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<!DOCTYPE html>
<html lang="zh-CN">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>木筏求生</title>
<style>
*{margin:0;padding:0;box-sizing:border-box}body{overflow:hidden;background:#000;font-family:Arial,sans-serif}canvas{display:block}
#hud{position:fixed;top:0;left:0;width:100%;height:100%;pointer-events:none;z-index:10}
#crosshair{display:none}
#toolbar{position:absolute;bottom:20px;left:50%;transform:translateX(-50%);display:flex;gap:6px;pointer-events:auto}
.toolbar-slot{width:60px;height:60px;border:2px solid rgba(255,255,255,0.4);border-radius:8px;background:rgba(0,0,0,0.5);display:flex;flex-direction:column;align-items:center;justify-content:center;color:#fff;font-size:12px;cursor:pointer;position:relative;transition:border-color 0.2s}
.toolbar-slot.active{border-color:#f0c040;background:rgba(240,192,64,0.2)}
.toolbar-slot .icon{font-size:22px;line-height:1}.toolbar-slot .label{font-size:10px;margin-top:2px}
.toolbar-slot .count{position:absolute;top:2px;right:4px;font-size:10px;color:#f0c040}
.toolbar-slot .key-hint{position:absolute;top:2px;left:4px;font-size:9px;color:rgba(255,255,255,0.5)}
#tooltip{position:absolute;bottom:100px;left:50%;transform:translateX(-50%);color:#fff;font-size:14px;background:rgba(0,0,0,0.6);padding:6px 16px;border-radius:6px;opacity:0;transition:opacity 0.3s;white-space:nowrap}
#tooltip.show{opacity:1}
#collect-log{position:absolute;right:20px;top:50%;transform:translateY(-50%);display:flex;flex-direction:column;gap:4px;align-items:flex-end}
.collect-msg{color:#8f8;font-size:13px;background:rgba(0,0,0,0.5);padding:4px 10px;border-radius:4px;animation:cf 2s forwards}
@keyframes cf{0%{opacity:0;transform:translateX(20px)}15%{opacity:1;transform:translateX(0)}80%{opacity:1}100%{opacity:0;transform:translateY(-10px)}}
#build-menu{position:absolute;top:50%;left:50%;transform:translate(-50%,-50%);background:rgba(0,0,0,0.85);border:1px solid rgba(255,255,255,0.2);border-radius:12px;padding:20px;min-width:340px;max-height:70vh;color:#fff;display:none;pointer-events:auto;overflow-y:auto}
#build-menu h3{text-align:center;margin-bottom:12px;color:#f0c040;font-size:18px}
.build-item{display:flex;align-items:center;justify-content:space-between;padding:8px 12px;margin:4px 0;background:rgba(255,255,255,0.05);border-radius:6px;cursor:pointer;transition:background 0.2s}
.build-item:hover{background:rgba(255,255,255,0.15)}.build-item.disabled{opacity:0.4;cursor:not-allowed}
#backpack-menu{position:absolute;top:50%;left:50%;transform:translate(-50%,-50%);background:rgba(0,0,0,0.88);border:1px solid rgba(255,255,255,0.25);border-radius:12px;padding:20px 24px;min-width:280px;max-height:70vh;color:#fff;display:none;pointer-events:auto;overflow-y:auto}
#backpack-menu h3{text-align:center;margin-bottom:14px;color:#f0c040;font-size:18px}
.backpack-item{display:flex;align-items:center;justify-content:space-between;padding:10px 12px;margin:4px 0;background:rgba(255,255,255,0.06);border-radius:6px;transition:background 0.2s}
.backpack-item:hover{background:rgba(255,255,255,0.12)}
.backpack-item .bp-icon{font-size:18px;margin-right:10px;min-width:30px;text-align:center}
.backpack-item .bp-name{flex:1;font-size:14px}
.backpack-item .bp-count{font-size:16px;color:#f0c040;font-weight:bold;min-width:30px;text-align:right}
.backpack-empty{text-align:center;color:rgba(255,255,255,0.4);padding:20px;font-size:14px}
#backpack-menu .close-hint,#build-menu .close-hint{text-align:center;margin-top:12px;font-size:11px;color:rgba(255,255,255,0.35)}
#place-hint{position:absolute;top:60px;left:50%;transform:translateX(-50%);color:#f0c040;font-size:16px;background:rgba(0,0,0,0.7);padding:8px 20px;border-radius:8px;display:none;pointer-events:none;z-index:20}
body.placing-mode{cursor:pointer}
body.demolish-mode{cursor:crosshair}
#demolish-menu{position:absolute;top:50%;left:50%;transform:translate(-50%,-50%);background:rgba(0,0,0,0.88);border:1px solid rgba(255,80,80,0.4);border-radius:12px;padding:20px 24px;min-width:300px;max-height:70vh;color:#fff;display:none;pointer-events:auto;overflow-y:auto}
#demolish-menu h3{text-align:center;margin-bottom:14px;color:#ff6644;font-size:18px}
.demolish-item{display:flex;align-items:center;justify-content:space-between;padding:10px 12px;margin:4px 0;background:rgba(255,80,80,0.08);border-radius:6px;cursor:pointer;transition:background 0.2s}
.demolish-item:hover{background:rgba(255,80,80,0.25)}
.demolish-item .dm-icon{font-size:18px;margin-right:10px;min-width:30px;text-align:center}
.demolish-item .dm-name{flex:1;font-size:14px}
.demolish-item .dm-refund{font-size:11px;color:#8f8;min-width:80px;text-align:right}
.demolish-empty{text-align:center;color:rgba(255,255,255,0.4);padding:20px;font-size:14px}
#demolish-menu .close-hint{text-align:center;margin-top:12px;font-size:11px;color:rgba(255,255,255,0.35)}
#start-screen{position:fixed;top:0;left:0;width:100%;height:100%;background:linear-gradient(180deg,#0a2a4a 0%,#0d4a7a 50%,#1a6a9a 100%);display:flex;flex-direction:column;align-items:center;justify-content:center;z-index:100;color:#fff}
#start-screen h1{font-size:48px;margin-bottom:10px;text-shadow:0 2px 10px rgba(0,0,0,0.5)}
#start-screen p{font-size:16px;color:#aad;margin-bottom:30px}
.start-btn-group{display:flex;gap:12px;flex-direction:column;align-items:center}
#start-btn,#continue-btn{padding:14px 50px;font-size:20px;background:#f0c040;color:#333;border:none;border-radius:8px;cursor:pointer;font-weight:bold;transition:transform 0.2s}
#start-btn:hover,#continue-btn:hover{transform:scale(1.05)}
#continue-btn{background:#40c0f0}
#continue-btn:disabled{opacity:0.4;cursor:not-allowed;transform:none}
#save-indicator{position:fixed;top:12px;left:12px;color:rgba(255,255,255,0.6);font-size:12px;background:rgba(0,0,0,0.4);padding:4px 10px;border-radius:4px;z-index:30;opacity:0;transition:opacity 0.5s;pointer-events:none}
#save-indicator.show{opacity:1}
#controls-info{margin-top:40px;text-align:left;font-size:13px;color:#8ab;line-height:1.8}
#controls-info kbd{background:rgba(255,255,255,0.15);padding:2px 8px;border-radius:4px;font-family:monospace}
#fishing-hint{position:absolute;top:120px;left:50%;transform:translateX(-50%);color:#fff;font-size:16px;background:rgba(0,80,200,0.75);padding:8px 20px;border-radius:8px;display:none;pointer-events:none;z-index:20}
#fishing-bite{position:absolute;top:50%;left:50%;transform:translate(-50%,-50%);color:#fff;font-size:28px;font-weight:bold;background:rgba(200,80,0,0.85);padding:14px 32px;border-radius:12px;display:none;pointer-events:none;z-index:25;text-align:center}
</style>
</head>
<body>
<div id="save-indicator"></div>
<div id="start-screen">
<h1>⛵ 木筏求生</h1>
<p>在无尽的海洋上生存,收集资源,扩建你的木筏。</p>
<div class="start-btn-group">
<button id="start-btn">新的游戏</button>
<button id="continue-btn" disabled>继续游戏</button>
</div>
<div id="controls-info">
<div><kbd>W</kbd><kbd>A</kbd><kbd>S</kbd><kbd>D</kbd> - 控制小人在木筏上行走</div>
<div><kbd>Q</kbd><kbd>E</kbd> / <kbd>右键拖拽</kbd> - 视角控制(环绕小人旋转)</div>
<div><kbd>左键点击</kbd> - 点击远处使用工具(划桨/捕捞)</div>
<div><kbd>1</kbd><kbd>2</kbd><kbd>3</kbd> - 切换(钩子/钓鱼 / 船桨 / 建造)<br> 背包装备鱼竿后,键1变为钓鱼</div>
<div><kbd>4</kbd> - 背包 <kbd>5</kbd> - 上帝模式 <kbd>6</kbd> - 拆除 <kbd>7</kbd> - 观察模式 <kbd>B</kbd> - 建造菜单 <kbd>ESC</kbd> - 关闭界面</div>
</div>
</div>
<div id="hud" style="display:none">
<div id="crosshair"></div><div id="toolbar"></div><div id="tooltip"></div>
<div id="collect-log"></div>
<div id="build-menu"><h3>建造菜单 [B]</h3><div id="build-list"></div><div class="close-hint">按 B 或 ESC 关闭</div></div>
<div id="backpack-menu"><h3>背包 [4]</h3><div id="backpack-list"></div><div class="close-hint">按 4 或 ESC 关闭</div></div>
<div id="demolish-menu"><h3>拆除菜单 [6]</h3><div id="demolish-list"></div><div class="close-hint">按 6 或 ESC 关闭</div></div>
<div id="place-hint">点击木筏周围的高亮区域放置木板(ESC 取消)</div>
<div id="fishing-hint">装备鱼竿后,点击海面投掷钩子钓鱼</div>
<div id="fishing-bite">🐟 鱼上钩了!快点击那条鱼!</div>
</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<script>
/* ============================================================
* Raft Survival - 3D Game (Three.js r128)
*
* Features:
* - Infinite calm ocean (plane follows camera)
* - Expandable raft (grid-based plank system)
* - Floating items spawn randomly on sea (wood, rope, plastic, iron, copper, gold)
* - Hook tool to grab items from water
* - Paddle tool to push raft forward toward clicked target
* - Build system to expand raft with collected resources
* - Backpack UI for viewing inventory
* - WASD + mouse first-person camera (disabled when UI panels are open)
*
* Classes: Game, Ocean, Raft, Player, InputManager, Hook, Paddle,
* ItemSpawner, FloatingItem, Inventory, BuildSystem, UIManager
* ============================================================ */
/* ===== CONFIG ===== */
var CONFIG = {
OCEAN_SIZE: 1500, OCEAN_COLOR: 0x0077be, OCEAN_SEG: 256,
SKY: 0x87ceeb, FOG: 0xb0d4f1, FOG_N: 100, FOG_F: 600,
PH: 2.0, MS: 0.002, LS: 2.0, // player height, mouse sens, look speed
CHAR_SPEED: 3.0, // character walk speed
CAM_DIST: 5.0, // third-person camera distance (default)
CAM_DIST_MIN: 2.0, // minimum zoom distance
CAM_DIST_MAX: 20.0, // maximum zoom distance
CAM_ZOOM_SPEED: 0.8, // zoom speed per scroll step
CAM_HEIGHT: 3.5, // third-person camera height offset
CAM_PITCH_MIN: 0.1, // minimum camera pitch (looking down)
CAM_PITCH_MAX: 1.2, // maximum camera pitch
CAM_KEY_ROTATE_SPEED: 2.0, // Q/E key rotation speed (radians per second)
RPS: 2, RPH: 0.3, RY: 0.15, // raft plank size/height/y
SI: 2.0, SMX: 30, SRN: 15, SRX: 80, // spawn interval/max/radius
FY: 0.15, DS: 0.3, // float y, drift speed
HR: 100, HS: 26, HPS: 14, HGR: 2.5, HG: 1.1, // hook range/speed/pull/grab/gravity
PF: 8, PC: 0.5, RD: 0.98, // paddle force/cooldown, raft drag
PADDLE_SPEED: 3.0, // paddle continuous speed for raft movement
PILLAR_H: 2.5, // pillar height (floor-to-floor)
BR: { plank: { name: '扩建木筏', cost: { wood: 2, rope: 1 }, icon: '筏' },
pillar: { name: '柱子', cost: { wood: 3 }, icon: '柱' },
stairs: { name: '楼梯', cost: { iron: 2, wood: 4, rope: 1 }, icon: '梯' },
upper_plank: { name: '上层木板', cost: { wood: 2, rope: 1 }, icon: '板' },
storage: { name: '储物箱', cost: { wood: 4, rope: 2 }, icon: '箱' },
purifier: { name: '淡水净化器', cost: { plastic: 6, rope: 4, copper: 2 }, icon: '净' },
fishing_rod: { name: '鱼竿', cost: { wood: 4, rope: 2, copper: 1 }, icon: '竿', craftOnly: true } }
};
/* Item types with visual properties */
var IT = {
wood: { name: '木材', color: 0x8B6914, icon: '木', sx: 1.2, sy: 0.15, sz: 0.5 },
rope: { name: '绳子', color: 0xC4A35A, icon: '绳', sx: 0.4, sy: 0.2, sz: 0.4 },
plastic: { name: '塑料', color: 0x44AA88, icon: '塑', sx: 0.5, sy: 0.2, sz: 0.5 },
iron: { name: '铁板', color: 0x888888, icon: '铁', sx: 0.4, sy: 0.1, sz: 0.6 },
copper: { name: '铜板', color: 0xB87333, icon: '铜', sx: 0.4, sy: 0.1, sz: 0.6 },
gold: { name: '金块', color: 0xFFD700, icon: '金', sx: 0.3, sy: 0.15, sz: 0.3 },
freshwater: { name: '淡水', color: 0x44aaff, icon: '水', sx: 0.3, sy: 0.3, sz: 0.3 },
fish: { name: '鱼', color: 0xff8844, icon: '鱼', sx: 0.5, sy: 0.2, sz: 0.3 }
};
/* ===== InputManager - keyboard and mouse input ===== */
class InputManager {
constructor() {
this.keys = new Set(); this.md = false; this.mjp = false;
this.dx = 0; this.dy = 0;
this.rmb = false; // Right mouse button held for camera rotation
this.uiOpen = false; // When true, mouse does not control camera
this.mouseX = 0; this.mouseY = 0; // Screen-space mouse position for free-cursor raycasting
this.wheelDelta = 0; // Mouse wheel delta for layer switching
var s = this;
document.addEventListener('keydown', function(e) { s.keys.add(e.code) });
document.addEventListener('keyup', function(e) { s.keys.delete(e.code) });
document.addEventListener('mousemove', function(e) {
if (s.rmb && !s.uiOpen) { s.dx += e.movementX; s.dy += e.movementY; }
s.mouseX = e.clientX; s.mouseY = e.clientY;
});
document.addEventListener('mousedown', function(e) {
if (e.button === 0) { s.md = true; s.mjp = true; }
if (e.button === 2) { s.rmb = true; }
});
document.addEventListener('mouseup', function(e) {
if (e.button === 0) s.md = false;
if (e.button === 2) s.rmb = false;
});
document.addEventListener('contextmenu', function(e) { e.preventDefault(); });
document.addEventListener('wheel', function(e) {
s.wheelDelta += Math.sign(e.deltaY);
});
}
kd(c) { return this.keys.has(c); }
/* Get normalized device coordinates from current mouse position */
getNDC(w, h) {
return new THREE.Vector2((this.mouseX / w) * 2 - 1, -(this.mouseY / h) * 2 + 1);
}
reset() { this.dx = 0; this.dy = 0; this.mjp = false; this.wheelDelta = 0; }
}
/* ===== Ocean - infinite sea surface with depth gradient and ripples ===== */
class Ocean {
constructor(sc) {
this.sc = sc;
var g = new THREE.PlaneGeometry(CONFIG.OCEAN_SIZE, CONFIG.OCEAN_SIZE, CONFIG.OCEAN_SEG, CONFIG.OCEAN_SEG);
/* Custom shader: deep blue near camera, lighter blue far away, with ripple normal perturbation */
this.oceanMat = new THREE.ShaderMaterial({
uniforms: {
uTime: { value: 0 },
uCamPos: { value: new THREE.Vector3() },
uSunDir: { value: new THREE.Vector3(0.5, 0.8, 0.3).normalize() },
uDeepColor: { value: new THREE.Color(0x003366) },
uMidColor: { value: new THREE.Color(0x0066aa) },
uFarColor: { value: new THREE.Color(0x88bbdd) },
uFogColor: { value: new THREE.Color(CONFIG.FOG) },
uFogNear: { value: CONFIG.FOG_N },
uFogFar: { value: CONFIG.FOG_F }
},
vertexShader: [
'uniform float uTime;',
'varying vec3 vWorldPos;',
'varying float vDist;',
'varying float vWaveH;',
'varying vec3 vMacroN;',
'uniform vec3 uCamPos;',
/* Multi-octave wave field: returns vec3(height, dHeight/dx, dHeight/dy).
* Larger amplitudes + medium wavelengths give visible rolling swells. */
'vec3 waveField(vec2 p, float t){',
' float h = 0.0, dx = 0.0, dy = 0.0;',
' float a, ph, c;',
/* swell 1 */
' a = 0.30; ph = p.x * 0.085 + t * 0.75; h += sin(ph) * a; c = cos(ph) * a; dx += 0.085 * c;',
/* swell 2 */
' a = 0.22; ph = p.y * 0.11 + t * 0.6; h += sin(ph) * a; c = cos(ph) * a; dy += 0.11 * c;',
/* diagonal wave 3 */
' a = 0.17; ph = (p.x * 0.7 + p.y * 0.5) * 0.17 + t * 1.05; h += sin(ph) * a; c = cos(ph) * a; dx += 0.7 * 0.17 * c; dy += 0.5 * 0.17 * c;',
/* diagonal wave 4 */
' a = 0.1; ph = (p.x * 0.5 - p.y * 0.85) * 0.24 + t * 1.25; h += sin(ph) * a; c = cos(ph) * a; dx += 0.5 * 0.24 * c; dy += -0.85 * 0.24 * c;',
/* chop 5 */
' a = 0.055; ph = (p.x + p.y) * 0.42 + t * 1.9; h += sin(ph) * a; c = cos(ph) * a; dx += 0.42 * c; dy += 0.42 * c;',
' return vec3(h, dx, dy);',
'}',
'void main(){',
' vec3 pos = position;',
' float wx = pos.x + uCamPos.x;',
' float wy = pos.y - uCamPos.z;',
' vec2 wp = vec2(wx, wy);',
/* Attenuate wave amplitude with distance to avoid far-field shimmer/aliasing */
' float planeDist = length(vec2(pos.x, pos.y));',
' float atten = 1.0 - clamp(planeDist / 320.0, 0.0, 0.8);',
' vec3 wf = waveField(wp, uTime);',
' float h = wf.x * atten;',
' pos.z = h;',
' vWaveH = h;',
/* Macro surface normal from wave slopes (so swells are visibly lit) */
' vMacroN = normalize(vec3(-wf.y * atten, 1.0, -wf.z * atten));',
' vWorldPos = vec3(wx, 0.0, wy);',
' vDist = length(vWorldPos - uCamPos);',
' gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);',
'}'
].join('\n'),
fragmentShader: [
'uniform float uTime;',
'uniform vec3 uDeepColor;',
'uniform vec3 uMidColor;',
'uniform vec3 uFarColor;',
'uniform vec3 uFogColor;',
'uniform float uFogNear;',
'uniform float uFogFar;',
'uniform vec3 uSunDir;',
'uniform vec3 uCamPos;',
'varying vec3 vWorldPos;',
'varying float vDist;',
'varying float vWaveH;',
'varying vec3 vMacroN;',
/* Multi-layer water surface normal - computed analytically to avoid 3x redundant trig */
'vec3 getWaterNormal(vec2 p, float t) {',
' // Compute analytical partial derivatives dh/dx and dh/dy',
' // For h = A*sin(kx*x + ky*y + w*t): dh/dx = A*kx*cos(...), dh/dy = A*ky*cos(...)',
' float dhdx = 0.0, dhdy = 0.0;',
' float ph, c;',
' // Layer 1: sin(0.3x + 0.7t)*0.03 -> dhdx+=0.3*0.03*cos, dhdy+=0',
' ph = p.x * 0.3 + t * 0.7; c = cos(ph); dhdx += 0.3 * 0.03 * c;',
' // Layer 1: cos(0.25y + 0.5t)*0.025 -> dhdy+=-0.25*0.025*sin',
' ph = p.y * 0.25 + t * 0.5; c = sin(ph); dhdy += -0.25 * 0.025 * c;',
' // Layer 2: sin(0.8x + 0.6y + 1.2t)*0.012',
' ph = p.x * 0.8 + p.y * 0.6 + t * 1.2; c = cos(ph); dhdx += 0.8 * 0.012 * c; dhdy += 0.6 * 0.012 * c;',
' // Layer 2: cos(1.1x - 0.7y + 0.9t)*0.01 -> derivative of cos is -sin',
' ph = p.x * 1.1 - p.y * 0.7 + t * 0.9; c = sin(ph); dhdx += -1.1 * 0.01 * c; dhdy += 0.7 * 0.01 * c;',
' // Layer 3: sin(2.5x + 2.0t)*0.005',
' ph = p.x * 2.5 + t * 2.0; c = cos(ph); dhdx += 2.5 * 0.005 * c;',
' // Layer 3: cos(2.8y - 1.8t)*0.004 -> dhdy only',
' ph = p.y * 2.8 - t * 1.8; c = sin(ph); dhdy += -2.8 * 0.004 * c;',
' // Layer 3: sin(4.0x + 3.5y + 2.5t)*0.003',
' ph = p.x * 4.0 + p.y * 3.5 + t * 2.5; c = cos(ph); dhdx += 4.0 * 0.003 * c; dhdy += 3.5 * 0.003 * c;',
' // Layer 4: sin(8.0x + 3.0t)*0.002',
' ph = p.x * 8.0 + t * 3.0; c = cos(ph); dhdx += 8.0 * 0.002 * c;',
' // Layer 4: cos(9.0y - 3.5t)*0.0015',
' ph = p.y * 9.0 - t * 3.5; c = sin(ph); dhdy += -9.0 * 0.0015 * c;',
' // Layer 4: sin((x+y)*12.0 + 4.0t)*0.001',
' ph = (p.x + p.y) * 12.0 + t * 4.0; c = cos(ph); dhdx += 12.0 * 0.001 * c; dhdy += 12.0 * 0.001 * c;',
' // Distance-based detail damping keeps the far surface smooth (anti-shimmer)',
' float detailFade = 1.0 - clamp(vDist / 220.0, 0.0, 0.7);',
' return normalize(vec3(-dhdx * detailFade, 1.0, -dhdy * detailFade));',
'}',
'',
'void main(){',
/* Depth gradient: near=deep, far=light */
' float t1 = clamp(vDist / 120.0, 0.0, 1.0);',
' float t2 = clamp((vDist - 120.0) / 300.0, 0.0, 1.0);',
' vec3 baseColor = mix(uDeepColor, uMidColor, t1);',
' baseColor = mix(baseColor, uFarColor, t2);',
' ',
' // Get detailed water surface normal',
' vec3 detailN = getWaterNormal(vWorldPos.xz, uTime);',
' // Combine the macro swell normal (from vertex displacement) with fine ripple detail',
' vec3 N = normalize(vMacroN + vec3(detailN.x, 0.0, detailN.z));',
' vec3 viewDir = normalize(uCamPos - vWorldPos);',
' ',
' // Sky-reflection tint based on surface normal (crystalline reflection)',
' vec3 skyHi = vec3(0.55, 0.78, 0.95);',
' vec3 skyLo = vec3(0.18, 0.42, 0.62);',
' vec3 reflDir = reflect(-viewDir, N);',
' vec3 skyReflect = mix(skyLo, skyHi, clamp(reflDir.y * 0.5 + 0.5, 0.0, 1.0));',
' ',
' // Sharp sun specular highlight (glittering sun glints)',
' vec3 halfDir = normalize(uSunDir + viewDir);',
' float NdotH = max(dot(N, halfDir), 0.0);',
' // Cache NdotH^15, then derive higher powers to avoid redundant pow() calls',
' float NdotH15 = pow(NdotH, 15.0);',
' float NdotH30 = NdotH15 * NdotH15;',
' float NdotH60 = NdotH30 * NdotH30;',
' float NdotH120 = NdotH60 * NdotH60;',
' float totalSpec = NdotH120 * 0.45 + NdotH60 * 0.22 + NdotH30 * 0.16 + NdotH15 * 0.1;',
' ',
' // Distributed micro-sparkles (连续分布的细碎光斑)',
' vec2 microCoord = vWorldPos.xz * 3.0;',
' float microWave1 = sin(microCoord.x * 1.2 + uTime * 1.5) * cos(microCoord.y * 1.1 - uTime * 1.3);',
' float microWave2 = cos(microCoord.x * 1.8 - uTime * 1.8) * sin(microCoord.y * 1.5 + uTime * 1.6);',
' float microWave3 = sin(microCoord.x * 2.5 + microCoord.y * 2.3 + uTime * 2.0) * 0.5;',
' ',
' // Crisper micro pattern for fine glittering points',
' float microPattern = (microWave1 + microWave2 + microWave3) * 0.33 + 0.5;',
' microPattern = smoothstep(0.45, 0.72, microPattern);',
' // Sparkle modulation tied to sun reflection (波光粼粼)',
' float microSpec = microPattern * pow(NdotH, 40.0) * 0.35;',
' ',
' // Fresnel effect (stronger reflection at grazing angles)',
' float viewAngle = max(dot(N, viewDir), 0.0);',
' float fresnel = pow(1.0 - viewAngle, 4.0) * 0.65 + 0.04;',
' ',
' // Wave crest brightening - foam-like accents on the tops of swells',
' float crest = smoothstep(0.22, 0.42, vWaveH) * 0.14;',
' ',
' // Gentle angle boost',
' float angleBoost = 1.0 + (1.0 - viewAngle) * 0.6;',
' ',
' // Distance fade for sparkles',
' float distFade = 1.0 - clamp(vDist / 260.0, 0.0, 1.0);',
' ',
' // Combine sparkles',
' vec3 sparkleColor = vec3(1.0, 1.0, 0.97);',
' vec3 sparkles = sparkleColor * (totalSpec + microSpec) * angleBoost * distFade;',
' ',
' // Blend base water color with sky reflection via fresnel',
' vec3 waterCol = mix(baseColor, skyReflect, fresnel);',
' ',
' // Final color',
' vec3 col = waterCol + sparkles + vec3(crest);',
' ',
' // Fog',
' float fogFactor = clamp((vDist - uFogNear) / (uFogFar - uFogNear), 0.0, 1.0);',
' col = mix(col, uFogColor, fogFactor);',
' ',
' gl_FragColor = vec4(col, 0.9);',
'}'
].join('\n'),
transparent: true,
side: THREE.DoubleSide
});
this.mesh = new THREE.Mesh(g, this.oceanMat);
this.mesh.rotation.x = -Math.PI / 2; this.mesh.receiveShadow = true; sc.add(this.mesh);
var dg = new THREE.PlaneGeometry(CONFIG.OCEAN_SIZE, CONFIG.OCEAN_SIZE);
var dm = new THREE.MeshBasicMaterial({ color: 0x001a33, side: THREE.DoubleSide });
this.deep = new THREE.Mesh(dg, dm); this.deep.rotation.x = -Math.PI / 2; this.deep.position.y = -5; sc.add(this.deep);
}
/* Follow camera position + update shader uniforms */
update(cp, t) {
this.mesh.position.x = cp.x; this.mesh.position.z = cp.z;
this.deep.position.x = cp.x; this.deep.position.z = cp.z;
this.oceanMat.uniforms.uTime.value = t;
this.oceanMat.uniforms.uCamPos.value.copy(cp);
}
}
/* ===== Raft - expandable wooden platform (grid-based, multi-layer) ===== */
/* Sub-grid system: each plank is a 10x10 sub-grid.
* Pillar occupies 2x2 sub-cells, Storage box occupies 3x3 sub-cells.
* Sub-grid coordinates: (gx, gz, sx, sz) where sx,sz are 0..9 within the plank.
* Items are placed at sub-grid positions and occupy a rectangular area. */
class Raft {
constructor(sc) {
this.sc = sc; this.g = new THREE.Group(); sc.add(this.g);
this.planks = []; this.vel = new THREE.Vector3(); this.occ = new Set();
/* Multi-layer structures: pillars, stairs, upper planks */
this.pillars = []; // { gx, gz, sx, sz, layer, mesh } - sx,sz are sub-grid position (top-left of 2x2)
this.pillarOcc = new Map(); // "gx,gz,layer" -> Set of occupied sub-cells "sx,sz"
this.stairs = []; // { x, z, layer, mesh }
this.stairOcc = new Set(); // "gx,gz,layer"
this.upperPlanks = []; // { x, z, layer, mesh }
this.upperOcc = new Set(); // "gx,gz,layer"
/* Storage boxes with sub-grid positions */
this.storages = []; // { gx, gz, sx, sz, layer, mesh } - sx,sz top-left of 3x3
this.storageOcc = new Map(); // "gx,gz,layer" -> Set of occupied sub-cells "sx,sz"
this.addPlank(0, 0); // Start with one plank
}
/* Create a plank mesh with wood grain */
_createPlankMesh(gx, gz, y) {
var s = CONFIG.RPS, geo = new THREE.BoxGeometry(s, CONFIG.RPH, s);
var mat = new THREE.MeshLambertMaterial({ color: 0x8B6914 });
var m = new THREE.Mesh(geo, mat); m.castShadow = true; m.receiveShadow = true;
m.position.set(gx * s, y, gz * s); this.g.add(m);
var lc = 0x6B4F12;
for (var i = -1; i <= 1; i++) { var lg = new THREE.BoxGeometry(s - 0.1, CONFIG.RPH + 0.01, 0.04);
var ln = new THREE.Mesh(lg, new THREE.MeshLambertMaterial({ color: lc }));
ln.position.set(0, 0.005, i * 0.55); m.add(ln); }
var gg = new THREE.BoxGeometry(0.04, CONFIG.RPH + 0.01, s - 0.1);
var gp = new THREE.Mesh(gg, new THREE.MeshLambertMaterial({ color: lc }));
gp.position.set(0, 0.005, 0); m.add(gp);
/* Corner nail studs for a finished, detailed look */
var nailGeo = new THREE.CylinderGeometry(0.03, 0.03, 0.04, 6);
var nailMat = new THREE.MeshLambertMaterial({ color: 0x444444 });
var off = s / 2 - 0.18;
var corners = [[-off, -off], [off, -off], [-off, off], [off, off]];
for (var ni = 0; ni < corners.length; ni++) {
var nail = new THREE.Mesh(nailGeo, nailMat);
nail.position.set(corners[ni][0], CONFIG.RPH / 2 + 0.005, corners[ni][1]);
m.add(nail);
}
return m;
}
/* Add a ground-level plank at grid position */
addPlank(gx, gz) {
var k = gx + ',' + gz; if (this.occ.has(k)) return false;
var m = this._createPlankMesh(gx, gz, 0);
this.planks.push({ x: gx, z: gz, mesh: m }); this.occ.add(k); return true;
}
/* Check if a rectangular area of sub-cells is free on a plank for a given occupancy map */
_subgridFree(occMap, gx, gz, layer, sx, sz, w, h) {
var key = gx + ',' + gz + ',' + layer;
var cells = occMap.get(key);
if (!cells) return true;
for (var dx = 0; dx < w; dx++) {
for (var dz = 0; dz < h; dz++) {
if (cells.has((sx + dx) + ',' + (sz + dz))) return false;
}
}
return true;
}
/* Mark sub-cells as occupied */
_subgridMark(occMap, gx, gz, layer, sx, sz, w, h) {
var key = gx + ',' + gz + ',' + layer;
if (!occMap.has(key)) occMap.set(key, new Set());
var cells = occMap.get(key);
for (var dx = 0; dx < w; dx++) {
for (var dz = 0; dz < h; dz++) {
cells.add((sx + dx) + ',' + (sz + dz));
}
}
}
/* Check if sub-area overlaps with ANY occupancy (pillars + storages) */
_subgridFreeAll(gx, gz, layer, sx, sz, w, h) {
return this._subgridFree(this.pillarOcc, gx, gz, layer, sx, sz, w, h) &&
this._subgridFree(this.storageOcc, gx, gz, layer, sx, sz, w, h);
}
/* Convert sub-grid position to world offset within a plank.
* Plank is CONFIG.RPS x CONFIG.RPS. Sub-grid is 10x10.
* Sub-cell (0,0) is at plank corner (-RPS/2, -RPS/2), (9,9) at (+RPS/2 - cellSize, +RPS/2 - cellSize) */
_subToWorld(gx, gz, sx, sz, w, h) {
var s = CONFIG.RPS;
var cellSize = s / 10;
var cx = gx * s - s / 2 + (sx + w / 2) * cellSize;
var cz = gz * s - s / 2 + (sz + h / 2) * cellSize;
return { x: cx, z: cz };
}
/* Add a pillar (vertical column) at sub-grid position on given layer (0 = ground).
* Pillar is 2x2 sub-cells. sx, sz are top-left sub-cell coordinates (0..8). */
addPillar(gx, gz, layer, sx, sz) {
layer = layer || 0;
sx = (sx !== undefined) ? sx : 4; // default center
sz = (sz !== undefined) ? sz : 4;
/* Bounds check: 2x2 must fit in 0..9 */
if (sx < 0 || sx > 8 || sz < 0 || sz > 8) return false;
/* Check that there is a base plank or upper plank below */
if (layer === 0) { if (!this.occ.has(gx + ',' + gz)) return false; }
else { if (!this.upperOcc.has(gx + ',' + gz + ',' + layer)) return false; }
/* Check sub-grid is free */
if (!this._subgridFreeAll(gx, gz, layer, sx, sz, 2, 2)) return false;
var s = CONFIG.RPS, ph = CONFIG.PILLAR_H;
var cellSize = s / 10;
var pillarSize = 2 * cellSize; // 2 sub-cells wide
var baseY = layer * ph + CONFIG.RPH / 2;
var pos = this._subToWorld(gx, gz, sx, sz, 2, 2);
/* Build a pillar: a box sized to 2x2 sub-cells */
var geo = new THREE.BoxGeometry(pillarSize * 0.8, ph, pillarSize * 0.8);
var mat = new THREE.MeshLambertMaterial({ color: 0x6B4F12 });
var m = new THREE.Mesh(geo, mat); m.castShadow = true; m.receiveShadow = true;
m.position.set(pos.x, baseY + ph / 2, pos.z);
this.g.add(m);
/* Add cross braces for visual detail */
var braceGeo = new THREE.BoxGeometry(0.08, 0.08, pillarSize * 0.6);
var braceMat = new THREE.MeshLambertMaterial({ color: 0x5A3E10 });
var b1 = new THREE.Mesh(braceGeo, braceMat);
b1.position.y = ph * 0.2; b1.rotation.y = Math.PI / 4; m.add(b1);
var b2 = new THREE.Mesh(braceGeo.clone(), braceMat.clone());
b2.position.y = -ph * 0.2; b2.rotation.y = -Math.PI / 4; m.add(b2);
this.pillars.push({ gx: gx, gz: gz, sx: sx, sz: sz, layer: layer, mesh: m });
this._subgridMark(this.pillarOcc, gx, gz, layer, sx, sz, 2, 2);
return true;
}
/* Add a storage box at sub-grid position. Box is 3x3 sub-cells. */
addStorage(gx, gz, layer, sx, sz) {
layer = layer || 0;
sx = (sx !== undefined) ? sx : 3; // default near center
sz = (sz !== undefined) ? sz : 3;
/* Bounds check: 3x3 must fit in 0..9 */
if (sx < 0 || sx > 7 || sz < 0 || sz > 7) return false;
/* Check base plank exists */
if (layer === 0) { if (!this.occ.has(gx + ',' + gz)) return false; }
else { if (!this.upperOcc.has(gx + ',' + gz + ',' + layer)) return false; }
/* Check sub-grid is free */
if (!this._subgridFreeAll(gx, gz, layer, sx, sz, 3, 3)) return false;
var s = CONFIG.RPS, cellSize = s / 10;
var boxSize = 3 * cellSize;
var pos = this._subToWorld(gx, gz, sx, sz, 3, 3);
var baseY = layer === 0 ? CONFIG.RPH / 2 : layer * CONFIG.PILLAR_H + CONFIG.RPH / 2;
/* Build box mesh */
var geo = new THREE.BoxGeometry(boxSize * 0.85, boxSize * 0.85, boxSize * 0.85);
var mat = new THREE.MeshLambertMaterial({ color: 0x6B4F12 });
var m = new THREE.Mesh(geo, mat); m.castShadow = true; m.receiveShadow = true;
m.position.set(pos.x, baseY + boxSize * 0.85 / 2, pos.z);
this.g.add(m);
/* Add lid detail */
var lidGeo = new THREE.BoxGeometry(boxSize * 0.88, 0.04, boxSize * 0.88);
var lidMat = new THREE.MeshLambertMaterial({ color: 0x8B6914 });
var lid = new THREE.Mesh(lidGeo, lidMat);
lid.position.y = boxSize * 0.85 / 2 + 0.02; m.add(lid);
/* Metal clasp */
var claspGeo = new THREE.BoxGeometry(boxSize * 0.15, boxSize * 0.15, 0.03);
var claspMat = new THREE.MeshLambertMaterial({ color: 0x888888 });
var clasp = new THREE.Mesh(claspGeo, claspMat);
clasp.position.set(0, 0, boxSize * 0.85 / 2 + 0.01); m.add(clasp);
this.storages.push({ gx: gx, gz: gz, sx: sx, sz: sz, layer: layer, mesh: m });
this._subgridMark(this.storageOcc, gx, gz, layer, sx, sz, 3, 3);
return true;
}
/* Add stairs at grid position connecting layer to layer+1 */
addStairs(gx, gz, layer) {
layer = layer || 0;
var sk = gx + ',' + gz + ',' + layer;
if (this.stairOcc.has(sk)) return false;
/* Must have base plank or upper plank at this position */
if (layer === 0) { if (!this.occ.has(gx + ',' + gz)) return false; }
else { if (!this.upperOcc.has(gx + ',' + gz + ',' + layer)) return false; }
var s = CONFIG.RPS, ph = CONFIG.PILLAR_H;
var baseY = layer * ph + CONFIG.RPH / 2;
/* Build stairs as a series of steps */
var stairGroup = new THREE.Group();
var stepCount = 6;
var stepH = ph / stepCount;
var stepD = (s * 0.8) / stepCount;
var stepMat = new THREE.MeshLambertMaterial({ color: 0x8B6914 });
for (var i = 0; i < stepCount; i++) {
var stepGeo = new THREE.BoxGeometry(s * 0.6, 0.08, stepD * 0.9);
var step = new THREE.Mesh(stepGeo, stepMat.clone());
step.position.set(0, i * stepH + stepH / 2, -s * 0.4 + i * stepD + stepD / 2);
step.castShadow = true; step.receiveShadow = true;
stairGroup.add(step);
}
/* Side rails */
var railGeo = new THREE.BoxGeometry(0.06, ph + 0.3, 0.06);
var railMat = new THREE.MeshLambertMaterial({ color: 0x6B4F12 });
var railL = new THREE.Mesh(railGeo, railMat);
railL.position.set(-s * 0.3, ph / 2, 0); stairGroup.add(railL);
var railR = new THREE.Mesh(railGeo.clone(), railMat.clone());
railR.position.set(s * 0.3, ph / 2, 0); stairGroup.add(railR);
/* Handrail diagonal */
var hrGeo = new THREE.BoxGeometry(0.04, 0.04, Math.sqrt(ph * ph + s * s * 0.64) * 0.85);
var hrMat = new THREE.MeshLambertMaterial({ color: 0x5A3E10 });
var angle = Math.atan2(ph, s * 0.8);
var hrL = new THREE.Mesh(hrGeo, hrMat);
hrL.position.set(-s * 0.3, ph / 2 + 0.15, 0); hrL.rotation.x = -angle; stairGroup.add(hrL);
var hrR = new THREE.Mesh(hrGeo.clone(), hrMat.clone());
hrR.position.set(s * 0.3, ph / 2 + 0.15, 0); hrR.rotation.x = -angle; stairGroup.add(hrR);
stairGroup.position.set(gx * s, baseY, gz * s);
this.g.add(stairGroup);
this.stairs.push({ x: gx, z: gz, layer: layer, mesh: stairGroup });
this.stairOcc.add(sk);
return true;
}
/* Check if there's any pillar on a given plank at the specified layer */
_hasPillarOnPlank(gx, gz, layer) {
var key = gx + ',' + gz + ',' + layer;
return this.pillarOcc.has(key) && this.pillarOcc.get(key).size > 0;
}
/* Add an upper plank at grid position on given layer (1+) */
addUpperPlank(gx, gz, layer) {
layer = layer || 1;
var uk = gx + ',' + gz + ',' + layer;
if (this.upperOcc.has(uk)) return false;
/* Must have a pillar below this position at layer-1 to support it,
* or be adjacent (4-connected) to an existing upper plank on the same layer */
var hasPillarBelow = this._hasPillarOnPlank(gx, gz, layer - 1);
var hasAdjacentUpper = false;
var nb = [[gx+1,gz],[gx-1,gz],[gx,gz+1],[gx,gz-1]];
for (var i = 0; i < nb.length; i++) {
if (this.upperOcc.has(nb[i][0] + ',' + nb[i][1] + ',' + layer)) { hasAdjacentUpper = true; break; }
}
if (!hasPillarBelow && !hasAdjacentUpper) return false;
var ph = CONFIG.PILLAR_H;
var y = layer * ph;
var m = this._createPlankMesh(gx, gz, y);
this.upperPlanks.push({ x: gx, z: gz, layer: layer, mesh: m });
this.upperOcc.add(uk);
return true;
}
/* Get all available neighbor slots for ground expansion */
getExpandSlots() {
var sl = [], ch = new Set();
for (var p = 0; p < this.planks.length; p++) { var pl = this.planks[p];
var nb = [{ x: pl.x + 1, z: pl.z }, { x: pl.x - 1, z: pl.z }, { x: pl.x, z: pl.z + 1 }, { x: pl.x, z: pl.z - 1 }];
for (var n = 0; n < nb.length; n++) { var k = nb[n].x + ',' + nb[n].z;
if (!this.occ.has(k) && !ch.has(k)) { sl.push(nb[n]); ch.add(k); } } }
return sl;
}
/* Get sub-grid slots where pillars (2x2) can be placed */
getPillarSlots(layer) {
layer = layer || 0;
var sl = [];
var srcPlanks = layer === 0 ? this.planks : this.upperPlanks.filter(function(p) { return p.layer === layer; });
for (var i = 0; i < srcPlanks.length; i++) {
var p = srcPlanks[i];
var gx = layer === 0 ? p.x : p.x;
var gz = layer === 0 ? p.z : p.z;
/* Skip planks that have stairs (stairs occupy the whole plank) */
if (this.stairOcc.has(gx + ',' + gz + ',' + layer)) continue;
/* Scan sub-grid for 2x2 positions that fit */
for (var sx = 0; sx <= 8; sx += 2) {
for (var sz = 0; sz <= 8; sz += 2) {
if (this._subgridFreeAll(gx, gz, layer, sx, sz, 2, 2)) {
sl.push({ x: gx, z: gz, sx: sx, sz: sz, layer: layer });
}
}
}
}
return sl;
}
/* Get sub-grid slots where storage boxes (3x3) can be placed.
* Step by 3 to align boxes in a grid pattern and limit slot count. */
getStorageSlots(layer) {
layer = layer || 0;
var sl = [];
var srcPlanks = layer === 0 ? this.planks : this.upperPlanks.filter(function(p) { return p.layer === layer; });
for (var i = 0; i < srcPlanks.length; i++) {
var p = srcPlanks[i];
var gx = layer === 0 ? p.x : p.x;
var gz = layer === 0 ? p.z : p.z;
if (this.stairOcc.has(gx + ',' + gz + ',' + layer)) continue;
/* Scan sub-grid for 3x3 positions, stepping by 3 for grid alignment */
for (var sx = 0; sx <= 7; sx += 3) {
for (var sz = 0; sz <= 7; sz += 3) {
if (this._subgridFreeAll(gx, gz, layer, sx, sz, 3, 3)) {
sl.push({ x: gx, z: gz, sx: sx, sz: sz, layer: layer });
}
}
}
}
return sl;
}
/* Get plank slots that can have stairs (planks without stairs) */
getStairsSlots(layer) {
layer = layer || 0;
var sl = [];
var srcPlanks = layer === 0 ? this.planks : this.upperPlanks.filter(function(p) { return p.layer === layer; });
for (var i = 0; i < srcPlanks.length; i++) {
var p = srcPlanks[i];
var sk = p.x + ',' + p.z + ',' + layer;
if (!this.stairOcc.has(sk)) {
sl.push({ x: p.x, z: p.z, layer: layer });
}
}
return sl;
}
/* Get slots where upper planks can be placed (above pillars or adjacent to existing upper planks) */
getUpperPlankSlots(layer) {
layer = layer || 1;
var sl = [], ch = new Set();
/* Positions above planks that have pillars on layer-1 */
for (var i = 0; i < this.pillars.length; i++) {
var p = this.pillars[i];
if (p.layer === layer - 1) {
var uk = p.gx + ',' + p.gz + ',' + layer;
if (!this.upperOcc.has(uk) && !ch.has(uk)) { sl.push({ x: p.gx, z: p.gz, layer: layer }); ch.add(uk); }
}
}
/* Positions adjacent to existing upper planks on this layer */
var existing = this.upperPlanks.filter(function(u) { return u.layer === layer; });
for (var i = 0; i < existing.length; i++) {
var u = existing[i];
var nb = [{ x: u.x+1, z: u.z }, { x: u.x-1, z: u.z }, { x: u.x, z: u.z+1 }, { x: u.x, z: u.z-1 }];
for (var n = 0; n < nb.length; n++) {
var uk = nb[n].x + ',' + nb[n].z + ',' + layer;
if (!this.upperOcc.has(uk) && !ch.has(uk)) {
/* Must have a pillar below OR be adjacent to an existing upper plank */
sl.push({ x: nb[n].x, z: nb[n].z, layer: layer }); ch.add(uk);
}
}
}
return sl;
}
/* Show highlight meshes at available slots */
showSlots() {
this.hideSlots();
this._slotMeshes = [];
var slots = this.getExpandSlots(), s = CONFIG.RPS;
for (var i = 0; i < slots.length; i++) {
var geo = new THREE.BoxGeometry(s - 0.1, 0.05, s - 0.1);
var mat = new THREE.MeshBasicMaterial({ color: 0x44ff88, transparent: true, opacity: 0.35 });
var m = new THREE.Mesh(geo, mat);
m.position.set(slots[i].x * s, CONFIG.RPH / 2 + 0.05, slots[i].z * s);
m.userData = { gx: slots[i].x, gz: slots[i].z };
this.g.add(m);
this._slotMeshes.push(m);
}
}
/* Show highlight meshes on existing planks (for placing items on raft - currently unused, kept for compatibility) */
showPlankSlots() {
this.hideSlots();
this._slotMeshes = [];
var s = CONFIG.RPS;
for (var i = 0; i < this.planks.length; i++) {
var pl = this.planks[i];
var geo = new THREE.BoxGeometry(s - 0.1, 0.05, s - 0.1);
var mat = new THREE.MeshBasicMaterial({ color: 0x44aaff, transparent: true, opacity: 0.35 });
var m = new THREE.Mesh(geo, mat);
m.position.set(pl.x * s, CONFIG.RPH / 2 + 0.05, pl.z * s);
m.userData = { gx: pl.x, gz: pl.z };
this.g.add(m);
this._slotMeshes.push(m);
}
}
/* Show pillar placement slots (sub-grid 2x2) - only show bottom preview */
showPillarSlots(layer) {
this.hideSlots();
this._slotMeshes = [];
var slots = this.getPillarSlots(layer), s = CONFIG.RPS, ph = CONFIG.PILLAR_H;
var cellSize = s / 10;
var pillarVisSize = 2 * cellSize;
var baseY = layer * ph + CONFIG.RPH / 2;
var previewHeight = 0.3; // Only show bottom of pillar
for (var i = 0; i < slots.length; i++) {
var pos = this._subToWorld(slots[i].x, slots[i].z, slots[i].sx, slots[i].sz, 2, 2);
var geo = new THREE.BoxGeometry(pillarVisSize * 0.85, previewHeight, pillarVisSize * 0.85);
var mat = new THREE.MeshBasicMaterial({ color: 0xffaa44, transparent: true, opacity: 0.5 });
var m = new THREE.Mesh(geo, mat);
m.position.set(pos.x, baseY + previewHeight / 2, pos.z);
m.userData = { gx: slots[i].x, gz: slots[i].z, sx: slots[i].sx, sz: slots[i].sz, layer: layer };
this.g.add(m);
this._slotMeshes.push(m);
}
}
/* Show storage box placement slots (sub-grid 3x3) */
showStorageSlots(layer) {
this.hideSlots();
this._slotMeshes = [];
var slots = this.getStorageSlots(layer), s = CONFIG.RPS;
var cellSize = s / 10;
var boxVisSize = 3 * cellSize;
var baseY = layer === 0 ? CONFIG.RPH / 2 : layer * CONFIG.PILLAR_H + CONFIG.RPH / 2;
for (var i = 0; i < slots.length; i++) {
var pos = this._subToWorld(slots[i].x, slots[i].z, slots[i].sx, slots[i].sz, 3, 3);
var geo = new THREE.BoxGeometry(boxVisSize * 0.85, boxVisSize * 0.6, boxVisSize * 0.85);
var mat = new THREE.MeshBasicMaterial({ color: 0xaa88ff, transparent: true, opacity: 0.3 });
var m = new THREE.Mesh(geo, mat);
m.position.set(pos.x, baseY + boxVisSize * 0.3, pos.z);
m.userData = { gx: slots[i].x, gz: slots[i].z, sx: slots[i].sx, sz: slots[i].sz, layer: layer };
this.g.add(m);
this._slotMeshes.push(m);
}
}
/* Show stairs placement slots */
showStairsSlots(layer) {
this.hideSlots();
this._slotMeshes = [];
var slots = this.getStairsSlots(layer), s = CONFIG.RPS, ph = CONFIG.PILLAR_H;
var baseY = layer * ph + CONFIG.RPH / 2;
for (var i = 0; i < slots.length; i++) {
var geo = new THREE.BoxGeometry(s * 0.7, ph * 0.5, s * 0.7);
var mat = new THREE.MeshBasicMaterial({ color: 0x44ffaa, transparent: true, opacity: 0.3 });
var m = new THREE.Mesh(geo, mat);
m.position.set(slots[i].x * s, baseY + ph * 0.25, slots[i].z * s);
m.userData = { gx: slots[i].x, gz: slots[i].z, layer: layer };
this.g.add(m);
this._slotMeshes.push(m);
}
}
/* Show upper plank placement slots */
showUpperPlankSlots(layer) {
this.hideSlots();
this._slotMeshes = [];
var slots = this.getUpperPlankSlots(layer), s = CONFIG.RPS, ph = CONFIG.PILLAR_H;
var y = layer * ph;
for (var i = 0; i < slots.length; i++) {
var geo = new THREE.BoxGeometry(s - 0.1, 0.05, s - 0.1);
var mat = new THREE.MeshBasicMaterial({ color: 0x44ff88, transparent: true, opacity: 0.35 });
var m = new THREE.Mesh(geo, mat);
m.position.set(slots[i].x * s, y + 0.05, slots[i].z * s);
m.userData = { gx: slots[i].x, gz: slots[i].z, layer: layer };
this.g.add(m);
this._slotMeshes.push(m);
}
}
/* Hide slot highlights */
hideSlots() {
if (!this._slotMeshes) return;
for (var i = 0; i < this._slotMeshes.length; i++) {
this.g.remove(this._slotMeshes[i]);
this._slotMeshes[i].geometry.dispose();
this._slotMeshes[i].material.dispose();
}
this._slotMeshes = [];
}
/* Remove a ground plank at grid position. Cannot remove the last plank. */
removePlank(gx, gz) {
if (this.planks.length <= 1) return false; // keep at least one plank
var k = gx + ',' + gz;
if (!this.occ.has(k)) return false;
/* Check if any pillar, stairs or storage sits on this plank at layer 0 */
if (this._hasPillarOnPlank(gx, gz, 0)) return false;
if (this.stairOcc.has(gx + ',' + gz + ',0')) return false;
var storageKey = gx + ',' + gz + ',0';
if (this.storageOcc.has(storageKey) && this.storageOcc.get(storageKey).size > 0) return false;
/* Check if any upper plank depends on pillar on this plank (already blocked above) */
for (var i = 0; i < this.planks.length; i++) {
if (this.planks[i].x === gx && this.planks[i].z === gz) {
this.g.remove(this.planks[i].mesh);
this.planks[i].mesh.traverse(function(child) {
if (child.geometry) child.geometry.dispose();
if (child.material) child.material.dispose();
});
this.planks.splice(i, 1);
break;
}
}
this.occ.delete(k);
return true;
}
/* Remove a pillar at given position */
removePillar(gx, gz, layer, sx, sz) {
for (var i = 0; i < this.pillars.length; i++) {
var p = this.pillars[i];
if (p.gx === gx && p.gz === gz && p.layer === layer && p.sx === sx && p.sz === sz) {
this.g.remove(p.mesh);
p.mesh.traverse(function(child) {
if (child.geometry) child.geometry.dispose();
if (child.material) child.material.dispose();
});
this.pillars.splice(i, 1);
/* Unmark sub-grid cells */
var key = gx + ',' + gz + ',' + layer;
var cells = this.pillarOcc.get(key);
if (cells) {
for (var dx = 0; dx < 2; dx++) {
for (var dz = 0; dz < 2; dz++) {
cells.delete((sx + dx) + ',' + (sz + dz));
}
}
if (cells.size === 0) this.pillarOcc.delete(key);
}
return true;
}
}
return false;
}
/* Remove stairs at given position */
removeStairs(gx, gz, layer) {
var sk = gx + ',' + gz + ',' + layer;
if (!this.stairOcc.has(sk)) return false;
for (var i = 0; i < this.stairs.length; i++) {
var s = this.stairs[i];
if (s.x === gx && s.z === gz && s.layer === layer) {
this.g.remove(s.mesh);
/* Stairs are a group, dispose children */
s.mesh.traverse(function(child) {
if (child.geometry) child.geometry.dispose();
if (child.material) child.material.dispose();
});
this.stairs.splice(i, 1);
break;
}
}
this.stairOcc.delete(sk);
return true;
}
/* Remove an upper plank at given position */
removeUpperPlank(gx, gz, layer) {
var uk = gx + ',' + gz + ',' + layer;
if (!this.upperOcc.has(uk)) return false;
/* Check if anything is built on this upper plank */
if (this._hasPillarOnPlank(gx, gz, layer)) return false;
if (this.stairOcc.has(gx + ',' + gz + ',' + layer)) return false;
var storageKey = gx + ',' + gz + ',' + layer;
if (this.storageOcc.has(storageKey) && this.storageOcc.get(storageKey).size > 0) return false;
for (var i = 0; i < this.upperPlanks.length; i++) {
var u = this.upperPlanks[i];
if (u.x === gx && u.z === gz && u.layer === layer) {
this.g.remove(u.mesh);
u.mesh.traverse(function(child) {
if (child.geometry) child.geometry.dispose();
if (child.material) child.material.dispose();
});
this.upperPlanks.splice(i, 1);
break;
}
}
this.upperOcc.delete(uk);
return true;
}
/* Remove a storage box at given position */
removeStorage(gx, gz, layer, sx, sz) {
for (var i = 0; i < this.storages.length; i++) {
var st = this.storages[i];
if (st.gx === gx && st.gz === gz && st.layer === layer && st.sx === sx && st.sz === sz) {
this.g.remove(st.mesh);
st.mesh.traverse(function(child) {
if (child.geometry) child.geometry.dispose();
if (child.material) child.material.dispose();
});
this.storages.splice(i, 1);
/* Unmark sub-grid cells */
var key = gx + ',' + gz + ',' + layer;
var cells = this.storageOcc.get(key);
if (cells) {
for (var dx = 0; dx < 3; dx++) {
for (var dz = 0; dz < 3; dz++) {
cells.delete((sx + dx) + ',' + (sz + dz));
}
}
if (cells.size === 0) this.storageOcc.delete(key);
}
return true;
}
}
return false;
}
/* Show demolish highlights for a specific type. Returns meshes for raycasting.
* Each mesh has userData describing what to demolish. */
showDemolishTargets(type) {
this.hideSlots();
this._slotMeshes = [];
var s = CONFIG.RPS;
if (type === 'plank') {
for (var i = 0; i < this.planks.length; i++) {
if (this.planks.length <= 1) break; // can't remove last plank
var p = this.planks[i];
/* Skip if stuff is built on it */
if (this._hasPillarOnPlank(p.x, p.z, 0)) continue;
if (this.stairOcc.has(p.x + ',' + p.z + ',0')) continue;
var stKey = p.x + ',' + p.z + ',0';
if (this.storageOcc.has(stKey) && this.storageOcc.get(stKey).size > 0) continue;
var geo = new THREE.BoxGeometry(s - 0.1, 0.08, s - 0.1);
var mat = new THREE.MeshBasicMaterial({ color: 0xff4444, transparent: true, opacity: 0.45 });
var m = new THREE.Mesh(geo, mat);
m.position.set(p.x * s, CONFIG.RPH / 2 + 0.08, p.z * s);
m.userData = { demolishType: 'plank', gx: p.x, gz: p.z };
this.g.add(m);
this._slotMeshes.push(m);
}
} else if (type === 'pillar') {
var cellSize = s / 10;
var pillarVisSize = 2 * cellSize;
for (var i = 0; i < this.pillars.length; i++) {
var p = this.pillars[i];
var pos = this._subToWorld(p.gx, p.gz, p.sx, p.sz, 2, 2);
var baseY = p.layer * CONFIG.PILLAR_H + CONFIG.RPH / 2;
var geo = new THREE.BoxGeometry(pillarVisSize * 0.85, CONFIG.PILLAR_H * 0.9, pillarVisSize * 0.85);
var mat = new THREE.MeshBasicMaterial({ color: 0xff4444, transparent: true, opacity: 0.35 });
var m = new THREE.Mesh(geo, mat);
m.position.set(pos.x, baseY + CONFIG.PILLAR_H / 2, pos.z);
m.userData = { demolishType: 'pillar', gx: p.gx, gz: p.gz, layer: p.layer, sx: p.sx, sz: p.sz };
this.g.add(m);
this._slotMeshes.push(m);
}
} else if (type === 'stairs') {
for (var i = 0; i < this.stairs.length; i++) {
var st = this.stairs[i];
var baseY = st.layer * CONFIG.PILLAR_H + CONFIG.RPH / 2;
var geo = new THREE.BoxGeometry(s * 0.7, CONFIG.PILLAR_H * 0.5, s * 0.7);
var mat = new THREE.MeshBasicMaterial({ color: 0xff4444, transparent: true, opacity: 0.35 });
var m = new THREE.Mesh(geo, mat);
m.position.set(st.x * s, baseY + CONFIG.PILLAR_H * 0.25, st.z * s);
m.userData = { demolishType: 'stairs', gx: st.x, gz: st.z, layer: st.layer };
this.g.add(m);
this._slotMeshes.push(m);
}
} else if (type === 'upper_plank') {
for (var i = 0; i < this.upperPlanks.length; i++) {
var u = this.upperPlanks[i];
/* Skip if stuff is built on it */
if (this._hasPillarOnPlank(u.x, u.z, u.layer)) continue;
if (this.stairOcc.has(u.x + ',' + u.z + ',' + u.layer)) continue;
var stKey = u.x + ',' + u.z + ',' + u.layer;
if (this.storageOcc.has(stKey) && this.storageOcc.get(stKey).size > 0) continue;