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>
132 lines
7.8 KiB
JavaScript
132 lines
7.8 KiB
JavaScript
// combat/balance.js (Lane B) — every combat number. Sibling of flight/tuning.js: that file
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// decides how ENDO-1 handles, this one decides what the fight is worth.
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//
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// Sized against the stub esophagus (flow 14 u/s, playable disc radius ~7..10 u) and against
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// the player's own numbers: disc top speed 13 u/s, coat 100 with 8/s regen after 2.5 s.
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export const BALANCE = {
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// Lysozyme cannon: infinite ammo, heat-limited (GDD). Heat is the whole design — the gun
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// is free, so the cost has to be time. Sustained fire nets +25 heat/s (11 shots/s × 5.5,
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// less 30/s cooling) => ~4 s of held fire before lockout, then ~2 s to recover to resumeAt.
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// Burst and you never see the meter; hold and you're disarmed exactly when it's busiest.
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cannon: {
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rof: 11, // shots/s
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speed: 95, // u/s in world space (closing speed ~75 with player flow)
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life: 1.15, // s => ~109 u range, comfortably past the fog
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damage: 12,
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radius: 0.35,
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heatPerShot: 5.5,
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coolRate: 30, // /s
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overheatAt: 100,
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resumeAt: 40, // hysteresis — no stutter-firing on the edge of lockout
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spread: 0.004, // rad, seeded — a hair of life, not a handicap
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pool: 96, // rof × life = ~13 in flight; 96 covers spikes with room
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},
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// Antacid torpedo: the dual-use secondary (GDD). Also neutralizes an acid zone for ~10 s
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// via the level:neutralize bus event — A/C consume it. Ammo-limited, pickup-fed (round 2).
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torpedo: {
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rof: 0.8, speed: 42, life: 3.2, damage: 45, splash: 9, radius: 0.7,
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ammo: 6, ammoMax: 6,
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neutralizeRadius: 14, neutralizeDuration: 10,
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pool: 8,
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},
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enemies: {
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// amylase droplet — slow floater with a corrosive contact aura. A soft obstacle: it
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// doesn't chase, it taxes the lane it sits in. Aura ticks discretely (see enemies.js).
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floater: { hp: 24, radius: 2.2, score: 100, drift: 1.6, bob: 0.5,
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auraRadius: 4.2, auraDps: 18, auraTick: 0.2, pool: 24 },
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// pepsin — small fast seeker, dissolves on contact. Chases in spline space (s,x,y), so
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// a pursuit costs three floats. speed 19 > player flow 14: it WILL catch you from
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// behind, and the answer is to shoot it or boost, not to outrun it at throttle 1.4.
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seeker: { hp: 14, radius: 1.0, score: 150, speed: 19, turn: 2.4, contact: 16,
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aggroS: 60, pool: 32 },
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// antibody turret (Peyer's patch) — wall-mounted, fires homing darts. Dart turn radius
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// is speed/turn = 24/1.8 = 13.3 u, wider than the tube itself: it can never corner you,
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// only punish a straight line. Dodgeable by design (charter).
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turret: { hp: 40, radius: 1.6, score: 250, fireEvery: 1.9, rangeS: 55,
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dartSpeed: 24, dartTurn: 1.8, dartLife: 4.5, dartDamage: 14, pool: 12 },
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// flora — the first FRIEND. A commensal (Lactobacillus &c) that drifts like a floater but
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// HELPS: brush its aura and it sheds `coat` mucus per tick instead of taking it. score 0 and
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// no combo (enemies.js kill()): it sits in the enemy pool so it is shootable, but shooting
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// it is the reputation trap, never a reward. `coat` kept small + no parking in a flow tube =
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// a trickle, not a fountain. hp low: a stray pellet shouldn't wipe a colony you meant to spare.
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flora: { hp: 18, radius: 2.0, score: 0, drift: 1.2, bob: 0.4,
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auraRadius: 3.6, coat: 6, auraTick: 0.3, pool: 24 },
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// spore_pod — a foe budding-yeast/Candida cluster. Mechanically the floater (drift + corrosive
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// aura) with its OWN pool so its blobby mesh reads distinct from tumbling food debris. The
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// first entity authored to be skinned by a Trellis mesh (assets/models/spore_pod.glb).
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spore_pod: { hp: 30, radius: 2.4, score: 120, drift: 1.4, bob: 0.5,
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auraRadius: 4.4, auraDps: 20, auraTick: 0.2, pool: 16 },
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// phage — the ALLY (bacteriophage). A friendly seeker that hunts the nearest FOE and rams
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// it (`punch`), bursting after `bursts` hits (a phage lyses its host and dies). FAST (26 >
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// every foe) so it actually catches things; FRAGILE (hp 8) so a stray pellet or a foe pops
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// it. score 0 — an ally never scores. Budded by high BIOME STANDING (combat/index.js), the
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// payoff for tending flora. escort* = where it loiters when no foe is in `huntS` range.
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phage: { hp: 8, radius: 1.1, score: 0, speed: 26, turn: 3.2, punch: 20, bursts: 2,
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huntS: 70, escortLead: 10, escortR: 5, pool: 8 },
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},
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darts: { pool: 48, radius: 0.45 },
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// --- hazards (round 2) -------------------------------------------------------------
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// C authors WHERE and HOW MUCH in the level JSON (speed/period/amplitude/span/warn); these
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// are the mechanical constants those params drive. C's params always win where they overlap.
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hazards: {
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// reflux_surge — the rear chaser. C's finale: speed 21 vs flow 20, spawning 40 u behind
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// and chasing 600 u. Lethal on contact by C's authoring (`lethal: true`); the s=1700
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// teaching burp is `lethal: false` and only grazes. Antacid stalls it (`neutralizable`).
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surge: {
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graze: 26, // coat damage/tick for the NON-lethal teaching version
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grazeTick: 0.35, // s between graze ticks while inside it
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stallFactor: 0.0, // speed multiplier while neutralised — 0 = fully parked.
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// C's design leans on this: "fired backward it stalls the surge
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// ~10 s" (their finale maths assumes a real stop, not a slow).
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proximityRange: 220, // u within which we emit hazard:proximity (E's rear indicator)
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catchRadius: 3.0, // u of s-overlap that counts as being caught
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},
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// aortic_squeeze — DIRECTIONAL by design (C): the arch presses from `theta` only and the
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// opposite arc is the answer. Non-lethal, and C's teach-then-test ledger depends on that
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// staying true (LANE_C_NOTES: "if B makes squeeze contact lethal, this breaks — tell me").
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squeeze: {
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graze: 14, // coat damage per contact tick
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grazeTick: 0.3,
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shove: 9, // u/s pushed off the bulging wall — the hazard MOVES you
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arc: 1.9, // rad of the cross-section the bulge occupies (~110°, one side)
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},
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// ring_gate — a POINT, therefore timeable: the player modulates throttle to arrive on an
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// open beat. Closed contact is expensive but never lethal (C: it is a skill check, and
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// a flow-locked player cannot stop to wait).
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gate: {
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hit: 30, // coat damage for arriving on a closed beat
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shove: 6, // u/s shove toward the centreline (the iris squeezes you through)
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irisMin: 0.12, // fraction of the lumen still open when fully "sealed" — never a
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// true wall: a flow-locked player physically cannot stop, so a
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// real seal would be an unavoidable toll rather than a skill check
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},
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},
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// --- pickups (round 2) -------------------------------------------------------------
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// C owns placement + counts (level JSON); B owns what each one is WORTH. C's round-2 task
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// is to hand over an economy — until it lands these are B's proposal, documented in NOTES.
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pickups: {
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radius: 1.5, // generous collect radius: pickups are a reward, not a dexterity test
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spin: 1.4, // rad/s idle rotation
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nutrient_orb: { score: 50, boost: 0.6, note: 'score + boost recharge (shaves cooldown)' },
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mucin_glob: { coat: 35 },
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b12_cell: { hull: 30 },
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antacid_ammo: { ammo: 1 },
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biopsy_sample: { score: 500, sample: 1 },
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},
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// Chained kills feed the combo meter (GDD: score × style multiplier; E's music layer
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// listens). Window is generous enough to cross a fold, tight enough to mean something.
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combo: { window: 2.5 },
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};
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