERAL'); } function intelBldPurpose(key){ const T=BT[key], P=INTEL_BLD_WEAPONS[key]; let s=T.desc||INTEL_BUILD_COPY[T.bcat]||'Battlefield structure'; if(P&&P.min) s+=(/[.!?]$/.test(s)?' ':'; ')+'keep enemies outside its minimum range.'; return s; } function intelBldMini(key){ const T=BT[key], C=BCAT[T.bcat]||BCAT.sup, P=INTEL_BLD_WEAPONS[key]; return C.em+' '+C.nm+(P?' · '+intelTarget(P)[0]+' '+intelTarget(P)[1]:''); } function armorThreats(ai2){ // which weapons punish this armor class const s=[]; for(const w in WKM){ if(w!=='n'&&WKM[w][ai2]>=1.15) s.push(WK_NM[w]); } return s.join(', ')||'none'; } const INTEL_ARMOR_ICON=['◇','⬢','⬣']; /* Matchup cells read as traffic lights, not numbers: >1.2 pays green, 0.8-1.2 is a coin flip (yellow), <0.8 is a bad matchup (red). The old two-state split at 1.15/0.85 hid the large neutral band the triangle actually lives in. */ function intelMulTone(m){ return m>1.2?'good':m<0.8?'bad':'warn'; } function intelMulChip(icon,label,m){ const pct=Math.round((m-1)*100),delta=pct>0?'+'+pct+'%':pct<0?pct+'%':'EVEN'; return '' +''+icon+''+label+''+m.toFixed(2)+'×'+delta+''; } function intelWeaponMatchups(wk){ const M=WKM[wk]||WKM.n; return '
WEAPON VS
' +M.map((m,i)=>intelMulChip(INTEL_ARMOR_ICON[i],ARM_NM[i],m)).join('')+'
'; } function intelArmorThreatMatchups(ai2){ const ranked=Object.keys(WKM).filter(w=>w!=='n').map(w=>({w,m:WKM[w][ai2]})) .sort((a,b)=>b.m-a.m).slice(0,3); return '
YOUR ARMOR FEARS
' +ranked.map(x=>intelMulChip('◆',WK_NM[x.w],x.m)).join('')+'
'; } function intelStructureThreats(){ const ranked=Object.keys(STM).filter(w=>w!=='n').map(w=>({w,m:STM[w]})) .sort((a,b)=>b.m-a.m).slice(0,3); return '
STRUCTURE FEARS
' +ranked.map(x=>intelMulChip('◆',WK_NM[x.w],x.m)).join('')+'
'; } function intelChip(icon,label,tone){ return ''+icon+''+label+''; } /* ---------- live mesh intelligence previews -------------------------------- Purpose cards used to stop at icon + prose even though the exact production meshes are already resident in UNIT_GEO / BLD_MDL. A tiny isolated WebGL2 renderer consumes those factories directly. It deliberately keeps its own context rather than borrowing the battlefield one: that would have to move the command camera and risks leaving the post stack on texture units 4/5/6 in the wrong state after a UI draw. ONE context, though — see mfIntel3DShared. Per-card contexts are what force-lost the battlefield. */ const MF_INTEL3D_VS=`#version 300 es layout(location=0) in vec3 aPos; layout(location=1) in vec3 aNrm; layout(location=2) in vec3 aCol; layout(location=4) in float aMat; uniform mat4 uVP; uniform vec3 uCenter; uniform vec3 uOffset; uniform vec3 uTint; uniform float uScale; uniform float uPartScale; uniform float uYaw; out vec3 vN; out vec3 vC; flat out float vMat; void main(){ float c=cos(uYaw),s=sin(uYaw); vec3 q=aPos*uPartScale+uOffset-uCenter; vec3 p=vec3(q.x*c-q.z*s,q.y,q.x*s+q.z*c)*uScale; vec3 n=vec3(aNrm.x*c-aNrm.z*s,aNrm.y,aNrm.x*s+aNrm.z*c); float team=aMat<0.0?1.0:0.0; vC=mix(aCol,uTint,team*.82+(1.0-team)*.12);vN=n;vMat=abs(aMat)-1.0; gl_Position=uVP*vec4(p,1.0); }`; const MF_INTEL3D_FS=`#version 300 es precision highp float; in vec3 vN; in vec3 vC; flat in float vMat; out vec4 o; void main(){ vec3 n=normalize(vN), sun=normalize(vec3(-.46,.82,.34)); float direct=max(dot(n,sun),0.0), hemi=.72+.28*(n.y*.5+.5); float rim=pow(1.0-max(dot(n,normalize(vec3(.34,.24,.91))),0.0),3.0); vec3 lin=pow(max(vC,vec3(.001)),vec3(2.2))*(.32+.75*direct)*hemi; lin+=vec3(.12,.45,.72)*rim*.22; o=vec4(pow(max(lin,vec3(0.0)),vec3(1.0/2.2)),1.0); }`; function mfIntel3DShader(g,type,src){ const s=g.createShader(type);g.shaderSource(s,src);g.compileShader(s); if(!g.getShaderParameter(s,g.COMPILE_STATUS)){ g.deleteShader(s); return null; } return s; } function mfIntel3DProgram(g){ const v=mfIntel3DShader(g,g.VERTEX_SHADER,MF_INTEL3D_VS),f=mfIntel3DShader(g,g.FRAGMENT_SHADER,MF_INTEL3D_FS); if(!v||!f) return null; const p=g.createProgram();g.attachShader(p,v);g.attachShader(p,f);g.linkProgram(p);g.deleteShader(v);g.deleteShader(f); if(!g.getProgramParameter(p,g.LINK_STATUS)){g.deleteProgram(p);return null;} return p; } function mfIntelKit(kit){ const raw=kit||((typeof playerKitKey==='function')?playerKitKey():'nova'); return typeof factionKitKey==='function'?factionKitKey(raw):raw; } function mfIntelTint(kit){ const k=mfIntelKit(kit),F=(typeof FACTIONS!=='undefined'&&FACTIONS[k])||null; if(F&&F.col) return F.col.map(v=>v/255); const A=(typeof facArt==='function'&&facArt(k))||null,h=A&&A.col&&A.col.replace('#',''); return h&&h.length===6?[parseInt(h.slice(0,2),16)/255,parseInt(h.slice(2,4),16)/255,parseInt(h.slice(4,6),16)/255]:[.36,.71,1]; } function mfIntel3DSource(kind,id,kit){ try{ kit=mfIntelKit(kit); if(kind==='unit'){ /* The player's own chassis, not the base roster's. The battlefield has resolved the faction kit since 1.32.4x; these previews never did, so the card and the thing standing in front of you disagreed. */ const G=typeof factionUnitGeo==='function'?factionUnitGeo(id,kit,true):null; if(!G) return null; const out=[{geo:G.hull,off:0,sc:1}]; if(G.tur) out.push({geo:G.tur,off:G.turH||0,sc:1}); return out; } /* Same for structures: every faction ships a complete 27-building kit, and the build menu was showing the Nova one to all of them. */ const S=(typeof factionBldMdlSet==='function')?factionBldMdlSet(kit,true):null; const MDL=S&&S.mdl&&S.mdl[id]?S.mdl:null; if(!MDL||!MDL[id]) return null; const TUR=S.tur,TH=S.h,TS=S.sc; const out=[{geo:MDL[id](),off:0,sc:1}]; if(TUR&&TUR[id]) out.push({geo:TUR[id](),off:(TH&&TH[id])||0,sc:(TS&&TS[id])||1}); return out; }catch(e){return null;} } /* ---------- ONE context for every preview, live cards included -------------- Chrome allows 16 active WebGL contexts per page and force-loses the OLDEST when a 17th is created. The battlefield context (src/engine/gl.js) is created first, so it is ALWAYS the oldest: giving each intel card its own context — and never releasing it, because dispose() only deleted the program — meant that opening and closing about fifteen cards took the ground out from under a live match. glrecover.js caught the loss honestly and put GRAPHICS PAUSED on top of a black battlefield, which is the bug as the player experiences it. So the cards no longer own contexts. A card canvas is an ordinary 2D surface that receives a finished frame. All the geometry still belongs to the view that built it — VAOs and buffers are per-CONTEXT, not per-canvas, so any number of views can keep their own resources resident in this one context and nothing is rebuilt per frame. Total cost: one context for the whole UI, for any number of cards, forever. This is the same reasoning mfIntelThumbPump's comment below already recorded; the live cards simply never followed it. */ let mfIntel3DGL=null,mfIntel3DSurf=null,mfIntel3DProg=null; const MF_INTEL3D_MAXPX=2048; function mfIntel3DShared(){ if(mfIntel3DGL) return mfIntel3DGL; if(mfIntel3DSurf) return null; // asked once, refused: do not keep asking const c=document.createElement('canvas');c.width=c.height=8;mfIntel3DSurf=c; const g=mfCreateWebGL2(c,{alpha:true,antialias:true,depth:true,premultipliedAlpha:true}); if(!g) return null; /* preventDefault() or the browser never offers this context back. Every view remembers its subject, so a restore rebuilds its buffers from the model factories rather than leaving a grid of dead cards. */ c.addEventListener('webglcontextlost',e=>{ e.preventDefault();mfIntel3DProg=null; for(const V of mfIntel3DViews) V.parts=[]; if(mfIntelThumbView) mfIntelThumbView.parts=[]; },false); c.addEventListener('webglcontextrestored',()=>{ mfIntel3DProg=mfIntel3DProgram(mfIntel3DGL); for(const V of mfIntel3DViews) V.revive(); if(mfIntelThumbView) mfIntelThumbView.revive(); },false); mfIntel3DGL=g;mfIntel3DProg=mfIntel3DProgram(g); return g; } class MFIntelPreview3D{ constructor(canvas,kind,id,kit){ this.canvas=canvas;this.gl=mfIntel3DShared(); this.ctx=this.gl?canvas.getContext('2d'):null; this.program=(this.gl&&this.ctx)?mfIntel3DProg:null; this.parts=[];this.last=0;this.reduced=matchMedia('(prefers-reduced-motion:reduce)').matches; if(!this.program) return; this.locate(); this.setSubject(kind,id,kit); } locate(){ const g=this.gl,p=this.program; this.U={vp:g.getUniformLocation(p,'uVP'),center:g.getUniformLocation(p,'uCenter'),offset:g.getUniformLocation(p,'uOffset'), tint:g.getUniformLocation(p,'uTint'),scale:g.getUniformLocation(p,'uScale'),partScale:g.getUniformLocation(p,'uPartScale'),yaw:g.getUniformLocation(p,'uYaw')}; } /* After a restore the program is new and every buffer is gone; rebuild from the remembered subject. */ revive(){ this.program=(this.gl&&this.ctx)?mfIntel3DProg:null;this.parts=[]; if(!this.program||this.kind===undefined) return; this.locate();this.setSubject(this.kind,this.id,this.kit); } release(){ const g=this.gl; if(g&&!g.isContextLost()) for(const P of this.parts){g.deleteVertexArray(P.vao);g.deleteBuffer(P.vb);g.deleteBuffer(P.ib);} this.parts=[]; } setSubject(kind,id,kit){ if(!this.program) return false; kit=mfIntelKit(kit); const src=mfIntel3DSource(kind,id,kit);if(!src||!src.length) return false; this.release();this.kind=kind;this.id=id;this.kit=kit; const g=this.gl,min=[Infinity,Infinity,Infinity],max=[-Infinity,-Infinity,-Infinity]; for(const S of src){ if(!S.geo||!S.geo.v||!S.geo.i) continue; /* Same stride the mesh builder writes. This viewer keeps its own VAO and had 12 baked into both the bounds walk and the attribute pointers, so when the vertex grew a bone index every model in the LIVE 3D panel sheared into coloured shards. */ for(let i=0;imax[0])max[0]=x;if(y>max[1])max[1]=y;if(z>max[2])max[2]=z; } const vao=g.createVertexArray();g.bindVertexArray(vao); const vb=g.createBuffer();g.bindBuffer(g.ARRAY_BUFFER,vb);g.bufferData(g.ARRAY_BUFFER,S.geo.v,g.STATIC_DRAW); for(const [loc,n,off] of [[0,3,0],[1,3,12],[2,3,24],[4,1,44]]){ g.enableVertexAttribArray(loc);g.vertexAttribPointer(loc,n,g.FLOAT,false,VFLOATS*4,off); } const ib=g.createBuffer();g.bindBuffer(g.ELEMENT_ARRAY_BUFFER,ib);g.bufferData(g.ELEMENT_ARRAY_BUFFER,S.geo.i,g.STATIC_DRAW); this.parts.push({vao,vb,ib,count:S.geo.count,off:S.off,sc:S.sc}); } g.bindVertexArray(null); if(!this.parts.length) return false; this.center=[(min[0]+max[0])*.5,(min[1]+max[1])*.5,(min[2]+max[2])*.5]; this.scale=2.15/Math.max(1,max[0]-min[0],max[1]-min[1],max[2]-min[2]); this.tint=mfIntelTint(kit);this.dirty=true;return true; } draw(ts){ if(!this.program||!this.parts.length||(!this.dirty&&ts-this.last<34)) return;this.last=ts;this.dirty=false; const r=this.canvas.getBoundingClientRect();if(r.width<8||r.height<8) return; const d=Math.min(1.6,window.devicePixelRatio||1), w=Math.min(MF_INTEL3D_MAXPX,Math.max(64,Math.round(r.width*d))), h=Math.min(MF_INTEL3D_MAXPX,Math.max(56,Math.round(r.height*d))); if(this.canvas.width!==w||this.canvas.height!==h){this.canvas.width=w;this.canvas.height=h;} const g=this.gl,S=mfIntel3DSurf; if(g.isContextLost()) return; /* The shared drawing buffer only ever grows, so cards of different sizes do not force a reallocation every frame. */ if(S.width=0;i--){ const V=mfIntel3DViews[i];if(!V.canvas.isConnected){V.dispose();mfIntel3DViews.splice(i,1);continue;} if(V.canvas.offsetParent!==null) V.draw(ts); } mfIntel3DRaf=mfIntel3DViews.length?requestAnimationFrame(mfIntel3DPump):0; } /* Still thumbnails for every build/production card, rendered through the same single context as the live previews above (one view, reused, snapshotted to PNG). Giving every card its own context exhausts Android's context budget — and Chrome's, which is what killed the battlefield; using the legacy unit sheet gives every faction a Nova silhouette. The PNG cache is keyed by the exact runtime faction kit and model ID, so a tab can rebuild freely without rebuilding geometry or lying about the subject. */ const mfIntelThumbCache=new Map(),mfIntelThumbWait=new Map(),mfIntelThumbQueue=[]; let mfIntelThumbBusy=false,mfIntelThumbCanvas=null,mfIntelThumbView=null; function mfIntelThumbKey(kind,id,kit){return kind+':'+mfIntelKit(kit)+':'+id;} function mfIntelThumbRequest(img,holder,kind,id,kit){ kit=mfIntelKit(kit);const key=mfIntelThumbKey(kind,id,kit),cached=mfIntelThumbCache.get(key); const done=url=>{ if(!holder.isConnected)return; if(url){img.src=url;img.style.opacity='1';holder.classList.remove('missingFactionModel');} else if(kit!=='nova'){ holder.replaceChildren();holder.classList.add('missingFactionModel');holder.dataset.faction=kit; const mark=document.createElement('span');mark.textContent='!';mark.setAttribute('aria-label',kit+' model unavailable');holder.appendChild(mark); } }; if(cached!==undefined){done(cached);return;} const waits=mfIntelThumbWait.get(key);if(waits){waits.push(done);return;} mfIntelThumbWait.set(key,[done]);mfIntelThumbQueue.push({key,kind,id,kit});mfIntelThumbPump(); } function mfIntelThumbPump(){ if(mfIntelThumbBusy||!mfIntelThumbQueue.length)return;mfIntelThumbBusy=true; requestAnimationFrame(ts=>{ const job=mfIntelThumbQueue.shift();let url='',subjectReady=false; try{ if(!mfIntelThumbCanvas){ mfIntelThumbCanvas=document.createElement('canvas'); mfIntelThumbCanvas.style.cssText='position:fixed;left:-512px;top:0;width:104px;height:88px;pointer-events:none;opacity:0'; document.body.appendChild(mfIntelThumbCanvas); mfIntelThumbView=new MFIntelPreview3D(mfIntelThumbCanvas,job.kind,job.id,job.kit); subjectReady=!!(mfIntelThumbView.program&&mfIntelThumbView.parts.length); }else subjectReady=mfIntelThumbView.setSubject(job.kind,job.id,job.kit); /* A failed strict lookup intentionally leaves the old buffers resident. Gate on this job's result or the cache would snapshot the previous faction and recreate the exact silent-fallback bug this path fixes. */ if(subjectReady){mfIntelThumbView.dirty=true;mfIntelThumbView.draw(2100);url=mfIntelThumbCanvas.toDataURL('image/png');} }catch(e){url='';} mfIntelThumbCache.set(job.key,url);const waits=mfIntelThumbWait.get(job.key)||[];mfIntelThumbWait.delete(job.key);for(const fn of waits)fn(url); mfIntelThumbBusy=false;if(mfIntelThumbQueue.length)mfIntelThumbPump(); }); } function mfIntelPreviewWindow(kind,id,tag,kit){ kit=mfIntelKit(kit); const w=document.createElement('div');w.className='mfIntelPreview';w.setAttribute('role','img'); w.setAttribute('aria-label','Rotating live 3D '+(kind==='unit'?'unit':'structure')+' model preview'); const c=document.createElement('canvas');c.setAttribute('aria-hidden','true');w.appendChild(c); const tx=document.createElement('span');tx.className='mfIntelPreviewTag';tx.textContent=tag||'LIVE 3D MODEL';w.appendChild(tx); requestAnimationFrame(()=>{ const V=new MFIntelPreview3D(c,kind,id,kit); if(V.program&&V.parts.length){c._mfIntel3D=V;mfIntel3DViews.push(V);if(!mfIntel3DRaf)mfIntel3DRaf=requestAnimationFrame(mfIntel3DPump);} else{ V.dispose();c.remove();const f=document.createElement('div');f.className='mfIntelFallback'; /* Never disguise a missing faction asset as a Nova sprite. The explicit placeholder makes the broken catalogue entry actionable in QA. */ if(kit==='nova'){ const icon=kind==='unit'?unitIconEl(id,78,kit):bldIconEl(id,78,kit);if(icon)f.appendChild(icon); }else{ f.classList.add('missingFactionModel');f.dataset.faction=kit; f.innerHTML='MODEL UNAVAILABLE'+kit.toUpperCase()+' '+kind.toUpperCase()+''; } w.appendChild(f); } }); return w; } function mfIntelAttachPreview(kind,id,kit){ const el=$('unitCard'),head=el&&el.querySelector('.ucHead');if(!head)return; head.insertAdjacentElement('afterend',mfIntelPreviewWindow(kind,id,'LIVE 3D '+((typeof facArt==='function'&&facArt(kit||((typeof playerKitKey==='function')?playerKitKey():'nova'))||{}).nm||'MODEL'),kit)); } function mfIntelPreviewSet(host,kind,id,kit){ kit=mfIntelKit(kit); const c=host&&host.querySelector('canvas'),V=c&&c._mfIntel3D; if(V&&V.setSubject(kind,id,kit)) return; if(host){host.innerHTML='';host.appendChild(mfIntelPreviewWindow(kind,id,'LIVE 3D',kit));} } function mfMenuRoleHost(menuId,gridId){ const menu=$(menuId),grid=$(gridId);if(!menu||!grid)return null; let host=menu.querySelector('.menuRoleBrief'); if(!host){host=document.createElement('section');host.className='menuRoleBrief';grid.insertAdjacentElement('beforebegin',host);} return host; } function renderMenuRoleBrief(kind,key,ids){ const isUnit=kind==='unit',host=mfMenuRoleHost(isUnit?'prodMenu':'buildMenu',isUnit?'prodGrid':'buildGrid'); if(!host||!ids||!ids.length)return; const C=isUnit?(UCAT[key]||UCAT.veh):(BCAT[key]||BCAT.sup); const G=isUnit?(INTEL_ROLE_GUIDE[key]||INTEL_ROLE_GUIDE.veh):(INTEL_BUILD_GUIDE[key]||INTEL_BUILD_GUIDE.sup); const first=ids[0],T=isUnit?TYPES[first]:BT[first]; host.innerHTML=''; const visual=host.querySelector('.menuRoleVisual'); const kit=mfIntelKit(); visual.appendChild(mfIntelPreviewWindow(isUnit?'unit':'building',first,'TACTICAL PREVIEW',kit)); const inspect=host.querySelector('.menuRoleInspect'); inspect.addEventListener('pointerdown',ev=>{ ev.preventDefault();ev.stopPropagation(); if(isUnit)showUnitTypeCard(first,true,kit);else showBuildingTypeCard(first,-1,true,kit); sfx('ui'); }); } let mfIntelMenuTimer=0; function mfIntelMenuInit(tryN){ const host=$('menuIntelModel');if(!host||host.dataset.ready) return; if((typeof UNIT_GEO==='undefined'||!UNIT_GEO[1])&&(tryN||0)<50){setTimeout(()=>mfIntelMenuInit((tryN||0)+1),180);return;} const subjects=[['unit',1],['building','turret'],['unit',3],['building','techlab'],['unit',5],['building','aatower']]; let at=0; const show=n=>{ at=(n+subjects.length)%subjects.length;const S=subjects[at],T=S[0]==='unit'?TYPES[S[1]]:BT[S[1]]; mfIntelPreviewSet(host,S[0],S[1],mfIntelKit()); const nm=$('menuIntelName'),role=$('menuIntelRole'),count=$('menuIntelCount'); if(nm)nm.textContent=S[0]==='unit'?intelUnitName(S[1]):intelBldName(S[1]); if(role)role.textContent=S[0]==='unit'?intelUnitLine(S[1]):intelBldLine(S[1]); if(count)count.textContent=String(at+1).padStart(2,'0')+' / '+String(subjects.length).padStart(2,'0'); }; host.dataset.ready='1';show(0);window.__mfIntelMenuStep=()=>show(at+1); clearInterval(mfIntelMenuTimer);mfIntelMenuTimer=setInterval(()=>show(at+1),5200); } setTimeout(()=>mfIntelMenuInit(0),500); /* THE ARMY'S OWN WORDS. TYPES carries a name and no description at all, so every card in this game generated its prose from ten category strings — which is why a Rhino, a Goliath and a Hornet all read "Durable direct-fire battle unit". These two are the seam: a faction's authored line if it has one (see src/factext.js), otherwise the generated fallback, which is still better than nothing for a chassis nobody has written yet. `kit` is optional and defaults to the player's, so inspecting an ENEMY unit can show what THEY call it. */ function intelUnitName(ty,kit){ return (typeof factionUnitName==='function')?factionUnitName(ty,kit) :((TYPES[ty]&&TYPES[ty].name)||''); } function intelUnitLine(ty,kit){ const d=(typeof factionUnitDesc==='function')?factionUnitDesc(ty,kit):''; let s=d||intelUnitPurpose(TYPES[ty]); /* Nova Wasp's authored line in factext.js stops at "fast enough not to". Completing the idiom here keeps the home-screen feed and inspect card from advertising a sentence that just ends. */ if(typeof s==='string'&&/not to\s*$/i.test(s)) s=s.replace(/\s*$/,' die.'); return s; } function intelBldName(id,kit){ return (typeof factionBldName==='function')?factionBldName(id,kit) :((BT[id]&&BT[id].name)||''); } function intelBldLine(id,kit){ const d=(typeof factionBldDesc==='function')?factionBldDesc(id,kit):''; return d||intelBldPurpose(id); } function showUnitTypeCard(tIdx,pinned,kit){ const T=TYPES[tIdx]; if(!T) return; const C=UCAT[T.cat]||UCAT.veh, tg=intelTarget(T), ai2=ARM[tIdx]||0, ct=intelUnitCounters(T); const h='
'+C.em+'
'+intelUnitName(tIdx,kit)+'' +''+intelUnitLine(tIdx,kit)+'
' +'
'+intelChip(C.em,C.nm)+intelChip(tg[0],tg[1]) +intelChip('◈',WK_NM[T.wk])+intelChip('↔',intelRangeBand(T.rng)) +intelChip('⬢',ARM_NM[ai2]+' ARMOR') +(T.scout?intelChip('⌾','RECON'):'') +((typeof unitModes==='function'&&unitModes(tIdx).indexOf(4)>=0)?intelChip('◌','GHOST'):'') +'
' +'
DMG '+T.dmg+'RANGE '+T.rng+'SPEED '+T.spd+'' +(T.aoe?'SPLASH '+T.aoe+'':'')+'
' +(T.wk==='n'?'
⚠ UNARMED · ESCORT THIS UNIT
' :'
' +intelWeaponMatchups(T.wk)+intelArmorThreatMatchups(ai2)+'
') +'
AMMO · '+ammoName(T)+(T.minRng?' · MIN RANGE '+T.minRng:'')+'
'; showIntelMarkup(h,pinned); if(T.cat==='art'){ const card=$('unitCard'),info=document.createElement('div'); info.className='ucCounter'+(artBarrageUnlocked()?'':' caution'); info.textContent=artBarrageUnlocked() ?'☄ ACTIVE: CHARGED BARRAGE · select artillery, then tap BARRAGE in the action bar' :'🔒 CHARGED BARRAGE · research Fire Mission Protocol in Development > Doctrine'; card.appendChild(info); }else if(typeof CLASS_AB!=='undefined'){ const k=Object.keys(CLASS_AB).find(id=>CLASS_AB[id].cats.indexOf(T.cat)>=0); if(k){ const A=CLASS_AB[k],card=$('unitCard'),info=document.createElement('div'),open=classAbilityUnlocked(A); info.className='ucCounter'+(open?'':' caution'); info.textContent=open ?A.em+' ACTIVE: '+A.nm+' · select this class, then tap the ability in the action bar' :'🔒 '+A.nm+' · research '+((typeof DEVTREE!=='undefined'&&DEVTREE.find(x=>x.id===A.req)||{}).nm||A.req)+' in Development > Doctrine'; card.appendChild(info); } } mfIntelAttachPreview('unit',tIdx,kit); } function showBuildingTypeCard(key,bIdx,pinned,kit){ const T=BT[key]; if(!T) return; const B=bIdx>=0?blds[bIdx]:null, C=BCAT[T.bcat]||BCAT.sup, P=INTEL_BLD_WEAPONS[key], tg=P?intelTarget(P):null; const W=B&&typeof bldWeaponSnapshot==='function'?bldWeaponSnapshot(B,B.lvl||1):null; const shownRange=W?Math.round(W.range):(P?P.rng():0); const bkit=B?((typeof factionTextKit==='function')?factionTextKit(B.team):undefined):kit; const h='
'+(T.em||C.em)+'
'+intelBldName(key,bkit)+(B&&B.lvl>1?' MK'+B.lvl:'')+'' +''+intelBldLine(key,bkit)+'
' +'
'+intelChip(C.em,C.nm) +(P?intelChip(tg[0],tg[1])+intelChip('◈',WK_NM[P.wk])+intelChip('↔',intelRangeBand(shownRange)):'') +intelChip('⬢',(B?Math.ceil(B.hp)+' / '+Math.ceil(B.hpm):T.hp)+' HP') +(key==='uplink'?intelChip('📡','RADAR'):'') +(key==='techlab'?intelChip('🔭','DETECT'):'') +'
' +(P?'
DAMAGE TYPE '+WK_NM[P.wk]+'' +(W?'DAMAGE '+bldNum(W.damage)+'RATE '+bldNum(W.rate)+'/s':'') +'RANGE '+shownRange+'' +(P.min?'MIN '+P.min()+'':'')+'
':'') +'
' +(P?intelWeaponMatchups(P.wk):'')+intelStructureThreats()+'
' +'
✓ PURPOSE: '+(INTEL_BUILD_COPY[T.bcat]||T.desc)+'' +((T.req||T.clvl)?'⌁ '+(T.req?'NEEDS '+BT[T.req].name.toUpperCase():'CDR LEVEL '+T.clvl)+'':'')+'
'; showIntelMarkup(h,pinned); mfIntelAttachPreview('building',key,bkit); } function showIntelMarkup(h,pinned){ const el=$('unitCard'); if(!el) return; el.innerHTML=h; el.style.display='block'; el.classList.toggle('pinned',!!pinned); const close=el.querySelector('.ucClose'); if(close) close.addEventListener('pointerdown',ev=>{ ev.stopPropagation(); clearTimeout(el._t); el.style.display='none'; }); clearTimeout(el._t); if(!pinned) el._t=setTimeout(()=>el.style.display='none',6500); } function showUnitCard(uIdx,bIdx,pinned){ if(uIdx>=0&&ualive[uIdx]){ const tIdx=utype[uIdx]; /* Their hardware, their name for it. Reading "Iron Ram" on a Dominion tank is a small piece of intelligence, and it is the only honest label. */ showUnitTypeCard(tIdx,pinned,(typeof factionTextKit==='function')?factionTextKit(uteam[uIdx]):undefined); const el=$('unitCard'), live=el&&el.querySelector('.ucStats'); if(live){ /* Stance is readout, not decoration: a rooted artillery line and a redlining tank look identical until the panel says what they committed to. */ const Md=umode[uIdx]?unitModeDef(utype[uIdx],umode[uIdx]):null; live.insertAdjacentHTML('afterbegin','HP '+Math.ceil(uhp[uIdx])+' / '+Math.ceil(uhpm[uIdx])+'' +(umode[uIdx]!==0&&Md?'MODE '+Md.em+' '+Md.nm+'':'') +(uvet[uIdx]?'VETERAN '+'★'.repeat(uvet[uIdx])+'':'')); } } else if(bIdx>=0&&blds[bIdx]&&blds[bIdx].alive) showBuildingTypeCard(blds[bIdx].type,bIdx,pinned, (typeof factionTextKit==='function')?factionTextKit(blds[bIdx].team):undefined); } function addCardIntelButton(card,kind,id){ const b=document.createElement('button'); b.type='button'; b.className='cardIntel'; b.textContent='ⓘ'; b.setAttribute('aria-label','About '+(kind==='unit'?TYPES[id].name:BT[id].name)); b.addEventListener('pointerdown',ev=>{ ev.preventDefault(); ev.stopPropagation(); if(kind==='unit') showUnitTypeCard(id,true); else showBuildingTypeCard(id,-1,true); sfx('ui'); }); card.appendChild(b); } // ---------- menus ---------- function closeMenus(){ $('buildMenu').style.display='none'; $('prodMenu').style.display='none'; $('bldMenu2').style.display='none'; openBld=-1; } function openBldMenu(b){ closeMenus(); const B=blds[b]; if(B.type==='fac'||B.type==='tgate'||B.type==='harbor'||B.type==='airfield'){ openBld=b; renderProdMenu(); $('prodMenu').style.display='block'; sfx('ui'); } else if(B.type==='techlab'){ openBld=b; renderResearchMenu(); $('prodMenu').style.display='block'; sfx('ui'); } else { openBld=b; renderBldPanel(); $('bldMenu2').style.display='block'; sfx('ui'); } if(!intelSeenBlds[B.type]){ intelSeenBlds[B.type]=1; showUnitCard(-1,b,false); } } function prodNavShell(){ let nav=$('prodNav'); if(!nav){ /* OTA source can run inside an older packaged HTML shell. Build the compact navigator here as well as in index.html so that patch does not need a full APK reinstall just to expose the controls. */ nav=document.createElement('div');nav.id='prodNav'; nav.setAttribute('aria-label','Selected production structure'); nav.innerHTML='PRODUCTION1 / 1'; const menu=$('prodMenu');if(menu)menu.insertBefore(nav,menu.firstChild); } /* The packaged shell already contains the navigator. Binding only the dynamically-created version made those visible arrows inert after a full APK install, while the same OTA patch worked on an older shell. */ if(nav.dataset.bound!=='1'){ nav.dataset.bound='1'; nav.querySelector('#prodPrev').addEventListener('pointerdown',ev=>{ev.stopPropagation();cycleProdBuilding(-1);}); nav.querySelector('#prodNext').addEventListener('pointerdown',ev=>{ev.stopPropagation();cycleProdBuilding(1);}); } return nav; } function prodBuildingPeers(B){ if(!B)return []; return blds.map((Q,i)=>({Q,i})).filter(o=>o.Q&&o.Q.alive&&o.Q.team===0&&o.Q.type===B.type); } function cycleProdBuilding(dir){ if(openBld<0||!blds[openBld]||!blds[openBld].alive)return; const peers=prodBuildingPeers(blds[openBld]);if(peers.length<2){sfx('ui');return;} let at=peers.findIndex(o=>o.i===openBld);if(at<0)at=0; openBld=peers[(at+dir+peers.length)%peers.length].i; const B=blds[openBld];cam.x=B.x;cam.y=B.y;camFollow=-1;clampCam();camUpdateMatrices(); if(B.type==='techlab')renderResearchMenu();else renderProdMenu(); if(typeof mmPing==='function')mmPing(B.x,B.y); sfx('ui'); } function renderProdNav(B){ const nav=prodNavShell(),peers=prodBuildingPeers(B),at=Math.max(0,peers.findIndex(o=>o.i===openBld)); $('prodNavName').textContent=intelBldName(B.type).toUpperCase(); $('prodNavCount').textContent=(at+1)+' / '+Math.max(1,peers.length); for(const id of ['prodPrev','prodNext']){ const b=$(id);b.disabled=peers.length<2;b.classList.toggle('muted',peers.length<2); } nav.style.display='grid'; } function renderBldPanel(){ if(openBld<0) return; const B=blds[openBld], T=BT[B.type]; const bi=$('bp_ic'); bi.innerHTML=''; const panelKit=(typeof factionTextKit==='function')?factionTextKit(B.team):undefined; const ic=bldIconEl(B.type,52,panelKit); if(ic) bi.appendChild(ic); bi.classList.add('intelTap'); bi.setAttribute('role','button'); bi.setAttribute('tabindex','0'); bi.setAttribute('aria-label','Explain '+T.name); bi.onpointerdown=ev=>{ ev.stopPropagation(); showBuildingTypeCard(B.type,openBld,true); sfx('ui'); }; $('bp_title').textContent=intelBldName(B.type,(typeof factionTextKit==='function')?factionTextKit(B.team):undefined) +(BUP[B.type]&&B.lvl>1?' Mk'+B.lvl:''); $('bp_desc').textContent=intelBldLine(B.type,(typeof factionTextKit==='function')?factionTextKit(B.team):undefined) +' · '+Math.ceil(B.hp)+'/'+Math.ceil(B.hpm)+' hp' +(B.shieldMax?' · '+Math.ceil(B.shield)+'/'+Math.ceil(B.shieldMax)+' shield':''); const statsEl=$('bp_stats'),deltaEl=$('bp_delta'); if(statsEl) statsEl.textContent=bldPanelStatText(B); const ub=$('bp_up'), path=BUP[B.type]; const bLvl=B.type==='fac'?(B.tier===2?2:1):(B.lvl||1); if(path && (bLvl-1)0? ('UPGRADING… '+Math.ceil(B.upT)+'s') : ('⬆ UPGRADE TO MK'+(bLvl+1)+' · '+U.cm+'m '+U.ce+'e · '+U.t+'s'); } else { ub.style.display='none'; if(deltaEl&&path&&!((B.type==='fac'))){ deltaEl.style.display='block'; deltaEl.textContent='◆ MAXIMUM STRUCTURE GRADE · '+bldUpgradePlanText(B); } else if(deltaEl) deltaEl.style.display='none'; } const recycle=bldRecycleMass(B), armed=B.recycleConfirmAt>Date.now(); $('bp_sell').textContent=armed?'⚠ TAP AGAIN — RECYCLE +'+recycle+'m':'♻ RECYCLE +'+recycle+'m'; const pb=$('bp_prio'); if(pb){ if(B.type==='turret'){ pb.style.display='block'; pb.textContent='🎯 TARGET: '+(['NEAREST','AIR FIRST','STRONGEST'][B.prio||0]); } else pb.style.display='none'; } const fb=$('bp_fire'); if(fb){ if(B.type==='nova'&&B.prog>=1){ const lowE=resE[0]0||lowE; fb.textContent=B.cool>0? ('☄ CHARGING… '+Math.ceil(B.cool)+'s') : lowE? ('⚡ NEEDS '+NOVA.e+' ENERGY ('+Math.floor(resE[0])+')') : '☄ FIRE NOVA — then tap any target'; } else fb.style.display='none'; } } function renderResearchMenu(){ const g=$('prodGrid'); g.innerHTML=''; if(openBld<0) return; const B=blds[openBld]; renderProdNav(B); const status=document.createElement('div'); status.className='researchStatus'; const carryN=Object.keys(researchCarry).filter(id=>!researched[id]&&researchCarry[id]>.5).length; const guard=B.guardT>0?('CONTAINMENT '+Math.ceil(B.guardT)+'s') :B.guardReady?'CONTAINMENT READY' :('REARM '+Math.min(99,Math.floor((B.guardCharge||0)/TECH_GUARD.rearm*100))+'%'); status.innerHTML='FIELD NETWORK'+Math.ceil(B.shield)+' / '+Math.ceil(B.shieldMax)+' SHIELD · ' +guard+' · '+resDone+' STUDIES'+(carryN?' · '+carryN+' RECOVERABLE':'')+''; g.appendChild(status); let shown=0; RESEARCH.forEach((R,idx)=>{ if(researched[R.id]) return; if(R.req&&!researched[R.req]) return; const lockLvl=R.clvl&&heroLvl0?Math.min(99,Math.floor(carry/R.t*100)):0; const d=document.createElement('div'); d.className='bcard'+(lockLvl?' locked':''); d.innerHTML='
'+(lockLvl?'🔒':R.em)+'
'+R.nm+'
' +(lockLvl?'
CDR LV '+R.clvl+'
' :'
'+R.cm+'m '+R.ce+'e
') +'
'+R.ds+'
' +(recover?'
◆ RECOVER '+recover+'%
':''); d.addEventListener('pointerdown',ev=>{ ev.stopPropagation(); if(lockLvl){ toast('🔒 '+R.nm+' unlocks at Commander level '+R.clvl); return; } const Bb=blds[openBld]; if(Bb.res>=0){ toast('Already researching '+RESEARCH[Bb.res].nm); return; } Bb.res=idx; Bb.resT=Math.min(R.t-.01,researchResumeTime(R.id)); sfx('ui'); renderQueue(); if(Bb.resT>0) toast('◆ '+R.nm+' recovered at '+Math.floor(Bb.resT/R.t*100)+'%'); }); g.appendChild(d); shown++; }); if(!shown){ const done=document.createElement('div'); done.className='researchComplete'; done.textContent='All field studies complete ✔'; g.appendChild(done); } $('upBtn').style.display='none'; $('repeatBtn').style.display='none'; const ry=$('rallyBtn'); if(ry) ry.style.display='none'; renderQueue(); } const UNIT_EM={0:'🤖',1:'🚜',2:'🦣',3:'🎯',5:'🚁',6:'🏹',7:'🚀',8:'👹',9:'🔥',10:'🛰',11:'🛡',14:'🚤',15:'🚢',16:'💣',17:'✈',18:'🌋'}; /* ---------- baked-sprite UI icons (real 3D renders instead of emoji) ---------- */ let sheetCssDone=false; function ensureSheetCss(){ if(sheetCssDone) return; if(typeof UNIT_SHEET_B64!=='string') return; sheetCssDone=true; const st=document.createElement('style'); st.textContent='.sic{background-image:url("'+UNIT_SHEET_B64+'")}'; document.head.appendChild(st); } function makeIcon(spr,size,frame){ /* boot.js continues after a script onerror. UNIT_ROWS lives in unitrows.js so a 404 on the 1.6 MB unitsheet.js cannot unbind it; still guard here. */ const rows=typeof UNIT_ROWS==='object'&&UNIT_ROWS; const R=rows?rows[spr]:null; if(!R) return null; ensureSheetCss(); const f=Math.min(frame||0,R.n-1), sc=size/R.fw; const d=document.createElement('div'); d.className='sic'; d.style.width=size+'px'; d.style.height=size+'px'; d.style.backgroundSize=(4096*sc)+'px '+(4096*sc)+'px'; d.style.backgroundPosition=(-(R.x+f*R.fw)*sc)+'px '+(-R.y*sc)+'px'; return d; } function unitIconEl(tIdx,size,kit){ kit=mfIntelKit(kit); const T=TYPES[tIdx], F=4; // 3/4-view yaw frame const w=document.createElement('div'); w.className='mfRuntimeThumb'; w.style.cssText='position:relative;width:'+size+'px;height:'+size+'px;display:grid;place-items:center;overflow:hidden'; /* Do not paint a base-roster thumbnail while waiting for the live preview. That mixed registry contains Brood slots, so its optimistic fallback was enough to put Ravagers in Blue catalogues even when strict 3D rejected it. */ if(typeof factionUnitModelAllowed==='function'&&!factionUnitModelAllowed(tIdx,kit)){ const unavailable=document.createElement('span');unavailable.textContent='—';unavailable.style.opacity='.38'; w.appendChild(unavailable);return w; } const live=document.createElement('img');live.alt='';live.setAttribute('aria-hidden','true'); live.style.cssText='position:absolute;inset:0;width:100%;height:100%;object-fit:contain;opacity:0;transition:opacity .16s'; const special={ 13:'unit_alpha',18:'unit_scorcher',19:'unit_constructor', 20:'unit_reaper',21:'unit_cinder',22:'unit_lancer',23:'unit_resonator', 24:'unit_warden',25:'unit_kestrel',26:'unit_basilisk',27:'unit_harbinger', 28:'unit_praetor',29:'unit_archon',30:'unit_brood',31:'unit_brood' }[tIdx]; /* The faction sheet leads: it is the only static art that exists for three of the four kits, and it is drawn in that kit's livery rather than Nova's. It returns null before the sheet decodes or when a role has no glyph, so the older paths below stay live as written. */ const facIc=(typeof mfFacUnitIcon==='function')?mfFacUnitIcon(tIdx,size,kit):null; if(facIc){ w.appendChild(facIc); }else if(kit==='nova'&&special&&typeof itemArt==='function'){ w.innerHTML=itemArt(special,T.name,size); const img=w.firstElementChild; if(img) img.classList.add('rosterArt'); }else if(kit==='nova'){ const h=makeIcon(T.spr,size,F); if(h) w.appendChild(h); if(T.tur){ const t=makeIcon(T.tur,size,F); if(t){ t.style.position='absolute'; t.style.left='0'; t.style.top='0'; w.appendChild(t); } } }else{ const wait=document.createElement('span');wait.textContent='◇';wait.style.opacity='.45';w.appendChild(wait); } /* A baked icon IS a render of this model, so asking the live thumbnail path for one would spend a GPU pass reproducing the image already on screen and then crossfade it onto itself. Skip it; the request still runs for anything falling back to a role glyph, where the live render is a real upgrade. */ const baked=facIc&&facIc.classList.contains('bmIcon'); w.appendChild(live); if(!baked) mfIntelThumbRequest(live,w,'unit',tIdx,kit); return w; } function bldIconEl(key,size,kit){ kit=mfIntelKit(kit); const d=document.createElement('div');d.className='mfRuntimeThumb'; d.style.cssText='position:relative;width:'+size+'px;height:'+size+'px;display:grid;place-items:center;overflow:hidden'; const live=document.createElement('img');live.alt='';live.setAttribute('aria-hidden','true'); live.style.cssText='position:absolute;inset:0;width:100%;height:100%;object-fit:contain;opacity:0;transition:opacity .16s'; const special={geo:'bld_geo',gate:'bld_gate'}[key]; /* Same order as unitIconEl, and it matters more here: 29 structures share only ~15 sprite rows, so the sheet also ends a lot of duplicate art. */ const facIc=(typeof mfFacBldIcon==='function')?mfFacBldIcon(key,size,kit):null; if(facIc){ d.appendChild(facIc); }else if(kit==='nova'&&special&&typeof itemArt==='function'){ d.innerHTML=itemArt(special,BT[key].em,size); const img=d.firstElementChild; if(img) img.classList.add('rosterArt'); }else if(kit==='nova'){ const el=makeIcon(BT[key].spr,size,0); if(el){d.appendChild(el); if(key==='geo') el.style.filter='hue-rotate(150deg) saturate(1.6) drop-shadow(0 3px 3px rgba(0,0,0,.55))';} if(!el){ const uv=sprites[BT[key].spr]; // 2D-atlas fallback while exact render is queued if(uv){ const cv3=document.createElement('canvas'); cv3.width=cv3.height=64; cv3.getContext('2d').drawImage(atlasCanvas, uv[0]*ATLAS,uv[1]*ATLAS,(uv[2]-uv[0])*ATLAS,(uv[3]-uv[1])*ATLAS, 0,0,64,64); d.style.background='url('+cv3.toDataURL()+') center/contain no-repeat'; } } }else{ const wait=document.createElement('span');wait.textContent='◇';wait.style.opacity='.45';d.appendChild(wait); } d.appendChild(live); if(!(facIc&&facIc.classList.contains('bmIcon'))) // see unitIconEl mfIntelThumbRequest(live,d,'building',key,kit); return d; } /* The open tab persists across openings — a player who is in the middle of building anti-air should not be dropped back on infantry every time they reopen the panel. */ let prodTab='inf', bldTab='eco'; let baseFinderFilter='all',baseFinderCursor=0; function baseFinderGroup(B){ const c=(BT[B.type]&&BT[B.type].bcat)||'sup'; return c==='eco'?'economy':c==='prod'?'production':(c==='def'||c==='wall')?'defence':c==='tech'?'tech':'support'; } function ensureBaseFinder(){ let p=$('baseFinder'); if(p) return p; p=document.createElement('section');p.id='baseFinder';p.className='baseFinder';document.body.appendChild(p);return p; } function focusBaseBuilding(B){ clearSel(); openBld=blds.indexOf(B); cam.x=B.x;cam.y=B.y;clampCam();camUpdateMatrices(); addParticle(3,B.x,B.y,0,0,.55,B.r*2.4,112,220,255); toast('⌖ '+BT[B.type].name.toUpperCase()+' — '+baseFinderGroup(B).toUpperCase()); } function renderBaseFinder(){ const p=ensureBaseFinder(),all=blds.filter(B=>B.alive&&B.team===0); const groups=['all','economy','production','defence','tech','support']; const list=all.filter(B=>baseFinderFilter==='all'||baseFinderGroup(B)===baseFinderFilter); p.innerHTML='
⌖ BASE FINDER
' +'
'+groups.map(g=>'').join('')+'
' +'

'+list.length+' owned structures · tap a category to cycle and focus its next structure.

'; p.querySelector('header button').addEventListener('pointerdown',()=>{p.style.display='none';}); p.querySelectorAll('[data-f]').forEach(btn=>btn.addEventListener('pointerdown',ev=>{ ev.stopPropagation();const f=btn.dataset.f;if(f!==baseFinderFilter){baseFinderFilter=f;baseFinderCursor=0;} const now=all.filter(B=>baseFinderFilter==='all'||baseFinderGroup(B)===baseFinderFilter); if(!now.length){toast('NO '+baseFinderFilter.toUpperCase()+' STRUCTURES');renderBaseFinder();return;} focusBaseBuilding(now[baseFinderCursor%now.length]);baseFinderCursor++;renderBaseFinder(); })); } function toggleBaseFinder(){ const p=ensureBaseFinder(); if(p.style.display==='block'){p.style.display='none';return;} /* BASE means "take me home" before it means "open a filter". Center the command structure immediately, then expose the category finder for the player's next tap. */ const hq=blds.find(B=>B.alive&&B.team===0&&B.type==='hq'); if(hq)focusBaseBuilding(hq); else { const any=blds.find(B=>B.alive&&B.team===0); if(any)focusBaseBuilding(any); else if(heroIdx>=0&&ualive[heroIdx]){cam.x=ux[heroIdx];cam.y=uy[heroIdx];clampCam();camUpdateMatrices();} } renderBaseFinder();p.style.display='block'; } function renderProdMenu(){ const g=$('prodGrid'); g.innerHTML=''; $('repeatBtn').style.display='block'; if(openBld<0) return; const B=blds[openBld]; renderProdNav(B); let list; if(B.type==='tgate') list=[8,26]; else if(B.type==='harbor') list=[14,15]; else if(B.type==='airfield') list=[5,17,25]; else list = B.tier===2? [0,1,9,18,10,2,3,6,7,11,16,19,20,21,22,23,24,27,32] : [0,1,9,10,19,24,32]; if(typeof factionDoctrineRoster==='function') list=factionDoctrineRoster(list,B.type,0); /* ROLE TABS. A flat grid of eighteen cards is a wall; one tap per role lets the player find the answer to whatever is killing them without reading every stat block on the way there. */ const order=['inf','veh','at','aoe','art','aa','air','nav','sup','exp']; const groups={}; for(const t of list){ const c=TYPES[t].cat||'veh'; (groups[c]||(groups[c]=[])).push(t); } const tabs=order.filter(c=>groups[c]); if(tabs.indexOf(prodTab)<0) prodTab=tabs[0]; const tr=$('prodTabs'); tr.innerHTML=''; tr.style.display=tabs.length>1?'flex':'none'; for(const c of tabs){ const C=UCAT[c]||{nm:'OTHER',em:'•'}; const b=document.createElement('button'); b.className='tabBtn'+(c===prodTab?' on':''); b.innerHTML=''+C.em+''+C.nm; b.addEventListener('pointerdown',ev=>{ ev.stopPropagation(); prodTab=c; sfx('ui'); renderProdMenu(); }); tr.appendChild(b); } renderMenuRoleBrief('unit',prodTab,groups[prodTab]||[]); (groups[prodTab]||[]).forEach(tIdx=>{ const T=TYPES[tIdx]; const C=(typeof factionDoctrineUnitCost==='function')?factionDoctrineUnitCost(T,0):{m:T.cm,e:T.ce}; const d=document.createElement('div'); d.className='bcard'; d.innerHTML='
'+intelUnitName(tIdx)+'
'+C.m+'m '+C.e+'e
' +'
'+ammoName(T)+'
'+intelUnitLine(tIdx)+'
'; d.setAttribute('role','button'); d.setAttribute('aria-label','Build '+intelUnitName(tIdx)+'. '+intelUnitLine(tIdx)); const icw=document.createElement('div'); icw.className='icw'; icw.appendChild(unitIconEl(tIdx,44)); d.insertBefore(icw,d.firstChild); d.addEventListener('pointerdown',ev=>{ ev.stopPropagation(); if(openBld<0) return; const Bb=blds[openBld]; const popSlot=typeof commanderSlotForBuilding==='function'?commanderSlotForBuilding(Bb):-1; if(!populationCanSpawn(tIdx,0,popSlot)){ /* Each slot is 1000. Theatre size only adds slots — recycle, do not tell the player expanding the theatre would raise this wallet. */ const used=typeof populationUsedForCommander==='function'?populationUsedForCommander(popSlot):(teamCount[0]|0); const cap=typeof populationCapForCommander==='function'?populationCapForCommander(popSlot):1000; toast('⚠ UNIT CAP '+used+' / '+cap+' — recycle units to free population'); sfx('deny');return; } if(tIdx===8 && titanCount[0]+Bb.queue.filter(q=>q===8).length>=3){ toast('Max 3 TITANs'); return; } if((tIdx===UT_ENGINEER||tIdx===UT_MINER)&&supportUnitCount(0,true)>=supportUnitCap(0)){ toast('⚙ SUPPORT CAP '+supportUnitCap(0)+' — raise Commander level or operate a Research Lab');return; } if(Bb.queue.length<30){ Bb.queue.push(tIdx); sfx('ui'); renderQueue(); } if(tIdx!==8){ // hold to queue a batch of 5 const hold=setTimeout(()=>{ const B5=blds[openBld]; if(B5&&B5.alive&&B5.queue.length<26&&populationCanSpawn(tIdx,0,popSlot)){ for(let q=0;q<4;q++) B5.queue.push(tIdx); renderQueue(); toast('▶ ×5 '+T.name+' queued (hold to batch)'); sfx('ui'); } },430); const clr=()=>{ clearTimeout(hold); d.removeEventListener('pointerup',clr); d.removeEventListener('pointercancel',clr); d.removeEventListener('pointerleave',clr); }; d.addEventListener('pointerup',clr); d.addEventListener('pointercancel',clr); d.addEventListener('pointerleave',clr); } }); addCardIntelButton(d,'unit',tIdx); g.appendChild(d); }); // T2 upgrade button const ub=$('upBtn'); if(B.type==='fac'&&B.tier===1){ ub.style.display='block'; const needLab=!hasBld(0,'techlab'); ub.textContent=B.upT>0?('UPGRADING… '+Math.ceil(B.upT)+'s') : needLab? '🔒 TECH 2 — requires Tech Lab' : ('⬆ UPGRADE TO TECH 2 ('+BUP.fac[0].cm+'m '+BUP.fac[0].ce+'e)'); } else ub.style.display='none'; renderQueue(); const rb=$('repeatBtn'); rb.textContent='REPEAT: '+(B.repeat?'ON':'OFF'); rb.classList.toggle('on',B.repeat); const ry=$('rallyBtn'); if(ry){ ry.style.display='block'; ry.textContent=B.rally?'⚑ RALLY SET — TAP TO MOVE':'⚑ SET RALLY POINT'; } } function renderQueue(){ if(openBld<0) return; const B=blds[openBld]; if(B.type==='techlab'){ const shield='SHIELD '+Math.ceil(B.shield)+'/'+Math.ceil(B.shieldMax); const pending=resDone*3+' ◆ DATA PENDING'; $('prodQueue').textContent=(B.res>=0?('Researching '+RESEARCH[B.res].nm+' — '+Math.ceil(RESEARCH[B.res].t-B.resT)+'s'):'Pick a field study') +' · '+shield+' · '+pending; return; } $('prodQueue').textContent=(B.queue.length?('Queue: '+B.queue.map(t=>TYPES[t].name).join(', ').slice(0,80)):'Queue empty — tap a unit to build') +(B.adj?' · ⚡ adjacency +'+(12*Math.min(2,B.adj))+'% speed':''); } function renderBuildMenu(){ const g=$('buildGrid'); g.innerHTML=''; /* Grouped by what a structure is FOR, and presented as TABS. Twenty cards in one flat grid, most of them padlocked, is what a new player's first look at the build system used to be; stacking them into sections only meant scrolling past everything you did not want. One tap per role, and the panel keeps a constant height, which matters when it is anchored to the bottom of a phone. */ const keys=['mex','pgen','geo','silo','fab','fac','turret','bunker','wall','gate','aatower', 'sgen','techlab','uplink','hellstorm','arc','rail','minelaser','missilebastion','plasma', 'stormcaller','airfield','harbor','seafort','bastion','nova','tgate']; const order=['eco','prod','nav','def','wall','tech','sup','sup2']; const grp={}; for(const k of keys){ const c=BT[k].bcat||'sup'; (grp[c]||(grp[c]=[])).push(k); } const tabs=order.filter(c=>grp[c]); if(tabs.indexOf(bldTab)<0) bldTab=tabs[0]; const tr=$('buildTabs'); tr.innerHTML=''; for(const c of tabs){ const C=BCAT[c]||{nm:'OTHER',em:'•'}; const b=document.createElement('button'); b.className='tabBtn'+(c===bldTab?' on':''); b.innerHTML=''+C.em+''+C.nm; b.addEventListener('pointerdown',ev=>{ ev.stopPropagation(); bldTab=c; sfx('ui'); renderBuildMenu(); }); tr.appendChild(b); } renderMenuRoleBrief('building',bldTab,grp[bldTab]||[]); for(const key of (grp[bldTab]||[])){ const T=BT[key]; const d=document.createElement('div'); const lockLvl=T.clvl&&heroLvl' +(lockLvl?'
CDR LV '+T.clvl+'
' :lockReq?'
Needs '+BT[T.req].name+'
' :'
'+T.cm+'m '+T.ce+'e
') +'
'+intelBldMini(key)+'
'+T.desc+'
' +((lockLvl||lockReq)?'🔒':lockDomain?'':''); d.setAttribute('role','button'); d.setAttribute('aria-label','Build '+intelBldName(key)+'. '+intelBldLine(key)); const icw=document.createElement('div'); icw.className='icw'; icw.appendChild(bldIconEl(key,46)); d.insertBefore(icw,d.firstChild); d.addEventListener('pointerdown',ev=>{ ev.stopPropagation(); if(T.clvl&&heroLvl{ if(!AC) return; if(AC.state==='suspended') AC.resume().catch(()=>{}); if(AC.state==='running'){ // a zero-length silent buffer is what actually satisfies WebKit try{ const b=AC.createBuffer(1,1,22050), s=AC.createBufferSource(); s.buffer=b; s.connect(AC.destination); s.start(0); }catch(e){} } }; for(const ev of ['pointerdown','touchend','click']) document.addEventListener(ev,go,{passive:true}); } iosAudioUnlock(); function initAudio(){ if(!AC){ try{ AC=new (window.AudioContext||window.webkitAudioContext)(); }catch(e){ return; } try{ mixMaster=AC.createDynamicsCompressor(); mixMaster.threshold.value=-16; mixMaster.knee.value=26; mixMaster.ratio.value=8; mixMaster.attack.value=0.004; mixMaster.release.value=0.22; const lift=AC.createGain(); lift.gain.value=1.5; mixMaster.connect(lift).connect(AC.destination); mixSfx=AC.createGain(); mixSfx.gain.value=0.9; mixSfx.connect(mixMaster); mixMus=AC.createGain(); mixMus.gain.value=0.5; mixMus.connect(mixMaster); mixRev=AC.createConvolver(); mixRev.buffer=makeIR(2.6,2.6,0.55); const revLvl=AC.createGain(); revLvl.gain.value=0.85; mixRev.connect(revLvl).connect(mixMaster); mixRevSend=AC.createGain(); mixRevSend.gain.value=1; mixRevSend.connect(mixRev); NBUF=AC.createBuffer(1,AC.sampleRate*2,AC.sampleRate); const d=NBUF.getChannelData(0); let last=0; for(let i=0;i{ document.hidden?audioSleep():audioWake(); }); window.addEventListener('pagehide',audioSleep); window.addEventListener('blur',audioSleep); window.addEventListener('focus',audioWake); function env(g,t0,a,peak,d){ g.gain.setValueAtTime(0.0001,t0); g.gain.linearRampToValueAtTime(peak,t0+a); g.gain.exponentialRampToValueAtTime(0.0001,t0+a+d); } // looping slice of the cached noise bed — cheap, no per-shot allocation function nz(t0,dur,rate){ const s=AC.createBufferSource(); s.buffer=NBUF; s.loop=true; s.playbackRate.value=rate||1; s.start(t0,Math.random()*1.6,dur); return s; } function bq(type,f,q){ const b=AC.createBiquadFilter(); b.type=type; b.frequency.value=f; if(q!==undefined) b.Q.value=q; return b; } function send(node,amt,t0,dur){ // route a voice into the reverb bus if(!mixRevSend) return; const g=AC.createGain(); g.gain.value=amt; node.connect(g); g.connect(mixRevSend); } function sfx(name,wx,wy,scale){ if(!AC||muted||!sfxOn||!mixSfx) return; const now=performance.now(); if(now-sndT>120){ sndT=now; sndN=0; } if(sndN>7) return; let pan=0, dist=1; if(wx!==undefined){ const b=camBounds(); if(wxb.x1+300||wyb.y1+300) return; pan=clamp((wx-(b.x0+b.x1)/2)/Math.max(1,(b.x1-b.x0)/2),-1,1); /* View-relative proximity falloff (matches the sample path's law): distant action fades away fast and fades further as the player zooms out, instead of a gentle map-relative dip that let far fights sound close. */ const span=(typeof orthoSpan==='number'&&orthoSpan>0)?orthoSpan:900; const dd=Math.hypot(wx-cam.x,wy-cam.y)/Math.max(300,span*0.64); const zoom=clamp((span-540)/1900,0,1); dist=clamp(1-dd*0.60-zoom*0.40,0.05,1); } sndN++; const t0=AC.currentTime, s=scale||1; try{ let out=mixSfx; if(pan!==0&&AC.createStereoPanner){ const p=AC.createStereoPanner(); p.pan.value=pan*0.75; p.connect(mixSfx); out=p; } const V=(v)=>v*dist; if(name==='shot'){ // hard mechanical crack: transient + short resonant body const n=nz(t0,0.075,1.8), f=bq('bandpass',1500+Math.random()*700,2.2), g=AC.createGain(); f.frequency.setValueAtTime(2400,t0); f.frequency.exponentialRampToValueAtTime(520,t0+0.06); env(g,t0,0.001,V(0.16*Math.min(1.5,s)),0.07); n.connect(f).connect(g).connect(out); const o=AC.createOscillator(), g2=AC.createGain(); o.type='sine'; o.frequency.setValueAtTime(180,t0); o.frequency.exponentialRampToValueAtTime(60,t0+0.06); env(g2,t0,0.001,V(0.1*Math.min(1.5,s)),0.06); o.connect(g2).connect(out); o.start(t0); o.stop(t0+0.1); send(g,0.06*dist); } else if(name==='laser'){ // energy discharge: bright noise through a fast-closing resonant sweep const n=nz(t0,0.2,1.4), f=bq('bandpass',3000,7), g=AC.createGain(); f.frequency.setValueAtTime(4200*Math.min(1.3,s),t0); f.frequency.exponentialRampToValueAtTime(380,t0+0.16); env(g,t0,0.002,V(0.15*Math.min(1.6,s)),0.15); n.connect(f).connect(g).connect(out); const o=AC.createOscillator(), g2=AC.createGain(); o.type='triangle'; o.frequency.setValueAtTime(1300,t0); o.frequency.exponentialRampToValueAtTime(180,t0+0.14); env(g2,t0,0.002,V(0.07),0.13); o.connect(bq('lowpass',2600)).connect(g2).connect(out); o.start(t0); o.stop(t0+0.2); send(g,0.2*dist); } else if(name==='boom'||name==='hit'){ const big=name==='boom'; const dur=big?Math.min(1.6,0.6*s):0.18; // body: broadband noise with a downward lowpass sweep const n=nz(t0,dur,big?0.55:1.3), f=bq('lowpass',big?900:2600,1.1), g=AC.createGain(); f.frequency.setValueAtTime(big?1400:2800,t0); f.frequency.exponentialRampToValueAtTime(big?90:700,t0+dur*0.85); env(g,t0,big?0.006:0.002,V(big?Math.min(0.62,0.3*s):0.13),dur); n.connect(f).connect(g).connect(out); if(big){ // sub impact const o=AC.createOscillator(), g2=AC.createGain(); o.type='sine'; o.frequency.setValueAtTime(95,t0); o.frequency.exponentialRampToValueAtTime(26,t0+0.5*s); env(g2,t0,0.004,V(Math.min(0.75,0.4*s)),0.55*s); o.connect(g2).connect(out); o.start(t0); o.stop(t0+0.8*s); // debris crackle grains const gr=Math.min(7,3+(s|0)); for(let k=0;k{ const o=AC.createOscillator(), gg=AC.createGain(), lp=bq('lowpass',2400); o.type='triangle'; o.frequency.value=fr; env(gg,t0+0.42,0.03,0.11,0.9); o.connect(lp).connect(gg).connect(out); o.start(t0+0.42); o.stop(t0+1.5); if(i===0) send(gg,0.5); }); } else if(name==='heal'||name==='surge'){ const up=name==='heal'; const n=nz(t0,0.5,1.1), f=bq('bandpass',up?900:400,5), g=AC.createGain(); f.frequency.setValueAtTime(up?700:1600,t0); f.frequency.exponentialRampToValueAtTime(up?3400:260,t0+0.35); env(g,t0,0.02,0.13,0.36); n.connect(f).connect(g).connect(out); const o=AC.createOscillator(), g2=AC.createGain(); o.type='sine'; o.frequency.setValueAtTime(up?330:110,t0); o.frequency.exponentialRampToValueAtTime(up?660:440,t0+0.32); env(g2,t0,0.02,0.12,0.36); o.connect(g2).connect(out); o.start(t0); o.stop(t0+0.55); send(g,0.3); } else if(name==='thrust'){ // carrier engines / heavy machinery rumble const n=nz(t0,1.1,0.4), f=bq('lowpass',300,2.5), g=AC.createGain(); env(g,t0,0.25,V(0.3),0.85); n.connect(f).connect(g).connect(out); const o=AC.createOscillator(), g2=AC.createGain(); o.type='sine'; o.frequency.setValueAtTime(48,t0); o.frequency.linearRampToValueAtTime(38,t0+1); env(g2,t0,0.2,V(0.28),0.9); o.connect(g2).connect(out); o.start(t0); o.stop(t0+1.3); send(g,0.3*dist); } else if(name==='deploy'){ // hydraulic slam + metal groan const n=nz(t0,0.8,0.7), f=bq('lowpass',700,1.4), g=AC.createGain(); f.frequency.setValueAtTime(1800,t0); f.frequency.exponentialRampToValueAtTime(140,t0+0.6); env(g,t0,0.005,V(0.4),0.7); n.connect(f).connect(g).connect(out); const o=AC.createOscillator(), g2=AC.createGain(); o.type='sine'; o.frequency.setValueAtTime(120,t0); o.frequency.exponentialRampToValueAtTime(34,t0+0.55); env(g2,t0,0.004,V(0.55),0.6); o.connect(g2).connect(out); o.start(t0); o.stop(t0+0.9); send(g,0.55); } else if(name==='pickup'){ // crate collect: bright metallic shimmer const n=nz(t0,0.35,1.8), f=bq('bandpass',2200,6), g=AC.createGain(); f.frequency.setValueAtTime(1500,t0); f.frequency.exponentialRampToValueAtTime(4800,t0+0.22); env(g,t0,0.004,0.14,0.26); n.connect(f).connect(g).connect(out); [523,784].forEach((fr,i)=>{ const o=AC.createOscillator(), gg=AC.createGain(), lp=bq('lowpass',3000); o.type='triangle'; o.frequency.value=fr; env(gg,t0+i*0.06,0.005,0.09,0.28); o.connect(lp).connect(gg).connect(out); o.start(t0+i*0.06); o.stop(t0+i*0.06+0.4); }); send(g,0.35); } }catch(e){} } /* ============================================================ ADAPTIVE SCORE — industrial-orchestral layers that swell with combat intensity. Sub drone, bowed pad, taiko hits, metal hits. ============================================================ */ let musicOn=true, musicInt=0, musicNext=0, mStep=0, lastDmgTotal=0; let lastKillsTotal=0, musicFirstBlood=false; let musDrone=null, musDroneF=null, musDroneG=null; const M_STEP=60/76/2; // slow half-time pulse, 76bpm const M_ROOTS=[55,49,61.74,58.27]; // A1 G1 B1 Bb1 — dark modal movement const M_FIFTH=1.4983, M_MIN3=1.1892*1.1892; function musKick(t0,amp,f0){ const o=AC.createOscillator(), g=AC.createGain(); o.type='sine'; o.frequency.setValueAtTime(f0||95,t0); o.frequency.exponentialRampToValueAtTime(30,t0+0.22); env(g,t0,0.004,amp,0.3); o.connect(g).connect(mixMus); o.start(t0); o.stop(t0+0.4); const n=nz(t0,0.12,0.6), f=bq('lowpass',420,1.2), g2=AC.createGain(); env(g2,t0,0.002,amp*0.5,0.12); n.connect(f).connect(g2).connect(mixMus); } function musicTickFrame(dt){ const total=dmgAccum[0]+dmgAccum[1]+dmgAccum[2]; const delta=Math.max(0,total-lastDmgTotal); lastDmgTotal=total; /* FIRST BLOOD. Damage alone climbs at ~0.09% of dealt damage per frame — an early skirmish can be over before the score gets interesting. A kill is the loudest signal the field produces, so it buys a much larger step; the first one of the match is a beat of its own, not just another kill. */ const killsNow=(typeof stats!=='undefined'&&stats.kills)?stats.kills[0]+stats.kills[1]+stats.kills[2]:0; const killDelta=killsNow-lastKillsTotal; lastKillsTotal=killsNow; let rise=delta*0.0009; if(killDelta>0){ if(!musicFirstBlood){ musicFirstBlood=true; rise+=0.22; } else rise+=0.05*killDelta; } musicInt=clamp(musicInt+rise-dt*0.05,0,1); if(!AC||muted||!musicOn||!running||paused||!mixMus){ if(musDroneG&&AC) musDroneG.gain.setTargetAtTime(0.0001,AC.currentTime,0.3); musicNext=0; return; } // continuous sub drone bed — the floor the whole score sits on if(!musDrone){ try{ musDrone=AC.createOscillator(); musDrone.type='sawtooth'; musDrone.frequency.value=M_ROOTS[0]/2; musDroneF=bq('lowpass',180,4); musDroneG=AC.createGain(); musDroneG.gain.value=0.0001; musDrone.connect(musDroneF).connect(musDroneG).connect(mixMus); musDrone.start(); }catch(e){} } if(musDroneG){ musDroneG.gain.setTargetAtTime(0.10+musicInt*0.10,AC.currentTime,0.8); musDroneF.frequency.setTargetAtTime(150+musicInt*520,AC.currentTime,0.9); } const now=AC.currentTime; if(!musicNext||musicNext0.4&&s%8===6) musKick(t0,0.34,80); if(I>0.72&&s%4===2) musKick(t0,0.22,70); // bowed string pad: stacked fifth, slow filter breathing if(s%16===0){ for(const mul of [1,M_FIFTH,I>0.45?M_MIN3*2:2]){ const o=AC.createOscillator(), f=bq('lowpass',300,1.6), g=AC.createGain(); o.type='sawtooth'; o.frequency.value=root*mul*(1+(Math.random()-0.5)*0.004); f.frequency.setValueAtTime(240,t0); f.frequency.linearRampToValueAtTime(700+I*1500,t0+2.2); env(g,t0,1.1,0.075+I*0.03,2.6); o.connect(f).connect(g).connect(mixMus); const rv=AC.createGain(); rv.gain.value=0.5; g.connect(rv); if(mixRevSend) rv.connect(mixRevSend); o.start(t0); o.stop(t0+4.2); } } // struck metal / anvil accents once the fight is hot if(I>0.3&&(s%8===4||(I>0.6&&s%8===2))){ const n=nz(t0,0.5,1.5), f=bq('bandpass',2600+Math.random()*900,12), g=AC.createGain(); env(g,t0,0.002,0.1*Math.min(1,I*1.4),0.45); n.connect(f).connect(g).connect(mixMus); const rv=AC.createGain(); rv.gain.value=0.55; g.connect(rv); if(mixRevSend) rv.connect(mixRevSend); } // low brass swell answering big pushes if(I>0.55&&s%16===8){ const o=AC.createOscillator(), f=bq('lowpass',700,2.2), g=AC.createGain(); o.type='sawtooth'; o.frequency.value=root*2; f.frequency.setValueAtTime(300,t0); f.frequency.linearRampToValueAtTime(1400,t0+0.9); env(g,t0,0.35,0.1,1.1); o.connect(f).connect(g).connect(mixMus); o.start(t0); o.stop(t0+1.8); const rv=AC.createGain(); rv.gain.value=0.6; g.connect(rv); if(mixRevSend) rv.connect(mixRevSend); } // sparse air texture in the quiet if(I<0.35&&s%16===12){ const n=nz(t0,2.4,0.5), f=bq('bandpass',700,1.4), g=AC.createGain(); env(g,t0,1.0,0.045,1.8); n.connect(f).connect(g).connect(mixMus); const rv=AC.createGain(); rv.gain.value=0.7; g.connect(rv); if(mixRevSend) rv.connect(mixRevSend); } }catch(e){} }