guts/web/js/combat/enemies.js
type-two 8706387ff6 [lane B] The phage gets its wings: an iconic capsid-tail-legs silhouette, built from primitives
#3 of the microbe pass. The phage ally was a bare icosahedron; now it's the recognizable T4
"lander" — icosahedral capsid + tail sheath + six splayed leg fibres.

I ran the requested hunyuan3d_mlx path first (flux concept -> hunyuan): it gave a great FLUX
reference but, exactly as ART_BIBLE predicts for thin features, the mesh WEBBED the legs into a
near-cubic 1.27x1.41x0.94 blob — no better than the icosahedron, at 217KB. So the phage is built
PROCEDURALLY (phageGeo): merged icosahedron + cylinders, ~150 tris, deterministic, bold enough to
read as a spidery phage at gameplay scale. The one microbe where geometry beats photogrammetry —
its shape IS a platonic solid plus cylinders.

(mergeGeometries needs all-or-none indexed; icosahedron is non-indexed and cylinders indexed, so
each part is toNonIndexed()'d before the merge.)

Verified in-engine: three phages read clearly as capsid+legs from head-on, side, and away.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 22:07:28 +10:00

542 lines
25 KiB
JavaScript

// combat/enemies.js (Lane B) — the enemy framework and its round-1 archetypes.
//
// Enemies live in the SAME spline space as the player: (s, x, y). That's the whole trick —
// a seeker's pursuit is three float subtractions, not a pathfind, and "is it in front of
// me" is `e.s > player.s`. World position is derived once per frame for rendering and hit
// tests, never stored as truth.
//
// Behaviours are one flat update pass over a live array. Visuals are one InstancedMesh per
// type (ART_BIBLE emissive colours), so the whole roster is 3 draws + 1 for darts. When
// Lane D's GLBs land, swap the pool's geometry and the logic above never notices.
//
// Determinism: every random here comes from the seeded rng('enemies') stream.
import * as THREE from 'three';
import { mergeGeometries } from 'three/addons/utils/BufferGeometryUtils.js';
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 _dir = new THREE.Vector3(), _v = new THREE.Vector3();
const FORWARD = new THREE.Vector3(0, 0, 1);
const BUCKET = 20; // u of s per broad-phase bucket
// The bacteriophage silhouette, built from primitives. The phage is the ONE microbe that is
// geometric, not blobby — an icosahedral capsid on a tail sheath with splayed leg fibres — so
// image->3D (Trellis/Hunyuan) webs its thin legs into a lump (measured: a 1.27x1.41x0.94 blob),
// while merged cylinders nail the iconic "lander" at ~140 tris. Authored along +Z (travel dir):
// legs reach forward, capsid trails.
const _up = new THREE.Vector3(0, 1, 0);
function phageGeo(r) {
const parts = [];
const head = new THREE.IcosahedronGeometry(r * 0.82, 0);
head.translate(0, 0, -r * 0.75);
parts.push(head);
const tail = new THREE.CylinderGeometry(r * 0.22, r * 0.22, r * 0.9, 6); // BOLD sheath
tail.rotateX(Math.PI / 2); // Y-axis -> Z-axis
tail.translate(0, 0, -r * 0.1);
parts.push(tail);
const N = 6;
for (let i = 0; i < N; i++) {
const a = (i / N) * Math.PI * 2;
const leg = new THREE.CylinderGeometry(r * 0.1, r * 0.06, r * 1.0, 4); // thick, tapered
leg.translate(0, r * 0.5, 0); // base at origin, extends +Y
// splay WIDE (small z) so a head-on phage reads as a 6-point star, not a dot
const dir = new THREE.Vector3(Math.cos(a), Math.sin(a), 0.55).normalize();
leg.applyQuaternion(new THREE.Quaternion().setFromUnitVectors(_up, dir));
leg.translate(0, 0, r * 0.35); // shift to the +Z baseplate
parts.push(leg);
}
// Icosahedron is non-indexed, cylinders are indexed — mergeGeometries needs all-or-none, so
// drop every index before merging.
return mergeGeometries(parts.map((p) => (p.index ? p.toNonIndexed() : p)), false);
}
// Round-1 roster. `geo` is the procedural fallback; D's model swaps in via assets.get.
const ARCHETYPES = {
floater: {
cfg: B.enemies.floater,
geo: () => new THREE.IcosahedronGeometry(B.enemies.floater.radius, 1),
color: EMISSIVE.hostile,
},
seeker: {
cfg: B.enemies.seeker,
geo: () => new THREE.ConeGeometry(B.enemies.seeker.radius, B.enemies.seeker.radius * 2.6, 6),
color: EMISSIVE.hostile,
},
turret: {
cfg: B.enemies.turret,
geo: () => new THREE.CylinderGeometry(B.enemies.turret.radius * 0.5, B.enemies.turret.radius, B.enemies.turret.radius * 1.6, 7),
color: EMISSIVE.hostile,
},
// flora — the first FRIEND. Cyan (ART_BIBLE: neutral flora reads friendly), drifts and
// sheds coat; behaviour below. Fallback silhouette is a rod (a bacillus), the shape a
// probiotic GLB will replace.
flora: {
cfg: B.enemies.flora,
geo: () => new THREE.CapsuleGeometry(B.enemies.flora.radius * 0.45, B.enemies.flora.radius * 1.1, 3, 8),
color: EMISSIVE.neutral,
foe: false,
},
// spore_pod — a foe yeast cluster. Its own pool so its blobby GLB doesn't reskin the
// food-debris floater; behaviour shares the floater branch (drift + corrosive aura).
spore_pod: {
cfg: B.enemies.spore_pod,
geo: () => new THREE.IcosahedronGeometry(B.enemies.spore_pod.radius, 1),
color: EMISSIVE.hostile,
},
// phage — the ALLY. A friendly seeker that hunts the nearest FOE and rams it (a bacteriophage
// bursts its host). Teal, distinct from cyan flora. Budded by high BIOME STANDING. Silhouette
// is the iconic capsid+tail+legs, built procedurally (phageGeo) — image->3D can't hold the
// thin legs, and the shape is geometric anyway.
phage: {
cfg: B.enemies.phage,
geo: () => phageGeo(B.enemies.phage.radius),
color: EMISSIVE.ally,
foe: false,
},
// mucus_grazer (Akkermansia) — a commensal that NIBBLES your coat (it eats mucin) but signals
// gut health hardest. Cyan (still flora, readability law), but a distinct amoeba-blob silhouette
// so the coat cost reads as "a different bug", not a betrayal by the healing rod.
mucus_grazer: {
cfg: B.enemies.mucus_grazer,
geo: () => new THREE.DodecahedronGeometry(B.enemies.mucus_grazer.radius, 0),
color: EMISSIVE.neutral,
foe: false,
},
// cdiff (C. difficile) — a foe floater whose corpse leaves a spore_cloud (kill()). Amber,
// an angular octahedron so it reads distinct from the round yeast cluster.
cdiff: {
cfg: B.enemies.cdiff,
geo: () => new THREE.OctahedronGeometry(B.enemies.cdiff.radius, 0),
color: EMISSIVE.hostile,
},
// spore_cloud — the lingering corrosive zone C. diff drops on death. Acid-green (readability
// law: acid/corrosive), foe:false so the phage ignores it and clearing it never scores.
spore_cloud: {
cfg: B.enemies.spore_cloud,
geo: () => new THREE.IcosahedronGeometry(B.enemies.spore_cloud.radius, 1),
color: EMISSIVE.acid,
foe: false,
},
// latcher (Giardia) — chases, CLAMPS to your hull, drains coat until a boost shakes it.
// Amber; a spiky tetrahedron (the trophozoite) so a clinging one reads on the hull.
latcher: {
cfg: B.enemies.latcher,
geo: () => new THREE.TetrahedronGeometry(B.enemies.latcher.radius * 1.3, 0),
color: EMISSIVE.hostile,
},
};
export function createEnemies({ scene, world, bus, rng, assets = null }) {
const rand = rng ? rng('enemies') : () => 0.5;
const pools = {};
let nextId = 1;
const live = [];
const buckets = new Map();
let onDeath = null, onBlast = null; // set by combat/index.js
const _playerPos = new THREE.Vector3(); // player world pos, resolved once per frame
for (const [type, def] of Object.entries(ARCHETYPES)) {
const glb = assets?.get?.('models', type) ?? null;
// GLBs ship normalized to a unit bounding sphere (assets.js); scale to this archetype's
// radius so a model and its procedural fallback read the same size. Clone first — the
// manifest geometry is shared and the pool owns its own scaled copy (disposed below).
const geo = glb?.geometry
? glb.geometry.clone().scale(def.cfg.radius, def.cfg.radius, def.cfg.radius)
: def.geo();
const mat = emissiveMat(def.color);
const mesh = new THREE.InstancedMesh(geo, mat, def.cfg.pool);
mesh.frustumCulled = false;
mesh.instanceMatrix.setUsage(THREE.DynamicDrawUsage);
mesh.count = 0;
scene.add(mesh);
pools[type] = { mesh, geo, mat, cfg: def.cfg, slots: [], foe: def.foe !== false };
}
// --- darts: the turret's homing projectile (hostile => white-hot) ------------------
const dartGeo = new THREE.ConeGeometry(B.darts.radius, B.darts.radius * 3, 5);
dartGeo.rotateX(Math.PI / 2); // author along +Z like every projectile
const dartMat = emissiveMat(EMISSIVE.hostileShot, { additive: true });
const dartMesh = new THREE.InstancedMesh(dartGeo, dartMat, B.darts.pool);
dartMesh.frustumCulled = false;
dartMesh.instanceMatrix.setUsage(THREE.DynamicDrawUsage);
dartMesh.count = 0;
scene.add(dartMesh);
const darts = Array.from({ length: B.darts.pool }, () => ({
alive: false, pos: new THREE.Vector3(), vel: new THREE.Vector3(),
s: 0, sSpeed: 0, life: 0, turn: 0, damage: 0,
}));
const discToWorld = (out, frame, x, y) =>
out.copy(frame.pos).addScaledVector(frame.nor, y).addScaledVector(frame.bin, x);
// --- spawn ------------------------------------------------------------------------
// Charter API: spawn(type, {s, theta, rho}). `type` is an ARCHETYPE — combat/index.js
// resolves C's fiction ids (`bolus_chunk`) to archetypes before calling us.
//
// `rho` is a FRACTION of the safe radius (0..1), never an absolute distance — TECH §Event
// fields. That is C's placement law and it is the only thing that survives a tube whose
// radius varies with s: rho 0.92 means "pinned to the wall" everywhere, at any radius.
// Round 1 read it as absolute, which silently parked C's wall-pinned biopsy samples and
// candida blooms ~1 unit off the centreline, i.e. in the middle of the racing line.
function spawn(type, { s = 0, theta = null, rho = null } = {}) {
const pool = pools[type];
if (!pool) { console.warn(`[combat] unknown enemy archetype "${type}"`); return null; }
if (pool.slots.length >= pool.cfg.pool) return null; // pool is the population cap
const cfg = pool.cfg;
s = THREE.MathUtils.clamp(s, 0, world.length);
const th = theta ?? rand() * Math.PI * 2;
// free room for this body's centre: the safe radius less its own half-width, so rho 1.0
// is flush against the wall rather than half-buried in it
const free = Math.max(0, world.wallRho(s, th) - cfg.radius);
const r = rho != null
? THREE.MathUtils.clamp(rho, 0, 1) * free // C's fraction
: (type === 'turret' ? free : free * (0.25 + rand() * 0.6)); // unauthored: seeded
const e = {
id: nextId++, type, cfg, foe: pool.foe,
s, x: Math.sin(th) * r, y: Math.cos(th) * r, // theta = atan2(x, y), per the frame convention
vs: 0, vx: 0, vy: 0,
hp: cfg.hp, radius: cfg.radius, alive: true,
pos: new THREE.Vector3(), flash: 0, phase: rand() * Math.PI * 2,
cooldown: rand() * (cfg.fireEvery ?? 1), // desync turret volleys
auraT: 0, life: cfg.life ?? 0, // life: only spore_cloud counts down
};
live.push(e);
pool.slots.push(e);
bus.emit('enemy:spawn', { id: e.id, type });
return e;
}
// --- damage / death ---------------------------------------------------------------
let comboN = 0, comboT = 0;
function hurt(e, dmg, kind = 'hit') {
if (!e.alive) return;
e.hp -= dmg;
e.flash = 1;
if (e.hp > 0) { bus.emit('audio:cue', { name: 'enemy_hit' }); return; }
kill(e, kind);
}
function kill(e, kind) {
e.alive = false;
if (!e.foe) {
// An ally died (flora or phage): never scores, never combos. Flora killed by the player's
// own fire (not 'spent') signals the BIOME STANDING meter — "don't shoot the biome", made
// mechanical. A phage just bursts ('spent') or is popped, quietly.
if (e.type === 'flora' && kind !== 'spent') bus.emit('flora:harmed', { s: e.s });
bus.emit('enemy:die', { id: e.id, type: e.type, s: e.s, score: 0, kind });
bus.emit('audio:cue', { name: 'enemy_die' });
onDeath?.(e);
return;
}
if (e.type === 'cdiff') { // the corpse keeps hurting: leave a spore cloud
const sp = spawn('spore_cloud', { s: e.s });
if (sp) { sp.x = e.x; sp.y = e.y; } // at the death spot, not a random arc
}
comboN++; comboT = B.combo.window;
bus.emit('enemy:die', { id: e.id, type: e.type, s: e.s, score: e.cfg.score, kind });
bus.emit('combo', { n: comboN });
bus.emit('audio:cue', { name: 'enemy_die' });
onDeath?.(e);
}
// --- broad phase ------------------------------------------------------------------
function rebuildBuckets() {
buckets.clear();
for (const e of live) {
const b = Math.floor(e.s / BUCKET);
let arr = buckets.get(b);
if (!arr) buckets.set(b, (arr = []));
arr.push(e);
}
}
// Visits every live enemy whose s-bucket could contain something within `radius` of `s`.
// Callers still do the exact world-space distance test — this only narrows the field.
function forEachNear(s, radius, fn) {
const lo = Math.floor((s - radius - BUCKET) / BUCKET);
const hi = Math.floor((s + radius + BUCKET) / BUCKET);
for (let b = lo; b <= hi; b++) {
const arr = buckets.get(b);
if (!arr) continue;
for (const e of arr) if (e.alive) fn(e);
}
}
// --- behaviours -------------------------------------------------------------------
function update(dt, player) {
const ps = player.state;
// resolve the player's world position ONCE — darts and turrets all want it, and
// world.sample() allocates (see NOTES → Lane A: an out-param sample would kill the
// last of our per-frame garbage).
discToWorld(_playerPos, world.sample(ps.s), ps.x, ps.y);
for (const e of live) {
if (!e.alive) continue;
e.flash = Math.max(0, e.flash - dt * 6);
const cfg = e.cfg;
if (e.type === 'spore_cloud') {
// A lingering corrosive spore cloud (C. diff's parting gift). Static — it does NOT move;
// it just damages on contact and expires after `life`. Killing the C. diff isn't clean.
e.life -= dt;
if (e.life <= 0) { kill(e, 'expire'); continue; }
if (ps.alive) {
const d = Math.hypot(e.s - ps.s, e.x - ps.x, e.y - ps.y);
e.auraT -= dt;
if (d < cfg.auraRadius + player.radius && e.auraT <= 0) {
player.damage(cfg.auraDps * cfg.auraTick, 'spore');
e.auraT = cfg.auraTick;
}
}
} else if (e.type === 'floater' || e.type === 'spore_pod' || e.type === 'cdiff') {
// drifts and bobs; taxes the lane it occupies rather than chasing. spore_pod (yeast) and
// cdiff (C. difficile) share this exactly — floaters with their own pool/mesh. cdiff's
// twist is only at death (kill() drops a spore_cloud), never in how it moves.
e.phase += dt * cfg.bob;
e.s += Math.sin(e.phase) * cfg.drift * dt;
e.x += Math.cos(e.phase * 0.7) * cfg.drift * dt;
e.y += Math.sin(e.phase * 0.9) * cfg.drift * dt;
if (ps.alive) {
const d = Math.hypot(e.s - ps.s, e.x - ps.x, e.y - ps.y);
e.auraT -= dt;
if (d < cfg.auraRadius + player.radius && e.auraT <= 0) {
// discrete ticks, not per-frame: continuous player:damage would spam the bus
// and pin E's damage flash on (see flight/player.js damage/drain split)
player.damage(cfg.auraDps * cfg.auraTick, 'aura');
e.auraT = cfg.auraTick;
}
}
} else if (e.type === 'flora' || e.type === 'mucus_grazer') {
// COMMENSALS. Drift like a floater; brushing the aura raises BIOME STANDING (flora:tended)
// — that is the reputation you bank. The coat effect is data-driven and sign-flipped:
// flora sheds `coat` (a mobile mucin lane) + small standing (default +5).
// mucus_grazer nibbles `coatCost` (Akkermansia eats mucin) + big standing (`gain`).
// Neither ever "attacks" you; both stay shootable, which is the reputation trap (kill()).
e.phase += dt * cfg.bob;
e.s += Math.sin(e.phase) * cfg.drift * dt;
e.x += Math.cos(e.phase * 0.7) * cfg.drift * dt;
e.y += Math.sin(e.phase * 0.9) * cfg.drift * dt;
if (ps.alive) {
const d = Math.hypot(e.s - ps.s, e.x - ps.x, e.y - ps.y);
e.auraT -= dt;
if (d < cfg.auraRadius + player.radius && e.auraT <= 0) {
if (cfg.coat) player.refill({ coat: cfg.coat });
if (cfg.coatCost) player.damage(cfg.coatCost, 'graze');
e.auraT = cfg.auraTick;
bus.emit('flora:tended', { s: e.s, gain: cfg.gain }); // gain undefined for flora => default
}
}
} else if (e.type === 'latcher') {
// Giardia: chase, CLAMP, drain — until a boost shakes it. Boost becomes a DODGE here.
if (e.attached) {
e.phase += dt * 3; // spin on the hull
const off = e.radius + player.radius;
e.s = ps.s; e.x = ps.x + Math.cos(e.phase) * off; e.y = ps.y + Math.sin(e.phase) * off;
e.attachT -= dt; e.auraT -= dt;
if (ps.alive && e.auraT <= 0) { player.damage(cfg.drain, 'latch'); e.auraT = cfg.drainTick; }
if (ps.iframeT > 0 || e.attachT <= 0 || !ps.alive) { // boost i-frames throw it; else it lets go
e.attached = false; e.cooldown = cfg.reattachCd;
e.vs = -6; e.vx = Math.cos(e.phase) * 8; e.vy = Math.sin(e.phase) * 8; // flung clear
}
} else {
e.cooldown = Math.max(0, (e.cooldown || 0) - dt); // can't re-grab instantly
const ds = ps.s - e.s, dx = ps.x - e.x, dy = ps.y - e.y;
const d = Math.hypot(ds, dx, dy) || 1e-5;
if (ps.alive && Math.abs(ds) < cfg.aggroS) {
const k = Math.min(1, cfg.turn * dt);
e.vs += ((ds / d) * cfg.speed - e.vs) * k;
e.vx += ((dx / d) * cfg.speed - e.vx) * k;
e.vy += ((dy / d) * cfg.speed - e.vy) * k;
}
e.s += e.vs * dt; e.x += e.vx * dt; e.y += e.vy * dt;
if (ps.alive && e.cooldown <= 0 && d < cfg.radius + player.radius) {
e.attached = true; e.attachT = cfg.attachMax; e.auraT = 0; // CLAMP
}
}
} else if (e.type === 'phage') {
// The ALLY. A friendly seeker that hunts the nearest FOE (not the player) and rams it —
// a bacteriophage bursts its host. No foe in range => it escorts, easing to a standoff
// point that orbits just ahead of the player. ponytail: nearest-foe is an O(phages·live)
// scan; with pool 8 and ~30 live it is ~free — swap to forEachNear only if it ever bites.
let target = null, best = cfg.huntS * cfg.huntS;
for (const o of live) {
if (!o.alive || !o.foe) continue; // hunt foes only, never flora/other phages
const d2 = (o.s - e.s) ** 2 + (o.x - e.x) ** 2 + (o.y - e.y) ** 2;
if (d2 < best) { best = d2; target = o; }
}
e.phase += dt * 1.5; // slow orbit while escorting
const tS = target ? target.s : ps.s + cfg.escortLead;
const tX = target ? target.x : ps.x + Math.cos(e.phase) * cfg.escortR;
const tY = target ? target.y : ps.y + Math.sin(e.phase) * cfg.escortR;
const ds = tS - e.s, dx = tX - e.x, dy = tY - e.y;
const d = Math.hypot(ds, dx, dy) || 1e-5;
const k = Math.min(1, cfg.turn * dt);
e.vs += ((ds / d) * cfg.speed - e.vs) * k;
e.vx += ((dx / d) * cfg.speed - e.vx) * k;
e.vy += ((dy / d) * cfg.speed - e.vy) * k;
e.s += e.vs * dt; e.x += e.vx * dt; e.y += e.vy * dt;
if (target && d < cfg.radius + target.radius) {
hurt(target, cfg.punch, 'phage'); // ram it
onBlast?.(e.pos, 1.2, 0.2);
if ((e.hits = (e.hits || 0) + 1) >= cfg.bursts) { kill(e, 'spent'); continue; }
}
} else if (e.type === 'seeker') {
// pursue in spline space — a chase for three float subtractions
const ds = ps.s - e.s, dx = ps.x - e.x, dy = ps.y - e.y;
const d = Math.hypot(ds, dx, dy) || 1e-5;
if (ps.alive && Math.abs(ds) < cfg.aggroS) {
const k = Math.min(1, cfg.turn * dt);
e.vs += ((ds / d) * cfg.speed - e.vs) * k;
e.vx += ((dx / d) * cfg.speed - e.vx) * k;
e.vy += ((dy / d) * cfg.speed - e.vy) * k;
}
e.s += e.vs * dt; e.x += e.vx * dt; e.y += e.vy * dt;
if (ps.alive && d < cfg.radius + player.radius) {
player.damage(cfg.contact, 'contact');
onBlast?.(e.pos, 1.6, 0.25);
kill(e, 'contact'); // pepsin dissolves on the hit (GDD)
continue;
}
} else if (e.type === 'turret') {
// wall-mounted; fires only at what's in range and still ahead of it
e.cooldown -= dt;
if (ps.alive && e.cooldown <= 0 && Math.abs(e.s - ps.s) < cfg.rangeS) {
fireDart(e);
e.cooldown = cfg.fireEvery;
}
}
// everything stays inside the tube
const rho = Math.hypot(e.x, e.y);
const maxR = world.wallRho(e.s, Math.atan2(e.x, e.y)) - e.radius * 0.5;
if (rho > maxR && rho > 1e-5) {
const k = maxR / rho;
e.x *= k; e.y *= k;
if (e.type === 'seeker') { e.vx *= 0.4; e.vy *= 0.4; }
}
e.s = THREE.MathUtils.clamp(e.s, 0, world.length);
discToWorld(e.pos, world.sample(e.s), e.x, e.y);
}
updateDarts(dt, player);
reap();
rebuildBuckets();
render();
if (comboT > 0 && (comboT -= dt) <= 0 && comboN) { comboN = 0; bus.emit('combo', { n: 0 }); }
}
function fireDart(e) {
const d = darts.find((x) => !x.alive);
if (!d) return;
d.alive = true;
d.pos.copy(e.pos);
_dir.copy(_playerPos).sub(e.pos).normalize(); // aim at where the player is now
d.vel.copy(_dir).multiplyScalar(e.cfg.dartSpeed);
d.life = e.cfg.dartLife;
d.s = e.s;
d.sSpeed = d.vel.dot(world.sample(e.s).tan);
d.turn = e.cfg.dartTurn;
d.damage = e.cfg.dartDamage;
bus.emit('audio:cue', { name: 'dart' });
}
function updateDarts(dt, player) {
const ps = player.state;
let n = 0;
for (const d of darts) {
if (!d.alive) continue;
// Turn-rate-limited homing: swing the velocity toward the player by at most turn·dt
// radians. Turn radius (dartSpeed/dartTurn = 13.3 u) is wider than the tube itself,
// so a dart can never corner you — it only punishes flying straight. That's the design.
if (ps.alive) {
const speed = d.vel.length();
_dir.copy(_playerPos).sub(d.pos);
if (_dir.lengthSq() > 1e-8 && speed > 1e-5) {
_dir.normalize();
_v.copy(d.vel).divideScalar(speed); // current heading, unit
const angle = Math.acos(THREE.MathUtils.clamp(_v.dot(_dir), -1, 1));
if (angle > 1e-4) {
// nlerp toward the target heading, capped at the turn budget for this frame.
// At these step sizes it tracks slerp closely and costs no allocation.
const t = Math.min(1, (d.turn * dt) / angle);
_v.lerp(_dir, t).normalize();
d.vel.copy(_v).multiplyScalar(speed);
}
}
}
d.pos.addScaledVector(d.vel, dt);
d.s += d.sSpeed * dt;
d.life -= dt;
let done = d.life <= 0;
if (!done && ps.alive) {
const r = player.radius + B.darts.radius;
if (d.pos.distanceToSquared(_playerPos) <= r * r) {
if (player.damage(d.damage, 'dart')) onBlast?.(d.pos, 1.2, 0.2);
done = true;
}
}
if (!done && world.collide(d.pos, B.darts.radius)) done = true;
if (done) { d.alive = false; continue; }
_dir.copy(d.vel).normalize();
_q.setFromUnitVectors(FORWARD, _dir);
dartMesh.setMatrixAt(n++, _m.compose(d.pos, _q, _scale.set(1, 1, 1)));
}
dartMesh.count = n;
dartMesh.instanceMatrix.needsUpdate = true;
}
function reap() {
for (let i = live.length - 1; i >= 0; i--) if (!live[i].alive) live.splice(i, 1);
for (const pool of Object.values(pools))
for (let i = pool.slots.length - 1; i >= 0; i--) if (!pool.slots[i].alive) pool.slots.splice(i, 1);
}
function render() {
for (const [type, pool] of Object.entries(pools)) {
let n = 0;
for (const e of pool.slots) {
if (!e.alive) continue;
if (type === 'seeker' || type === 'phage') { // hunters point along their heading
_dir.set(e.vs, e.vx, e.vy);
_q.setFromUnitVectors(FORWARD, _dir.lengthSq() > 1e-6 ? _dir.normalize() : FORWARD);
} else {
_q.setFromAxisAngle(FORWARD, e.phase);
}
pool.mesh.setMatrixAt(n++, _m.compose(e.pos, _q, _scale.setScalar(1)));
}
pool.mesh.count = n;
pool.mesh.instanceMatrix.needsUpdate = true;
// one flash uniform per type: a hit reads as the whole cohort blinking, which is
// wrong. Round 2: per-instance colour attribute. Noted in NOTES.
const hot = pool.slots.some((e) => e.alive && e.flash > 0.5);
pool.mat.uniforms.uFlash.value = hot ? 0.6 : 0;
}
}
return {
spawn, hurt, forEachNear, update,
get count() { return live.length; },
get live() { return live; },
setBlastFx(fn) { onBlast = fn; },
setOnDeath(fn) { onDeath = fn; },
clear() { for (const e of live) e.alive = false; for (const d of darts) d.alive = false; reap(); },
dispose() {
for (const pool of Object.values(pools)) {
scene.remove(pool.mesh); pool.mesh.dispose(); pool.geo.dispose(); pool.mat.dispose();
}
scene.remove(dartMesh); dartMesh.dispose(); dartGeo.dispose(); dartMat.dispose();
live.length = 0; buckets.clear();
},
};
}