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five-on-it / packages/sim/src/mods

packages/sim/src/mods ​

Armour and upgrades (the ten-star build's V1 phase: R5–R11, R13, C10, C17): what makes a vehicle tougher than a car, of its class or fitted at a garage, and what those fittings do.

Armour of a class (vehicle-classes.ts): more hit points than a car's 100 (health), a share of a bullet's damage (bullets), run-flat tyres (runFlats), a ram plate on the nose (ram). Its hit points stay out of 100 (what is left of them, on the wire and on the HUD): a hit's damage is scaled by damageShare instead (the armoured limo's 400 take a quarter of a car's damage), so the fires' and the smoke's thresholds read every class the same. A bullet is a hitscan weapon's shot (weapons.ts); a blast, a crash or a fire is no bullet: explosives are what beats armour, and the anti-material rifle, whose round is no bullet to a class's armour either.

The mod garage (R13): a garage that resprays fits upgrades too (garages.ts: the services from 3 up, MOD_SHOP), each for its price in the room's Cash:

  • run-flats (R7): a nail strip a tyre crosses (a level's, the police's, someone's caltrops) no longer pops it; the car limps, a little slower for a few seconds;
  • a bull bar (R8): a ram plate on its nose: what it rams takes more of the crash, the car less (ramShare); a parked car it pushes nose first lets go of its parking brake, so a barricade's cars shove aside (shoveParked, an APC's plate too);
  • armour plating: half as many hit points again, bullets do 60 %; a little heavier (vehicle.ts builds its body heavier) and slower;
  • nitro (R11): three charges; the nitro key fires one: a two-second burn of a strong engine and a higher top speed (nitroBurn), its exhaust flame scorching a car or a person right behind (exhaustFlame, where cars burn: the server's world);
  • a hardened ECU ("FaradayCore™", R13): its electronics shielded and its firmware off the city's network, so an EMP's pulse no longer stalls it (ordnance.ts) and the police's remote kill switch at eight stars cannot reach it (@foi/ai's police-tech.ts), as if it were an old car with nothing to hack;
  • a rear dispenser (R9) of four charges of caltrops, of oil or of smoke; the dispense key drops one behind the car (dispense): caltrops are the driver's own nail strip (nails.ts, popping a follower's tyres), oil a slick laid the same way (a strip of kind 1) that cuts the grip of a car driving over it for a couple of seconds (vehicle.ts, VehicleState.oiled), smoke (R10) a screen poured out behind the car for three seconds, a trail of small clouds (zones.ts) that blinds and slows whoever follows (smokeScreen).

The upgrades are the vehicle's (VehicleState.mods, the charges, the timers): they stay with it through a reset or a class change, into a garage's storage and out of it again. The snapshot carries them on a vehicle's record (kitByte); a client's prediction reads the mods, the nitro and the limp and oil timers, and fires its own nitro (the dispenser and the purchases are the server's alone).

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