Phase 3: AR hunt /hunt + launch page /play - shared-visual ghosts, colour lure, hauntometer
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/**
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* hunt.js — Newbury Nights hunt loop (Phase 3, standalone demo)
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*
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* Core v1 mechanics:
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* - Spawn: rarity-weighted draw from the roster, placed in a forward arc.
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* - Colour lure: the wheel sets the "lured" colour; matching ghosts spawn more
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* often and are worth more, mirroring the original's GhostColor mechanic.
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* - Capture: aim the reticle, hold to charge, release to fire. Charge time
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* scales with the ghost's chargePips; misses let it flee (escape timing).
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* - Hauntometer: every active/escaped ghost raises the meter; captures lower
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* it. As the meter climbs, spawn rate and rarity bias escalate — the session
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* gets harder the longer the haunt goes unchecked.
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*
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* Engine-agnostic: takes a THREE instance + a scene + the createGhostVisual
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* factory. No AR/session code here — the page wires camera/anchor.
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*/
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import { createGhostVisual } from './ghost-visual.js';
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const RARITY_BASE_WEIGHT = { Common: 50, Rare: 30, Epic: 15, Legendary: 5 };
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const RARITY_SCORE = { Common: 10, Rare: 25, Epic: 60, Legendary: 150 };
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const COLORS = ['Red', 'Blue', 'Yellow'];
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export function createHunt(THREE, scene, opts = {}) {
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const roster = opts.roster || [];
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const maxActive = opts.maxActive ?? 4;
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const spawnArcDeg = opts.spawnArcDeg ?? 120; // ±60°
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const onEvent = opts.onEvent || (() => {});
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let luredColor = null; // set by the colour wheel
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let haunt = 0; // 0..100 hauntometer
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let captured = []; // captured ghost ids this session
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const active = new Map(); // id -> { ghost, visual, hp, state, fleeAt }
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let nextId = 1;
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let spawnTimer = 0;
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// --- weighted roster draw, biased by lure + haunt escalation ---
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function pickGhost() {
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// haunt escalation: higher haunt tilts the draw toward rarer ghosts
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const escal = 1 + (haunt / 100) * 1.5; // up to 2.5x rare bias
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const pool = [];
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for (const g of roster) {
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let w = RARITY_BASE_WEIGHT[g.rarity] || 1;
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// rarer ghosts get heavier as haunt climbs
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if (g.rarity !== 'Common') w *= escal;
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// lure: matching colour spawns ~2x more often
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if (luredColor && g.color === luredColor) w *= 2;
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pool.push([g, w]);
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}
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const total = pool.reduce((s, [, w]) => s + w, 0);
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let r = Math.random() * total;
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for (const [g, w] of pool) { r -= w; if (r <= 0) return g; }
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return pool[pool.length - 1][0];
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}
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function placeInArc(obj) {
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const half = (spawnArcDeg * Math.PI / 180) / 2;
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const yaw = (Math.random() * 2 - 1) * half; // forward-facing arc
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const pitch = (Math.random() * 0.5 - 0.15); // slightly varied height
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const dist = 2.2 + Math.random() * 1.8; // 2.2-4m out
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obj.position.set(
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Math.sin(yaw) * dist,
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0.2 + Math.sin(pitch) * 1.2,
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-Math.cos(yaw) * dist
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);
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}
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function spawn() {
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if (active.size >= maxActive) return;
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const g = pickGhost();
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const visual = createGhostVisual(THREE, { color: g.color, fx: opts.fx !== false });
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placeInArc(visual.object3d);
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scene.add(visual.object3d);
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const id = nextId++;
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// hp derived from health pips/stat; charge to capture scales with chargePips
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const hp = (g.healthMax || 300) / 100; // ~2.6-4.5
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active.set(id, {
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ghost: g, visual, hp, maxHp: hp,
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state: 'idle',
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fleeAt: performance.now() + (6000 + Math.random() * 4000), // escapes if ignored
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});
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haunt = Math.min(100, haunt + 4); // presence raises the meter
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onEvent({ type: 'spawn', id, ghost: g, haunt });
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}
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// --- capture attempt: called by the page with a charge level 0..1 ---
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function fireAt(id, charge) {
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const a = active.get(id);
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if (!a) return { hit: false };
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// damage = charge, but the ghost needs enough charge relative to chargePips
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const needed = 0.4 + (a.ghost.chargePips || 2) * 0.12; // 0.5-1.0
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const dmg = charge >= needed ? charge * 1.6 : charge * 0.4;
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a.hp -= dmg;
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if (a.hp <= 0) return capture(id);
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a.state = 'hit';
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onEvent({ type: 'hit', id, ghost: a.ghost, hpFrac: Math.max(0, a.hp / a.maxHp) });
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return { hit: true, captured: false };
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}
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function capture(id) {
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const a = active.get(id);
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if (!a) return { hit: false };
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a.visual.setState('capture');
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const colorBonus = luredColor && a.ghost.color === luredColor ? 1.5 : 1;
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const score = Math.round((RARITY_SCORE[a.ghost.rarity] || 10) * colorBonus);
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captured.push(a.ghost.id);
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haunt = Math.max(0, haunt - 10); // captures calm the haunt
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setTimeout(() => { scene.remove(a.visual.object3d); a.visual.dispose(); }, 500);
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active.delete(id);
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onEvent({ type: 'capture', id, ghost: a.ghost, score, captured: captured.length, haunt });
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return { hit: true, captured: true, score };
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}
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function flee(id) {
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const a = active.get(id);
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if (!a) return;
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a.visual.setState('capture'); // reuse shrink-out
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setTimeout(() => { scene.remove(a.visual.object3d); a.visual.dispose(); }, 400);
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active.delete(id);
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haunt = Math.min(100, haunt + 8); // an escape feeds the haunt
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onEvent({ type: 'flee', id, ghost: a.ghost, haunt });
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}
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function setLure(color) {
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luredColor = COLORS.includes(color) ? color : null;
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onEvent({ type: 'lure', color: luredColor });
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}
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function update(dt, elapsed) {
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// spawn cadence accelerates with haunt
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const interval = Math.max(1.2, 4.5 - (haunt / 100) * 3.0);
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spawnTimer += dt;
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if (spawnTimer >= interval) { spawnTimer = 0; spawn(); }
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const now = performance.now();
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for (const [id, a] of active) {
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a.visual.update(dt, elapsed);
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if (now >= a.fleeAt) flee(id);
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}
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}
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function listActive() {
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return [...active.entries()].map(([id, a]) => ({
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id, ghost: a.ghost, object3d: a.visual.object3d,
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hpFrac: Math.max(0, a.hp / a.maxHp),
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}));
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}
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return {
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update, spawn, fireAt, capture, flee, setLure, listActive,
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get haunt() { return haunt; },
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get captured() { return captured.slice(); },
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get luredColor() { return luredColor; },
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};
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}
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