The cleverest node in the reputation loop — a commensal that eats your mucus. Brushing it COSTS coat but fills BIOME STANDING fast (gain 12 vs flora's 5): the "spend coat for a quicker phage ally" trade against flora's safe heal-and-slow. - enemies.js: flora's branch generalised to a shared COMMENSAL branch, sign-flipped by data (cfg.coat gifts, cfg.coatCost nibbles); flora:tended now carries `gain`. New `mucus_grazer` archetype — cyan (still flora, readability law), but a dodecahedron amoeba-blob so the coat cost reads as a different bug, not a betrayal by the healing rod. - combat/index.js: standing gain comes from the event's `gain`. - levels: ARCHETYPES += mucus_grazer; catalogue `akkermansia`; L2 teaches it at s210, right after the flora reef so the same-colour / opposite-trade contrast lands. Verified: brushing it dropped coat 100->88 while standing hit 36% in 3 tends (4x flora's rate); distinct blob vs the flora capsule. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
123 lines
6.3 KiB
JavaScript
123 lines
6.3 KiB
JavaScript
// combat/index.js (Lane B) — the createCombat factory. Composes enemies + weapons + hazards
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// + pickups and feeds them Lane C's level events. All the wiring, none of the behaviour.
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//
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// Update order inside a frame is load-bearing:
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// boot: player.update(dt) -> combat.update(dt)
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// here: enemies.update(dt) -> weapons.update(dt) -> hazards.update(dt) -> pickups.update(dt)
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// Enemies move first so weapons hit-test against this frame's positions, not last frame's.
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// Hazards after weapons so a torpedo fired THIS frame can neutralize a surge THIS frame
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// (weapons emits level:neutralize on detonation; hazards listens).
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import { createEnemies } from './enemies.js';
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import { createWeapons } from './weapons.js';
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import { createHazards } from './hazards.js';
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import { createPickups } from './pickups.js';
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import { getEnemy } from '../levels/enemies.js';
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export function createCombat({ scene, world, bus, rng, flags = {}, assets = null, player }) {
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const enemies = createEnemies({ scene, world, bus, rng, assets });
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const weapons = createWeapons({ scene, world, bus, rng, player, targets: enemies });
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const hazards = createHazards({ scene, world, bus, rng, player });
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const pickups = createPickups({ scene, world, bus, rng, player, weapons });
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enemies.setBlastFx((pos, size, dur) => weapons.spawnBlast(pos, size, dur));
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enemies.setOnDeath((e) => weapons.spawnBlast(e.pos, e.radius * 1.6, 0.3));
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const score = { value: 0, kills: 0, samples: 0 };
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// Fan a group of `count` out along s. C's `spread` is the authored span of the group
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// ("count 4 spread 120" = a field, not a wall); without one, a tight default fan keeps
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// a count from stacking at a single arclength.
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const fan = (ev, i) => {
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const n = ev.count ?? 1;
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if (n <= 1) return ev.s ?? 0;
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const span = ev.spread ?? (n - 1) * 3.5;
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return (ev.s ?? 0) + (i / (n - 1)) * span;
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};
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// C authors `theta` as a scalar (whole group) or an array (per-member — "two blooms
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// covering opposite arcs"). Placement is composition, so C's word is law here.
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const thetaFor = (ev, i) =>
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(Array.isArray(ev.theta) ? ev.theta[i % ev.theta.length] : (ev.theta ?? null));
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// Lane C's events arrive on the bus as the player crosses their `s`. Spawns and pickups are
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// consumed here; hazards run their own timeline off world.level.events (they need lookahead
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// for the warn telegraph — see hazards.js header); checkpoints/gates are boot's (the pump
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// owns respawn/complete semantics); unknown types are ignored on purpose so C can add event
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// kinds without breaking combat.
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const offEvent = bus.on('level:event', (ev) => {
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if (!ev) return;
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if (ev.type === 'spawn') {
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// Levels name enemies in fiction ("bolus_chunk"); pools are keyed by archetype
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// ("floater"). levels/enemies.js is the join table (C's catalogue, round-2 task #1).
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const spec = getEnemy(ev.enemy);
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if (!spec) { console.warn(`[combat] spawn "${ev.enemy}" is not in levels/enemies.js — skipped`); return; }
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for (let i = 0; i < (ev.count ?? 1); i++)
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enemies.spawn(spec.archetype, { s: fan(ev, i), theta: thetaFor(ev, i), rho: ev.rho ?? null });
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} else if (ev.type === 'pickup') {
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for (let i = 0; i < (ev.count ?? 1); i++)
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pickups.spawn(ev.kind, { s: fan(ev, i), theta: thetaFor(ev, i), rho: ev.rho ?? null });
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}
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});
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const offDie = bus.on('enemy:die', (e) => {
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score.value += e.score ?? 0;
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score.kills++;
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});
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// pickups.js applies the effect (refill/ammo) and announces; the score lives here so
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// combat:state stays the one scoreboard E reads.
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const offPickup = bus.on('pickup', (e) => {
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score.value += e.score ?? 0;
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score.samples += e.sample ?? 0;
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});
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// BIOME STANDING — the flora reputation loop (V2_IDEAS: "don't shoot the biome, it helps you
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// in level 5"). Tend flora (fly through its aura -> flora:tended) to earn it; shoot flora
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// (flora:harmed) to lose a chunk. At the symbiotic threshold the biome BUDS phage allies near
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// you that hunt your foes — the payoff. A `standing` event feeds a future HUD meter (Lane E).
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// ponytail: one run-scoped float, not a system. Persistence/tiers/L5-gate come when C needs them.
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// Scaled 0..100 so E can meter it honestly: tending fills the bar, a full bar buds an ally
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// and drops it to 50 (the recharge floor), harming flora empties a big chunk. Numbers are a
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// first pass — C/playtest tunes the feel.
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let standing = 0, phageBudCd = 0;
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const setStanding = (v) => { standing = Math.max(0, Math.min(100, v)); bus.emit('standing', { value: standing }); };
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const offTended = bus.on('flora:tended', (e) => { setStanding(standing + (e?.gain ?? 5)); budPhage(); });
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const offHarmed = bus.on('flora:harmed', () => setStanding(standing - 35));
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function budPhage() {
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if (standing < 100 || phageBudCd > 0) return; // a FULL bar buds an ally
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if (enemies.live.filter((e) => e.type === 'phage' && e.alive).length >= 3) return; // ally cap
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if (enemies.spawn('phage', { s: player.state.s + 8 })) {
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setStanding(50); // recharge floor — the next ally is halfway earned
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phageBudCd = 3; // seconds between buds (decremented below)
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bus.emit('audio:cue', { name: 'pickup' }); // a friendly chirp when an ally is born
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}
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}
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function update(dt) {
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if (phageBudCd > 0) phageBudCd -= dt;
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enemies.update(dt, player);
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weapons.update(dt);
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hazards.update(dt);
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pickups.update(dt);
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// combat's slice of the HUD state (E reads player:state for the flight half)
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bus.emit('combat:state', {
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heat: weapons.heat, heatMax: weapons.heatMax, overheated: weapons.overheated,
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ammo: weapons.ammo, ammoMax: weapons.ammoMax,
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score: score.value, kills: score.kills, samples: score.samples, enemies: enemies.count,
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});
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}
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return {
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update,
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enemies, weapons, hazards, pickups, score,
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// Respawn support (boot calls this from its death->checkpoint glue): re-arm hazard
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// timelines at/ahead of the respawn s. Enemies and uncollected pickups persist — the
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// pump never re-fires past events, so nothing double-spawns.
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reset(fromS = 0) { hazards.reset(fromS); },
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dispose() {
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offEvent(); offDie(); offPickup(); offTended(); offHarmed();
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enemies.dispose(); weapons.dispose(); hazards.dispose(); pickups.dispose();
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},
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};
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}
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