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## Description: Follow-up to #4485: adds a second nuke-explosion visual, `"sparkles"` — a firework burst of twinkling glints that start at the detonation point and ride outward with the expanding front, reaching the cosmetic's full `size` at fade-out. **Schema (`CosmeticSchemas.ts`)** - `NukeExplosionAttributesSchema` is now a discriminated union on `type` (`"shockwave" | "sparkles"`), matching `TrailEffectAttributesSchema`. Old clients drop sparkles entries via `lenientRecord` and render the default ring. - The sparkles member adds `density` (required, positive) — roughly the total number of glints in the burst. - Literal attribute semantics, consistent with shockwave: - `size` — final burst width (diameter) in world tiles at fade-out - `speed` — tiles/s the width grows; duration = size / speed, clamped 0.1–15 s - `thickness` — **average** sparkle size in tiles; each glint hash-varies ±50% around it - `density` — approximate glint count; renderer clamps to 2–5000 - `colors` + `transitionSpeed` — shared palette-cycle semantics, with a hashed per-glint palette offset on top **Rendering** - `NukeExplosionRenderParams` now carries the visual type through to the pass as a matching TS union (previously any cosmetic was hardwired to the EMP style — this closes that gap for future visuals). - Sparkles are style 2 in the same `FxShockwavePass` instance stream: one new float (grid cell pitch, derived CPU-side from density), no other layout changes. - Fragment shader: one hashed glint per rotated front-normalized grid cell (jittered, cell-confined so each fragment samples only its own cell, ~1/3 dropout for organic scatter), hashed birth stagger. Glints are **fully opaque** — twinkle modulates color brightness, not alpha — holding full opacity through life and fading only over the last quarter. - SAM interceptions, the classic ring, and EMP shockwaves are unchanged. **Store / selection** - New `<sparkles-swatch>` preview (burst scales from center, density-scaled dot count, size-varied dots, palette cycling), branched in `CosmeticButton` by `attributes.type`. **Verification** - Schema tests incl. the real `rgb_nuke_sparkles` catalog entry, missing/non-positive `density` rejection. - Verified in-game via headless Chromium: size-250 RGB burst renders opaque red/white/blue glints expanding from the detonation point; sparse (40) vs dense (400) density comparison; no page errors. ## 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) Co-authored-by: Claude Fable 5 <noreply@anthropic.com>