// 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 archetypes Lane B implements. Selfcheck enforces membership. * Round-2 microbe pass added `flora` (the first friend), `spore_pod` (a distinct-mesh foe), * and `phage` (the first ally — a friendly seeker that hunts foes). */ export const ARCHETYPES = ['floater', 'seeker', 'turret', 'flora', 'spore_pod', 'phage']; /** * 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.', }, // ---- round-2 microbe pass: the first FRIEND, and a distinct-mesh foe --------------- lacto_drifter: { archetype: 'flora', biome: 'esophagus', tint: 0x39e6ff, wall: false, note: 'Lactobacillus — a friendly commensal that acidifies the neighbourhood and out-' + 'competes pathogens. Cyan (ART_BIBLE: flora reads friendly). Brush its aura and it ' + 'sheds mucus coat; SHOOT it and you have harmed the biome (flora:harmed) — the seed ' + 'of the BIOME STANDING reputation loop. The first entity that rewards NOT firing.', }, yeast_pod: { archetype: 'spore_pod', biome: 'esophagus', tint: 0xffb347, wall: false, note: 'Candida budding-yeast cluster — a drifting colony with a corrosive contact aura. ' + 'Mechanically a floater, but its own archetype so it carries a distinct blobby ' + 'silhouette: the first foe authored to be skinned by a Trellis mesh.', }, phage: { archetype: 'phage', biome: '*', tint: 0x33ffbe, wall: false, note: 'Bacteriophage — the most abundant biological entity in you; hunts one bacterial ' + 'species and bursts it. THE ALLY: a friendly seeker that chases your FOES, not you ' + '(teal, not the cyan "don\'t shoot" flora). Budded by high BIOME STANDING — the payoff ' + 'for tending flora instead of spraying it. Placeable by C, but mainly biome-spawned.', }, // ---- 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.' }, });