// levels/enemies.js (Lane C) — the enemy CATALOGUE: fiction id → archetype + skin.
//
// WHY THIS EXISTS: level JSONs name enemies in fiction ("bolus_chunk"), not in mechanics
// ("floater"). This is the join table between the two, and nothing more.
//
// OWNERSHIP (settled with Lane B's round-1 work, see LANE_C_NOTES.md §→ Lane B):
//   Lane B owns MECHANICS — hp, radius, speed, damage, fire rate, score. They live in
//   combat/balance.js, tuned against B's cannon and B's feel numbers, and they are keyed by
//   ARCHETYPE. This file deliberately does NOT restate them: an hp of "2 shots" here and an
//   hp of 24 there (against damage 12) is the same number twice, which is one number too
//   many. If you want to know what a bolus chunk can take, ask balance.js.
//   Lane C owns COMPOSITION — which fiction appears, how many, where, in what order, and
//   what it is called. That is this file plus the level JSONs.
//
// LANE B: resolve a spawn with `getEnemy(ev.enemy)?.archetype` — one line, snippet in
// LANE_C_NOTES.md §→ Lane B. The three bare archetype names also resolve (passthrough
// entries at the bottom), so the round-0 stub level and anything already built against it
// keep working unchanged.
//
// Pure data + pure functions: no imports, no THREE. Must stay node-runnable (qa selfcheck).

/** The only archetypes Lane B implements in round 1. Selfcheck enforces membership. */
export const ARCHETYPES = ['floater', 'seeker', 'turret'];

/**
 * Fields:
 *   archetype  'floater'|'seeker'|'turret'  — which of B's behaviors + balance rows drives it
 *   biome      where it belongs (documentation; '*' = anywhere)
 *   tint       emissive color. ART_BIBLE law: hostile = hot amber/red, projectiles =
 *              white-hot, neutral flora = cyan (turns hostile if shot). Advisory for Lane D.
 *   wall       true => C must author an explicit `theta`. Lane B already defaults turrets to
 *              the wall; this is an AUTHORING rule, not a runtime one — a wall-mounted enemy
 *              owns an arc of the cross-section, and which arc is a design decision, never
 *              a random one.
 *   note       the fiction, and why it earns its place in the encounter.
 */
export const ENEMIES = Object.freeze({
  // ---- L2 esophagus roster (all three are real esophageal pathology) ----------------
  bolus_chunk: {
    archetype: 'floater', biome: 'esophagus', tint: 0xd98a3a, wall: false,
    note: 'Swallowed food debris tumbling in the swallow. A floater taxes the lane it sits ' +
          'in rather than chasing you, which is exactly what debris should do: it turns the ' +
          'cross-section into a maze without ever raising the stakes. The L2 teaching enemy.',
  },
  eosinophil_swarm: {
    archetype: 'seeker', biome: 'esophagus', tint: 0xff4d3d, wall: false,
    note: 'Eosinophilic esophagitis, weaponised — immune cells that mistake ENDO-1 for the ' +
          'parasite they were built for. Individually trivial; the threat is arithmetic. ' +
          'B tuned the seeker at speed 19 against flow 14 specifically so it catches you ' +
          'from behind: the answer is to shoot or boost, never to outrun. That is the ' +
          'lesson L2 needs before the reflux finale asks you to outrun something.',
  },
  candida_bloom: {
    archetype: 'turret', biome: 'esophagus', tint: 0xffd166, wall: true,
    note: 'Candida esophagitis — white plaque colonies anchored to the mucosa, firing spore ' +
          'clusters. Wall-mounted, so it OWNS an arc of the tube and converts "which side do ' +
          'I fly" into a real decision. B\'s dart turn radius (13.3u) is wider than the tube, ' +
          'so it can never corner you, only punish a straight line — which is why L2 puts ' +
          'blooms on straights and in the squeeze, never on blind bends alone.',
  },

  // ---- L1 oral cavity (roster stub — L1's encounter pass is round 2+) ---------------
  amylase_droplet: {
    archetype: 'floater', biome: 'oral', tint: 0xe8a13a, wall: false,
    note: 'Saliva enzyme blob with a corrosive contact aura. The tutorial floater — B tuned ' +
          'the floater archetype against exactly this fiction (see balance.js).',
  },

  // ---- L3 stomach (roster stub — L3's encounter pass is round 2+) -------------------
  pepsin_swarm: {
    archetype: 'seeker', biome: 'stomach', tint: 0xff3b30, wall: false,
    note: 'The seeker in its home biome — B tuned the archetype against this fiction.',
  },
  peyers_turret: {
    archetype: 'turret', biome: 'small_intestine', tint: 0xffe066, wall: true,
    note: 'Antibody turret in a Peyer\'s patch — B tuned the turret archetype against this ' +
          'fiction. Belongs to L4; listed so the catalogue matches balance.js\'s vocabulary.',
  },

  // ---- passthrough: bare archetype names --------------------------------------------
  // Compatibility so the round-0 stub level's `enemy: 'floater'` style still resolves and
  // Lane B is never broken by this catalogue landing mid-round. Not for use in shipped
  // levels — selfcheck WARNS, because an enemy with no fiction has no place in the body.
  floater: { archetype: 'floater', biome: '*', tint: 0xd98a3a, wall: false, placeholder: true, note: 'Bare archetype passthrough.' },
  seeker:  { archetype: 'seeker',  biome: '*', tint: 0xff4d3d, wall: false, placeholder: true, note: 'Bare archetype passthrough.' },
  turret:  { archetype: 'turret',  biome: '*', tint: 0xffd166, wall: true,  placeholder: true, note: 'Bare archetype passthrough.' },
});

/** → enemy spec, or null on miss. Consumers must handle null (assets-are-optional law). */
export function getEnemy(id) {
  return Object.prototype.hasOwnProperty.call(ENEMIES, id) ? ENEMIES[id] : null;
}

/** Pickups Lane C may place. Lane B/E: `pickup {kind}` on the bus when collected. */
export const PICKUPS = Object.freeze({
  nutrient_orb:  { note: 'Score + boost recharge. The breadcrumb: an orb line TEACHES the racing line before it pays anything.' },
  mucin_glob:    { note: 'Mucus coat refill. Placed immediately before pressure — the game pays you right before it charges you.' },
  b12_cell:      { note: 'Hull repair. Rare: hull is the scarce resource, coat is the renewable one.' },
  antacid_ammo:  { note: 'Antacid torpedoes. Dual-use (GDD): B\'s torpedo neutralises an acid zone for 10s in a 14u radius — fired BACKWARD it stalls a reflux surge.' },
  biopsy_sample: { note: 'THE collectible. Exactly 3 per level (selfcheck enforces). Visible-but-costly law: always in plain sight, never on the racing line.' },
});

/** Hazard kinds Lane C places in data. Specs + owners in LANE_C_NOTES.md §Hazard requests. */
export const HAZARDS = Object.freeze({
  reflux_surge:   { needs: ['speed'], optional: ['from', 'span', 'lethal', 'neutralizable'], owner: 'B', note: 'Acid wall chasing from behind at `speed`. `from` = spawn offset relative to the trigger s (negative = behind the player). `lethal: false` => the non-lethal teaching version. `neutralizable` => B\'s antacid torpedo stalls it (balance.js: neutralizeDuration 10s).' },
  aortic_squeeze: { needs: ['period', 'amplitude', 'theta'], optional: ['span'], owner: 'A', note: 'Zone hazard: the aortic arch pulses against ONE SIDE of the tube. The wall at `theta` bulges inward by `amplitude` * radius on `period`; the opposite arc stays clear and is the answer. Directional on purpose — a zone that sealed symmetrically would be an untimeable toll in a flow-locked tube (you cannot stop). Wall contact = graze damage, not death.' },
  ring_gate:      { needs: ['period', 'open'], optional: [], owner: 'A', note: 'Point hazard: a peristaltic ring seals the lumen, opening for `open` seconds every `period`. Timeable precisely BECAUSE it is a point — the player modulates throttle on approach to arrive on an open beat.' },
});
