Files
vending-machine-game/src/game/runtime/garage.js
T
HamedandClaude Opus 5.5 611960511e refactor: remove the motorcycle
Phase 2 of turning the game into the company landing page.

- Delete the Apache motorcycle model, its BIKE handling spec, the
  motorcycle row in the factory yard, rider and lean animation, and its
  prompt and dialogue strings.
- The garage now holds cars only; the oriented-box collision, traffic
  lane checks and other vehicles are unchanged.
- Rework the vehicle tests to cover gaps with a car instead of a bike,
  and add a check that no motorcycle code or text remains.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 08:27:52 +03:30

302 lines
11 KiB
JavaScript

import * as THREE from 'three';
import {
ENTER_DISTANCE,
MANAGER_CAR_BRAND,
STAFF_CAR_BRANDS,
VEHICLE_BLACK,
VEHICLE_LABELS,
} from '../../constants/vehicles.js';
import { createSportSedan, measureFootprint } from '../models/carModels.js';
import { createLuxuryCar } from '../models/luxuryCars.js';
import { TRAFFIC_CAR } from '../systems/traffic.js';
import { CAR, createCar } from '../systems/vehicle.js';
import { boxOverlap, circleOutOfBox, vehicleBox } from '../world/vehicleCollision.js';
// Every vehicle the player can drive: the family BMW, the staff cars,
// Mr Mohammadi's Bugatti once he has parked it, and any traffic car the player has taken over.
// `context.vehicle` is the one in use (or last used); `context.car` is its moving state.
// Distance beyond which two vehicles can't touch, to skip the box test.
const CONTACT_RANGE = 8;
// Radius of the walking player against parked vehicles.
const WALKER_RADIUS = 0.45;
// Speed kept after a head-on hit; a glancing scrape keeps nearly all of it.
const HEAD_ON_SPEED_KEPT = 0.4;
// A traffic car the player keeps pushing against pulls away (respawns) after this many seconds.
const TRAFFIC_GIVE_WAY = 0.8;
/**
* Adds a vehicle to the garage and the scene.
* @param {object} context - Game context.
* @param {{brand: string, model: object, slot: object}} vehicle - Vehicle
* fields; `slot` is where it is parked on reset (null for vehicles that are not reset).
* @returns {object} The garage record.
*/
function addVehicle(context, { brand, model, slot, ...extra }) {
const record = {
brand,
model,
slot,
label: VEHICLE_LABELS[brand],
// Car handling, with the collision box measured from the model itself so contact is exact.
spec: { ...CAR, ...model.size },
state: createCar(slot.x, slot.z, slot.heading),
...extra,
};
context.garage.group.add(model.group);
context.garage.vehicles.push(record);
placeModel(record);
return record;
}
/**
* Adds footprint half extents to a freshly built model that doesn't report its own.
* @param {object} model - Model with a group.
* @returns {object} The same model with `size`.
*/
function withSize(model) {
model.size = measureFootprint(model.group);
return model;
}
/**
* Moves a vehicle's model to its state's position and heading.
* @param {object} record - Garage record.
*/
function placeModel({ model, state }) {
model.group.position.set(state.x, 0, state.z);
model.group.rotation.set(0, state.heading, 0);
}
/**
* Makes a garage vehicle the one the player uses.
* @param {object} context - Game context.
* @param {object} record - Garage record.
*/
function setActive(context, record) {
context.vehicle = record;
context.car = record.state;
}
/**
* Creates the garage with the factory fleet parked in the yard.
* @param {object} context - Game context with scene and factory.
*/
export function createGarage(context) {
context.garage = { group: new THREE.Group(), vehicles: [], managerCar: null };
context.scene.add(context.garage.group);
const { car: familySlot, parking } = context.factory;
addVehicle(context, {
brand: 'bmw',
model: withSize(createSportSedan(VEHICLE_BLACK)),
slot: familySlot,
});
STAFF_CAR_BRANDS.forEach((brand, i) =>
addVehicle(context, {
brand,
model: createLuxuryCar(brand),
slot: parking.cars[i],
}),
);
setActive(context, context.garage.vehicles[0]);
}
/**
* Parks the fleet back in its bays, drops taken traffic cars and returns the manager's car to the
* factory so his arrival can play again. Call before factory.reset().
* @param {object} context - Game context.
*/
export function resetGarage(context) {
const { garage } = context;
for (const record of garage.vehicles.filter((v) => !v.slot))
garage.group.remove(record.model.group);
garage.vehicles = garage.vehicles.filter((v) => v.slot);
if (garage.managerCar) context.factory.managerCar.home.add(garage.managerCar.model.group);
garage.managerCar = null;
for (const record of garage.vehicles) {
record.state = createCar(record.slot.x, record.slot.z, record.slot.heading);
placeModel(record);
}
setActive(context, garage.vehicles[0]);
}
/**
* Takes over the manager's car once he has parked it, so it can be driven like the others.
* @param {object} context - Game context.
*/
export function updateGarage(context) {
const manager = context.factory.managerCar;
if (context.garage.managerCar || !manager.parked()) return;
const group = manager.model.group;
group.updateWorldMatrix(true, false);
const at = group.getWorldPosition(new THREE.Vector3());
const nose = group.localToWorld(new THREE.Vector3(1, 0, 0));
// The factory frame is rotated; recover the world heading from where the nose points.
const heading = Math.atan2(-(nose.z - at.z), nose.x - at.x);
const record = addVehicle(context, {
brand: MANAGER_CAR_BRAND,
model: manager.model,
slot: { x: at.x, z: at.z, heading },
});
// Not reset with the fleet: resetGarage hands it back to the factory instead.
record.slot = null;
context.garage.managerCar = record;
}
/**
* Finds the closest vehicle the walking player can get on or in.
* @param {object} context - Game context.
* @returns {{label: string, record?: object, npc?: object} | null} A garage vehicle or a traffic
* car within reach, or null.
*/
export function nearestRide(context) {
const { x, z } = context.player;
let best = null,
bestDistance = ENTER_DISTANCE;
for (const record of context.garage.vehicles) {
const distance = Math.hypot(record.state.x - x, record.state.z - z);
if (distance < bestDistance) [best, bestDistance] = [{ record, label: record.label }, distance];
}
for (const npc of context.traffic.cars) {
if (!npc.model.group.visible) continue;
const distance = Math.hypot(npc.x - x, npc.z - z);
if (distance < bestDistance)
[best, bestDistance] = [{ npc, label: VEHICLE_LABELS.traffic }, distance];
}
return best;
}
/**
* Gets the player into a ride found by nearestRide; a traffic car becomes a garage vehicle.
* @param {object} context - Game context.
* @param {{record?: object, npc?: object}} ride - The ride to take.
* @returns {object} The garage record now in use.
*/
export function takeRide(context, { record, npc }) {
if (npc) {
const slot = { x: npc.x, z: npc.z, heading: npc.model.group.rotation.y };
const model = { ...context.traffic.adopt(npc), size: TRAFFIC_CAR };
record = addVehicle(context, { brand: 'traffic', model, slot });
// Taken traffic cars stay where they are left until the next reset, which removes them.
record.slot = null;
}
setActive(context, record);
return record;
}
/**
* Updates the active vehicle's model: position, wheel spin and front-wheel steering.
* @param {object} context - Game context.
* @param {number} dt - Frame time in seconds.
*/
export function syncActiveVehicle(context, dt) {
const { model, state, spec } = context.vehicle;
placeModel(context.vehicle);
// Wheels list the rear pair first, then the two front (steering) wheels.
for (const [i, wheel] of model.wheels.entries()) {
wheel.rotation.z -= (state.speed * dt) / spec.wheelRadius;
if (i >= 2) wheel.rotation.y = -state.steer;
}
}
/**
* Footprint box of a garage vehicle.
* @param {object} record - Garage record.
* @returns {object} Box from vehicleBox.
*/
const recordBox = (record) => vehicleBox(record.state, record.spec);
/**
* Footprint box of a traffic car.
* @param {object} npc - Traffic car.
* @returns {object} Box from vehicleBox.
*/
const trafficBox = (npc) =>
vehicleBox({ x: npc.x, z: npc.z, heading: npc.model.group.rotation.y }, TRAFFIC_CAR);
/**
* Pushes the driven vehicle out of another body and slows it by how head-on the hit was.
* @param {object} context - Game context.
* @param {object} box - The other body's box.
* @returns {boolean} Whether the bodies touched.
*/
function bump(context, box) {
const { state, spec } = context.vehicle;
const push = boxOverlap(vehicleBox(state, spec), box);
if (!push) return false;
state.x += push.x;
state.z += push.z;
// 1 when the push points straight against the direction of travel, 0 for a side scrape.
const forwardX = Math.cos(state.heading) * Math.sign(state.speed),
forwardZ = -Math.sin(state.heading) * Math.sign(state.speed);
const headOn = Math.max(0, -(push.x * forwardX + push.z * forwardZ) / push.depth);
if (headOn > 0.5 && Math.abs(state.speed) > 4) context.tone(110, 0.25, 0.08, 'square');
state.speed *= 1 - (1 - HEAD_ON_SPEED_KEPT) * headOn;
context.debugHits.push({ kind: 'vehicle', x: Math.round(state.x), z: Math.round(state.z) });
return true;
}
/**
* Whether a point is close enough to the driven vehicle to bother with a box test.
* @param {object} state - Driven vehicle state.
* @param {{x: number, z: number}} other - Other body's centre.
* @returns {boolean} True when within CONTACT_RANGE.
*/
const inRange = (state, other) => Math.hypot(other.x - state.x, other.z - state.z) < CONTACT_RANGE;
/**
* Resolves the driven vehicle against parked garage vehicles and traffic. Bodies only meet when
* their outlines overlap, so the player keeps full speed through any gap they fit.
* @param {object} context - Game context.
* @param {number} dt - Step length in seconds.
*/
export function collideDriving(context, dt) {
const active = context.vehicle;
for (const record of context.garage.vehicles) {
if (record !== active && inRange(active.state, record.state)) bump(context, recordBox(record));
}
for (const npc of context.traffic.cars) {
if (!npc.model.group.visible || !inRange(active.state, npc)) continue;
if (!bump(context, trafficBox(npc))) {
npc.contact = 0;
continue;
}
// Staying pressed against a traffic car makes it pull away, so the player never gets stuck.
npc.contact = (npc.contact ?? 0) + dt;
if (npc.contact > TRAFFIC_GIVE_WAY) context.traffic.remove(npc);
}
}
/**
* Keeps the walking player out of parked vehicles.
* @param {object} context - Game context.
* @param {{x: number, z: number}} point - Proposed player position.
* @returns {{x: number, z: number}} The position outside every vehicle.
*/
export function walkAroundVehicles(context, point) {
let at = point;
for (const record of context.garage.vehicles) {
if (!inRange(at, record.state)) continue;
at = circleOutOfBox(recordBox(record), at, WALKER_RADIUS) ?? at;
}
return at;
}
/**
* Everything traffic should not drive into: the player and every garage vehicle, with widths so
* traffic only stops for what really blocks its lane.
* @param {object} context - Game context.
* @returns {{x: number, z: number, halfWidth: number}[]} Obstacles.
*/
export function trafficObstacles(context) {
const walker = { x: context.player.x, z: context.player.z, halfWidth: WALKER_RADIUS };
return [
...(context.mode === 'walk' ? [walker] : []),
...context.garage.vehicles.map(({ state, spec }) => ({
x: state.x,
z: state.z,
halfWidth: spec.halfWidth,
})),
];
}