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@adatechnology/game-vehicles-fleet

v6.0.0

Published

Fleet content pack for @adatechnology/game-vehicles: 69 procedural vehicles (motorcycles, cars, SUVs, pickups, vans, trucks, buses, tractors, military, boats, planes and helicopters), fuels, groups, generic crash scenarios and en / pt-BR texts.

Readme

@adatechnology/game-vehicles-fleet

The fleet for @adatechnology/game-vehicles: 69 procedural vehicles in ten groups, the fuels, the group names, the generic crash texts and five ready-made damage scenarios. It is a content pack: install it into a kit and every vehicle is available to kit.build(id, state).

Install

pnpm add @adatechnology/game-vehicles @adatechnology/game-vehicles-fleet three

Browser without a bundler (the global is GameVehiclesFleet):

<script src="https://unpkg.com/[email protected]/build/three.min.js"></script>
<script src="https://unpkg.com/@adatechnology/game-vehicles/dist/index.global.js"></script>
<script src="https://unpkg.com/@adatechnology/game-vehicles-fleet/dist/index.global.js"></script>
<script>
  const kit = GameVehicles.createVehicleKit({ THREE, locale: 'en' })
  GameVehiclesFleet.installFleet(kit)
  scene.add(kit.build('compact_hatch', 'damaged').group)
</script>

Usage

import * as THREE from 'three'
import { createVehicleKit } from '@adatechnology/game-vehicles'
import { fleetPack, installFleet } from '@adatechnology/game-vehicles-fleet'

const kit = createVehicleKit({ THREE, locale: 'pt-BR' })
installFleet(kit)                                  // everything
// or: kit.plugin(fleetPack)                         // the same, as a plugin
// or: installFleet(kit, { groups: ['cars', 'air'], exclude: ['battle_tank'], scenarios: false })

const car = kit.build('compact_hatch', 'intact')   // states: 'intact' | 'damaged' | 'modified'

Options

| Option | Default | Meaning | |---|---|---| | groups | all ten | groups to install | | vehicles | every vehicle of the groups | only these ids | | exclude | none | ids to leave out | | scenarios | true | register the five damage scenarios and make front_crash the default damage |

createFleetPack(options) returns a plugin with the options applied; fleetPack is the one with the defaults.

Exports

  • fleetPack, createFleetPack, installFleet, version
  • per group: motorcycles, cars, suvs, pickups, vans, heavy, agricultural, military, water, air (arrays of vehicle ids), fleetGroups, fleetGroupIds, fleetVehicleIds
  • createScenarios, scenarioIds
  • enLocale, ptBrLocale
  • legacyVehicleSeeds, legacyZoneIds, legacyGlassLabels, legacyScenarioSeeds (the original Portuguese ids; see below)

Groups

| Group | Vehicles | |---|---| | motorcycles | 12 | | cars | 15 | | suvs | 4 | | pickups | 4 | | vans | 2 | | heavy | 5 | | agricultural | 1 | | military | 8 | | water | 7 (the group is marked as water in the kit) | | air | 11 |

The ids of all 69 are in MIGRATION.md with their old keys and names.

Scenarios

front_crash, left_side_crash, rollover, abandoned and burnt. They are generic: the damage depends only on the vehicle. The scenario of the original game with the horde is not here.

Locales

src/locales/en.json and pt-BR.json hold every text: group, fuel, scenario, vehicle (name, inspiration, description, seats, capacity, range...), part, zone and pane labels, and the crash texts. The code has English ids only. locale: 'pt-BR' gives back the exact strings of the original (the tests compare all of them).

Faithful to the original

The original ids (and glass labels) seed the random streams of looks and damage, so the pack keeps them in src/legacy-seeds.ts and passes them to the kit (seedKey, seedId, registerLegacySeeds). Because of that, the same vehicle in the same state is the same scene as before. The tests hold a digest (hash of the scene graph lines) produced by the original code for each of the 69 vehicles intact, damaged and modified, the zone ids and pt-BR labels, and the result of each scenario. All 69 match. Do not rename the values in legacy-seeds.ts.

Left for the game adapter

The pack is generic, so these parts of the original plugin and vehicles stayed out. The game adds them with kit.configure and its own hooks:

  • The texts of 14 zone effect keys: panel, door, fender, side_panel, roof, lid, bumper, glass, windshield, underbody, deck, aircraft_cabin, exhaust and cab (zoneEffects), and the part effect text glass (partEffects). They tie the damage to the story of the game. Until it sets them the kit falls back to the generic panel text.
  • The story sentences of the descriptions of 16 vehicles: electric_hatch, police_sedan, highway_police_sedan, commuter_motorcycle, trail_bike, monster_truck, ambulance, box_truck, armored_truck, battle_tank, single_engine_plane, step_through_scooter, cruiser, v8_coupe, light_attack_turboprop and attack_helicopter. The pack keeps the part about the vehicle; the pt-BR strings are the original minus those sentences.
  • The fx arrays of the game effects that were attached to zones.
  • The horde: its scenario, the horde flag (torn mirrors, bite marks) and the frontBlood flag with the windshield splat after a crash.
  • Blood: the blood fluid, the impact stain (impactStain, defaultSplat) and the default-damage hook that adds it.
  • The plate text ZMB4D23 and the who text of the game.
  • The other game-level texts of the original plugin.js.

Português

Pacote de conteúdo com a frota do jogo: 69 veículos procedurais em dez grupos (motos, carros, SUVs, picapes, vans, caminhões e ônibus, agrícola, militares, aquáticos e aéreos), os combustíveis, os nomes dos grupos, os textos genéricos de dano e cinco cenários de dano prontos. Ele usa o @adatechnology/game-vehicles.

const kit = GameVehicles.createVehicleKit({ THREE, locale: 'pt-BR' })
GameVehiclesFleet.installFleet(kit)                  // ou installFleet(kit, { groups: ["cars"] })
const carro = kit.build('compact_hatch', 'damaged')

Todo o texto em português fica em src/locales/pt-BR.json, exatamente como no original. Os ids antigos continuam semeando o visual e o dano, então cada veículo sai idêntico ao original (os testes comparam hashes gerados pelo código original). O que é do jogo (zumbis, horda, sangue, placa ZMB) ficou de fora; veja "Left for the game adapter". A tabela completa de nomes antigos e novos está em MIGRATION.md.

Measurements, paint and design cards

fleetDims(id) (length, width, height in metres as the team measured them), paintPalettes and paletteOf(group) (13 civil colours and 5 military), colorFromSeed(seed, palette) (the same seed gives the same colour; number or text), fleetStats(id) (six 0-10 ratings, noise radius, top speed) and fleetCard(id) (the design card texts, Brazilian Portuguese). The data are JSON files in src/data/ written by tools/vehicles-catalog from the team's Frota Leve and Frota pages.