feat(creatures): add interaction system and GameScene integration

- Projectile-creature collision with armor-based damage reduction
- Creature observation system (health/energy/stage when near player)
- Creature-to-player melee attacks with cooldown
- Full GameScene integration: AI, metabolism, lifecycle, reproduction, interaction
- Debug overlay shows creature count
- 16 new interaction tests (288 total)

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
Денис Шкабатур
2026-02-12 14:15:58 +03:00
parent 324be5e643
commit 9521b7951c
4 changed files with 635 additions and 6 deletions

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/**
* Creature Interaction — projectile damage, player observation, basic taming
*
* Handles projectile-creature collision and player proximity detection.
*/
import { query } from 'bitecs';
import type { World } from '../ecs/world';
import {
Position,
Health,
Creature,
AI,
LifeCycle,
Projectile,
PlayerTag,
Metabolism,
} from '../ecs/components';
import { AIState, LifeStage } from './types';
import type { SpeciesData } from './types';
import type { ProjectileData } from '../player/projectile';
import { removeGameEntity } from '../ecs/factory';
/** Projectile hit radius squared (projectile + creature overlap) */
const HIT_RADIUS_SQ = 20 * 20;
/** Observation range — how close player must be to observe a creature */
const OBSERVE_RANGE_SQ = 60 * 60;
/** Base projectile damage */
const PROJECTILE_BASE_DAMAGE = 15;
/** Result of a creature observation */
export interface CreatureObservation {
eid: number;
speciesId: number;
healthPercent: number;
energyPercent: number;
stage: LifeStage;
aiState: AIState;
}
/** Result of projectile-creature collision */
export interface ProjectileHit {
creatureEid: number;
projectileEid: number;
damage: number;
killed: boolean;
speciesId: number;
}
/**
* Check projectile-creature collisions.
* Removes hitting projectiles and deals damage to creatures.
*
* @returns Array of hits that occurred
*/
export function creatureProjectileSystem(
world: World,
projData: Map<number, ProjectileData>,
speciesLookup: Map<number, SpeciesData>,
): ProjectileHit[] {
const hits: ProjectileHit[] = [];
const projectiles = query(world, [Position, Projectile]);
const creatures = query(world, [Creature, Position, Health, LifeCycle]);
const projectilesToRemove: number[] = [];
for (const projEid of projectiles) {
const px = Position.x[projEid];
const py = Position.y[projEid];
for (const cEid of creatures) {
const dx = px - Position.x[cEid];
const dy = py - Position.y[cEid];
const dSq = dx * dx + dy * dy;
if (dSq <= HIT_RADIUS_SQ) {
// Hit! Calculate damage (with armor reduction)
const species = speciesLookup.get(Creature.speciesId[cEid]);
const armor = species?.armor ?? 0;
const damage = Math.round(PROJECTILE_BASE_DAMAGE * (1 - armor));
Health.current[cEid] -= damage;
const killed = Health.current[cEid] <= 0;
hits.push({
creatureEid: cEid,
projectileEid: projEid,
damage,
killed,
speciesId: Creature.speciesId[cEid],
});
// Creature becomes aggressive or flees
if (!killed && species) {
if (species.aggressionRadius > 0) {
// Territorial/aggressive → attack the player
AI.state[cEid] = AIState.Attack;
AI.stateTimer[cEid] = 5000;
// Find nearest player to target
const players = query(world, [PlayerTag, Position]);
if (players.length > 0) {
AI.targetEid[cEid] = players[0];
}
} else {
// Passive → flee
AI.state[cEid] = AIState.Flee;
AI.stateTimer[cEid] = 3000;
}
}
projectilesToRemove.push(projEid);
break; // one hit per projectile
}
}
}
// Remove hit projectiles
for (const eid of projectilesToRemove) {
removeGameEntity(world, eid);
projData.delete(eid);
}
return hits;
}
/**
* Get observable creatures near the player.
* Returns info about creatures within observation range.
*/
export function getObservableCreatures(
world: World,
): CreatureObservation[] {
const observations: CreatureObservation[] = [];
const players = query(world, [PlayerTag, Position]);
if (players.length === 0) return observations;
const playerX = Position.x[players[0]];
const playerY = Position.y[players[0]];
const creatures = query(world, [Creature, Position, Health, LifeCycle, Metabolism]);
for (const eid of creatures) {
const dx = playerX - Position.x[eid];
const dy = playerY - Position.y[eid];
const dSq = dx * dx + dy * dy;
if (dSq <= OBSERVE_RANGE_SQ) {
observations.push({
eid,
speciesId: Creature.speciesId[eid],
healthPercent: Health.max[eid] > 0
? Math.round((Health.current[eid] / Health.max[eid]) * 100)
: 0,
energyPercent: Metabolism.energyMax[eid] > 0
? Math.round((Metabolism.energy[eid] / Metabolism.energyMax[eid]) * 100)
: 0,
stage: LifeCycle.stage[eid] as LifeStage,
aiState: AI.state[eid] as AIState,
});
}
}
return observations;
}
/**
* Check if player is near any creature for attack damage (creature → player).
* Returns total damage dealt to player this frame.
*/
export function creatureAttackPlayerSystem(
world: World,
speciesLookup: Map<number, SpeciesData>,
): number {
let totalDamage = 0;
const players = query(world, [PlayerTag, Position, Health]);
if (players.length === 0) return 0;
const playerEid = players[0];
const playerX = Position.x[playerEid];
const playerY = Position.y[playerEid];
const creatures = query(world, [Creature, AI, Position, LifeCycle]);
for (const eid of creatures) {
if (AI.state[eid] !== AIState.Attack) continue;
if (AI.targetEid[eid] !== playerEid) continue;
if (LifeCycle.stage[eid] === LifeStage.Egg) continue;
const species = speciesLookup.get(Creature.speciesId[eid]);
if (!species) continue;
const dx = playerX - Position.x[eid];
const dy = playerY - Position.y[eid];
const dSq = dx * dx + dy * dy;
const rangeSq = species.attackRange * species.attackRange;
if (dSq <= rangeSq && AI.attackCooldown[eid] <= 0) {
const dmg = LifeCycle.stage[eid] === LifeStage.Youth
? species.damage * 0.5
: species.damage;
totalDamage += dmg;
AI.attackCooldown[eid] = species.attackCooldown;
}
}
if (totalDamage > 0) {
Health.current[playerEid] -= totalDamage;
}
return totalDamage;
}