meat/game/actors/mobs/Robin.ts

97 lines
3.6 KiB
TypeScript

import { Terrain, type Terrain as Ground } from "../../../engine/world/Terrain"
import { Mesh, type Mesh as Geometry } from "../../../engine/scene/Mesh"
import type { Material } from "../../../engine/render/Material"
import type { ActorDefinition } from "../../../engine/scene/Actor"
import { Mob, type MobState } from "../Mob"
import { ellipsoid, nextRand, wanderHeading } from "./mobkit"
// Everything about the robin: round red-breasted bird that mostly hops like a frog
// but now and then takes a short powered flight to a new perch.
export type Robin = ActorDefinition<MobState, Ground>
export namespace Robin {
export function create(material: Material): Robin {
const mesh = Mesh.create()
build(mesh)
return {
prototype: {
groups: [{ mesh, material }],
radius: 0.5,
minY: -0.5,
maxY: 1,
},
update,
transform: Mob.transform,
collider: (state) => Mob.collider(state, 0.45, 0.55, state.grounded),
}
}
}
const LEASH = 6
const REST_MIN = 0.5
const REST_SPAN = 1.3
const HOP_SPEED = 1.4
const HOP_IMPULSE = 2.6
/** Fraction of a robin's moves that are a flight rather than a ground hop. */
const FLY_CHANCE = 0.35
const FLY_SPEED = 4.5
const FLY_IMPULSE = 3.5
const CRUISE = 0.8
const GRAVITY = 14
function build(mesh: Geometry): void {
// Round European robin: plump brown body, an orange-red breast bulging on the
// front, a round brown head with two dark eyes + a small dark beak, short tail.
// UVs: robin texture is brown (left), orange breast (mid), dark eye/beak (right).
ellipsoid(mesh, 0, 0.26, 0, 0.26, 0.26, 0.3, 6, 4, 0, 0.38, 0, 1) // body (brown)
ellipsoid(mesh, 0, 0.18, 0.17, 0.22, 0.22, 0.16, 5, 4, 0.42, 0.68, 0, 1) // breast (orange)
ellipsoid(mesh, 0, 0.48, 0.14, 0.18, 0.18, 0.18, 5, 4, 0, 0.38, 0, 1) // head (brown)
ellipsoid(mesh, 0.09, 0.52, 0.26, 0.03, 0.03, 0.03, 3, 2, 0.85, 0.99, 0, 1) // eye
ellipsoid(mesh, -0.09, 0.52, 0.26, 0.03, 0.03, 0.03, 3, 2, 0.85, 0.99, 0, 1) // eye
ellipsoid(mesh, 0, 0.47, 0.35, 0.03, 0.025, 0.09, 3, 2, 0.85, 0.99, 0, 1) // beak (dark)
ellipsoid(mesh, 0, 0.26, -0.32, 0.09, 0.05, 0.16, 4, 2, 0, 0.38, 0, 1) // tail (brown)
}
function update(mob: MobState, dt: number, terrain: Ground): void {
if (mob.grounded) {
mob.timer -= dt
mob.position.y = Terrain.height(terrain, mob.position.x, mob.position.z)
if (mob.timer > 0) {
return
}
// Decide the next move: usually a short ground hop, sometimes a longer powered
// flight -- higher + faster off the mark, then a flat glide (see the cruise
// branch below) before settling onto a new perch.
mob.heading = wanderHeading(mob, LEASH, 1)
const fly = nextRand(mob) < FLY_CHANCE
const speed = fly ? FLY_SPEED : HOP_SPEED
mob.vx = Math.sin(mob.heading) * speed
mob.vz = Math.cos(mob.heading) * speed
mob.vy = fly ? FLY_IMPULSE : HOP_IMPULSE
mob.phase = fly ? CRUISE : 0
mob.grounded = false
return
}
if (mob.phase > 0) {
// In flight: bleed vertical speed toward level so it glides roughly flat (a bird
// crossing the clearing), not a lob; gravity resumes once the cruise ends.
mob.phase -= dt
mob.vy += (0 - mob.vy) * Math.min(1, dt * 6)
} else {
mob.vy -= GRAVITY * dt
}
mob.position.x += mob.vx * dt
mob.position.y += mob.vy * dt
mob.position.z += mob.vz * dt
const ground = Terrain.height(terrain, mob.position.x, mob.position.z)
if (mob.position.y <= ground && mob.vy < 0) {
mob.position.y = ground
mob.vx = 0
mob.vy = 0
mob.vz = 0
mob.phase = 0
mob.grounded = true
mob.timer = REST_MIN + nextRand(mob) * REST_SPAN
}
}