feat: render transport-ship trail cosmetic as a gradient (#4454)

## What

Renders the `transportShipTrail` cosmetic effect in-game. Transport
ships already left a trail, but it was always drawn in the player's
**territory color** — this wires the selected effect through to the
renderer so the trail shows the player's chosen **gradient**.

## How

- **Per-player effect texture** (`RGBA32F`, mirrors the palette texture)
keyed by `smallID`, sampled by the trail fragment shader. Each row holds
a gradient color; spare alpha channels carry the color count,
`colorSize`, and `movementSpeed`.
- **Shader**
([trail.frag.glsl](src/client/render/gl/shaders/map-overlay/trail.frag.glsl))
cycles a flowing gradient through the color list: 1 color → flat, 2+ →
animated bands scrolling along the trail. No effect (count 0) falls back
to the territory color; alt-view keeps affiliation colors.
- **WebGLFrameBuilder** resolves each player's catalog attributes (the
in-game cosmetic is only `{ name, effectType }`; the style/colors live
in the catalog) and encodes them. Resolution is decoupled from the
first-seen palette path so it retries until the catalog loads, and
unparseable colors are dropped so bad catalog data degrades to the
territory color rather than rendering black.

## Schema

Collapses the trail attributes to a single gradient shape:

```ts
{ type: "gradient", colors: string[], colorSize: number, movementSpeed: number }
```

- `colors` — solid = one color, rainbow = the spectrum, gradient = two
or more.
- `colorSize` — band width (tiles per color band; `1` is the default, ~4
tiles).
- `movementSpeed` — scroll rate along the trail (tiles/sec; `0` =
static).

## Notes

- Animation is render-only (local time), no simulation/determinism
impact.
- The catalog (`cosmetics.json`, served by the closed-source API) must
ship effects in this `{ type: "gradient", colors, colorSize,
movementSpeed }` shape.
- Band thickness (`4.0` base in the shader) and the gradient frequency
are visual constants picked without in-game verification — easy to tune.

## Testing

- `tsc --noEmit`, ESLint, Prettier, `build-prod` all clean.
- Schema + Privilege test suites updated for the gradient shape (92
tests pass).
- Not yet visually verified in a running game (effect selection is
flare-gated).

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Evan
2026-06-29 20:28:47 -07:00
committed by GitHub
parent f4b47ce06c
commit 7c151e76ad
11 changed files with 373 additions and 146 deletions
+38 -25
View File
@@ -102,27 +102,20 @@ export const SkinSchema = CosmeticSchema.extend({
export const EFFECT_TYPES = ["transportShipTrail"] as const;
export const EffectTypeSchema = z.enum(EFFECT_TYPES);
// Boat-trail styles, discriminated on `type`: each known style carries exactly
// the fields it uses (rainbow has none; solid/pulse need a color; gradient needs
// both). A `type` we don't recognize — a style shipped to cosmetics.json before
// this client updated — normalizes to { type: "unknown" } instead of failing the
// catalog parse, so one new style never wipes the whole catalog; the renderer
// shows a neutral swatch. `type` itself stays required.
export const TransportShipTrailAttributesSchema = z.union([
z.discriminatedUnion("type", [
z.object({ type: z.literal("solid"), color: z.string() }),
z.object({ type: z.literal("rainbow") }),
z.object({ type: z.literal("pulse"), color: z.string() }),
z.object({
type: z.literal("gradient"),
color: z.string(),
color2: z.string(),
}),
]),
z
.object({ type: z.string() })
.transform(() => ({ type: "unknown" as const })),
]);
// A boat trail is a gradient of one or more colors, cycled along the trail. The
// old solid/rainbow styles are just color lists now: solid = a single color,
// rainbow = the spectrum, gradient = two or more. The server only ships this
// "gradient" shape. Colors are unvalidated strings here; the renderer drops any
// it can't parse (and an empty list falls back to the player's territory color).
// `colorSize` is how wide each color band is, in tiles (larger = bigger bands);
// `movementSpeed` is how fast the bands scroll along the trail, in tiles per
// second (0 = static).
export const TransportShipTrailAttributesSchema = z.object({
type: z.literal("gradient"),
colors: z.array(z.string()),
colorSize: z.number(),
movementSpeed: z.number(),
});
const TransportShipTrailEffectSchema = CosmeticSchema.extend({
effectType: z.literal("transportShipTrail"),
@@ -135,6 +128,23 @@ export const EffectSchema = z.discriminatedUnion("effectType", [
TransportShipTrailEffectSchema,
]);
/**
* A record that drops entries failing `schema` instead of failing the whole
* parse. Used for the effect catalog: a newer effect the server ships before
* this client is updated to understand it is skipped rather than taking patterns,
* flags, and skins down with it.
*/
function lenientRecord<T extends z.ZodType>(schema: T) {
return z.record(z.string(), z.unknown()).transform((rec) => {
const out: Record<string, z.infer<T>> = {};
for (const [key, value] of Object.entries(rec)) {
const parsed = schema.safeParse(value);
if (parsed.success) out[key] = parsed.data;
}
return out;
});
}
export const PackSchema = CosmeticSchema.extend({
displayName: z.string(),
currency: z.enum(["hard", "soft"]),
@@ -157,12 +167,15 @@ export const CosmeticsSchema = z.object({
skins: z.record(z.string(), SkinSchema).optional(),
// Grouped by effectType. Each effect also carries its own effectType (matching
// this outer key) so an Effect stands alone and EffectSchema can discriminate
// on it. Add a key per new effectType.
// on it. Add a key per new effectType. Forward-compat: a brand-new effectType
// key is ignored (z.object strips keys it doesn't list), and lenientRecord
// extends that to new entries under a known effectType (a dropped effect just
// degrades to "no effect" — the trail keeps its territory color).
effects: z
.object({
transportShipTrail: z
.record(z.string(), TransportShipTrailEffectSchema)
.optional(),
transportShipTrail: lenientRecord(
TransportShipTrailEffectSchema,
).optional(),
})
.optional(),
currencyPacks: z.record(z.string(), PackSchema).optional(),