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feat(effort): 波纹动画纯函数 pickChar/computeRippleLine/mergeLayers + 18 测试
Co-Authored-By: glm-5.2 <zai-org@claude-code-best.win>
This commit is contained in:
169
src/components/EffortPanel/__tests__/rippleAnimation.test.ts
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169
src/components/EffortPanel/__tests__/rippleAnimation.test.ts
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import { describe, expect, test } from 'bun:test'
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import {
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type Overlay,
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computeRippleLine,
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mergeLayers,
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pickChar,
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} from '../rippleAnimation.js'
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describe('pickChar', () => {
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test('intensity=0 → 空格', () => {
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expect(pickChar(0)).toBe(' ')
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})
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test('intensity < 0 钳到 0 → 空格', () => {
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expect(pickChar(-0.5)).toBe(' ')
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})
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test('intensity > 1 钳到 1 → 最高强度字符', () => {
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expect(pickChar(1.5)).toBe(pickChar(1))
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})
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test('intensity 单调递增 → 字符视觉密度递增(按字符串长度近似)', () => {
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// 字符密度:' ' < '·' < '∙' < '░' < '▒' < '▓'
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const samples = [0, 0.15, 0.35, 0.55, 0.75, 0.95]
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const chars = samples.map(pickChar)
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expect(chars[0]).toBe(' ')
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// 至少 4 种不同字符(说明分级生效)
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const unique = new Set(chars)
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expect(unique.size).toBeGreaterThanOrEqual(4)
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})
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test('波峰位置(intensity ≥ 0.95)出现 WAVE_PEAK_CHARS 循环字符之一', () => {
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const wavePeakChars = ['~', '◌', '○', '◑', '●']
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// 不同 time 偏移应触达不同波峰字符(基于 time / 80 的相位)
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const seen = new Set<string>()
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for (let t = 0; t < 400; t += 40) {
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seen.add(pickChar(1, t))
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}
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// 至少出现 2 种 WAVE_PEAK_CHARS(说明循环生效)
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const hits = [...seen].filter(c => wavePeakChars.includes(c))
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expect(hits.length).toBeGreaterThanOrEqual(2)
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})
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})
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describe('computeRippleLine', () => {
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test('返回字符串长度等于 width', () => {
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const line = computeRippleLine({
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y: 2,
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width: 30,
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time: 100,
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sourceX: 25,
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sourceY: 2,
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})
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expect(line.length).toBe(30)
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})
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test('width=0 → 空字符串', () => {
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expect(
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computeRippleLine({ y: 0, width: 0, time: 0, sourceX: 0, sourceY: 0 }),
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).toBe('')
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})
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test('震源点 (sourceX, sourceY) 处字符非空(dist=0,falloff=1)', () => {
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const line = computeRippleLine({
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y: 5,
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width: 11,
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time: 0,
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sourceX: 5,
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sourceY: 5,
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})
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// 震源在 (5,5),y=5 行的第 5 列字符应非空格
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expect(line[5]).not.toBe(' ')
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})
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test('远离震源的字符强度衰减(远端更可能是空格)', () => {
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// 震源在左端,远端 30 列外,time=0 时强度低
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const line = computeRippleLine({
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y: 0,
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width: 40,
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time: 0,
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sourceX: 0,
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sourceY: 0,
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})
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// 第 0 列字符密度 >= 第 39 列(不一定严格,但近端更密)
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const nearDensity = line.charCodeAt(0)
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const farDensity = line.charCodeAt(39)
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// 用 charCode 近似:震源附近字符 charCode 应大于等于远端
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// 注:空格 charCode=32,其他字符 charCode 通常更大
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expect(nearDensity).toBeGreaterThanOrEqual(farDensity)
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})
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test('time 推进时字符变化(动画效果)', () => {
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const t0 = computeRippleLine({
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y: 2,
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width: 30,
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time: 0,
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sourceX: 25,
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sourceY: 2,
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})
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const t1 = computeRippleLine({
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y: 2,
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width: 30,
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time: 500,
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sourceX: 25,
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sourceY: 2,
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})
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expect(t0).not.toBe(t1)
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})
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})
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describe('mergeLayers', () => {
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test('无 overlay 时原样返回 ripple', () => {
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const ripple = '·∙░▒▓░∙·'
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expect(mergeLayers(ripple, [])).toBe(ripple)
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})
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test('overlay 文字字符覆盖对应位置', () => {
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const ripple = '········'
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const overlays: Overlay[] = [{ text: 'hi', x: 2 }]
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expect(mergeLayers(ripple, overlays)).toBe('··hi····')
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})
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test('多个 overlay 不重叠时各自覆盖', () => {
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const ripple = '·········'
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const overlays: Overlay[] = [
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{ text: 'A', x: 0 },
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{ text: 'B', x: 4 },
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{ text: 'C', x: 8 },
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]
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// ripple 长 9:A 在 0;B 在 4;C 在 8;其余保留 '·'
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expect(mergeLayers(ripple, overlays)).toBe('A···B···C')
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})
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test('overlay 超出右边界被截断', () => {
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const ripple = '·····'
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const overlays: Overlay[] = [{ text: 'abcdef', x: 3 }]
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// ripple 长 5,overlay 从 x=3 开始 → 'ab' 占 3,4,剩下 'cdef' 截断
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expect(mergeLayers(ripple, overlays)).toBe('···ab')
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})
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test('overlay x 为负数 → 从开头截断(不向左溢出)', () => {
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const ripple = '·····'
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const overlays: Overlay[] = [{ text: 'abc', x: -1 }]
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// x=-1 → 跳过 'a','bc' 占 0,1
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expect(mergeLayers(ripple, overlays)).toBe('bc···')
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})
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test('overlay x=0 + 完整覆盖 → 全部覆盖', () => {
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const ripple = '·····'
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const overlays: Overlay[] = [{ text: 'HELLO', x: 0 }]
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expect(mergeLayers(ripple, overlays)).toBe('HELLO')
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})
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test('文字字符永远胜出(即使 ripple 那里是高密度字符)', () => {
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const ripple = '▓▓▓▓▓'
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const overlays: Overlay[] = [{ text: 'X', x: 2 }]
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expect(mergeLayers(ripple, overlays)).toBe('▓▓X▓▓')
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})
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test('多个 overlay 后者覆盖前者(同位置)', () => {
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const ripple = '·····'
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const overlays: Overlay[] = [
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{ text: 'AAA', x: 0 },
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{ text: 'B', x: 1 },
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]
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// ripple 长 5:A 在 0;B 在 1(覆盖第一个 A);2 为 A;3,4 为 '·'(未被 overlay 覆盖)
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expect(mergeLayers(ripple, overlays)).toBe('ABA··')
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})
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})
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141
src/components/EffortPanel/rippleAnimation.ts
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141
src/components/EffortPanel/rippleAnimation.ts
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/**
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* EffortPanel ultracode 档位的背景波纹动画 —— 纯函数模块。
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*
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* 设计目标:
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* - 仅在 cursor 停在 ultracode 时启动(订阅时钟由 useRippleFrame 控制)
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* - 震源:面板右下(ultracode 字符位置),向左/上辐射同心圆波
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* - 字符强度由距离衰减 + 正弦相位决定
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* - 文字字符永远覆盖波纹背景(mergeLayers),保证可读性
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*
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* 所有函数纯:相同入参 → 相同出参,便于单测 + 帧快照。
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*/
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/**
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* 强度(0~1)→ 视觉密度递增的字符。
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* 0.0 空格(静默)→ 1.0 实心方块(最强)。
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*
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* 注:波峰附近的"涟漪"字符(~ ◌ ○ 等)通过 pickCharWavePeak 单独处理,
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* 让震源附近出现循环的高频涟漪字符(与单纯密度梯度区分)。
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*/
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const INTENSITY_CHARS = [' ', '·', '∙', '░', '▒', '▓'] as const
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/**
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* 震源附近的波峰字符循环(dist < 6 时叠加)。
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* 让 ultracode 附近出现明显"水波"感,而非仅密度梯度。
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*/
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const WAVE_PEAK_CHARS = ['~', '◌', '○', '◑', '●'] as const
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/**
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* 把强度(任意实数)钳到 [0, 1]。
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*/
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function clampIntensity(intensity: number): number {
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if (intensity < 0) return 0
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if (intensity > 1) return 1
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return intensity
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}
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/**
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* 强度 → 字符。
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*
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* 强度 < 0.95 时按 INTENSITY_CHARS 分级(密度梯度);
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* 强度 >= 0.95 时按波峰字符循环(基于 time 偏移)。
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*/
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export function pickChar(intensity: number, time: number = 0): string {
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const v = clampIntensity(intensity)
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if (v >= 0.95) {
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// 波峰循环:以 time 为相位让字符循环流动
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const idx = Math.floor(time / 80) % WAVE_PEAK_CHARS.length
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return WAVE_PEAK_CHARS[idx]
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}
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// 密度梯度:v ∈ [0, 0.95) 映射到 INTENSITY_CHARS[0..5)
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const idx = Math.min(
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INTENSITY_CHARS.length - 1,
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Math.floor(v * INTENSITY_CHARS.length),
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)
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return INTENSITY_CHARS[idx]
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}
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/**
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* 计算面板某一行 y 的完整波纹字符串。
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*
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* 波纹数学:
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* dx = x - sourceX
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* dy = (y - sourceY) * 1.5 (y 方向视觉拉伸,行高 > 字宽)
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* dist = sqrt(dx² + dy²)
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* phase = dist * 0.4 - time * 0.012
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* wave = max(0, sin(phase))
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* falloff = max(0, 1 - dist / 40)
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* intensity = wave * falloff
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* 震源附近 (dist < 6):叠加高频涟漪 max(intensity, 0.5 + 0.5*sin(time*0.02 - dist*1.2))
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*
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* @returns 长度严格等于 width 的字符串
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*/
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export function computeRippleLine(args: {
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y: number
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width: number
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time: number
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sourceX: number
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sourceY: number
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}): string {
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const { y, width, time, sourceX, sourceY } = args
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if (width <= 0) return ''
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let out = ''
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for (let x = 0; x < width; x++) {
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const dx = x - sourceX
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const dy = (y - sourceY) * 1.5
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const dist = Math.sqrt(dx * dx + dy * dy)
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// 主波纹相位
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const phase = dist * 0.4 - time * 0.012
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const wave = Math.max(0, Math.sin(phase))
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// 距离衰减
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const falloff = Math.max(0, 1 - dist / 40)
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let intensity = wave * falloff
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// 震源附近高频涟漪
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if (dist < 6) {
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const ripple = 0.5 + 0.5 * Math.sin(time * 0.02 - dist * 1.2)
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if (ripple > intensity) intensity = ripple
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}
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out += pickChar(intensity, time)
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}
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return out
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}
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/**
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* 文字 overlay:在某行的 x 位置覆盖 text 字符串。
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* 后渲染的 overlay 在相同位置覆盖先渲染的(last-write-wins)。
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*/
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export type Overlay = {
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text: string
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/** 起始列;可为负(前缀被截断) */
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x: number
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}
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/**
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* 把 overlays 文字覆盖到 ripple 背景上。
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* - 文字字符永远胜出(即使背景是高密度字符)
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* - 超出右边界的文字被截断
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* - x 为负时跳过前 |x| 个字符
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*
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* @param ripple 原始波纹字符串(长度 = 行宽)
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* @param overlays 要覆盖的文字列表
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* @returns 合成后的字符串(长度严格等于 ripple.length)
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*/
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export function mergeLayers(ripple: string, overlays: Overlay[]): string {
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const chars = ripple.split('')
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for (const overlay of overlays) {
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const start = overlay.x
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if (start >= chars.length) continue
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for (let i = 0; i < overlay.text.length; i++) {
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const targetIdx = start + i
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if (targetIdx < 0) continue
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if (targetIdx >= chars.length) break
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chars[targetIdx] = overlay.text[i]
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}
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}
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return chars.join('')
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}
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