Commit Graph

7 Commits

Author SHA1 Message Date
type-two
b2d9b46c30 [lane B+C] Giardia: the latch, and boost becomes a dodge
The first foe with an ATTACH state machine, and the first that gives boost a defensive job.
Giardia chases like a seeker, CLAMPS its ventral suction disc onto your hull, and drains coat
while it rides — until a boost's i-frames throw it (or it lets go after attachMax, then can't
re-grab for reattachCd). The counterplay is timing a boost, not out-running it.

- enemies.js: `latcher` archetype — a two-state (chase / attached) branch. Attached, it rides
  player.pos + a spin offset and drains `drain`/tick; ps.iframeT > 0 (boost) detaches and flings
  it clear. Amber tetrahedron (the trophozoite), so a clinging one reads on the hull.
- levels/enemies.js: ARCHETYPES += latcher; catalogue `giardia_latch` (biome small_intestine).
- L2: one Giardia previewed on the open thoracic run (s1940) — it belongs to L4's villi maze,
  but the grab works in a flow tube, so it teaches the boost-dodge verb now.

Verified: it chased + clamped, drained coat 100->84 while attached, and a simulated boost
(iframeT) shook it off.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 20:45:21 +10:00
type-two
b0abbaf76b [lane B+C] C. difficile: the kill that isn't clean
A foe whose corpse keeps hurting — the definitive colon enemy. C. diff drifts with a corrosive
aura like any floater, but on death it leaves a SPORE_CLOUD: a static acid-green zone that
damages anything in it for ~5s, then disperses. Killing it costs you the ground it died on
(shoot the cloud to clear it, or fly around).

- enemies.js: two archetypes. `cdiff` (amber octahedron, shares the floater drift+aura branch)
  drops a `spore_cloud` in kill(), placed at the death spot. `spore_cloud` (acid-green per the
  readability law, foe:false so the phage ignores it and clearing it never scores) is static,
  damages on contact, and counts down a `life`. Entities gained a `life` field (only the cloud
  uses it).
- levels/enemies.js: ARCHETYPES += cdiff; catalogue `cdiff_bloom` (biome large_intestine —
  registered for L5's encounter pass, not shoehorned into the esophagus).

Verified: killing a cdiff dropped a cloud at its death spot; sitting in it dropped coat 100->89;
the cloud expired after its life. Amber octahedron vs acid-green blob — clean read.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 20:38:15 +10:00
type-two
aae1ebdcfd [lane B+C] Akkermansia: spend coat to summon allies sooner
The cleverest node in the reputation loop — a commensal that eats your mucus. Brushing it
COSTS coat but fills BIOME STANDING fast (gain 12 vs flora's 5): the "spend coat for a quicker
phage ally" trade against flora's safe heal-and-slow.

- enemies.js: flora's branch generalised to a shared COMMENSAL branch, sign-flipped by data
  (cfg.coat gifts, cfg.coatCost nibbles); flora:tended now carries `gain`. New `mucus_grazer`
  archetype — cyan (still flora, readability law), but a dodecahedron amoeba-blob so the coat
  cost reads as a different bug, not a betrayal by the healing rod.
- combat/index.js: standing gain comes from the event's `gain`.
- levels: ARCHETYPES += mucus_grazer; catalogue `akkermansia`; L2 teaches it at s210, right
  after the flora reef so the same-colour / opposite-trade contrast lands.

Verified: brushing it dropped coat 100->88 while standing hit 36% in 3 tends (4x flora's rate);
distinct blob vs the flora capsule.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 20:30:17 +10:00
type-two
71b0663b77 [lane B+C] The phage ally: tend the flora and the biome fights for you
The first ALLY, and the reputation loop that earns it — "don't shoot the biome, it helps you"
(V2_IDEAS) made mechanical.

- combat/enemies.js + balance.js: the `phage` archetype. A friendly seeker that hunts the
  nearest FOE (not the player) and rams it — a bacteriophage bursts its host after `bursts`
  hits. Fast (26 > every foe) so it catches things, fragile (hp 8) so it is spent, not a wall.
  Entities now carry a `foe` flag (foes true; flora + phage false); kill() generalised so ANY
  ally scores nothing and never combos. Fallback silhouette is a bare icosahedron = the phage's
  real icosahedral capsid. Teal (EMISSIVE.ally), distinct from cyan "don't shoot" flora.

- combat/index.js: BIOME STANDING — one run-scoped float. flora:tended raises it, flora:harmed
  drops it 25; at the symbiotic threshold the biome BUDS a phage near you (capped 3, 3s cooldown),
  spending standing. Emits `standing {value}` for a future Lane E meter.

- levels/enemies.js: ARCHETYPES += phage; catalogue `phage`.

Verified deterministically in-engine: tending flora budded a phage, which hunted a spore_pod foe
(30hp) and rammed it dead; three-colour readability holds (amber foe / teal ally / cyan friend).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 16:36:03 +10:00
type-two
0ac11ae040 [lane B+C+D] Microbes, friend and foe: the GLB loader, a friendly commensal, and a distinct-mesh yeast
The round-2 microbe pass, vertical slice. Cross-lane (integrator call): the point was one
thread proven end to end — art pipeline in, friend and foe out.

- core/assets.js (D): the GLB loader, finally wired. GLTFLoader was vendored but never
  imported and the manifest had 0 models, so enemies.js's `glb?.geometry` hook was dead code.
  Now every manifest model preloads (AWAITED — pools set geometry at construction, a late load
  can't retrofit an InstancedMesh) into ONE BufferGeometry normalized to a unit bounding
  sphere; get('models',n).geometry lights up the hook. Optional-asset law intact: any failure
  -> no geometry -> procedural fallback.

- combat/enemies.js + balance.js (B): two new archetypes.
    flora     — the FIRST FRIEND. Cyan (ART_BIBLE: flora reads friendly). Drifts like a
                floater but its aura HEALS (sheds coat), never harms. Shootable — and shooting
                it is the reputation trap: kill() gives no score, no combo, emits flora:harmed.
                Verified: the aura fires player.refill({coat}); a shot flora scores 0.
    spore_pod — a foe yeast cluster: the floater's drift+aura, but its OWN pool so its blobby
                GLB will not reskin the food-debris floater.
  Pool geometry now scales a GLB by the archetype radius (GLBs ship unit-normalized).

- levels/enemies.js (C): ARCHETYPES += flora, spore_pod; catalogue entries lacto_drifter
  (Lactobacillus) + yeast_pod (Candida). L2 gets a light teach beat in the calm opening — a
  friendly reef at s180, one yeast at s300, both off the racing line.

Ships playable as glowing primitives (a capsule + an icosahedron), exactly like the rest of
the round-1 roster; the Trellis/Hunyuan meshes drop in via the manifest with no code change.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 15:13:30 +10:00
jing
4ed3433e55 [lane B] Round 2 WIP (session cut off): surf speed-lock, hazards + pickups modules, rho-fraction spawns
Landed before the cut: surf as a speed-lock onto world.crestSpeed(s) with surf.authority
(ruling #1) — riding beats throttle and holding a crest is throttle discipline; tuning.js
header corrected to the real wallRho frame (C's flag); enemies.js reads rho as a FRACTION
of safe radius (C's placement law); balance.js hazard + pickup constants; NEW hazards.js
(reflux_surge / aortic_squeeze / ring_gate, self-scheduling telegraphs, reset(fromS) built
for respawn) and NEW pickups.js (all five kinds, shape-coded).

Cut off before: wiring — nothing imports hazards/pickups yet; the fiction-id -> archetype
resolve (round-2 task #1) does NOT exist despite the enemies.js comment saying index.js
does it; player.kill/shove/refill are called but were never added; checkpoint/respawn and
gate -> level:complete not started; NOTES unwritten. F lands the glue next commit.
Committed by F to protect the shared tree.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 16:26:15 +10:00
jing
0a038582a7 [lane B] Round 1: flight controller, cannon, enemy framework on the stub
Flight (js/flight/): tube-mode controller in spline space (s,x,y) — flow-locked
forward motion, throttle as a spring-back lean, boost + i-frames, banking chase
cam on the parallel-transport frame, arcade wall response (shove + graze damage,
never a hard stop). Twin-stick input: WASD/left-stick moves the ship in the disc,
mouse/right-stick aims, Shift/Ctrl is throttle. Gamepad supported.

Combat (js/combat/): lysozyme cannon (pooled, instanced, heat-limited with
hysteresis lockout) + antacid torpedo emitting level:neutralize. Enemy framework
with floater/seeker/turret and turn-rate-limited homing darts, spawned from C's
level:event. Coat/hull model and the full bus surface E builds against.

Measured (deterministic stepper): flow-lock exact (3s at flow 14 -> s=44.0);
boost peak 30.8 u/s; heat 4s fire -> 2s lockout; wall slam 13.3 coat at 11.3 u/s
with forward speed untouched; 10 combat draws at 55 live enemies (budget <=80);
0.10 ms/frame CPU; 0 leaks over 20 create/dispose cycles. fps NOT claimed — rAF
does not run in the automated pane. Evidence: docs/shots/laneB/.

Three findings escalated in LANE_B_NOTES:
- qa.sh gate #1 is a no-op: node --check silently exits 0 on ESM, so the syntax
  gate has never checked anything. I shipped a real SyntaxError past a GREEN qa.
  Fix + verification handed to F.
- Surf is structurally broken: the peristalsis wave (13.64 u/s) is slower than
  the player (19.6 u/s), so level 2's signature mechanic loses to mashing
  throttle. Not tunable from this lane; escalated to A/F with options.
- Custom ShaderMaterials need #include <colorspace_fragment>, else ART_BIBLE's
  hostile amber reaches the display as rgb(255,26,6). Fixed here; stub/walls
  inherit it.

js/flight/dev.html is a dev harness (boot.js has no player wiring yet); it
retires once F pastes the snippet in LANE_B_NOTES.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 08:56:32 +10:00