guts/web/js/levels/enemies.js
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

125 lines
8.7 KiB
JavaScript

// 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) and `spore_pod` (a distinct-mesh foe). */
export const ARCHETYPES = ['floater', 'seeker', 'turret', 'flora', 'spore_pod'];
/**
* 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.',
},
// ---- 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.' },
});