Commit Graph

5 Commits

Author SHA1 Message Date
type-two
4ee6ae49a1 [lane B+E+F] Arena mode: in a room, you own the forward axis
The 6DOF unlock the player header has promised since round 1 ("Arena/6DOF mode is round 2;
modeAt() is guarded below"). It unblocks L1 and L3, which are both arena levels in the GDD and
have been skeletons waiting on this.

The insight that made it small: spline space ALREADY spans a room — s is the axial coordinate,
x/y are the cross-section — and world.collide() already resolves against arena spheres
(arenaSpatial, Lane A round 2). So this is not a new controller. The only real difference
between a tube and a room is WHO OWNS s: in a tube the flow carries you and you may only trim
it +/-40%; in a room `intent.throttle` becomes signed thrust with its own damping, so you can
stop dead and you can reverse. That is the whole feature, and it is what "slower, spatial,
exploratory" actually means in play.

- tuning.js: arena{thrust 44, maxSpeed 11, damping 2.2}. maxSpeed sits UNDER the esophagus's
  12-20 flow on purpose — the GDD asks for slower.
- player.js: st.vs (axial velocity), the mode branch, surf disabled in rooms (no travelling
  wave to ride, and a hanging surfBlend would speed-lock you to a crest that isn't there),
  respawn() clears vs so a death in a room can't leak momentum into a tube.
- player:state gains `mode`; `flow` reads 0 in a room and `speed` goes signed.
- hud.js prints "6dof · free" instead of "flow 0 · thr 100%" — two lies on one instrument.

Safe by construction: both arena triggers are opt-in (level.arenas, or a segment marked
mode:"open"). L1/L2/L4 declare neither and are byte-for-byte unaffected.

Verified in L3's stomach: tube hands-off carries you at 4.53 u/s, acid-sea hands-off coasts to
a dead stop (0.0), and a room lets you travel BACKWARDS (-3.8u). Bus reports
{mode:arena,flow:0,speed:0} vs {mode:tube,flow:3,speed:3}.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-25 22:39:06 +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
jing
29cca53675 [lane F] Mid-round-2 recovery: the glue that makes L2 a game
All round-2 lane sessions were cut off 15:08-15:16 before NOTES/commits; the three prior
commits preserve their work verbatim. This commit is the wiring B was cut off inside of,
plus the run-state boot owes per ruling #4:

- combat/index.js: fiction-id -> archetype resolve via C's getEnemy() (the round's declared
  ONE blocker), theta-array + spread fan-out for group spawns, hazards + pickups constructed
  and updated (order: enemies -> weapons -> hazards -> pickups, so a torpedo can neutralize
  a surge the frame it detonates), pickup score/samples onto the combat:state scoreboard,
  combat.reset(fromS) for respawn.
- flight/player.js: kill/shove/refill — the API B's new modules call; kill ignores iframes
  by design (boost-dodging through C's lethal acid wall is not a read). Deleted the
  crestSpeed fallback guard per its own comment — A's law landed.
- boot.js: run state. checkpoint crossed -> remembered; death -> 2s -> respawn at it +
  combat.reset() re-arms hazard timelines (pump deliberately does NOT rewind: no
  double-spawns, collected stays collected); gate -> level:complete {stats, par} for E's
  medal card. Exported step(dt) so the stepped-sim harness drives the REAL loop.
- ROUND2_INSTRUCTIONS: MID-ROUND STATUS box for the resuming lanes; f-progress entry.

Verified (deterministic stepped sim via boot.step, :8140): full L2 run fires all 47 events
with ZERO console warns (was: 11 spawn no-ops), all 5 hazard telegraphs, 2400 proximity
ticks, 14 pickups collected, finish 157s vs par 180 while surfing 94s of it. Death path:
throttle 0.7 into the finale -> killed by acid s=3386 -> respawn at Cardia Approach 2980 ->
surge re-arms -> second attempt escapes -> level:complete {deaths: 1}. Survivable AND
losable. Evidence: docs/shots/laneF/round2_L2_integrated_full_run.png. qa.sh GREEN.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 16:39:44 +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