Feature: organized guest modes

This commit is contained in:
Dejvino 2026-01-06 21:19:27 +00:00
parent eef13e301c
commit c56e07b083

View File

@ -26,6 +26,45 @@ export class PartyGuests extends SceneFeature {
this.guests = []; this.guests = [];
this.guestPool = []; // Store all created guests to reuse them this.guestPool = []; // Store all created guests to reuse them
sceneFeatureManager.register(this); sceneFeatureManager.register(this);
this.organizedMode = null;
this.organizedModeTimer = 0;
this.wasBlackout = false;
this.lastOrganizedLogTime = 0;
this.organizedModeMinDuration = 0;
}
startOrganizedMode() {
this.organizedModeTimer = 10 + Math.random() * 10; // 10-20 seconds
this.organizedModeMinDuration = 5.0;
const music = state.music;
this.organizedMode = 'RUNNING'; // Default
if (music) {
if (music.beatIntensity > 0.7) {
// High intensity: Moshpit or Jumping
this.organizedMode = Math.random() < 0.5 ? 'JUMPING' : 'MOSHPIT';
} else if (music.loudnessHighs > 0.6) {
this.organizedMode = 'HANDS_UP';
}
}
// Random variation
if (Math.random() < 0.4) {
const modes = ['RUNNING', 'JUMPING', 'HANDS_UP', 'CIRCLE_PIT', 'MOSHPIT'];
this.organizedMode = modes[Math.floor(Math.random() * modes.length)];
}
console.log(`Organized mode started: ${this.organizedMode}`);
this.guests.forEach(guest => {
let chance = 0.1;
// Higher chance if in the middle or front
if (Math.abs(guest.mesh.position.x) < 5) chance += 0.3;
if (guest.mesh.position.z < -5) chance += 0.3;
guest.isInOrganizedMode = Math.random() < chance;
});
} }
init() { init() {
@ -125,7 +164,8 @@ export class PartyGuests extends SceneFeature {
shouldRaiseArms: false, shouldRaiseArms: false,
handsUpTimer: 0, handsUpTimer: 0,
handsRaisedType: 'BOTH', handsRaisedType: 'BOTH',
randomOffset: Math.random() * 100 randomOffset: Math.random() * 100,
isInOrganizedMode: false
}; };
} }
@ -151,6 +191,46 @@ export class PartyGuests extends SceneFeature {
if (this.guests.length === 0 || !state.partyStarted) return; if (this.guests.length === 0 || !state.partyStarted) return;
const time = state.clock.getElapsedTime(); const time = state.clock.getElapsedTime();
// --- Organized Mode Logic ---
const isBlackout = state.blackoutMode;
if (!isBlackout && this.wasBlackout) {
// Blackout just ended
if (Math.random() < 0.2) {
this.startOrganizedMode();
}
}
this.wasBlackout = isBlackout;
if (this.organizedMode) {
this.organizedModeTimer -= deltaTime;
this.organizedModeMinDuration -= deltaTime;
if (time - this.lastOrganizedLogTime > 1.0) {
const count = this.guests.filter(g => g.isInOrganizedMode).length;
console.log(`Organized Event Active: ${this.organizedMode}. Participants: ${count}`);
this.lastOrganizedLogTime = time;
}
if (this.organizedModeTimer <= 0 || (isBlackout && this.organizedModeMinDuration <= 0)) {
console.log(`Organized mode ended: ${this.organizedMode}`);
this.guests.forEach(guest => {
if (guest.isInOrganizedMode) {
guest.state = 'MOVING';
guest.targetPosition.set(
(Math.random() - 0.5) * movementArea.x,
0,
movementArea.centerZ + (Math.random() - 0.5) * movementArea.z
);
guest.moveSpeed = moveSpeed * 1.5;
guest.isInOrganizedMode = false;
}
});
this.organizedMode = null;
}
}
const minDistance = 0.8; // Minimum distance to maintain const minDistance = 0.8; // Minimum distance to maintain
const minDistSq = minDistance * minDistance; const minDistSq = minDistance * minDistance;
@ -171,6 +251,35 @@ export class PartyGuests extends SceneFeature {
this.guests.forEach((guestObj, i) => { this.guests.forEach((guestObj, i) => {
const { mesh, leftArm, rightArm } = guestObj; const { mesh, leftArm, rightArm } = guestObj;
// Dynamic join/leave logic
if (this.organizedMode) {
if (guestObj.isInOrganizedMode) {
if (Math.random() < 0.001) guestObj.isInOrganizedMode = false;
} else {
if (Math.random() < 0.001) guestObj.isInOrganizedMode = true;
}
} else {
guestObj.isInOrganizedMode = false;
}
let currentMoveSpeed = moveSpeed;
if (this.organizedMode === 'RUNNING' && guestObj.isInOrganizedMode) {
currentMoveSpeed = moveSpeed * 2.0;
if (guestObj.state === 'WAITING') {
guestObj.waitTime = 0;
}
} else if (this.organizedMode === 'MOSHPIT' && guestObj.isInOrganizedMode) {
currentMoveSpeed = moveSpeed * 2.0;
if (guestObj.state === 'WAITING') {
guestObj.waitTime = 0;
}
} else if (this.organizedMode === 'HANDS_UP' && guestObj.isInOrganizedMode) {
guestObj.handsUpTimer = 0.5;
guestObj.handsRaisedType = 'BOTH';
} else if (this.organizedMode && !guestObj.isInOrganizedMode) {
currentMoveSpeed = moveSpeed * 0.5;
}
// --- Collision Avoidance --- // --- Collision Avoidance ---
let separationX = 0; let separationX = 0;
let separationZ = 0; let separationZ = 0;
@ -207,6 +316,56 @@ export class PartyGuests extends SceneFeature {
mesh.position.x += separationX * separationStrength * deltaTime; mesh.position.x += separationX * separationStrength * deltaTime;
mesh.position.z += separationZ * separationStrength * deltaTime; mesh.position.z += separationZ * separationStrength * deltaTime;
if (this.organizedMode === 'CIRCLE_PIT' && guestObj.isInOrganizedMode) {
// --- Circle Pit Logic ---
const centerZ = movementArea.centerZ;
const radius = 3.5;
const speed = 5.0;
const dx = mesh.position.x;
const dz = mesh.position.z - centerZ;
const dist = Math.sqrt(dx*dx + dz*dz);
if (dist > radius + 1.0) {
// Run towards circle
const dirX = -dx / dist;
const dirZ = -dz / dist;
mesh.position.x += dirX * speed * deltaTime;
mesh.position.z += dirZ * speed * deltaTime;
mesh.rotation.y = Math.atan2(dirX, dirZ);
} else {
// Run in circle
// Tangent vector (counter-clockwise)
let vx = -dz;
let vz = dx;
// Normalize
if (dist > 0.001) {
vx /= dist;
vz /= dist;
}
// Move along tangent
mesh.position.x += vx * speed * deltaTime;
mesh.position.z += vz * speed * deltaTime;
// Radius Correction (Pull towards ideal circle)
const ratio = 1.0 + (radius - dist) * 2.0 * deltaTime;
mesh.position.x *= ratio; // Assumes center X is 0
mesh.position.z = centerZ + (mesh.position.z - centerZ) * ratio;
// Face movement direction
mesh.rotation.y = Math.atan2(vx, vz);
}
// Keep state as MOVING so other logic (like jumping) works, but skip standard pathfinding
guestObj.state = 'MOVING';
} else {
// --- Standard Logic (includes MOSHPIT) ---
if (guestObj.state === 'WAITING') { if (guestObj.state === 'WAITING') {
// Face the stage (approx z = -20) // Face the stage (approx z = -20)
const dx = 0 - mesh.position.x; const dx = 0 - mesh.position.x;
@ -226,13 +385,45 @@ export class PartyGuests extends SceneFeature {
mesh.rotation.z = 0; mesh.rotation.z = 0;
} }
// Moshpit: Don't wait long
if (this.organizedMode === 'MOSHPIT' && guestObj.isInOrganizedMode) {
guestObj.waitTime = 0;
}
if (time > guestObj.waitStartTime + guestObj.waitTime) { if (time > guestObj.waitStartTime + guestObj.waitTime) {
// Gravitate towards stage (negative Z)
const minZ = movementArea.centerZ - movementArea.z / 2;
const maxZ = movementArea.centerZ + movementArea.z / 2;
const zRatio = Math.pow(Math.random(), 1.5); // Bias towards 0 (front)
const newTarget = new THREE.Vector3( const newTarget = new THREE.Vector3(
(Math.random() - 0.5) * movementArea.x, (Math.random() - 0.5) * movementArea.x,
0, 0,
movementArea.centerZ + (Math.random() - 0.5) * movementArea.z minZ + zRatio * (maxZ - minZ)
); );
guestObj.targetPosition = newTarget; guestObj.targetPosition = newTarget;
// Moshpit: Target center area more often
if (this.organizedMode === 'MOSHPIT' && guestObj.isInOrganizedMode) {
const range = 5.0;
guestObj.targetPosition.set(
(Math.random() - 0.5) * range,
0,
movementArea.centerZ + (Math.random() - 0.5) * range
);
}
// Non-participants: Disperse away from center
if (this.organizedMode && !guestObj.isInOrganizedMode) {
const side = Math.sign(mesh.position.x) || (Math.random() < 0.5 ? 1 : -1);
const xOffset = (movementArea.x / 2) * (0.5 + Math.random() * 0.4);
guestObj.targetPosition.set(
side * xOffset,
0,
movementArea.centerZ + (Math.random() - 0.5) * movementArea.z
);
}
guestObj.state = 'MOVING'; guestObj.state = 'MOVING';
} }
} else if (guestObj.state === 'MOVING') { } else if (guestObj.state === 'MOVING') {
@ -240,9 +431,20 @@ export class PartyGuests extends SceneFeature {
const targetPosFlat = new THREE.Vector3(guestObj.targetPosition.x, 0, guestObj.targetPosition.z); const targetPosFlat = new THREE.Vector3(guestObj.targetPosition.x, 0, guestObj.targetPosition.z);
const distance = currentPosFlat.distanceTo(targetPosFlat); const distance = currentPosFlat.distanceTo(targetPosFlat);
// Moshpit: Change direction frequently
if (this.organizedMode === 'MOSHPIT' && guestObj.isInOrganizedMode && Math.random() < 0.05) {
const range = 5.0;
guestObj.targetPosition.set(
(Math.random() - 0.5) * range,
0,
movementArea.centerZ + (Math.random() - 0.5) * range
);
}
if (distance > 0.1) { if (distance > 0.1) {
const direction = targetPosFlat.sub(currentPosFlat).normalize(); const direction = targetPosFlat.sub(currentPosFlat).normalize();
mesh.position.add(direction.multiplyScalar(moveSpeed * deltaTime)); mesh.position.add(direction.multiplyScalar(currentMoveSpeed * deltaTime));
// If moving away from stage (positive Z), drop hands // If moving away from stage (positive Z), drop hands
if (direction.z > 0.1) { if (direction.z > 0.1) {
@ -267,6 +469,7 @@ export class PartyGuests extends SceneFeature {
guestObj.waitTime = waitTimeBase + Math.random() * waitTimeVariance; guestObj.waitTime = waitTimeBase + Math.random() * waitTimeVariance;
} }
} }
} // End else (Standard Logic)
// Update hands up timer // Update hands up timer
if (guestObj.handsUpTimer > 0) { if (guestObj.handsUpTimer > 0) {
@ -283,7 +486,9 @@ export class PartyGuests extends SceneFeature {
} }
} else { } else {
let currentJumpChance = jumpChance * deltaTime; // Base chance over time let currentJumpChance = jumpChance * deltaTime; // Base chance over time
if (state.music && state.music.isLoudEnough && state.music.beatIntensity > 0.8) { if (this.organizedMode === 'JUMPING' && guestObj.isInOrganizedMode) {
currentJumpChance = 5.0 * deltaTime;
} else if (state.music && state.music.isLoudEnough && state.music.beatIntensity > 0.8) {
currentJumpChance = 0.1; // High, fixed chance on the beat currentJumpChance = 0.1; // High, fixed chance on the beat
} }
@ -292,7 +497,7 @@ export class PartyGuests extends SceneFeature {
guestObj.jumpHeight = jumpHeight + Math.random() * jumpVariance; guestObj.jumpHeight = jumpHeight + Math.random() * jumpVariance;
guestObj.jumpStartTime = time; guestObj.jumpStartTime = time;
if (Math.random() < 0.5) { if (Math.random() < 0.1) {
guestObj.handsUpTimer = 2.0 + Math.random() * 3.0; // Keep hands up for 2-5 seconds guestObj.handsUpTimer = 2.0 + Math.random() * 3.0; // Keep hands up for 2-5 seconds
const r = Math.random(); const r = Math.random();
if (r < 0.33) guestObj.handsRaisedType = 'LEFT'; if (r < 0.33) guestObj.handsRaisedType = 'LEFT';