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Author SHA1 Message Date
Evan 6ff202afb5 feat: nuke-explosion cosmetic effects (per-bomb-type shockwave customization) (#4485)
## Description:

Adds a new `nukeExplosion` cosmetic effect type: when a bomb detonates,
every client renders the shockwave in the firing player's equipped
effect for that bomb type.

**Cosmetics / selection**
- New `nukeExplosion` effect schema (`CosmeticSchemas.ts`) with per-bomb
selection slots — a slot is the effectType for trails and the `nukeType`
for explosions (`atom` / `hydro` / `mirvWarhead`), so players can equip
a distinct explosion per bomb type.
- Slot resolution + validation is one shared helper
(`findEffectForSlot`) used by client selection, server privilege checks
(`Privilege.ts`), and the renderer; a compile-time guard keeps the
nukeType and effectType slot namespaces disjoint.
- Effects picker gains an Atom / Hydrogen / MIRV sub-tab bar when
browsing nuke explosions; selections persist per slot in UserSettings
and are validated/dropped like other cosmetics.

**Rendering**
- `WebGLFrameBuilder` resolves each dead nuke's owner cosmetic onto the
dead-unit event; `FxShockwavePass` renders an EMP-style procedural ring
(jagged crackling front, rotating lightning arcs, inner energy fill)
from per-instance attributes. SAM interceptions and players with no
cosmetic keep the classic white ring.
- Catalog attributes have literal units:
- `size` — final ring width (diameter) in world tiles at fade-out,
absolute — independent of the bomb's blast radius
- `speed` — tiles/s the width grows; duration = size / speed, clamped to
0.1–15 s
- `thickness` (required) — ring band thickness in tiles, constant while
the ring expands
- `colors` — palette of up to 4 colors, cycled at `transitionSpeed`
steps/s (0 = static, negative = reverse; same semantics as trail
transitions)
- The shockwave quad is sized radius + thickness so the absolute-width
band isn't clipped into a box while the ring is young.

## Please complete the following:

- [ ] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

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Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 14:21:01 -07:00
Evan bd9ef9a317 feat: effects cosmetic category (transport-ship trail) + UI (#4418)
## What

Adds a new **`effects`** cosmetic category alongside `skins`/`flags`.
Each effect is discriminated by **`effectType`** (only
`transportShipTrail` today), whose visual config lives in
**`attributes`** (`solid` / `rainbow` / `pulse` / `gradient`). Schema
matches the production cosmetics.json shape exactly (incl. the `url`
field).

**This PR is UI + taxonomy only — the in-game WebGL trail rendering is
intentionally deferred.**

## UI

- **Store** gains an **"Effects"** tab.
- **Home page** gains an **"Effects"** button opening a picker modal.
- Both render effects **grouped by `effectType` with a sub-header per
type**, via a shared `<effects-grid>` Lit element (`mode="select"` for
the picker, `mode="purchase"` for the store). The picker shows owned
effects + a Default tile and persists per-type; the store shows
purchasable effects.

## Data flow

- Ownership via `effect:*` / `effect:<name>` flares (reuses
`cosmeticRelationship`).
- Selection is a per-`effectType` map persisted in UserSettings
(`settings.effects`).
- Server validates in `isEffectAllowed`, wired into `isAllowed`.
- `getPlayerCosmeticsRefs` / `getPlayerCosmetics` resolve effects the
same way as skins/flags (kept-on-fetch-failure, server is authority).

## Tests

- `tsc --noEmit`, ESLint, Prettier clean; full suite green.
- New: `CosmeticSchemas` parse tests (incl. parsing the **real**
`read_transport_trail` entry), `UserSettings` per-type selection, and
`Privilege` effect validation.

## Notes / follow-ups

- The effect's display label shows **"Boat Trail"** for the
`transportShipTrail` type (friendlier than the id).
- Closed-source API gap: `/shop/purchase` (`purchaseWithCurrency`) needs
to learn `"effect"` for **currency** purchase of effects; the
**dollar/product** purchase path already works. Client types were
widened accordingly.
- In-game wake rendering can be ported from #4416.

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

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 13:13:48 -07:00