Isle-Slingers/js/physics/collision/index.js
Relay dff5dd5b30 Clean release scrub: remove internal fleet references
Removes internal process references so the repo is presentable to an
outside audience: dropped the internal build-retrospective doc
(process log with internal terms, not useful to an outside reader),
and reworded remaining internal references in code comments and
module docs (agents.md cards, architecture.md, MODULES.md,
index.html, package.json) to generic descriptions of what changed
and when, with no behavior change -- full 47/47 suite re-run green
after the scrub, every edit verified comment/doc-only via diff.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 14:36:52 +00:00

212 lines
9.1 KiB
JavaScript

/* ISLE SLINGERS -- physics/collision/index.js (submodule: collision)
* Modularization pass (behavior-neutral split of the original
* js/core.js monolith). Installs its units into ONE shared physics scope `P`
* that every physics submodule sees -- the same single-scope semantics the
* monolith had. Must load before js/physics/index.js (the aggregator that
* attaches the public ISLE_CORE API). Surface installed: crushCircleVsBox, collideBirdWorld, collideBirdBlocks, collideBirdEnemies, REST_VEL_CLAMP, resolveBoxPair.
*/
(function (root, factory) {
var part = factory();
if (typeof module !== 'undefined' && module.exports) module.exports = part;
else (root.ISLE_PHYSICS_PARTS = root.ISLE_PHYSICS_PARTS || []).push(part);
})(typeof globalThis !== 'undefined' ? globalThis : this, function () {
'use strict';
return function (P) {
P.crushCircleVsBox = function(g, box, ent, isEnemy) {
var cx = Math.max(box.x - box.w / 2, Math.min(ent.x, box.x + box.w / 2));
var cy = Math.max(box.y - box.h / 2, Math.min(ent.y, box.y + box.h / 2));
var dx = ent.x - cx, dy = ent.y - cy;
var d2 = dx * dx + dy * dy;
if (d2 >= ent.r * ent.r) return;
var d = Math.sqrt(d2) || 0.001;
var nx = dx / d, ny = dy / d;
var overlap = ent.r - d;
ent.x += nx * overlap * 0.9;
ent.y += ny * overlap * 0.9;
// impulse: relative velocity along normal
var rvx = (ent.vx || 0) - (box.vx || 0), rvy = (ent.vy || 0) - (box.vy || 0);
var rel = rvx * nx + rvy * ny;
if (rel < -30) {
var relSpeed = -rel;
ent.vx -= nx * rel * 1.4;
ent.vy -= ny * rel * 1.4;
if (isEnemy) {
// crush damage: a fast box hurts what it lands on.
// Added in the physics pass: the direction gate is velocity-aware -- the BOX
// must be the body moving into the enemy (boxAlong > 30). The old gate
// (ny < -0.3, enemy above the box) only let SIDE plows crush: a block
// dropped STRAIGHT DOWN onto an enemy never registered ("falling
// objects can't kill"). Vertical drops and side plows share this path.
// Two sub-fixes, both watched in test/fallingkill.test.mjs:
// (a) per-enemy crush cooldown (0.12s, same idea as the bird-hit
// gate): a box resting on an enemy must not machine-gun damage
// every frame; one landing = one crush instance.
// (b) inelastic transfer: the box sheds its approach velocity into
// the enemy (mass-scaled), so a block does not phase through
// the enemy at terminal velocity after the hit.
var spec = P.ENEMY_TYPES[ent.kind];
var boxSpeed = Math.hypot(box.vx || 0, box.vy || 0);
var boxAlong = (box.vx || 0) * nx + (box.vy || 0) * ny; // box velocity toward the enemy
if (boxSpeed > spec.crushVel && boxAlong > 30) {
if (g.time - (ent.lastCrushT || -9) > 0.12) {
P.damageEnemy(g, ent, (boxSpeed - spec.crushVel) * 0.004 * spec.crushDmg + 0.35);
g.events.push({ type: 'crush', x: ent.x, y: ent.y });
ent.lastCrushT = g.time;
// inelastic: box loses a mass-scaled share of its normal velocity
var entM = ent.r / 24; // mogg~1, grum~1.3, king~1.6
var share = entM / ((box.mass || 1) + entM);
box.vx -= nx * boxAlong * share;
box.vy -= ny * boxAlong * share;
}
}
} else {
// bird: transfer momentum into the box
var dmg = relSpeed * 0.32 * (ent.mass || 3) * 0.25;
if (dmg > 25) P.damageBlock(g, box, dmg, 'bird');
box.vx += nx * rel * 0.05 * (ent.mass || 3);
box.vy += ny * rel * 0.05 * (ent.mass || 3);
}
} else if (rel < 0) {
// slow resting contact: remove the normal approach velocity so a
// perched enemy/box pair stops oscillating under gravity
ent.vx -= nx * rel;
ent.vy -= ny * rel;
}
}
P.collideBirdWorld = function(g, b) {
if (b.y + b.r > P.WORLD.ground) {
var impact = -b.vy;
b.y = P.WORLD.ground - b.r;
if (b.vy > 0) b.vy = -b.vy * P.BIRD_BOUNCE;
b.vx *= P.BIRD_GROUND_FRICTION;
if (impact > 250) {
g.events.push({ type: 'bird_ground', x: b.x, y: P.WORLD.ground, strength: impact });
g.camera.shake = Math.max(g.camera.shake, 5);
}
if (Math.abs(b.vy) < 30) b.vy = 0;
}
if (b.x - b.r < 0) { b.x = b.r; b.vx = Math.abs(b.vx) * 0.3; }
}
P.collideBirdBlocks = function(g, b) {
var i;
for (i = 0; i < g.blocks.length; i++) {
var bl = g.blocks[i];
if (bl.hp <= 0) continue;
var cx = Math.max(bl.x - bl.w / 2, Math.min(b.x, bl.x + bl.w / 2));
var cy = Math.max(bl.y - bl.h / 2, Math.min(b.y, bl.y + bl.h / 2));
var dx = b.x - cx, dy = b.y - cy;
var d2 = dx * dx + dy * dy;
if (d2 >= b.r * b.r) continue;
var d = Math.sqrt(d2) || 0.001;
var nx = dx / d, ny = dy / d;
var overlap = b.r - d;
b.x += nx * overlap;
b.y += ny * overlap;
var rvx = b.vx - bl.vx, rvy = b.vy - bl.vy;
var rel = rvx * nx + rvy * ny;
if (rel < 0) {
var relSpeed = -rel;
// impulse: j = -(1+e)*rel / (1/m1 + 1/m2)
var invM = 1 / b.mass + 1 / bl.mass;
var j = -(1 + P.BIRD_BOUNCE) * rel / invM;
b.vx += (j / b.mass) * nx;
b.vy += (j / b.mass) * ny;
bl.vx -= (j / bl.mass) * nx;
bl.vy -= (j / bl.mass) * ny;
g.stats.impacts++;
var dmg = relSpeed * 0.55 * (b.mass / 3) * P.MATERIALS[bl.mat].dmgFactor;
if (dmg > 30) {
P.damageBlock(g, bl, dmg, 'bird');
g.events.push({ type: 'hit', x: cx, y: cy, mat: bl.mat, strength: relSpeed });
g.camera.shake = Math.max(g.camera.shake, Math.min(12, relSpeed / 90));
}
b.vx *= 0.985; b.vy *= 0.985;
}
}
}
P.collideBirdEnemies = function(g, b) {
var i;
for (i = 0; i < g.enemies.length; i++) {
var e = g.enemies[i];
if (e.dead) continue;
var dx = e.x - b.x, dy = e.y - b.y;
var rr = e.r + b.r;
var d2 = dx * dx + dy * dy;
if (d2 >= rr * rr) continue;
var d = Math.sqrt(d2) || 0.001;
var nx = dx / d, ny = dy / d;
var rel = (b.vx - e.vx) * nx + (b.vy - e.vy) * ny;
if (rel > 0) {
e.vx += nx * rel * 0.8;
e.vy += ny * rel * 0.8 - 120;
// per-target hit cooldown so one pass-through = one damage instance
if (g.time - (e.lastHit || -9) > 0.12) {
var speed = Math.hypot(b.vx, b.vy);
// retuned 2026-09-28 (playtest finding): the old curve
// gave ~0.9 dmg to a soft wren lob — a mogg (hp1) could not be
// killed without a perfect full-power hit. Bumped so a decent
// medium shot connects; the king (hp3) still survives one
// full-power wren hit (pinned in test/sim.test.mjs).
var dmg = 0.35 + speed / 800 * (b.mass / 3);
P.damageEnemy(g, e, dmg);
e.lastHit = g.time;
g.events.push({ type: 'bird_hit_enemy', x: e.x, y: e.y, strength: speed });
}
b.vx *= 0.92; b.vy *= 0.92;
}
}
}
// Resting-contact clamp: inelastic contacts + zeroing below this speed,
// so stacked blocks settle to exactly still instead of oscillating under
// gravity re-injection.
P.REST_VEL_CLAMP = 30; // |v| below this on a resting contact is zeroed
P.resolveBoxPair = function(g, a, c) {
var ox = (a.w / 2 + c.w / 2) - Math.abs(a.x - c.x);
var oy = (a.h / 2 + c.h / 2) - Math.abs(a.y - c.y);
if (ox <= 0 || oy <= 0) return;
if (ox < oy) {
// side contact: push apart along x
var n = c.x >= a.x ? 1 : -1; // direction from a toward c
a.x -= n * ox * 0.5; c.x += n * ox * 0.5;
var relv = (c.vx - a.vx) * n;
if (relv < 0) { // approaching
var avg = (a.vx + c.vx) / 2;
a.vx = avg; c.vx = avg;
}
a.vx *= 0.9; c.vx *= 0.9;
} else {
// stacked contact: push apart along y, then kill resting velocity
var n2 = c.y >= a.y ? 1 : -1;
a.y -= n2 * oy * 0.5; c.y += n2 * oy * 0.5;
var relv2 = (c.vy - a.vy) * n2;
if (relv2 < -P.REST_VEL_CLAMP) {
// real impact: inelastic common velocity.
// Added in the physics pass: mass-WEIGHTED (was a plain (a.vy+c.vy)/2), so a
// heavy block landing on a light plank transfers its real momentum
// through the stack (chain-crush). A 22.6-mass stone at v over a
// 7.2-mass plank now drives the plank to ~0.76v instead of 0.5v.
var mA2 = a.mass || 1, mC2 = c.mass || 1;
var avgY = (a.vy * mA2 + c.vy * mC2) / (mA2 + mC2);
a.vy = avgY; c.vy = avgY;
} else if (relv2 < 0) {
// resting: top takes the bottom's velocity (kills the relative
// velocity), then zero both below the clamp so stacks stop
// oscillating under gravity re-injection
var top = n2 === 1 ? a : c;
var bot = n2 === 1 ? c : a;
top.vy = bot.vy;
if (Math.abs(top.vy) < P.REST_VEL_CLAMP) { top.vy = 0; bot.vy = 0; }
} else {
// separating / at rest: clamp near-zero velocities
if (Math.abs(a.vy) < 2) a.vy = 0;
if (Math.abs(c.vy) < 2) c.vy = 0;
}
}
}
};
});