pubg map: built-in intel layers (vehicle spots, drops, loot density, Blue Chip towers, secret rooms) per map
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Deploy production / deploy (push) Successful in 1m12s
Read-only layers from static/pubg-intel/<map>.v1.json (scripts/build-pubg-intel.py): positions from pubg.gs (game level files), drops from guides, secret rooms and Deston keys as approximate rings on the named place. Layer panel (K), per-player choices in localStorage, drawn below room markers; clicks still place markers.
This commit is contained in:
@@ -20,7 +20,22 @@
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import Footprints from 'lucide-svelte/icons/footprints';
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import ArrowLeft from 'lucide-svelte/icons/arrow-left';
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import X from 'lucide-svelte/icons/x';
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import Layers from 'lucide-svelte/icons/layers';
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import { PIN_SVG, esc, initials } from './pins';
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import {
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DROP_COLOR,
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DROP_LABEL,
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INTEL_GROUPS,
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INTEL_KEY,
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INTEL_LAYERS,
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INTEL_SVG,
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VEHICLE_ICON,
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loadIntel,
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readLayerPrefs,
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type IntelDoc,
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type IntelLayerId,
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type IntelPoint
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} from './intel';
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import {
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KIND_INFO,
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KINDS,
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@@ -75,6 +90,8 @@
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timeZone: 'Europe/Amsterdam'
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});
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const ME_KEY = 'pubg-map:me';
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const INTEL_CREDIT =
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'Map intel: <a href="https://pubg.gs/" target="_blank" rel="noreferrer">pubg.gs</a> and drop guides (sources under Layers)';
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// Connection and room state (the markers themselves live in `layers`, outside Svelte).
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let conn = $state<'connecting' | 'live' | 'down' | 'gone'>('connecting');
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@@ -95,6 +112,13 @@
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let showGrid = $state(true);
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let showPast = $state(false);
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let drawer = $state(false);
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let layersOpen = $state(false);
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// Zoomed out: intel icons shrink to dots so the map stays readable.
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let far = $state(true);
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// Built-in intel layers: per player (localStorage), never sent to the room.
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let layerOn = $state(readLayerPrefs(null));
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// undefined while loading, null for a map without intel (Camp Jackal).
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let intel = $state.raw<IntelDoc | null | undefined>(undefined);
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let picker = $state(false);
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let fullscreen = $state(false);
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let toast = $state<string | null>(null);
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@@ -124,6 +148,9 @@
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let gridLayer: Leaflet.LayerGroup | undefined;
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let pastLayer: Leaflet.LayerGroup | undefined;
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let tempLayer: Leaflet.LayerGroup | undefined;
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let intelLayer: Leaflet.LayerGroup | undefined;
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let attrib: Leaflet.Control.Attribution | undefined;
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let creditShown = false;
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let ws: WebSocket | null = null;
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let disposed = false;
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let retry = 0;
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@@ -463,6 +490,113 @@
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}
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}
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function intelTip(p: IntelPoint, kind: string) {
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const src = intel?.sources[p.s];
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const parts = [`<b>${esc(p.n)}</b>`];
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if (kind) parts.push(` <span class="pm-dim">${esc(kind)}</span>`);
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if (p.d) parts.push(`<br>${esc(p.d)}`);
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if (src)
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parts.push(
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`<br><span class="pm-dim">Source: ${esc(src.name)}${p.a ? ' · approximate spot' : ''}</span>`
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);
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return parts.join('');
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}
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function intelIcon(svg: string, color: string, cls = '', opacity = 1) {
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return L.divIcon({
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className: 'pm-icon',
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html: `<div class="pm-ii ${cls}" style="--c:${color};opacity:${opacity}">${svg}</div>`,
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iconSize: [18, 18],
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iconAnchor: [9, 9]
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});
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}
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// Few and important: these keep their full icon when zoomed out.
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const KEEP_ICON = new Set<IntelLayerId>(['special', 'drops', 'secret', 'keys', 'bears']);
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function drawIntel() {
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if (!intelLayer || !L) return;
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intelLayer.clearLayers();
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if (!intel) return;
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const tip = { className: 'pm-tip', direction: 'top', offset: [0, -8] } as const;
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for (const def of INTEL_LAYERS) {
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const pts = intel.layers[def.id];
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if (!layerOn[def.id] || !pts?.length) continue;
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for (const p of pts) {
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if (def.id === 'loot') {
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const r = p.r ?? 0.01;
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L.rectangle([ll(p.x - r, p.y - r), ll(p.x + r, p.y + r)], {
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pane: 'pm-area',
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color: def.color,
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weight: 0.5,
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opacity: 0.6,
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fillColor: def.color,
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fillOpacity: 0.12 + 0.4 * (p.w ?? 0.5)
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})
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.bindTooltip(intelTip(p, 'loot density'), { className: 'pm-tip', sticky: true })
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.addTo(intelLayer);
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continue;
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}
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if (p.a && p.r)
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L.circle(ll(p.x, p.y), {
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pane: 'pm-area',
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radius: p.r * S,
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color: def.color,
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weight: 1.5,
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dashArray: '4 5',
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fillColor: def.color,
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fillOpacity: 0.06,
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interactive: false
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}).addTo(intelLayer);
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let svg = INTEL_SVG[def.icon as keyof typeof INTEL_SVG];
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let color = def.color;
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let kind = '';
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let opacity = 1;
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if (def.group === 'Vehicles') {
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svg = INTEL_SVG[VEHICLE_ICON[p.t ?? ''] ?? 'car'];
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// Fainter = less likely to hold a vehicle this match.
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if (p.p !== undefined) opacity = 0.45 + 0.55 * Math.min(1, p.p * 1.5);
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if (p.p !== undefined) kind = `~${Math.round(p.p * 100)}% per match`;
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} else if (def.id === 'drops') {
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color = DROP_COLOR[p.t ?? ''] ?? def.color;
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kind = DROP_LABEL[p.t ?? ''] ?? '';
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}
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L.marker(ll(p.x, p.y), {
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pane: 'pm-intel',
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icon: intelIcon(
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svg,
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color,
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[p.a && 'approx', def.id === 'towns' && 'town', KEEP_ICON.has(def.id) && 'keep']
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.filter(Boolean)
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.join(' '),
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opacity
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),
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keyboard: false,
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bubblingMouseEvents: true
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})
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.bindTooltip(intelTip(p, kind), tip)
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.addTo(intelLayer);
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}
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}
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}
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// The intel credit shows while the current map has intel.
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function syncCredit() {
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if (!attrib || !!intel === creditShown) return;
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creditShown = !!intel;
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if (creditShown) attrib.addAttribution(INTEL_CREDIT);
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else attrib.removeAttribution(INTEL_CREDIT);
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}
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function setLayer(id: IntelLayerId, on: boolean) {
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layerOn[id] = on;
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try {
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localStorage.setItem(INTEL_KEY, JSON.stringify(layerOn));
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} catch {
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// private mode: the choice lasts this tab only
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}
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}
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let tilesSlug = '';
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function setMap(slug: string, fit: boolean) {
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if (!map) return;
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@@ -640,11 +774,17 @@
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tempLayer?.clearLayers();
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note = null;
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picker = false;
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layersOpen = false;
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confirmClear = false;
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} else if (k === 'g') showGrid = !showGrid;
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else if (k === 'o') showPast = !showPast;
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else if (k === 't') drawer = !drawer;
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else if (k === 'm') picker = !picker;
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else if (k === 't') {
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drawer = !drawer;
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if (drawer) layersOpen = false;
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} else if (k === 'k') {
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layersOpen = !layersOpen;
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if (layersOpen) drawer = false;
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} else if (k === 'm') picker = !picker;
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else if (k === 'f') toggleFullscreen();
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else if (k === ' ' && hover) {
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e.preventDefault();
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@@ -657,6 +797,23 @@
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void current;
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drawGrid();
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});
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// Intel for the current map: fetched once per map, then redrawn when layers toggle.
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$effect(() => {
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const slug = current.slug;
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intel = undefined;
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loadIntel(slug).then((d) => {
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if (current.slug === slug) intel = d;
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});
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});
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$effect(() => {
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void intel;
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for (const l of INTEL_LAYERS) void layerOn[l.id];
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drawIntel();
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});
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$effect(() => {
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void intel;
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syncCredit();
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});
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$effect(() => {
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void showPast;
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void focusMatch;
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@@ -681,6 +838,11 @@
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// no saved nickname
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}
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if (!me) openName();
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try {
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layerOn = readLayerPrefs(localStorage.getItem(INTEL_KEY));
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} catch {
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// storage blocked: defaults
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}
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import('leaflet').then((mod) => {
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if (disposed) return;
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L = (mod as unknown as { default: typeof Leaflet }).default ?? mod;
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@@ -697,7 +859,14 @@
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maxBoundsViscosity: 0.8,
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attributionControl: false
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});
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L.control.attribution({ prefix: false, position: 'bottomleft' }).addTo(map);
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attrib = L.control.attribution({ prefix: false, position: 'bottomleft' }).addTo(map);
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creditShown = false;
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syncCredit();
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// Intel sits under everything players place: areas above the tiles, points under
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// past landings (overlayPane 400) and room markers (markerPane 600).
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map.createPane('pm-area').style.zIndex = '330';
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map.createPane('pm-intel').style.zIndex = '380';
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intelLayer = L.layerGroup().addTo(map);
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L.control.zoom({ position: 'bottomright' }).addTo(map);
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gridLayer = L.layerGroup().addTo(map);
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pastLayer = L.layerGroup().addTo(map);
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@@ -710,7 +879,12 @@
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map.on('mousemove', (e: Leaflet.LeafletMouseEvent) => (hover = xy(e.latlng)));
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map.on('mouseout', () => (hover = null));
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map.on('movestart', () => (note = null));
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// Dots below ~1.5 zoom steps past "whole map fits"; full icons once zoomed in.
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const farBelow = map.getZoom() + 1.5;
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far = true;
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map.on('zoomend', () => (far = (map?.getZoom() ?? 0) < farBelow));
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drawGrid();
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drawIntel();
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connect();
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});
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const onFs = () => {
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@@ -726,6 +900,8 @@
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map?.remove();
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map = undefined;
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tiles = undefined;
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intelLayer = undefined;
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attrib = undefined;
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tilesSlug = '';
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};
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}
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@@ -733,7 +909,7 @@
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<svelte:window onkeydown={onKey} />
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<div class={['pm', tool && 'picking']}>
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<div class={['pm', tool && 'picking', far && 'far']}>
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<div class="pm-map" {@attach attachMap}></div>
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<!-- Top bar: room, match, map, connection; players and actions on the right. -->
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@@ -779,9 +955,20 @@
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onclick={() => (showPast = !showPast)}
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title="Past landings on this map (O)"><Footprints size={16} /></button
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>
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<button
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class={['btn', layersOpen && 'on']}
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onclick={() => {
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layersOpen = !layersOpen;
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if (layersOpen) drawer = false;
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}}
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title="Map layers: vehicles, drops, loot, secrets (K)"><Layers size={16} /></button
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>
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<button
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class={['btn', drawer && 'on']}
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onclick={() => (drawer = !drawer)}
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onclick={() => {
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drawer = !drawer;
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if (drawer) layersOpen = false;
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}}
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title="Match history (T)"><History size={16} /></button
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>
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<button class="btn" onclick={toggleFullscreen} title="Fullscreen (F)">
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@@ -909,6 +1096,90 @@
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</div>
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{/if}
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{#if layersOpen}
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<aside class="drawer layers" aria-label="Map layers">
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<div class="picker-head">
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<span>{current.name} layers</span><button
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class="btn"
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onclick={() => (layersOpen = false)}
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aria-label="Close"><X size={15} /></button
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>
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</div>
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<p class="small top">Only on your screen; your friends pick their own.</p>
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{#each INTEL_GROUPS as group (group)}
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{@const defs = INTEL_LAYERS.filter((l) => l.group === group)}
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<section>
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<h3>{group}</h3>
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{#each defs as def (def.id)}
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{@const n = intel?.layers[def.id]?.length ?? 0}
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<label class={['layer', !n && 'none']} title={def.hint}>
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<input
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type="checkbox"
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checked={layerOn[def.id]}
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disabled={!n}
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onchange={(e) => {
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setLayer(def.id, e.currentTarget.checked);
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// Hand the keyboard shortcuts back to the map.
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e.currentTarget.blur();
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}}
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/>
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<span class="ic" style:--c={def.color}>
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<!-- eslint-disable-next-line svelte/no-at-html-tags -- static Lucide icon nodes from intel.ts -->
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{@html INTEL_SVG[def.icon as keyof typeof INTEL_SVG]}
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</span>
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<span class="name">{def.label}</span>
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<span class="n">{intel ? n || 'none' : intel === null ? '' : '…'}</span>
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</label>
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{/each}
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</section>
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{/each}
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{#if layerOn.drops && intel?.layers.drops?.length}
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<p class="legend">
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{#each Object.entries(DROP_COLOR) as [tier, c] (tier)}
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<span style:--c={c}>{DROP_LABEL[tier]}</span>
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{/each}
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</p>
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{/if}
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{#if intel?.notes.length}
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<section>
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<h3>Notes</h3>
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{#each intel.notes as nt, i (i)}
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<p class="note-item">
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<b>{nt.title}.</b>
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{nt.text}
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{#if intel.sources[nt.s]}<a
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href={intel.sources[nt.s].url}
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target="_blank"
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rel="noreferrer">{intel.sources[nt.s].name}</a
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>{/if}
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</p>
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{/each}
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</section>
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{/if}
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<p class="small">
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Dashed rings are approximate: drawn on the named place, not the exact spot. Faint vehicle
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icons rarely hold a vehicle.
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</p>
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{#if intel}
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<section>
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<h3>Sources</h3>
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<ul class="sources">
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{#each Object.entries(intel.sources) as [k, src] (k)}
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<li>
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<a href={src.url} target="_blank" rel="noreferrer">{src.name}</a>{#if src.note}
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<span class="pm-dim"> · {src.note}</span>{/if}
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</li>
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{/each}
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</ul>
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</section>
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{:else if intel === null}
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<p class="small">No built-in intel for this map.</p>
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{:else}
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<p class="small">Loading map intel…</p>
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{/if}
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</aside>
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{/if}
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{#if drawer}
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<aside class="drawer" aria-label="Match history">
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<div class="picker-head">
|
||||
@@ -1328,6 +1599,74 @@
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width: 300px;
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overflow: auto;
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}
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.layers h3 {
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font-size: 11px;
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font-weight: 700;
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text-transform: uppercase;
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letter-spacing: 0.06em;
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color: var(--muted);
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margin: 10px 0 4px;
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}
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.layers .top {
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margin-top: 0;
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}
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.layer {
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display: flex;
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align-items: center;
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gap: 8px;
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padding: 3px 4px;
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border-radius: 7px;
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cursor: pointer;
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}
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.layer:hover {
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background: rgb(255 255 255 / 0.06);
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}
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.layer.none {
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opacity: 0.45;
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cursor: default;
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}
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.layer input {
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accent-color: #fafafa;
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}
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.layer .ic {
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color: var(--c);
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display: grid;
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}
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.layer .name {
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flex: 1;
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}
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.layer .n {
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color: var(--muted);
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font-size: 11.5px;
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font-variant-numeric: tabular-nums;
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}
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.legend {
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display: flex;
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flex-wrap: wrap;
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gap: 4px;
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margin-top: 6px;
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}
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.legend span {
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font-size: 11px;
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padding: 1px 7px;
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border-radius: 999px;
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border: 1px solid var(--c);
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color: var(--c);
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}
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.note-item {
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font-size: 12px;
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line-height: 1.45;
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||||
margin-bottom: 6px;
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||||
}
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.layers a {
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color: var(--text);
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||||
text-decoration: underline;
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||||
text-decoration-color: rgb(255 255 255 / 0.35);
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}
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||||
.layers .sources {
|
||||
gap: 3px;
|
||||
font-size: 11.5px;
|
||||
}
|
||||
.drawer ul {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
@@ -1518,6 +1857,31 @@
|
||||
.pm :global(.pm-tip::before) {
|
||||
display: none;
|
||||
}
|
||||
.pm :global(.pm-ii) {
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
display: grid;
|
||||
place-items: center;
|
||||
border-radius: 50%;
|
||||
background: rgb(10 10 10 / 0.78);
|
||||
color: var(--c);
|
||||
border: 1px solid color-mix(in oklab, var(--c) 65%, transparent);
|
||||
}
|
||||
.pm :global(.pm-ii.town) {
|
||||
border-radius: 5px;
|
||||
}
|
||||
.pm.far :global(.pm-ii:not(.keep)) {
|
||||
transform: scale(0.42);
|
||||
background: var(--c);
|
||||
border: 2px solid rgb(0 0 0 / 0.6);
|
||||
}
|
||||
.pm.far :global(.pm-ii:not(.keep) svg) {
|
||||
display: none;
|
||||
}
|
||||
.pm :global(.pm-ii.approx) {
|
||||
border-style: dashed;
|
||||
border-width: 1.5px;
|
||||
}
|
||||
.pm :global(.pm-dim) {
|
||||
color: var(--muted);
|
||||
}
|
||||
|
||||
40
src/lib/pubg-map/intel.test.ts
Normal file
40
src/lib/pubg-map/intel.test.ts
Normal file
@@ -0,0 +1,40 @@
|
||||
import { readFileSync, readdirSync } from 'node:fs';
|
||||
import { describe, expect, it } from 'vitest';
|
||||
import { INTEL_LAYERS, INTEL_MAPS, readLayerPrefs, type IntelDoc } from './intel';
|
||||
import { MAPS } from './shared';
|
||||
|
||||
describe('pubg map intel', () => {
|
||||
it('defaults to places and vehicles, and keeps saved choices', () => {
|
||||
const d = readLayerPrefs(null);
|
||||
expect(d.towns && d.cars && d.boats).toBe(true);
|
||||
expect(d.drops || d.loot || d.secret).toBe(false);
|
||||
const saved = readLayerPrefs(JSON.stringify({ cars: false, drops: true, bogus: true }));
|
||||
expect(saved.cars).toBe(false);
|
||||
expect(saved.drops).toBe(true);
|
||||
expect(readLayerPrefs('{not json')).toEqual(d);
|
||||
});
|
||||
|
||||
it('ships sourced, in-bounds intel for every map', () => {
|
||||
const dir = 'static/pubg-intel';
|
||||
const files = readdirSync(dir);
|
||||
const ids = new Set<string>(INTEL_LAYERS.map((l) => l.id));
|
||||
expect(files.sort()).toEqual([...INTEL_MAPS].map((s) => `${s}.v1.json`).sort());
|
||||
const slugs = new Set(MAPS.map((m) => m.slug));
|
||||
for (const f of files) {
|
||||
const doc: IntelDoc = JSON.parse(readFileSync(`${dir}/${f}`, 'utf8'));
|
||||
expect(f).toBe(`${doc.map}.v1.json`);
|
||||
expect(slugs.has(doc.map)).toBe(true);
|
||||
for (const [id, pts] of Object.entries(doc.layers)) {
|
||||
expect(ids.has(id)).toBe(true);
|
||||
for (const p of pts ?? []) {
|
||||
expect(p.x).toBeGreaterThan(0);
|
||||
expect(p.x).toBeLessThan(1);
|
||||
expect(p.y).toBeGreaterThan(0);
|
||||
expect(p.y).toBeLessThan(1);
|
||||
expect(doc.sources[p.s]?.url).toMatch(/^https:\/\//);
|
||||
}
|
||||
}
|
||||
for (const n of doc.notes) expect(doc.sources[n.s]).toBeTruthy();
|
||||
}
|
||||
});
|
||||
});
|
||||
296
src/lib/pubg-map/intel.ts
Normal file
296
src/lib/pubg-map/intel.ts
Normal file
@@ -0,0 +1,296 @@
|
||||
// Built-in, read-only intel layers for the PUBG drop map: towns, vehicle spots, drops,
|
||||
// loot and secret rooms per map. Static JSON (static/pubg-intel/<slug>.v1.json, built by
|
||||
// scripts/build-pubg-intel.py); nothing here is stored per room or sent over the socket.
|
||||
|
||||
export const INTEL_VERSION = 1;
|
||||
export const INTEL_KEY = 'pubg-map:layers';
|
||||
|
||||
export type IntelPoint = {
|
||||
x: number;
|
||||
y: number;
|
||||
/** Name shown first in the tooltip. */
|
||||
n: string;
|
||||
/** Note. */
|
||||
d?: string;
|
||||
/** Sub-type (vehicle type, drop tier). */
|
||||
t?: string;
|
||||
/** Source id (key into IntelDoc.sources). */
|
||||
s: string;
|
||||
/** 1 = approximate: drawn on the named place, not the exact spot. */
|
||||
a?: 1;
|
||||
/** Radius in map units (0..1), for rings and loot cells. */
|
||||
r?: number;
|
||||
/** Weight 0..1 (loot cells) or a count (towns). */
|
||||
w?: number;
|
||||
/** Spawn chance 0..1 (vehicle spots). */
|
||||
p?: number;
|
||||
};
|
||||
|
||||
export type IntelSource = { name: string; url: string; note?: string };
|
||||
export type IntelDoc = {
|
||||
v: number;
|
||||
map: string;
|
||||
built: string;
|
||||
sources: Record<string, IntelSource>;
|
||||
notes: { title: string; text: string; s: string }[];
|
||||
layers: Partial<Record<IntelLayerId, IntelPoint[]>>;
|
||||
};
|
||||
|
||||
export const INTEL_GROUPS = ['Places', 'Vehicles', 'Drops', 'Loot', 'Secrets'] as const;
|
||||
export type IntelGroup = (typeof INTEL_GROUPS)[number];
|
||||
|
||||
export type IntelLayerId =
|
||||
| 'towns'
|
||||
| 'bridges'
|
||||
| 'cars'
|
||||
| 'garages'
|
||||
| 'boats'
|
||||
| 'gliders'
|
||||
| 'special'
|
||||
| 'drops'
|
||||
| 'loot'
|
||||
| 'towers'
|
||||
| 'vending'
|
||||
| 'bears'
|
||||
| 'secret'
|
||||
| 'keys';
|
||||
|
||||
export type IntelLayer = {
|
||||
id: IntelLayerId;
|
||||
label: string;
|
||||
group: IntelGroup;
|
||||
color: string;
|
||||
/** On for a player who never touched the layer panel. */
|
||||
on: boolean;
|
||||
icon: string;
|
||||
hint: string;
|
||||
};
|
||||
|
||||
// Lucide icon nodes (ISC licence, copied from lucide-svelte) plus a hand-drawn bridge,
|
||||
// inlined because Leaflet divIcons are plain HTML.
|
||||
const svg = (body: string, size = 12) =>
|
||||
`<svg viewBox="0 0 24 24" width="${size}" height="${size}" fill="none" stroke="currentColor" stroke-width="2.4" stroke-linecap="round" stroke-linejoin="round" aria-hidden="true">${body}</svg>`;
|
||||
const P = {
|
||||
town: '<path d="M10 12h4"/><path d="M10 8h4"/><path d="M14 21v-3a2 2 0 0 0-4 0v3"/><path d="M6 10H4a2 2 0 0 0-2 2v7a2 2 0 0 0 2 2h16a2 2 0 0 0 2-2V9a2 2 0 0 0-2-2h-2"/><path d="M6 21V5a2 2 0 0 1 2-2h8a2 2 0 0 1 2 2v16"/>',
|
||||
bridge:
|
||||
'<path d="M2 12h20"/><path d="M4 12V8"/><path d="M20 12V8"/><path d="M4 8q8 6 16 0"/><path d="M8 12v4"/><path d="M16 12v4"/>',
|
||||
car: '<path d="M19 17h2c.6 0 1-.4 1-1v-3c0-.9-.7-1.7-1.5-1.9C18.7 10.6 16 10 16 10s-1.3-1.4-2.2-2.3c-.5-.4-1.1-.7-1.8-.7H5c-.6 0-1.1.4-1.4.9l-1.4 2.9A3.7 3.7 0 0 0 2 12v4c0 .6.4 1 1 1h2"/><circle cx="7" cy="17" r="2"/><path d="M9 17h6"/><circle cx="17" cy="17" r="2"/>',
|
||||
garage:
|
||||
'<path d="M18 21V10a1 1 0 0 0-1-1H7a1 1 0 0 0-1 1v11"/><path d="M22 19a2 2 0 0 1-2 2H4a2 2 0 0 1-2-2V8a2 2 0 0 1 1.132-1.803l7.95-3.974a2 2 0 0 1 1.837 0l7.948 3.974A2 2 0 0 1 22 8z"/><path d="M6 13h12"/><path d="M6 17h12"/>',
|
||||
boat: '<path d="M12 10.189V14"/><path d="M12 2v3"/><path d="M19 13V7a2 2 0 0 0-2-2H7a2 2 0 0 0-2 2v6"/><path d="M19.38 20A11.6 11.6 0 0 0 21 14l-8.188-3.639a2 2 0 0 0-1.624 0L3 14a11.6 11.6 0 0 0 2.81 7.76"/><path d="M2 21c.6.5 1.2 1 2.5 1 2.5 0 2.5-2 5-2 1.3 0 1.9.5 2.5 1s1.2 1 2.5 1c2.5 0 2.5-2 5-2 1.3 0 1.9.5 2.5 1"/>',
|
||||
glider:
|
||||
'<path d="M17.8 19.2 16 11l3.5-3.5C21 6 21.5 4 21 3c-1-.5-3 0-4.5 1.5L13 8 4.8 6.2c-.5-.1-.9.1-1.1.5l-.3.5c-.2.5-.1 1 .3 1.3L9 12l-2 3H4l-1 1 3 2 2 3 1-1v-3l3-2 3.5 5.3c.3.4.8.5 1.3.3l.5-.2c.4-.3.6-.7.5-1.2z"/>',
|
||||
crown:
|
||||
'<path d="M11.562 3.266a.5.5 0 0 1 .876 0L15.39 8.87a1 1 0 0 0 1.516.294L21.183 5.5a.5.5 0 0 1 .798.519l-2.834 10.246a1 1 0 0 1-.956.734H5.81a1 1 0 0 1-.957-.734L2.02 6.02a.5.5 0 0 1 .798-.519l4.276 3.664a1 1 0 0 0 1.516-.294z"/><path d="M5 21h14"/>',
|
||||
flame:
|
||||
'<path d="M12 3q1 4 4 6.5t3 5.5a1 1 0 0 1-14 0 5 5 0 0 1 1-3 1 1 0 0 0 5 0c0-2-1.5-3-1.5-5q0-2 2.5-4"/>',
|
||||
loot: '<path d="M11 21.73a2 2 0 0 0 2 0l7-4A2 2 0 0 0 21 16V8a2 2 0 0 0-1-1.73l-7-4a2 2 0 0 0-2 0l-7 4A2 2 0 0 0 3 8v8a2 2 0 0 0 1 1.73z"/><path d="M12 22V12"/><polyline points="3.29 7 12 12 20.71 7"/><path d="m7.5 4.27 9 5.15"/>',
|
||||
tower:
|
||||
'<path d="M4.9 16.1C1 12.2 1 5.8 4.9 1.9"/><path d="M7.8 4.7a6.14 6.14 0 0 0-.8 7.5"/><circle cx="12" cy="9" r="2"/><path d="M16.2 4.8c2 2 2.26 5.11.8 7.47"/><path d="M19.1 1.9a9.96 9.96 0 0 1 0 14.1"/><path d="M9.5 18h5"/><path d="m8 22 4-11 4 11"/>',
|
||||
vending:
|
||||
'<path d="M5 6a4 4 0 0 1 4-4h6a4 4 0 0 1 4 4v14a2 2 0 0 1-2 2H7a2 2 0 0 1-2-2V6Z"/><path d="M5 10h14"/><path d="M15 7v6"/>',
|
||||
bear: '<circle cx="11" cy="4" r="2"/><circle cx="18" cy="8" r="2"/><circle cx="20" cy="16" r="2"/><path d="M9 10a5 5 0 0 1 5 5v3.5a3.5 3.5 0 0 1-6.84 1.045Q6.52 17.48 4.46 16.84A3.5 3.5 0 0 1 5.5 10Z"/>',
|
||||
lock: '<rect width="18" height="11" x="3" y="11" rx="2" ry="2"/><path d="M7 11V7a5 5 0 0 1 10 0v4"/>',
|
||||
key: '<path d="M2.586 17.414A2 2 0 0 0 2 18.828V21a1 1 0 0 0 1 1h3a1 1 0 0 0 1-1v-1a1 1 0 0 1 1-1h1a1 1 0 0 0 1-1v-1a1 1 0 0 1 1-1h.172a2 2 0 0 0 1.414-.586l.814-.814a6.5 6.5 0 1 0-4-4z"/><circle cx="16.5" cy="7.5" r=".5" fill="currentColor"/>'
|
||||
};
|
||||
export const INTEL_SVG = Object.fromEntries(
|
||||
Object.entries(P).map(([k, v]) => [k, svg(v)])
|
||||
) as Record<keyof typeof P, string>;
|
||||
|
||||
export const INTEL_LAYERS: IntelLayer[] = [
|
||||
{
|
||||
id: 'towns',
|
||||
label: 'Named places',
|
||||
group: 'Places',
|
||||
color: '#e4e4e7',
|
||||
on: true,
|
||||
icon: 'town',
|
||||
hint: 'towns and landmarks, with how many item spots are inside'
|
||||
},
|
||||
{
|
||||
id: 'bridges',
|
||||
label: 'Bridges',
|
||||
group: 'Places',
|
||||
color: '#94a3b8',
|
||||
on: false,
|
||||
icon: 'bridge',
|
||||
hint: 'bridge points from the game files'
|
||||
},
|
||||
{
|
||||
id: 'cars',
|
||||
label: 'Car spots',
|
||||
group: 'Vehicles',
|
||||
color: '#c084fc',
|
||||
on: true,
|
||||
icon: 'car',
|
||||
hint: 'road and off-road spots; the chance is per spot per match'
|
||||
},
|
||||
{
|
||||
id: 'garages',
|
||||
label: 'Garages',
|
||||
group: 'Vehicles',
|
||||
color: '#a855f7',
|
||||
on: true,
|
||||
icon: 'garage',
|
||||
hint: 'garage and police-station spots (high chance)'
|
||||
},
|
||||
{
|
||||
id: 'boats',
|
||||
label: 'Boats',
|
||||
group: 'Vehicles',
|
||||
color: '#38bdf8',
|
||||
on: true,
|
||||
icon: 'boat',
|
||||
hint: 'boat, Aquarail and Airboat spots'
|
||||
},
|
||||
{
|
||||
id: 'gliders',
|
||||
label: 'Motor gliders',
|
||||
group: 'Vehicles',
|
||||
color: '#f0f9ff',
|
||||
on: true,
|
||||
icon: 'glider',
|
||||
hint: 'motor glider spots'
|
||||
},
|
||||
{
|
||||
id: 'special',
|
||||
label: 'Special vehicles',
|
||||
group: 'Vehicles',
|
||||
color: '#facc15',
|
||||
on: true,
|
||||
icon: 'crown',
|
||||
hint: 'fixed rare spawns such as the Gold Mirado'
|
||||
},
|
||||
{
|
||||
id: 'drops',
|
||||
label: 'Hot and quiet drops',
|
||||
group: 'Drops',
|
||||
color: '#f97316',
|
||||
on: false,
|
||||
icon: 'flame',
|
||||
hint: 'from drop guides: red hot, amber balanced, green quiet'
|
||||
},
|
||||
{
|
||||
id: 'loot',
|
||||
label: 'Loot density',
|
||||
group: 'Loot',
|
||||
color: '#4ade80',
|
||||
on: false,
|
||||
icon: 'loot',
|
||||
hint: 'the squares with the most item spots (game files, aggregated)'
|
||||
},
|
||||
{
|
||||
id: 'towers',
|
||||
label: 'Blue Chip towers',
|
||||
group: 'Loot',
|
||||
color: '#60a5fa',
|
||||
on: false,
|
||||
icon: 'tower',
|
||||
hint: 'Blue Chip transmitter spots'
|
||||
},
|
||||
{
|
||||
id: 'vending',
|
||||
label: 'Vending machines',
|
||||
group: 'Loot',
|
||||
color: '#f472b6',
|
||||
on: false,
|
||||
icon: 'vending',
|
||||
hint: 'vending machine spots'
|
||||
},
|
||||
{
|
||||
id: 'bears',
|
||||
label: 'Bear caves',
|
||||
group: 'Loot',
|
||||
color: '#f8fafc',
|
||||
on: false,
|
||||
icon: 'bear',
|
||||
hint: 'polar bear spawns (bear caves, airdrop-tier loot)'
|
||||
},
|
||||
{
|
||||
id: 'secret',
|
||||
label: 'Secret rooms',
|
||||
group: 'Secrets',
|
||||
color: '#fb923c',
|
||||
on: false,
|
||||
icon: 'lock',
|
||||
hint: 'approximate: drawn around the named place'
|
||||
},
|
||||
{
|
||||
id: 'keys',
|
||||
label: 'Security keys',
|
||||
group: 'Secrets',
|
||||
color: '#fde047',
|
||||
on: false,
|
||||
icon: 'key',
|
||||
hint: 'approximate: drawn around the named place'
|
||||
}
|
||||
];
|
||||
export const INTEL_BY_ID = Object.fromEntries(INTEL_LAYERS.map((l) => [l.id, l])) as Record<
|
||||
IntelLayerId,
|
||||
IntelLayer
|
||||
>;
|
||||
|
||||
export const VEHICLE_ICON: Record<string, keyof typeof P> = {
|
||||
car: 'car',
|
||||
garage: 'garage',
|
||||
boat: 'boat',
|
||||
glider: 'glider',
|
||||
special: 'crown'
|
||||
};
|
||||
export const DROP_COLOR: Record<string, string> = {
|
||||
hot: '#ef4444',
|
||||
busy: '#f97316',
|
||||
balanced: '#facc15',
|
||||
quiet: '#4ade80'
|
||||
};
|
||||
export const DROP_LABEL: Record<string, string> = {
|
||||
hot: 'Hot drop',
|
||||
busy: 'Busy drop',
|
||||
balanced: 'Balanced drop',
|
||||
quiet: 'Quiet drop'
|
||||
};
|
||||
|
||||
/** The player's on/off choices merged over the defaults. */
|
||||
export function readLayerPrefs(raw: string | null): Record<IntelLayerId, boolean> {
|
||||
const out = Object.fromEntries(INTEL_LAYERS.map((l) => [l.id, l.on])) as Record<
|
||||
IntelLayerId,
|
||||
boolean
|
||||
>;
|
||||
try {
|
||||
const saved = JSON.parse(raw ?? 'null');
|
||||
if (saved && typeof saved === 'object')
|
||||
for (const l of INTEL_LAYERS) if (typeof saved[l.id] === 'boolean') out[l.id] = saved[l.id];
|
||||
} catch {
|
||||
// keep the defaults
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/** Maps with a static/pubg-intel file (Camp Jackal, the training map, has none). */
|
||||
export const INTEL_MAPS = new Set([
|
||||
'erangel',
|
||||
'miramar',
|
||||
'sanhok',
|
||||
'vikendi',
|
||||
'taego',
|
||||
'deston',
|
||||
'rondo',
|
||||
'karakin',
|
||||
'paramo',
|
||||
'haven'
|
||||
]);
|
||||
|
||||
const docs = new Map<string, Promise<IntelDoc | null>>();
|
||||
/** Fetches a map's intel once per page load; null when the map has none. */
|
||||
export function loadIntel(slug: string): Promise<IntelDoc | null> {
|
||||
if (!INTEL_MAPS.has(slug)) return Promise.resolve(null);
|
||||
let p = docs.get(slug);
|
||||
if (!p) {
|
||||
p = fetch(`/pubg-intel/${slug}.v${INTEL_VERSION}.json`)
|
||||
.then((r) => (r.ok ? (r.json() as Promise<IntelDoc>) : null))
|
||||
.catch(() => null);
|
||||
p.then((d) => d || docs.delete(slug));
|
||||
docs.set(slug, p);
|
||||
}
|
||||
return p;
|
||||
}
|
||||
Reference in New Issue
Block a user