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2794ab1270
## What Adds a **`nukeTrail`** cosmetic effectType alongside `transportShipTrail`, so nukes leave a trail colored by their own gradient/transition effect — independent of the boat-trail effect (a player can run both). Also reorganizes the effects picker and store into per-effectType **tabs**. ## Rendering Boat and nuke trails are stamped into **one** trail texture keyed only by owner, so independent coloring needs a per-tile unit-class signal: - **Trail texture** `R8UI` → `R16UI`: texel = `ownerID(bits 0-11) | nukeBit(bit 12)`. `TrailManager` stamps the bit (and preserves it when repainting on unit death); the `Uint8Array`→`Uint16Array` ripple + `UNSIGNED_SHORT` uploads flow through `GpuResources`, `TrailPass`, `Upload`, `MapRenderer`, `Renderer`, `FrameData`. - **Effect texture** widened to two stacked blocks (`TRAIL_EFFECT_BLOCKS`): rows 0–7 = transportShipTrail, rows 8–15 = nukeTrail. `writeEffectEntry(…, rowBase)`; `syncPlayerEffects` resolves both effectTypes. - **Shader** masks the owner, derives `rowBase` from the nuke bit, offsets every row, and reuses the gradient/transition decode. - Bonus: the 12-bit owner mask lifts the old `R8UI` >255-player truncation. ## Schema / server / UI - Shared attributes schema renamed `TransportShipTrail…` → **`TrailEffectAttributesSchema`** (it's no longer ship-specific); `NukeTrailEffectSchema` added to `EffectSchema` + `CosmeticsSchema.effects`. `EFFECT_TYPES = [transportShipTrail, nukeTrail]`. - Server `Privilege`, selection, and the picker grid all iterate `EFFECT_TYPES`, so they handle the new type with **no per-type code**. - **Tabs:** the selection modal uses one tab per effectType (`BaseModal`'s native tabs); the **store's** EFFECTS panel gets an internal sub-tab bar (its top-level PACKS/EFFECTS tabs can't nest). Tabs are always present, so a type you own entirely still appears as an empty tab (previously the boat-trail section vanished from the store when you owned everything). ## Review A 3-angle adversarial review (bit-packing, type-ripple, GLSL/data-flow) **refuted** the correctness concerns — the R16UI format, masking, and block layout agree across `TrailManager` / shader / builder. The minor survivors (a preview that only resolved boat trails, stale comments) were fixed. ## Testing - `tsc --noEmit`, ESLint, Prettier, `build-prod` — all clean. - Schema/`Privilege` tests updated for `nukeTrail` (96 tests pass). - The GL trail + tab UI are visual — not yet verified in a running game. - The catalog (`cosmetics.json`, closed-source API) must ship the `effects.nukeTrail` block for the effect to appear in production. 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>