refactor: move world concepts into engine
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52 changed files with 3298 additions and 1558 deletions
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@ -1,27 +1,14 @@
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import type { Terrain } from "../Terrain"
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import type { Vec3 } from "../../engine/math/Vec3"
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import type { Mesh } from "../../engine/scene/Mesh"
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import type { Entity } from "../../engine/scene/Actor"
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import { frog } from "./mobs/Frog"
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import { bee } from "./mobs/Bee"
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import { robin } from "./mobs/Robin"
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import type { Actor } from "../../engine/scene/Actor"
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import type { RenderTransform } from "../../engine/render/RenderScene"
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import type { BoxCollider } from "../../engine/world/Collider"
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import type { Terrain } from "../../engine/world/Terrain"
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/** A roaming creature drawn as a moving low-poly mesh (unlike the static baked
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* world). Each kind is an `Entity` definition (geometry + behavior + bounds) living
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* in its own module under `mobs/`; this file just assembles them into a registry
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* and exposes a thin per-kind dispatch. Adding a kind = add a `mobs/<Kind>.ts` +
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* one entry in `MOB_KINDS`/`DEFS`.
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*
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* A mob's geometry is a **canonical local-space mesh** built once per kind (front =
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* +Z, frog/robin feet / bee body at the origin); the live `position`/`heading`/
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* `scale` are turned into a per-frame model matrix by the renderer. All wander
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* state lives on the instance so `update` is a pure stepping function of the mob +
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* dt (deterministic via the evolving `seed`), which keeps the sim on the main
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* thread and cloneable-free. */
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export type MobKind = "frog" | "bee" | "robin"
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/** Runtime actor using shared roaming-creature state. Concrete definitions are
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* direct object references supplied by Frog, Bee, Robin, or future content. */
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export type Mob = Actor<Terrain>
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export type Mob = {
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kind: MobKind
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export type MobState = {
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/** Leash anchor (where it was scattered); wandering is pulled back toward it. */
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home: Vec3
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/** Live feet-center (frog/robin) / body-center (bee), advanced each frame. */
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@ -39,46 +26,39 @@ export type Mob = {
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vy: number
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/** Countdown to the next decision (frog/robin: next hop; bee: next heading change). */
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timer: number
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/** Per-kind scratch clock: the bee's hover-bob phase; the robin's remaining
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/** Behavior scratch clock: the bee's hover-bob phase; the robin's remaining
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* powered-flight cruise time (>0 while gliding between perches). */
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phase: number
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/** Frog/robin: resting on the ground vs airborne (a hop or a flight). */
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grounded: boolean
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}
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/** Canonical kind order. **The index is the id packed into the mob SAB** (see
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* renderer/worker), so this order must be identical in every context and must not
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* change under existing kinds -- `mobs.test.ts` guards it. Append new kinds. */
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export const MOB_KINDS: MobKind[] = ["frog", "bee", "robin"]
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/** The per-kind `Entity` definitions, one module each. Imported (not cloned) into
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* whatever context uses it, so it works the same on the main thread and in workers. */
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const DEFS: Record<MobKind, Entity<Mob, Terrain>> = { frog, bee, robin }
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export namespace Mob {
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/** The definition for a kind (geometry, behavior, bounds). */
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export function def(kind: MobKind): Entity<Mob, Terrain> {
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return DEFS[kind]
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export function transform(state: MobState): RenderTransform {
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return {
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x: state.position.x,
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y: state.position.y,
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z: state.position.z,
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heading: state.heading,
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scale: state.scale,
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}
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}
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/** Advance one mob by `dt` seconds, sampling `terrain` for ground height. */
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export function update(mob: Mob, dt: number, terrain: Terrain): void {
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DEFS[mob.kind].update(mob, dt, terrain)
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}
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/** Append the canonical local-space mesh for `kind` into `mesh` (once per kind at
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* load; every instance shares it, differing only by transform). */
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export function build(kind: MobKind, mesh: Mesh): void {
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DEFS[kind].build(mesh)
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}
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/** Local bounding radius (pre-scale), for building the per-frame cull AABB. */
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export function boundingRadius(kind: MobKind): number {
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return DEFS[kind].boundingRadius
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}
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/** Local body height (pre-scale), for the top of the stand-on collider. */
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export function bodyHeight(kind: MobKind): number {
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return DEFS[kind].bodyHeight
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export function collider(
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state: MobState,
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radius: number,
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height: number,
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standable: boolean,
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): BoxCollider {
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const half = radius * state.scale * 0.7
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return {
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shape: "box",
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minX: state.position.x - half,
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maxX: state.position.x + half,
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minZ: state.position.z - half,
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maxZ: state.position.z + half,
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top: state.position.y + height * state.scale,
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standable,
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}
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}
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}
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