The core invention: paint lands on the blob body where projectiles hit, live
per-colour coverage % is computed from a quantized UV mask, and coverage drives
buffs per GDD §6 MVP subset (RED speed+embers, GREEN grip, BLUE waterproof,
total→mass, 20% activate / 70% super+glow).
- src/paint/skin.ts PaintSkin: Canvas-2D mask on mesh UVs → CanvasTexture;
splatAtPoint raycasts impact→face UV; dual soft-canvas
+ hard quantized-index mask so coverage is exact
integer bucketing (never getImageData); 250ms cache;
scrub-hole cleanse; U-seam wrap.
- src/paint/coverage-math.ts pure, unit-tested: countBuckets, coverage report,
buffStrength, computeModifiers.
- src/paint/cannon.ts PaintCannon: gravity-arc glob projectiles (manual
swept sphere test), target-leading ballistic solve,
fires on interval AND machine:signal; emits paint:splatted.
- src/paint/buffs.ts BuffSystem: coverage→modifiers each step + ember trail
(additive Points) + super-state emissive pulse.
- src/paint/hud.ts PaintHUD: per-colour bars + active buff kit (throttled).
- src/paint/index.ts exports + installPaint() wiring the inbound Lane C
protocol (request-splat proximity-gated / request-cleanse).
- src/demo/lane-b.ts stub ball orbiting a RED and GREEN cannon; HUD live;
debug keys for fire/signal/flood/cleanse/pause.
- src/paint/coverage-math.test.ts 32 assertions (node --experimental-strip-types).
build: tsc strict + vite pass. No edits outside owned paths; contracts frozen.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
128 lines
4.4 KiB
TypeScript
128 lines
4.4 KiB
TypeScript
/**
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* Pure paint math — no THREE / Rapier / DOM imports, so it is unit-testable in a
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* bare node runtime (see coverage-math.test.ts). Everything that touches only
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* numbers lives here: the exact pixel-bucket coverage count and the
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* coverage -> BlobModifiers buff mapping (GDD §6 MVP subset).
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*/
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import type { BlobModifiers, CoverageReport, PaintColor } from '../contracts'
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/**
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* Canonical colour ordering. Index 0 in the mask is the unpainted base; palette
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* colours occupy indices 1..7 in this order (matches the PALETTE key order in
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* contracts.ts). Keep this list and the mask encoding in lockstep.
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*/
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export const COLOR_ORDER: readonly PaintColor[] = [
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'red', 'orange', 'yellow', 'green', 'blue', 'purple', 'pink',
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]
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/** Mask palette index for a colour (1..7). Base/unpainted is 0. */
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export function colorIndex(color: PaintColor): number {
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return COLOR_ORDER.indexOf(color) + 1
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}
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/**
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* Exact integer bucketing of a quantized mask. `mask[i]` is a palette index
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* (0 = base, 1..n = colour). Returns counts of length n+1 where counts[0] is the
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* unpainted pixel count. This is the whole point of quantizing on stamp: coverage
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* is an exact histogram, never a fuzzy nearest-colour match.
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*/
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export function countBuckets(mask: Uint8Array, numColors: number): number[] {
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const counts = new Array<number>(numColors + 1).fill(0)
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for (let i = 0; i < mask.length; i++) counts[mask[i]]++
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return counts
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}
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/**
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* Turn raw bucket counts into a CoverageReport (fractions of TOTAL surface;
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* unpainted counts in the denominator, per contracts).
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*/
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export function coverageReportFromCounts(
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counts: number[],
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totalPixels: number,
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): CoverageReport {
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const byColor = {} as Record<PaintColor, number>
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for (let i = 0; i < COLOR_ORDER.length; i++) {
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byColor[COLOR_ORDER[i]] = totalPixels > 0 ? counts[i + 1] / totalPixels : 0
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}
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const painted = totalPixels > 0 ? (totalPixels - counts[0]) / totalPixels : 0
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return { total: painted, byColor }
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}
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// ---- Buff thresholds (GDD §5.1 / §6 MVP subset) ---------------------------
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export const ACTIVATE = 0.20 // buff activates at ≥20% of that colour
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export const SUPER = 0.70 // ≥70% one colour = super state
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/** Strength floor at the activation threshold so the buff visibly "kicks in". */
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const ACTIVATE_FLOOR = 0.15
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const clamp01 = (x: number) => (x < 0 ? 0 : x > 1 ? 1 : x)
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/**
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* Buff strength 0..1 for a single colour's coverage fraction.
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* 0 below the 20% threshold; ramps ACTIVATE_FLOOR..1 across 20%→70%; pinned at 1
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* once super. This is the "strength scales linearly between thresholds" curve.
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*/
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export function buffStrength(coverage: number): number {
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if (coverage < ACTIVATE) return 0
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if (coverage >= SUPER) return 1
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const t = (coverage - ACTIVATE) / (SUPER - ACTIVATE)
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return ACTIVATE_FLOOR + (1 - ACTIVATE_FLOOR) * t
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}
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/** Is any single colour at/above the super threshold? */
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export function superColor(cov: CoverageReport): PaintColor | null {
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let best: PaintColor | null = null
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let bestV = SUPER
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for (const c of COLOR_ORDER) {
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if (cov.byColor[c] >= bestV) {
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bestV = cov.byColor[c]
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best = c
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}
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}
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return best
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}
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/** Dominant (highest-coverage) colour, or null if nothing is painted. */
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export function dominantColor(cov: CoverageReport): PaintColor | null {
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let best: PaintColor | null = null
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let bestV = 0
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for (const c of COLOR_ORDER) {
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if (cov.byColor[c] > bestV) {
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bestV = cov.byColor[c]
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best = c
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}
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}
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return best
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}
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/**
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* The core mapping: coverage -> modifiers (GDD §6 MVP subset).
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* RED -> speedMul up to 1.6 (BURN)
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* GREEN -> grip up to 1.0 (GRIP)
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* BLUE -> waterproof (SLICK)
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* total coverage -> massMul 1.0..1.8 (paint = weight, §5.2)
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* any colour ≥70% -> super: that buff pinned at max + glow
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* Pure and deterministic; the visual side-effects (ember trail, emissive pulse)
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* live in BuffSystem and read `glow` / dominant colour off this result + cov.
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*/
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export function computeModifiers(cov: CoverageReport): BlobModifiers {
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const red = cov.byColor.red
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const green = cov.byColor.green
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const blue = cov.byColor.blue
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const speedMul = 1 + 0.6 * buffStrength(red)
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const grip = buffStrength(green) // 0..1
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const waterproof = blue >= ACTIVATE
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const massMul = 1 + 0.8 * clamp01(cov.total)
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const glow = superColor(cov) ? 1 : 0
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return {
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speedMul,
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jumpMul: 1,
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massMul,
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grip,
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size: 1, // purple/pink grow-shrink is V1 (§5.3) — untouched in MVP
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waterproof,
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glow,
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}
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}
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