// combat/hazards.js (Lane B) — the three L2 hazards: reflux_surge, aortic_squeeze, ring_gate. // // C authors WHERE and HOW MUCH (level JSON); balance.js holds the mechanical constants; this // file is the behaviour. C's params always win where they overlap. // // WHY THESE SCHEDULE THEMSELVES INSTEAD OF USING BOOT'S PUMP (→ Lane F in NOTES): // every hazard carries a `warn` — seconds of telegraph before it bites — and TECH makes it a // law (≥2 s for anything lethal). But the pump emits `level:event` when the player *crosses* // `ev.s`, which is the moment the hazard arrives: zero lead time. A telegraph needs lookahead, // so hazards read `world.level.events` directly and run their own timeline (idle → warned → // active → done). We deliberately ignore `level:event` for `type:'hazard'` so nothing arms // twice. This also makes respawn clean: the timeline is ours to rewind (see `reset`), which is // the one piece of respawn that does NOT need F's pump. // // ART_BIBLE: acid/corrosive = sickly yellow-green; hostile = amber. The ring gate is the // interesting case — it lerps violet (a gate you pass) → amber (a thing that will hurt you) as // it closes, so the colour encodes what it currently MEANS, which is the actual law. import * as THREE from 'three'; import { BALANCE as B } from './balance.js'; import { emissiveMat, EMISSIVE } from '../flight/emissive.js'; const _m = new THREE.Matrix4(), _q = new THREE.Quaternion(), _scale = new THREE.Vector3(); const _v = new THREE.Vector3(), _up = new THREE.Vector3(0, 0, 1); const TAU = Math.PI * 2; // shortest signed angular distance a → b const angDelta = (a, b) => { let d = (b - a) % TAU; if (d > Math.PI) d -= TAU; if (d < -Math.PI) d += TAU; return d; }; export function createHazards({ scene, world, bus, rng, player }) { const H = B.hazards; let time = 0; const discToWorld = (out, frame, x, y) => out.copy(frame.pos).addScaledVector(frame.nor, y).addScaledVector(frame.bin, x); // --- visuals: one InstancedMesh per hazard family = 3 draws for the whole system -------- const surgeGeo = new THREE.CircleGeometry(1, 24); // a wall of acid across the lumen const surgeMat = emissiveMat(EMISSIVE.acid, { additive: true, opacity: 0.55 }); surgeMat.side = THREE.DoubleSide; const surgeMesh = new THREE.InstancedMesh(surgeGeo, surgeMat, 4); const ridgeGeo = new THREE.SphereGeometry(1, 8, 6); // the aortic bulge const ridgeMat = emissiveMat(EMISSIVE.hostile); const ridgeMesh = new THREE.InstancedMesh(ridgeGeo, ridgeMat, 160); const irisGeo = new THREE.SphereGeometry(1, 8, 6); // the peristaltic ring const irisMat = emissiveMat(EMISSIVE.gate); const irisMesh = new THREE.InstancedMesh(irisGeo, irisMat, 96); const meshes = [surgeMesh, ridgeMesh, irisMesh]; for (const m of meshes) { m.frustumCulled = false; m.instanceMatrix.setUsage(THREE.DynamicDrawUsage); m.count = 0; scene.add(m); } // --- timeline --------------------------------------------------------------------------- const RIDGE_EVERY = 26; // u between bulge rings along a squeeze zone const RIDGE_ARC = 5; // spheres per ring const IRIS_BEADS = 16; let specs = []; function build() { specs = (world.level?.events ?? []) .filter((e) => e.type === 'hazard' && H && e.kind) .map((e) => ({ ev: e, kind: e.kind, s: e.s ?? 0, warn: e.warn ?? 2.5, state: 'idle', surge: null })); } build(); // Rewind our own timeline (respawn). Anything at or ahead of `fromS` is armed again; // anything behind stays done, so flying back over a spent zone doesn't re-telegraph it. function reset(fromS = 0) { for (const h of specs) { h.surge = null; h.state = (h.s + (h.ev.span ?? 0)) >= fromS ? 'idle' : 'done'; } } // --- antacid: B's own torpedo stalls a neutralizable surge (GDD dual-use) --------------- // C's finale maths depends on this being a real stop, not a slow: "fired backward it stalls // the surge ~10 s". We honour the torpedo's own duration from the bus, not a local number. const offNeutralize = bus.on('level:neutralize', ({ s, radius, duration }) => { for (const h of specs) { if (!h.surge || h.kind !== 'reflux_surge' || !h.ev.neutralizable) continue; if (Math.abs(h.surge.s - s) <= radius) { h.surge.stall = Math.max(h.surge.stall, duration); bus.emit('audio:cue', { name: 'surge_stall' }); } } }); function update(dt) { time += dt; const ps = player.state; const speed = Math.max(1, ps.speed); for (const h of specs) { if (h.state === 'done') continue; const ev = h.ev; // --- telegraph: the one thing the pump structurally cannot do --- if (h.state === 'idle') { const eta = (h.s - ps.s) / speed; if (eta <= h.warn && h.s >= ps.s) { h.state = 'warned'; bus.emit('hazard:warn', { kind: h.kind, s: h.s, eta: Math.max(0, eta) }); bus.emit('audio:cue', { name: `warn_${h.kind}` }); } else if (ps.s >= h.s) { h.state = 'warned'; // arrived without lead (teleport/respawn) } } if (h.state === 'warned' && ps.s >= h.s) { h.state = 'active'; if (h.kind === 'reflux_surge') { // `from` is the spawn offset relative to the trigger s; negative = behind you h.surge = { s: h.s + (ev.from ?? -40), stall: 0, endS: h.s + (ev.span ?? 600), grazeT: 0 }; bus.emit('audio:cue', { name: 'surge_start' }); } } if (h.state !== 'active') continue; if (h.kind === 'reflux_surge') updateSurge(h, dt, ps); else if (h.kind === 'aortic_squeeze') updateSqueeze(h, dt, ps); else if (h.kind === 'ring_gate') updateGate(h, dt, ps); } render(); } // --- reflux surge: the rear chaser ------------------------------------------------------ function updateSurge(h, dt, ps) { const g = h.surge; if (!g) { h.state = 'done'; return; } if (g.stall > 0) g.stall = Math.max(0, g.stall - dt); const factor = g.stall > 0 ? H.surge.stallFactor : 1; g.s += (h.ev.speed ?? 20) * factor * dt; const gap = ps.s - g.s; // >0 = you're ahead. This is the whole game. if (Math.abs(gap) < H.surge.proximityRange) { // C's most important UI dependency: the surge chases from behind in a forward-facing // game, so the player can only feel the margin shrink if we say so every frame. bus.emit('hazard:proximity', { kind: h.kind, distance: gap, stalled: g.stall > 0 }); } if (gap <= H.surge.catchRadius && ps.alive) { if (h.ev.lethal) { player.kill('acid'); // C's finale: dawdling is fatal } else { g.grazeT -= dt; // the s=1700 "burp": teaches the verb, never kills if (g.grazeT <= 0) { player.damage(H.surge.graze, 'acid'); g.grazeT = H.surge.grazeTick; } } } if (g.s > g.endS || g.s > world.length) { h.surge = null; h.state = 'done'; bus.emit('audio:cue', { name: 'surge_end' }); } } // --- aortic squeeze: DIRECTIONAL, non-lethal --------------------------------------------- // The arch presses from ONE side; the opposite arc is the answer. C: a symmetric squeeze // would be an untimeable toll because a flow-locked player cannot stop and wait. function bulgeAt(h, t) { const period = h.ev.period ?? 2.4; return 0.5 * (1 + Math.sin((t / period) * TAU)); // 0..1 } function updateSqueeze(h, dt, ps) { const span = h.ev.span ?? 400; if (ps.s > h.s + span) { h.state = 'done'; return; } if (ps.s < h.s || !ps.alive) return; const theta = h.ev.theta ?? 0; const amp = h.ev.amplitude ?? 0.45; const pulse = bulgeAt(h, time); const rho = Math.hypot(ps.x, ps.y); if (rho < 1e-4) return; const pTheta = Math.atan2(ps.x, ps.y); // only the pressing arc bites; the far side stays clear and is the verb if (Math.abs(angDelta(theta, pTheta)) > H.squeeze.arc * 0.5) return; const safe = world.wallRho(ps.s, pTheta); const limit = safe * (1 - amp * pulse); if (rho <= limit) return; h.grazeT = (h.grazeT ?? 0) - dt; if (h.grazeT <= 0) { player.damage(H.squeeze.graze, 'squeeze'); h.grazeT = H.squeeze.grazeTick; } player.shove(-(ps.x / rho) * H.squeeze.shove, -(ps.y / rho) * H.squeeze.shove); } // --- ring gate: a POINT, therefore timeable ---------------------------------------------- const gateOpen = (h, t) => ((t % (h.ev.period ?? 3.0)) < (h.ev.open ?? 1.5)); function updateGate(h, dt, ps) { if (ps.s > h.s + 6) { h.state = 'done'; return; } if (h.passed || !ps.alive) return; // the beat you arrive on is the beat that counts if (ps.s >= h.s - 0.5) { h.passed = true; if (!gateOpen(h, time)) { player.damage(H.gate.hit, 'gate'); const rho = Math.hypot(ps.x, ps.y) || 1e-4; player.shove(-(ps.x / rho) * H.gate.shove, -(ps.y / rho) * H.gate.shove); bus.emit('audio:cue', { name: 'gate_hit' }); } else { bus.emit('audio:cue', { name: 'gate_pass' }); } } } // --- render ----------------------------------------------------------------------------- function render() { let sn = 0, rn = 0, gn = 0; let hotGate = 0; for (const h of specs) { if (h.state !== 'active') continue; if (h.kind === 'reflux_surge' && h.surge && sn < 4) { const f = world.sample(THREE.MathUtils.clamp(h.surge.s, 0, world.length)); const r = world.wallRho(h.surge.s, 0) + 1.2; _q.setFromUnitVectors(_up, f.tan); surgeMesh.setMatrixAt(sn++, _m.compose(f.pos, _q, _scale.set(r, r, r))); } else if (h.kind === 'aortic_squeeze') { const span = h.ev.span ?? 400, theta = h.ev.theta ?? 0, amp = h.ev.amplitude ?? 0.45; const pulse = bulgeAt(h, time); for (let s = h.s; s <= h.s + span && rn + RIDGE_ARC <= 160; s += RIDGE_EVERY) { const f = world.sample(s); const safe = world.wallRho(s, theta); for (let j = 0; j < RIDGE_ARC; j++) { const a = theta + (j / (RIDGE_ARC - 1) - 0.5) * H.squeeze.arc; const rr = safe * (1 - amp * pulse * 0.85); discToWorld(_v, f, Math.sin(a) * rr, Math.cos(a) * rr); ridgeMesh.setMatrixAt(rn++, _m.compose(_v, _q.identity(), _scale.setScalar(1.5 + pulse * 0.8))); } } } else if (h.kind === 'ring_gate') { const open = gateOpen(h, time); if (!open) hotGate = 1; const f = world.sample(h.s); const safe = world.wallRho(h.s, 0); const r = open ? safe : safe * H.gate.irisMin; for (let j = 0; j < IRIS_BEADS && gn < 96; j++) { const a = (j / IRIS_BEADS) * TAU; discToWorld(_v, f, Math.sin(a) * r, Math.cos(a) * r); irisMesh.setMatrixAt(gn++, _m.compose(_v, _q.identity(), _scale.setScalar(open ? 0.9 : 1.5))); } } } surgeMesh.count = sn; ridgeMesh.count = rn; irisMesh.count = gn; for (const m of meshes) m.instanceMatrix.needsUpdate = true; // violet (a gate you pass) → amber (a thing that will hurt you). The colour IS the tell. irisMat.uniforms.uFlash.value = hotGate; } return { update, reset, rebuild() { build(); }, get specs() { return specs; }, get activeSurge() { return specs.find((h) => h.surge)?.surge ?? null; }, dispose() { offNeutralize(); for (const m of meshes) { scene.remove(m); m.dispose(); } surgeGeo.dispose(); surgeMat.dispose(); ridgeGeo.dispose(); ridgeMat.dispose(); irisGeo.dispose(); irisMat.dispose(); }, }; }