Feature: organized guest modes
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eef13e301c
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@ -26,6 +26,45 @@ export class PartyGuests extends SceneFeature {
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this.guests = [];
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this.guestPool = []; // Store all created guests to reuse them
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sceneFeatureManager.register(this);
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this.organizedMode = null;
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this.organizedModeTimer = 0;
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this.wasBlackout = false;
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this.lastOrganizedLogTime = 0;
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this.organizedModeMinDuration = 0;
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}
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startOrganizedMode() {
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this.organizedModeTimer = 10 + Math.random() * 10; // 10-20 seconds
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this.organizedModeMinDuration = 5.0;
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const music = state.music;
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this.organizedMode = 'RUNNING'; // Default
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if (music) {
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if (music.beatIntensity > 0.7) {
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// High intensity: Moshpit or Jumping
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this.organizedMode = Math.random() < 0.5 ? 'JUMPING' : 'MOSHPIT';
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} else if (music.loudnessHighs > 0.6) {
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this.organizedMode = 'HANDS_UP';
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}
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}
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// Random variation
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if (Math.random() < 0.4) {
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const modes = ['RUNNING', 'JUMPING', 'HANDS_UP', 'CIRCLE_PIT', 'MOSHPIT'];
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this.organizedMode = modes[Math.floor(Math.random() * modes.length)];
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}
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console.log(`Organized mode started: ${this.organizedMode}`);
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this.guests.forEach(guest => {
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let chance = 0.1;
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// Higher chance if in the middle or front
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if (Math.abs(guest.mesh.position.x) < 5) chance += 0.3;
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if (guest.mesh.position.z < -5) chance += 0.3;
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guest.isInOrganizedMode = Math.random() < chance;
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});
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}
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init() {
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@ -125,7 +164,8 @@ export class PartyGuests extends SceneFeature {
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shouldRaiseArms: false,
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handsUpTimer: 0,
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handsRaisedType: 'BOTH',
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randomOffset: Math.random() * 100
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randomOffset: Math.random() * 100,
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isInOrganizedMode: false
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};
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}
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@ -151,6 +191,46 @@ export class PartyGuests extends SceneFeature {
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if (this.guests.length === 0 || !state.partyStarted) return;
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const time = state.clock.getElapsedTime();
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// --- Organized Mode Logic ---
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const isBlackout = state.blackoutMode;
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if (!isBlackout && this.wasBlackout) {
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// Blackout just ended
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if (Math.random() < 0.2) {
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this.startOrganizedMode();
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}
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}
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this.wasBlackout = isBlackout;
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if (this.organizedMode) {
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this.organizedModeTimer -= deltaTime;
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this.organizedModeMinDuration -= deltaTime;
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if (time - this.lastOrganizedLogTime > 1.0) {
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const count = this.guests.filter(g => g.isInOrganizedMode).length;
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console.log(`Organized Event Active: ${this.organizedMode}. Participants: ${count}`);
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this.lastOrganizedLogTime = time;
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}
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if (this.organizedModeTimer <= 0 || (isBlackout && this.organizedModeMinDuration <= 0)) {
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console.log(`Organized mode ended: ${this.organizedMode}`);
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this.guests.forEach(guest => {
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if (guest.isInOrganizedMode) {
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guest.state = 'MOVING';
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guest.targetPosition.set(
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(Math.random() - 0.5) * movementArea.x,
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0,
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movementArea.centerZ + (Math.random() - 0.5) * movementArea.z
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);
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guest.moveSpeed = moveSpeed * 1.5;
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guest.isInOrganizedMode = false;
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}
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});
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this.organizedMode = null;
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}
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}
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const minDistance = 0.8; // Minimum distance to maintain
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const minDistSq = minDistance * minDistance;
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@ -171,6 +251,35 @@ export class PartyGuests extends SceneFeature {
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this.guests.forEach((guestObj, i) => {
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const { mesh, leftArm, rightArm } = guestObj;
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// Dynamic join/leave logic
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if (this.organizedMode) {
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if (guestObj.isInOrganizedMode) {
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if (Math.random() < 0.001) guestObj.isInOrganizedMode = false;
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} else {
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if (Math.random() < 0.001) guestObj.isInOrganizedMode = true;
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}
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} else {
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guestObj.isInOrganizedMode = false;
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}
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let currentMoveSpeed = moveSpeed;
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if (this.organizedMode === 'RUNNING' && guestObj.isInOrganizedMode) {
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currentMoveSpeed = moveSpeed * 2.0;
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if (guestObj.state === 'WAITING') {
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guestObj.waitTime = 0;
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}
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} else if (this.organizedMode === 'MOSHPIT' && guestObj.isInOrganizedMode) {
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currentMoveSpeed = moveSpeed * 2.0;
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if (guestObj.state === 'WAITING') {
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guestObj.waitTime = 0;
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}
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} else if (this.organizedMode === 'HANDS_UP' && guestObj.isInOrganizedMode) {
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guestObj.handsUpTimer = 0.5;
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guestObj.handsRaisedType = 'BOTH';
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} else if (this.organizedMode && !guestObj.isInOrganizedMode) {
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currentMoveSpeed = moveSpeed * 0.5;
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}
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// --- Collision Avoidance ---
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let separationX = 0;
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let separationZ = 0;
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@ -207,6 +316,56 @@ export class PartyGuests extends SceneFeature {
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mesh.position.x += separationX * separationStrength * deltaTime;
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mesh.position.z += separationZ * separationStrength * deltaTime;
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if (this.organizedMode === 'CIRCLE_PIT' && guestObj.isInOrganizedMode) {
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// --- Circle Pit Logic ---
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const centerZ = movementArea.centerZ;
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const radius = 3.5;
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const speed = 5.0;
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const dx = mesh.position.x;
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const dz = mesh.position.z - centerZ;
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const dist = Math.sqrt(dx*dx + dz*dz);
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if (dist > radius + 1.0) {
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// Run towards circle
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const dirX = -dx / dist;
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const dirZ = -dz / dist;
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mesh.position.x += dirX * speed * deltaTime;
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mesh.position.z += dirZ * speed * deltaTime;
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mesh.rotation.y = Math.atan2(dirX, dirZ);
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} else {
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// Run in circle
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// Tangent vector (counter-clockwise)
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let vx = -dz;
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let vz = dx;
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// Normalize
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if (dist > 0.001) {
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vx /= dist;
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vz /= dist;
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}
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// Move along tangent
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mesh.position.x += vx * speed * deltaTime;
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mesh.position.z += vz * speed * deltaTime;
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// Radius Correction (Pull towards ideal circle)
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const ratio = 1.0 + (radius - dist) * 2.0 * deltaTime;
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mesh.position.x *= ratio; // Assumes center X is 0
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mesh.position.z = centerZ + (mesh.position.z - centerZ) * ratio;
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// Face movement direction
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mesh.rotation.y = Math.atan2(vx, vz);
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}
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// Keep state as MOVING so other logic (like jumping) works, but skip standard pathfinding
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guestObj.state = 'MOVING';
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} else {
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// --- Standard Logic (includes MOSHPIT) ---
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if (guestObj.state === 'WAITING') {
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// Face the stage (approx z = -20)
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const dx = 0 - mesh.position.x;
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@ -226,13 +385,45 @@ export class PartyGuests extends SceneFeature {
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mesh.rotation.z = 0;
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}
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// Moshpit: Don't wait long
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if (this.organizedMode === 'MOSHPIT' && guestObj.isInOrganizedMode) {
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guestObj.waitTime = 0;
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}
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if (time > guestObj.waitStartTime + guestObj.waitTime) {
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// Gravitate towards stage (negative Z)
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const minZ = movementArea.centerZ - movementArea.z / 2;
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const maxZ = movementArea.centerZ + movementArea.z / 2;
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const zRatio = Math.pow(Math.random(), 1.5); // Bias towards 0 (front)
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const newTarget = new THREE.Vector3(
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(Math.random() - 0.5) * movementArea.x,
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0,
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movementArea.centerZ + (Math.random() - 0.5) * movementArea.z
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minZ + zRatio * (maxZ - minZ)
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);
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guestObj.targetPosition = newTarget;
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// Moshpit: Target center area more often
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if (this.organizedMode === 'MOSHPIT' && guestObj.isInOrganizedMode) {
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const range = 5.0;
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guestObj.targetPosition.set(
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(Math.random() - 0.5) * range,
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0,
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movementArea.centerZ + (Math.random() - 0.5) * range
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);
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}
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// Non-participants: Disperse away from center
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if (this.organizedMode && !guestObj.isInOrganizedMode) {
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const side = Math.sign(mesh.position.x) || (Math.random() < 0.5 ? 1 : -1);
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const xOffset = (movementArea.x / 2) * (0.5 + Math.random() * 0.4);
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guestObj.targetPosition.set(
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side * xOffset,
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0,
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movementArea.centerZ + (Math.random() - 0.5) * movementArea.z
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);
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}
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guestObj.state = 'MOVING';
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}
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} else if (guestObj.state === 'MOVING') {
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@ -240,9 +431,20 @@ export class PartyGuests extends SceneFeature {
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const targetPosFlat = new THREE.Vector3(guestObj.targetPosition.x, 0, guestObj.targetPosition.z);
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const distance = currentPosFlat.distanceTo(targetPosFlat);
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// Moshpit: Change direction frequently
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if (this.organizedMode === 'MOSHPIT' && guestObj.isInOrganizedMode && Math.random() < 0.05) {
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const range = 5.0;
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guestObj.targetPosition.set(
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(Math.random() - 0.5) * range,
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0,
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movementArea.centerZ + (Math.random() - 0.5) * range
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);
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}
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if (distance > 0.1) {
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const direction = targetPosFlat.sub(currentPosFlat).normalize();
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mesh.position.add(direction.multiplyScalar(moveSpeed * deltaTime));
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mesh.position.add(direction.multiplyScalar(currentMoveSpeed * deltaTime));
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// If moving away from stage (positive Z), drop hands
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if (direction.z > 0.1) {
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@ -267,6 +469,7 @@ export class PartyGuests extends SceneFeature {
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guestObj.waitTime = waitTimeBase + Math.random() * waitTimeVariance;
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}
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}
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} // End else (Standard Logic)
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// Update hands up timer
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if (guestObj.handsUpTimer > 0) {
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@ -283,7 +486,9 @@ export class PartyGuests extends SceneFeature {
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}
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} else {
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let currentJumpChance = jumpChance * deltaTime; // Base chance over time
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if (state.music && state.music.isLoudEnough && state.music.beatIntensity > 0.8) {
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if (this.organizedMode === 'JUMPING' && guestObj.isInOrganizedMode) {
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currentJumpChance = 5.0 * deltaTime;
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} else if (state.music && state.music.isLoudEnough && state.music.beatIntensity > 0.8) {
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currentJumpChance = 0.1; // High, fixed chance on the beat
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}
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@ -292,7 +497,7 @@ export class PartyGuests extends SceneFeature {
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guestObj.jumpHeight = jumpHeight + Math.random() * jumpVariance;
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guestObj.jumpStartTime = time;
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if (Math.random() < 0.5) {
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if (Math.random() < 0.1) {
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guestObj.handsUpTimer = 2.0 + Math.random() * 3.0; // Keep hands up for 2-5 seconds
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const r = Math.random();
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if (r < 0.33) guestObj.handsRaisedType = 'LEFT';
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