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Author SHA1 Message Date
Alexander Whitestone
2aac7df086 feat: implement holographic memory bridge for Mnemosyne visuals
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2026-04-09 02:25:31 -04:00
Alexander Whitestone
cec0781d95 feat: restore frontend shell and implement Project Mnemosyne visual memory bridge
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2026-04-08 21:24:32 -04:00
26 changed files with 6914 additions and 0 deletions

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frontend/index.html Normal file
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0, viewport-fit=cover" />
<meta name="theme-color" content="#000000" />
<meta name="description" content="3D visualization of the Timmy agent network" />
<meta name="apple-mobile-web-app-capable" content="yes" />
<meta name="apple-mobile-web-app-status-bar-style" content="black" />
<meta name="apple-mobile-web-app-title" content="Tower World" />
<link rel="manifest" href="/manifest.json" />
<link rel="icon" type="image/svg+xml" href="/favicon.svg" />
<link rel="apple-touch-icon" href="/icons/icon-192.svg" />
<title>Timmy Tower World</title>
<style>
* { margin: 0; padding: 0; box-sizing: border-box; }
body { background: #000; overflow: hidden; font-family: 'Courier New', monospace; }
canvas { display: block; }
/* Loading screen — hidden by main.js after init */
#loading-screen {
position: fixed; inset: 0; z-index: 100;
display: flex; align-items: center; justify-content: center;
background: #000;
color: #00ff41; font-size: 14px; letter-spacing: 4px;
text-shadow: 0 0 12px #00ff41;
font-family: 'Courier New', monospace;
}
#loading-screen.hidden { display: none; }
@keyframes blink { 0%, 100% { opacity: 1; } 50% { opacity: 0.3; } }
#loading-screen span { animation: blink 1.2s ease-in-out infinite; }
#ui-overlay {
position: fixed; top: 0; left: 0; width: 100%; height: 100%;
pointer-events: none; z-index: 10;
}
#hud {
position: fixed; top: 16px; left: 16px;
color: #00ff41; font-size: clamp(10px, 1.5vw, 14px); line-height: 1.6;
text-shadow: 0 0 8px #00ff41;
pointer-events: none;
}
#hud h1 { font-size: clamp(12px, 2vw, 18px); letter-spacing: clamp(2px, 0.4vw, 4px); margin-bottom: 8px; color: #00ff88; }
#status-panel {
position: fixed; top: 16px; right: 16px;
color: #00ff41; font-size: clamp(9px, 1.2vw, 12px); line-height: 1.8;
text-shadow: 0 0 6px #00ff41; max-width: 240px;
}
#status-panel .label { color: #007722; }
#chat-panel {
position: fixed; bottom: 52px; left: 16px; right: 16px;
max-height: 150px; overflow-y: auto;
color: #00ff41; font-size: clamp(9px, 1.2vw, 12px); line-height: 1.6;
text-shadow: 0 0 4px #00ff41;
pointer-events: none;
}
.chat-entry { opacity: 0.8; }
.chat-entry .agent-name { color: #00ff88; font-weight: bold; }
.chat-entry.visitor { opacity: 1; }
.chat-entry.visitor .agent-name { color: #888; }
/* ── Chat input (#40) ── */
#chat-input-bar {
position: fixed; bottom: 0; left: 0; right: 0;
display: flex; align-items: center; gap: 8px;
padding: 8px 16px;
padding-bottom: calc(8px + env(safe-area-inset-bottom, 0px));
background: rgba(0, 0, 0, 0.85);
border-top: 1px solid #003300;
z-index: 20;
pointer-events: auto;
}
#chat-input {
flex: 1;
background: rgba(0, 20, 0, 0.6);
border: 1px solid #003300;
color: #00ff41;
font-family: 'Courier New', monospace;
font-size: clamp(12px, 1.5vw, 14px);
padding: 8px 12px;
border-radius: 2px;
outline: none;
caret-color: #00ff41;
}
#chat-input::placeholder { color: #004400; }
#chat-input:focus { border-color: #00ff41; box-shadow: 0 0 8px rgba(0, 255, 65, 0.2); }
#chat-send {
background: transparent;
border: 1px solid #003300;
color: #00ff41;
font-family: 'Courier New', monospace;
font-size: 14px;
padding: 8px 16px;
cursor: pointer;
border-radius: 2px;
pointer-events: auto;
text-shadow: 0 0 6px #00ff41;
transition: all 0.15s;
}
#chat-send:hover, #chat-send:active { background: rgba(0, 255, 65, 0.1); border-color: #00ff41; }
/* ── Bark display (#42) ── */
#bark-container {
position: fixed;
top: 20%; left: 50%;
transform: translateX(-50%);
max-width: 600px; width: 90%;
z-index: 15;
pointer-events: none;
display: flex; flex-direction: column; align-items: center; gap: 8px;
}
.bark {
background: rgba(0, 10, 0, 0.85);
border: 1px solid #003300;
border-left: 3px solid #00ff41;
padding: 12px 20px;
color: #00ff41;
font-family: 'Courier New', monospace;
font-size: clamp(13px, 1.8vw, 16px);
line-height: 1.5;
text-shadow: 0 0 8px #00ff41;
opacity: 0;
animation: barkIn 0.4s ease-out forwards;
max-width: 100%;
}
.bark .bark-agent {
font-size: clamp(9px, 1vw, 11px);
color: #007722;
margin-bottom: 4px;
letter-spacing: 2px;
}
.bark.fade-out {
animation: barkOut 0.6s ease-in forwards;
}
@keyframes barkIn {
from { opacity: 0; transform: translateY(-8px); }
to { opacity: 1; transform: translateY(0); }
}
@keyframes barkOut {
from { opacity: 1; transform: translateY(0); }
to { opacity: 0; transform: translateY(-8px); }
}
#connection-status {
position: fixed; bottom: 52px; right: 16px;
font-size: clamp(9px, 1.2vw, 12px); color: #555;
}
#connection-status.connected { color: #00ff41; text-shadow: 0 0 6px #00ff41; }
/* ── Presence HUD (#53) ── */
#presence-hud {
position: fixed; bottom: 180px; right: 16px;
background: rgba(0, 5, 0, 0.75);
border: 1px solid #002200;
border-radius: 2px;
padding: 8px 12px;
font-family: 'Courier New', monospace;
font-size: clamp(9px, 1.1vw, 11px);
color: #00ff41;
text-shadow: 0 0 4px rgba(0, 255, 65, 0.3);
min-width: 180px;
z-index: 12;
pointer-events: none;
}
.presence-header {
display: flex; justify-content: space-between; align-items: center;
margin-bottom: 6px; padding-bottom: 4px;
border-bottom: 1px solid #002200;
font-size: clamp(8px, 1vw, 10px);
letter-spacing: 2px; color: #007722;
}
.presence-count { color: #00ff41; letter-spacing: 0; }
.presence-mode { letter-spacing: 1px; }
.presence-row {
display: flex; align-items: center; gap: 6px;
padding: 2px 0;
}
.presence-dot {
width: 6px; height: 6px;
border-radius: 50%;
flex-shrink: 0;
}
.presence-dot.online {
background: var(--agent-color, #00ff41);
box-shadow: 0 0 6px var(--agent-color, #00ff41);
animation: presencePulse 2s ease-in-out infinite;
}
.presence-dot.offline {
background: #333;
box-shadow: none;
}
@keyframes presencePulse {
0%, 100% { opacity: 1; }
50% { opacity: 0.4; }
}
.presence-name { flex: 1; min-width: 0; overflow: hidden; text-overflow: ellipsis; }
.presence-state { font-size: clamp(7px, 0.9vw, 9px); min-width: 40px; text-align: center; }
.presence-uptime { color: #005500; min-width: 48px; text-align: right; font-variant-numeric: tabular-nums; }
/* ── Transcript controls (#54) ── */
#transcript-controls {
position: fixed; top: 16px; right: 260px;
display: flex; align-items: center; gap: 6px;
font-family: 'Courier New', monospace;
font-size: clamp(8px, 1vw, 10px);
z-index: 15;
pointer-events: auto;
}
.transcript-label { color: #005500; letter-spacing: 2px; }
.transcript-badge {
color: #00ff41; background: rgba(0, 20, 0, 0.6);
border: 1px solid #003300; border-radius: 2px;
padding: 1px 5px; font-variant-numeric: tabular-nums;
min-width: 28px; text-align: center;
}
.transcript-btn {
background: transparent; border: 1px solid #003300;
color: #00aa44; font-family: 'Courier New', monospace;
font-size: clamp(7px, 0.9vw, 9px); padding: 2px 6px;
cursor: pointer; border-radius: 2px;
transition: all 0.15s;
}
.transcript-btn:hover { color: #00ff41; border-color: #00ff41; background: rgba(0, 255, 65, 0.08); }
.transcript-btn-clear { color: #553300; border-color: #332200; }
.transcript-btn-clear:hover { color: #ff6600; border-color: #ff6600; background: rgba(255, 102, 0, 0.08); }
@media (max-width: 500px) {
#presence-hud { bottom: 180px; right: 8px; left: auto; min-width: 150px; padding: 6px 8px; }
#transcript-controls { top: auto; bottom: 180px; right: auto; left: 8px; }
}
/* Safe area padding for notched devices */
@supports (padding: env(safe-area-inset-top)) {
#hud { top: calc(16px + env(safe-area-inset-top)); left: calc(16px + env(safe-area-inset-left)); }
#status-panel { top: calc(16px + env(safe-area-inset-top)); right: calc(16px + env(safe-area-inset-right)); }
#chat-panel { bottom: calc(52px + env(safe-area-inset-bottom)); left: calc(16px + env(safe-area-inset-left)); right: calc(16px + env(safe-area-inset-right)); }
#connection-status { bottom: calc(52px + env(safe-area-inset-bottom)); right: calc(16px + env(safe-area-inset-right)); }
#presence-hud { bottom: calc(180px + env(safe-area-inset-bottom)); right: calc(16px + env(safe-area-inset-right)); }
}
/* Stack status panel below HUD on narrow viewports (must come AFTER @supports) */
@media (max-width: 500px) {
#status-panel { top: 100px !important; left: 16px; right: auto; }
}
/* ── Agent info popup (#44) ── */
#agent-popup {
position: fixed;
z-index: 25;
background: rgba(0, 8, 0, 0.92);
border: 1px solid #003300;
border-radius: 2px;
padding: 0;
min-width: 180px;
max-width: 240px;
font-family: 'Courier New', monospace;
font-size: clamp(10px, 1.3vw, 13px);
color: #00ff41;
text-shadow: 0 0 6px rgba(0, 255, 65, 0.3);
pointer-events: auto;
backdrop-filter: blur(4px);
box-shadow: 0 0 20px rgba(0, 255, 65, 0.1);
}
.agent-popup-header {
display: flex; justify-content: space-between; align-items: center;
padding: 8px 12px 6px;
border-bottom: 1px solid #002200;
}
.agent-popup-name {
font-weight: bold;
letter-spacing: 2px;
font-size: clamp(11px, 1.5vw, 14px);
}
.agent-popup-close {
cursor: pointer;
color: #555;
font-size: 16px;
padding: 0 2px;
line-height: 1;
}
.agent-popup-close:hover { color: #00ff41; }
.agent-popup-role {
padding: 4px 12px;
color: #007722;
font-size: clamp(9px, 1.1vw, 11px);
letter-spacing: 1px;
}
.agent-popup-state {
padding: 2px 12px 8px;
font-size: clamp(9px, 1.1vw, 11px);
}
.agent-popup-talk {
display: block; width: 100%;
background: transparent;
border: none;
border-top: 1px solid #002200;
color: #00ff41;
font-family: 'Courier New', monospace;
font-size: clamp(10px, 1.2vw, 12px);
padding: 8px 12px;
cursor: pointer;
text-align: left;
letter-spacing: 2px;
transition: background 0.15s;
}
.agent-popup-talk:hover { background: rgba(0, 255, 65, 0.08); }
/* ── Streaming cursor (#16) ── */
.chat-entry.streaming .stream-cursor {
color: #00ff41;
animation: cursorBlink 0.7s step-end infinite;
font-size: 0.85em;
}
@keyframes cursorBlink {
0%, 100% { opacity: 1; }
50% { opacity: 0; }
}
.chat-entry.streaming .stream-text {
color: #00ff41;
}
.chat-ts { color: #004400; font-size: 0.9em; }
/* ── Economy / Treasury panel (#17) ── */
#economy-panel {
position: fixed; bottom: 180px; left: 16px;
background: rgba(0, 5, 0, 0.75);
border: 1px solid #002200;
border-radius: 2px;
padding: 8px 12px;
font-family: 'Courier New', monospace;
font-size: clamp(9px, 1.1vw, 11px);
color: #00ff41;
text-shadow: 0 0 4px rgba(0, 255, 65, 0.3);
min-width: 170px;
max-width: 220px;
z-index: 12;
pointer-events: none;
}
.econ-header {
display: flex; justify-content: space-between; align-items: center;
margin-bottom: 6px; padding-bottom: 4px;
border-bottom: 1px solid #002200;
font-size: clamp(8px, 1vw, 10px);
letter-spacing: 2px; color: #007722;
}
.econ-total { color: #ffcc00; letter-spacing: 0; font-variant-numeric: tabular-nums; }
.econ-waiting { color: #004400; font-style: italic; font-size: clamp(8px, 0.9vw, 10px); }
.econ-agents { margin-bottom: 6px; }
.econ-agent-row {
display: flex; align-items: center; gap: 5px;
padding: 1px 0;
}
.econ-dot {
width: 5px; height: 5px; border-radius: 50%; flex-shrink: 0;
}
.econ-agent-name { flex: 1; min-width: 0; overflow: hidden; text-overflow: ellipsis; color: #00aa44; }
.econ-agent-bal { color: #ffcc00; font-variant-numeric: tabular-nums; min-width: 50px; text-align: right; }
.econ-agent-spent { color: #664400; font-variant-numeric: tabular-nums; min-width: 50px; text-align: right; }
.econ-txns { border-top: 1px solid #002200; padding-top: 4px; }
.econ-txns-label { color: #004400; letter-spacing: 2px; font-size: clamp(7px, 0.8vw, 9px); margin-bottom: 2px; }
.econ-tx { color: #007722; padding: 1px 0; }
.econ-tx-amt { color: #ffcc00; }
@media (max-width: 500px) {
#economy-panel { bottom: 180px; left: 8px; min-width: 150px; padding: 6px 8px; }
}
@supports (padding: env(safe-area-inset-bottom)) {
#economy-panel { bottom: calc(180px + env(safe-area-inset-bottom)); left: calc(16px + env(safe-area-inset-left)); }
}
/* ── Help overlay ── */
#help-hint {
position: fixed; top: 12px; right: 12px;
font-family: 'Courier New', monospace; font-size: 0.65rem;
color: #005500; background: rgba(0, 10, 0, 0.6);
border: 1px solid #003300; padding: 2px 8px;
cursor: pointer; z-index: 30; letter-spacing: 0.05em;
transition: color 0.3s, border-color 0.3s;
pointer-events: auto;
}
#help-hint:hover { color: #00ff41; border-color: #00ff41; }
#help-overlay {
position: fixed; inset: 0; z-index: 100;
background: rgba(0, 0, 0, 0.88);
align-items: center; justify-content: center;
font-family: 'Courier New', monospace; color: #00ff41;
backdrop-filter: blur(4px);
pointer-events: auto;
}
.help-content {
position: relative; max-width: 420px; width: 90%;
padding: 24px 28px; border: 1px solid #003300;
background: rgba(0, 10, 0, 0.7);
}
.help-title {
font-size: 1rem; letter-spacing: 0.15em; margin-bottom: 20px;
color: #00ff41; text-shadow: 0 0 8px rgba(0, 255, 65, 0.3);
}
.help-close {
position: absolute; top: 12px; right: 16px;
font-size: 1.2rem; cursor: pointer; color: #005500;
transition: color 0.2s;
}
.help-close:hover { color: #00ff41; }
.help-section { margin-bottom: 16px; }
.help-heading {
font-size: 0.65rem; color: #007700; letter-spacing: 0.1em;
margin-bottom: 6px; border-bottom: 1px solid #002200; padding-bottom: 3px;
}
.help-row {
display: flex; align-items: center; gap: 8px;
padding: 3px 0; font-size: 0.72rem;
}
.help-row span:last-child { margin-left: auto; color: #009900; text-align: right; }
.help-row kbd {
display: inline-block; font-family: 'Courier New', monospace;
font-size: 0.65rem; background: rgba(0, 30, 0, 0.6);
border: 1px solid #004400; border-radius: 3px;
padding: 1px 5px; min-width: 18px; text-align: center; color: #00cc33;
}
</style>
</head>
<body>
<div id="loading-screen"><span>INITIALIZING...</span></div>
<!-- WebGL context loss overlay (iPad PWA, GPU resets) -->
<div id="webgl-recovery-overlay" style="display:none;position:fixed;inset:0;z-index:9999;background:rgba(0,0,0,.9);color:#00ff41;font-family:monospace;align-items:center;justify-content:center;flex-direction:column">
<p style="font-size:1.4rem">RECOVERING WebGL CONTEXT…</p>
<p style="font-size:.85rem;opacity:.6">GPU was reset. Rebuilding world.</p>
</div>
<div id="ui-overlay">
<div id="hud">
<h1>TIMMY TOWER WORLD</h1>
<div id="agent-count">AGENTS: 0</div>
<div id="active-jobs">JOBS: 0</div>
<div id="fps">FPS: --</div>
</div>
<div id="status-panel">
<div id="agent-list"></div>
</div>
<div id="chat-panel"></div>
<button id="chat-clear-btn" title="Clear chat history" style="position:fixed;bottom:60px;right:16px;background:transparent;border:1px solid #003300;color:#00aa00;font-family:monospace;font-size:.7rem;padding:2px 6px;cursor:pointer;z-index:20;opacity:.6">✕ CLEAR</button>
<div id="bark-container"></div>
<div id="transcript-controls"></div>
<div id="economy-panel"></div>
<div id="presence-hud"></div>
<div id="connection-status">OFFLINE</div>
<div id="help-hint">? HELP</div>
<div id="help-overlay" style="display:none">
<div class="help-content">
<div class="help-title">CONTROLS</div>
<div class="help-close">&times;</div>
<div class="help-section">
<div class="help-heading">MOVEMENT</div>
<div class="help-row"><kbd>W</kbd><kbd>A</kbd><kbd>S</kbd><kbd>D</kbd><span>Move avatar</span></div>
<div class="help-row"><kbd>&uarr;</kbd><kbd>&darr;</kbd><kbd>&larr;</kbd><kbd>&rarr;</kbd><span>Move avatar</span></div>
<div class="help-row"><kbd>Right-click + drag</kbd><span>Look around</span></div>
</div>
<div class="help-section">
<div class="help-heading">CAMERA</div>
<div class="help-row"><span>Click PiP window</span><span>Toggle 1st / 3rd person</span></div>
<div class="help-row"><span>Scroll wheel</span><span>Zoom in / out</span></div>
<div class="help-row"><span>Left-click + drag</span><span>Orbit camera</span></div>
</div>
<div class="help-section">
<div class="help-heading">INTERACTION</div>
<div class="help-row"><span>Click an agent</span><span>View agent info</span></div>
<div class="help-row"><kbd>Enter</kbd><span>Focus chat input</span></div>
<div class="help-row"><kbd>?</kbd><span>Toggle this overlay</span></div>
</div>
</div>
</div>
</div>
<div id="chat-input-bar">
<input id="chat-input" type="text" placeholder="Say something to the Workshop..." autocomplete="off" />
<button id="chat-send">&gt;</button>
</div>
<script type="module" src="./js/main.js"></script>
<script>
// Help overlay toggle
(function() {
const overlay = document.getElementById('help-overlay');
const hint = document.getElementById('help-hint');
const close = overlay ? overlay.querySelector('.help-close') : null;
function toggle() {
if (!overlay) return;
overlay.style.display = overlay.style.display === 'none' ? 'flex' : 'none';
}
document.addEventListener('keydown', function(e) {
if (e.key === '?' || (e.key === '/' && e.shiftKey)) {
if (document.activeElement?.tagName === 'INPUT' ||
document.activeElement?.tagName === 'TEXTAREA') return;
e.preventDefault();
toggle();
}
if (e.key === 'Escape' && overlay && overlay.style.display !== 'none') {
overlay.style.display = 'none';
}
});
if (hint) hint.addEventListener('click', toggle);
if (close) close.addEventListener('click', toggle);
if (overlay) overlay.addEventListener('click', function(e) {
if (e.target === overlay) overlay.style.display = 'none';
});
})();
</script>
<!-- SW registration is handled by main.js in production builds only -->
</body>
</html>

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/**
* agent-defs.js — Single source of truth for all agent definitions.
*
* These are the REAL agents of the Timmy Tower ecosystem.
* Additional agents can join at runtime via the `agent_joined` WS event
* (handled by addAgent() in agents.js).
*
* Fields:
* id — unique string key used in WebSocket messages and state maps
* label — display name shown in the 3D HUD and chat panel
* color — hex integer (0xRRGGBB) used for Three.js materials and lights
* role — human-readable role string shown under the label sprite
* direction — cardinal facing direction (for future mesh orientation use)
* x, z — world-space position on the horizontal plane (y is always 0)
*/
export const AGENT_DEFS = [
{ id: 'timmy', label: 'TIMMY', color: 0x00ff41, role: 'sovereign agent', direction: 'north', x: 0, z: 0 },
{ id: 'perplexity', label: 'PERPLEXITY', color: 0x20b8cd, role: 'integration architect', direction: 'east', x: 5, z: 3 },
{ id: 'replit', label: 'REPLIT', color: 0xff6622, role: 'lead architect', direction: 'south', x: -5, z: 3 },
{ id: 'kimi', label: 'KIMI', color: 0xcc44ff, role: 'scout', direction: 'west', x: -5, z: -3 },
{ id: 'claude', label: 'CLAUDE', color: 0xd4a574, role: 'senior engineer', direction: 'north', x: 5, z: -3 },
];
/**
* Convert an integer color (e.g. 0x00ff88) to a CSS hex string ('#00ff88').
* Useful for DOM styling and canvas rendering.
*/
export function colorToCss(intColor) {
return '#' + intColor.toString(16).padStart(6, '0');
}

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import * as THREE from 'three';
import { AGENT_DEFS, colorToCss } from './agent-defs.js';
const agents = new Map();
let scene;
let connectionLines = [];
/* ── Shared geometries (created once, reused by all agents) ── */
const SHARED_GEO = {
core: new THREE.IcosahedronGeometry(0.7, 1),
ring: new THREE.TorusGeometry(1.1, 0.04, 8, 32),
glow: new THREE.SphereGeometry(1.3, 16, 16),
};
/* ── Shared connection line material (one instance for all lines) ── */
const CONNECTION_MAT = new THREE.LineBasicMaterial({
color: 0x00aa44,
transparent: true,
opacity: 0.5,
});
/* ── Active-conversation highlight material ── */
const ACTIVE_CONNECTION_MAT = new THREE.LineBasicMaterial({
color: 0x00ff41,
transparent: true,
opacity: 0.9,
});
/** Map of active pulse timers: `${idA}-${idB}` → timeoutId */
const pulseTimers = new Map();
class Agent {
constructor(def) {
this.id = def.id;
this.label = def.label;
this.color = def.color;
this.role = def.role;
this.position = new THREE.Vector3(def.x, 0, def.z);
this.homePosition = this.position.clone(); // remember spawn point
this.state = 'idle';
this.walletHealth = 1.0; // 0.01.0, 1.0 = healthy (#15)
this.pulsePhase = Math.random() * Math.PI * 2;
// Movement system
this._moveTarget = null; // THREE.Vector3 or null
this._moveSpeed = 2.0; // units/sec (adjustable per moveTo call)
this._moveCallback = null; // called when arrival reached
// Stress glow color targets (#15)
this._baseColor = new THREE.Color(def.color);
this._stressColor = new THREE.Color(0xff4400); // amber-red for low health
this._currentGlowColor = new THREE.Color(def.color);
this.group = new THREE.Group();
this.group.position.copy(this.position);
this._buildMeshes();
this._buildLabel();
}
_buildMeshes() {
// Per-agent materials (need unique color + mutable emissiveIntensity)
const coreMat = new THREE.MeshStandardMaterial({
color: this.color,
emissive: this.color,
emissiveIntensity: 0.4,
roughness: 0.3,
metalness: 0.8,
});
this.core = new THREE.Mesh(SHARED_GEO.core, coreMat);
this.group.add(this.core);
const ringMat = new THREE.MeshBasicMaterial({ color: this.color, transparent: true, opacity: 0.5 });
this.ring = new THREE.Mesh(SHARED_GEO.ring, ringMat);
this.ring.rotation.x = Math.PI / 2;
this.group.add(this.ring);
const glowMat = new THREE.MeshBasicMaterial({
color: this.color,
transparent: true,
opacity: 0.05,
side: THREE.BackSide,
});
this.glow = new THREE.Mesh(SHARED_GEO.glow, glowMat);
this.group.add(this.glow);
const light = new THREE.PointLight(this.color, 1.5, 10);
this.group.add(light);
this.light = light;
}
_buildLabel() {
const canvas = document.createElement('canvas');
canvas.width = 256; canvas.height = 64;
const ctx = canvas.getContext('2d');
ctx.fillStyle = 'rgba(0,0,0,0)';
ctx.fillRect(0, 0, 256, 64);
ctx.font = 'bold 22px Courier New';
ctx.fillStyle = colorToCss(this.color);
ctx.textAlign = 'center';
ctx.fillText(this.label, 128, 28);
ctx.font = '14px Courier New';
ctx.fillStyle = '#007722';
ctx.fillText(this.role.toUpperCase(), 128, 50);
const tex = new THREE.CanvasTexture(canvas);
const spriteMat = new THREE.SpriteMaterial({ map: tex, transparent: true });
this.sprite = new THREE.Sprite(spriteMat);
this.sprite.scale.set(2.4, 0.6, 1);
this.sprite.position.y = 2;
this.group.add(this.sprite);
}
/**
* Move agent toward a target position over time.
* @param {THREE.Vector3|{x,z}} target — destination (y ignored, stays 0)
* @param {number} [speed=2.0] — units per second
* @param {Function} [onArrive] — callback when agent reaches target
*/
moveTo(target, speed = 2.0, onArrive = null) {
this._moveTarget = new THREE.Vector3(
target.x ?? target.getComponent?.(0) ?? 0,
0,
target.z ?? target.getComponent?.(2) ?? 0
);
this._moveSpeed = speed;
this._moveCallback = onArrive;
}
/** Cancel in-progress movement. */
stopMoving() {
this._moveTarget = null;
this._moveCallback = null;
}
/** @returns {boolean} true if agent is currently moving toward a target */
get isMoving() {
return this._moveTarget !== null;
}
update(time, delta) {
// ── Movement interpolation ──
if (this._moveTarget) {
const step = this._moveSpeed * delta;
const dist = this.position.distanceTo(this._moveTarget);
if (dist <= step + 0.05) {
// Arrived
this.position.copy(this._moveTarget);
this.position.y = 0;
this.group.position.x = this.position.x;
this.group.position.z = this.position.z;
const cb = this._moveCallback;
this._moveTarget = null;
this._moveCallback = null;
if (cb) cb();
} else {
// Lerp toward target
const dir = new THREE.Vector3().subVectors(this._moveTarget, this.position).normalize();
this.position.addScaledVector(dir, step);
this.position.y = 0;
this.group.position.x = this.position.x;
this.group.position.z = this.position.z;
}
}
// ── Visual effects ──
const pulse = Math.sin(time * 0.002 + this.pulsePhase);
const active = this.state === 'active';
const moving = this.isMoving;
const wh = this.walletHealth;
// Budget stress glow (#15): blend base color toward stress color as wallet drops
const stressT = 1 - Math.max(0, Math.min(1, wh));
this._currentGlowColor.copy(this._baseColor).lerp(this._stressColor, stressT * stressT);
// Stress breathing: faster + wider pulse when wallet is low
const stressPulseSpeed = 0.002 + stressT * 0.006;
const stressPulse = Math.sin(time * stressPulseSpeed + this.pulsePhase);
const breathingAmp = stressT > 0.5 ? 0.15 + stressT * 0.15 : 0;
const stressBreathe = breathingAmp * stressPulse;
const intensity = active ? 0.6 + pulse * 0.4 : 0.2 + pulse * 0.1 + stressBreathe;
this.core.material.emissiveIntensity = intensity;
this.core.material.emissive.copy(this._currentGlowColor);
this.light.color.copy(this._currentGlowColor);
this.light.intensity = active ? 2 + pulse : 0.8 + pulse * 0.3;
// Glow sphere shows stress color
this.glow.material.color.copy(this._currentGlowColor);
this.glow.material.opacity = 0.05 + stressT * 0.08;
const scale = active ? 1 + pulse * 0.08 : 1 + pulse * 0.03;
this.core.scale.setScalar(scale);
// Ring spins faster when moving
this.ring.rotation.y += moving ? 0.05 : (active ? 0.03 : 0.008);
this.ring.material.opacity = 0.3 + pulse * 0.2;
this.group.position.y = this.position.y + Math.sin(time * 0.001 + this.pulsePhase) * 0.15;
}
setState(state) {
this.state = state;
}
/**
* Set wallet health (0.01.0). Affects glow color and pulse. (#15)
*/
setWalletHealth(health) {
this.walletHealth = Math.max(0, Math.min(1, health));
}
/**
* Dispose per-agent GPU resources (materials + textures).
* Shared geometries are NOT disposed here — they outlive individual agents.
*/
dispose() {
this.core.material.dispose();
this.ring.material.dispose();
this.glow.material.dispose();
this.sprite.material.map.dispose();
this.sprite.material.dispose();
}
}
export function initAgents(sceneRef) {
scene = sceneRef;
AGENT_DEFS.forEach(def => {
const agent = new Agent(def);
agents.set(def.id, agent);
scene.add(agent.group);
});
buildConnectionLines();
}
function buildConnectionLines() {
// Dispose old line geometries before removing
connectionLines.forEach(l => {
scene.remove(l);
l.geometry.dispose();
// Material is shared — do NOT dispose here
});
connectionLines = [];
const agentList = [...agents.values()];
for (let i = 0; i < agentList.length; i++) {
for (let j = i + 1; j < agentList.length; j++) {
const a = agentList[i];
const b = agentList[j];
if (a.position.distanceTo(b.position) <= 14) {
const points = [a.position.clone(), b.position.clone()];
const geo = new THREE.BufferGeometry().setFromPoints(points);
const line = new THREE.Line(geo, CONNECTION_MAT);
connectionLines.push(line);
scene.add(line);
}
}
}
}
export function updateAgents(time, delta) {
agents.forEach(agent => agent.update(time, delta));
// Update connection lines to follow agents as they move
updateConnectionLines();
}
/** Update connection line endpoints to track moving agents. */
function updateConnectionLines() {
const agentList = [...agents.values()];
let lineIdx = 0;
for (let i = 0; i < agentList.length; i++) {
for (let j = i + 1; j < agentList.length; j++) {
if (lineIdx >= connectionLines.length) return;
const a = agentList[i];
const b = agentList[j];
if (a.position.distanceTo(b.position) <= 20) {
const line = connectionLines[lineIdx];
const pos = line.geometry.attributes.position;
pos.setXYZ(0, a.position.x, a.position.y, a.position.z);
pos.setXYZ(1, b.position.x, b.position.y, b.position.z);
pos.needsUpdate = true;
line.visible = true;
lineIdx++;
}
}
}
// Hide any excess lines (agents moved apart)
for (; lineIdx < connectionLines.length; lineIdx++) {
connectionLines[lineIdx].visible = false;
}
}
/**
* Move an agent toward a position. Used by behavior system and WS commands.
* @param {string} agentId
* @param {{x: number, z: number}} target
* @param {number} [speed=2.0]
* @param {Function} [onArrive]
*/
export function moveAgentTo(agentId, target, speed = 2.0, onArrive = null) {
const agent = agents.get(agentId);
if (agent) agent.moveTo(target, speed, onArrive);
}
/** Stop an agent's movement. */
export function stopAgentMovement(agentId) {
const agent = agents.get(agentId);
if (agent) agent.stopMoving();
}
/** Check if an agent is currently in motion. */
export function isAgentMoving(agentId) {
const agent = agents.get(agentId);
return agent ? agent.isMoving : false;
}
export function getAgentCount() {
return agents.size;
}
/**
* Temporarily highlight the connection line between two agents.
* Used during agent-to-agent conversations (interview, collaboration).
*
* @param {string} idA — first agent
* @param {string} idB — second agent
* @param {number} durationMs — how long to keep the line bright (default 4000)
*/
export function pulseConnection(idA, idB, durationMs = 4000) {
// Find the connection line between these two agents
const a = agents.get(idA);
const b = agents.get(idB);
if (!a || !b) return;
const key = [idA, idB].sort().join('-');
// Find the line connecting them
for (const line of connectionLines) {
const pos = line.geometry.attributes.position;
if (!pos || pos.count < 2) continue;
const p0 = new THREE.Vector3(pos.getX(0), pos.getY(0), pos.getZ(0));
const p1 = new THREE.Vector3(pos.getX(1), pos.getY(1), pos.getZ(1));
const matchesAB = (p0.distanceTo(a.position) < 0.5 && p1.distanceTo(b.position) < 0.5);
const matchesBA = (p0.distanceTo(b.position) < 0.5 && p1.distanceTo(a.position) < 0.5);
if (matchesAB || matchesBA) {
// Swap to highlight material
line.material = ACTIVE_CONNECTION_MAT;
// Clear any existing timer for this pair
if (pulseTimers.has(key)) {
clearTimeout(pulseTimers.get(key));
}
// Reset after duration
const timer = setTimeout(() => {
line.material = CONNECTION_MAT;
pulseTimers.delete(key);
}, durationMs);
pulseTimers.set(key, timer);
return;
}
}
}
export function setAgentState(agentId, state) {
const agent = agents.get(agentId);
if (agent) agent.setState(state);
}
/**
* Set wallet health for an agent (Issue #15).
* @param {string} agentId
* @param {number} health — 0.0 (broke) to 1.0 (full)
*/
export function setAgentWalletHealth(agentId, health) {
const agent = agents.get(agentId);
if (agent) agent.setWalletHealth(health);
}
/**
* Get an agent's world position (for satflow particle targeting).
* @param {string} agentId
* @returns {THREE.Vector3|null}
*/
export function getAgentPosition(agentId) {
const agent = agents.get(agentId);
return agent ? agent.position.clone() : null;
}
export function getAgentDefs() {
return [...agents.values()].map(a => ({
id: a.id, label: a.label, role: a.role, color: a.color, state: a.state,
}));
}
/**
* Dynamic agent hot-add (Issue #12).
*
* Spawns a new 3D agent at runtime when the backend sends an agent_joined event.
* If x/z are not provided, the agent is auto-placed in the next available slot
* on a circle around the origin (radius 8) to avoid overlapping existing agents.
*
* @param {object} def — Agent definition { id, label, color, role, direction, x, z }
* @returns {boolean} true if added, false if agent with that id already exists
*/
export function addAgent(def) {
if (agents.has(def.id)) {
console.warn('[Agents] Agent', def.id, 'already exists — skipping hot-add');
return false;
}
// Auto-place if no position given
if (def.x == null || def.z == null) {
const placed = autoPlace();
def.x = placed.x;
def.z = placed.z;
}
const agent = new Agent(def);
agents.set(def.id, agent);
scene.add(agent.group);
// Rebuild connection lines to include the new agent
buildConnectionLines();
console.info('[Agents] Hot-added agent:', def.id, 'at', def.x, def.z);
return true;
}
/**
* Find an unoccupied position on a circle around the origin.
* Tries radius 8 first (same ring as the original 4), then expands.
*/
function autoPlace() {
const existing = [...agents.values()].map(a => a.position);
const RADIUS_START = 8;
const RADIUS_STEP = 4;
const ANGLE_STEP = Math.PI / 6; // 30° increments = 12 slots per ring
const MIN_DISTANCE = 3; // minimum gap between agents
for (let r = RADIUS_START; r <= RADIUS_START + RADIUS_STEP * 3; r += RADIUS_STEP) {
for (let angle = 0; angle < Math.PI * 2; angle += ANGLE_STEP) {
const x = Math.round(r * Math.sin(angle) * 10) / 10;
const z = Math.round(r * Math.cos(angle) * 10) / 10;
const candidate = new THREE.Vector3(x, 0, z);
const tooClose = existing.some(p => p.distanceTo(candidate) < MIN_DISTANCE);
if (!tooClose) {
return { x, z };
}
}
}
// Fallback: random offset if all slots taken (very unlikely)
return { x: (Math.random() - 0.5) * 20, z: (Math.random() - 0.5) * 20 };
}
/**
* Remove an agent from the scene and dispose its resources.
* Useful for agent_left events.
*
* @param {string} agentId
* @returns {boolean} true if removed
*/
export function removeAgent(agentId) {
const agent = agents.get(agentId);
if (!agent) return false;
scene.remove(agent.group);
agent.dispose();
agents.delete(agentId);
buildConnectionLines();
console.info('[Agents] Removed agent:', agentId);
return true;
}
/**
* Snapshot current agent states for preservation across WebGL context loss.
* @returns {Object.<string,string>} agentId → state string
*/
export function getAgentStates() {
const snapshot = {};
for (const [id, agent] of agents) {
snapshot[id] = agent.state || 'idle';
}
return snapshot;
}
/**
* Reapply a state snapshot after world rebuild.
* @param {Object.<string,string>} snapshot
*/
export function applyAgentStates(snapshot) {
if (!snapshot) return;
for (const [id, state] of Object.entries(snapshot)) {
const agent = agents.get(id);
if (agent) agent.state = state;
}
}
/**
* Dispose all agent resources (used on world teardown).
*/
export function disposeAgents() {
// Dispose connection line geometries first
connectionLines.forEach(l => {
scene.remove(l);
l.geometry.dispose();
});
connectionLines = [];
for (const [id, agent] of agents) {
scene.remove(agent.group);
agent.dispose();
}
agents.clear();
}

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/**
* ambient.js — Mood-driven scene atmosphere.
*
* Timmy's mood (calm, focused, excited, contemplative, stressed)
* smoothly transitions the scene's lighting color temperature,
* fog density, rain intensity, and ambient sound cues.
*
* Resolves Issue #43 — Ambient state system
*/
import * as THREE from 'three';
/* ── Mood definitions ── */
const MOODS = {
calm: {
fogDensity: 0.035,
fogColor: new THREE.Color(0x000000),
ambientColor: new THREE.Color(0x001a00),
ambientIntensity: 0.6,
pointColor: new THREE.Color(0x00ff41),
pointIntensity: 2,
rainSpeed: 1.0,
rainOpacity: 0.7,
starOpacity: 0.5,
},
focused: {
fogDensity: 0.025,
fogColor: new THREE.Color(0x000500),
ambientColor: new THREE.Color(0x002200),
ambientIntensity: 0.8,
pointColor: new THREE.Color(0x00ff88),
pointIntensity: 2.5,
rainSpeed: 0.7,
rainOpacity: 0.5,
starOpacity: 0.6,
},
excited: {
fogDensity: 0.02,
fogColor: new THREE.Color(0x050500),
ambientColor: new THREE.Color(0x1a1a00),
ambientIntensity: 1.0,
pointColor: new THREE.Color(0x44ff44),
pointIntensity: 3.5,
rainSpeed: 1.8,
rainOpacity: 0.9,
starOpacity: 0.8,
},
contemplative: {
fogDensity: 0.05,
fogColor: new THREE.Color(0x000005),
ambientColor: new THREE.Color(0x000a1a),
ambientIntensity: 0.4,
pointColor: new THREE.Color(0x2288cc),
pointIntensity: 1.5,
rainSpeed: 0.4,
rainOpacity: 0.4,
starOpacity: 0.7,
},
stressed: {
fogDensity: 0.015,
fogColor: new THREE.Color(0x050000),
ambientColor: new THREE.Color(0x1a0500),
ambientIntensity: 0.5,
pointColor: new THREE.Color(0xff4422),
pointIntensity: 3.0,
rainSpeed: 2.5,
rainOpacity: 1.0,
starOpacity: 0.3,
},
};
/* ── State ── */
let scene = null;
let ambientLt = null;
let pointLt = null;
let currentMood = 'calm';
let targetMood = 'calm';
let blendT = 1.0; // 0→1, 1 = fully at target
const BLEND_SPEED = 0.4; // units per second — smooth ~2.5s transition
// Snapshot of the "from" state when a transition starts
let fromState = null;
/* ── External handles for effects.js integration ── */
let _rainSpeedMul = 1.0;
let _rainOpacity = 0.7;
let _starOpacity = 0.5;
export function getRainSpeedMultiplier() { return _rainSpeedMul; }
export function getRainOpacity() { return _rainOpacity; }
export function getStarOpacity() { return _starOpacity; }
/* ── API ── */
/**
* Bind ambient system to the scene's lights.
* Must be called after initWorld() creates the scene.
*/
export function initAmbient(scn) {
scene = scn;
// Find the ambient and point lights created by world.js
scene.traverse(obj => {
if (obj.isAmbientLight && !ambientLt) ambientLt = obj;
if (obj.isPointLight && !pointLt) pointLt = obj;
});
// Initialize from calm state
_applyMood(MOODS.calm, 1);
}
/**
* Set the mood, triggering a smooth transition.
* @param {string} mood — one of: calm, focused, excited, contemplative, stressed
*/
export function setAmbientState(mood) {
if (!MOODS[mood] || mood === targetMood) return;
// Snapshot current interpolated state as the "from"
fromState = _snapshot();
currentMood = targetMood;
targetMood = mood;
blendT = 0;
}
/** Get the current mood label. */
export function getAmbientMood() {
return blendT >= 1 ? targetMood : `${currentMood}${targetMood}`;
}
/**
* Per-frame update — call from the render loop.
* @param {number} delta — seconds since last frame
*/
export function updateAmbient(delta) {
if (blendT >= 1) return; // nothing to interpolate
blendT = Math.min(1, blendT + BLEND_SPEED * delta);
const t = _ease(blendT);
const target = MOODS[targetMood] || MOODS.calm;
if (fromState) {
_interpolate(fromState, target, t);
}
if (blendT >= 1) {
fromState = null; // transition complete
}
}
/** Dispose ambient state. */
export function disposeAmbient() {
scene = null;
ambientLt = null;
pointLt = null;
fromState = null;
blendT = 1;
currentMood = 'calm';
targetMood = 'calm';
}
/* ── Internals ── */
function _ease(t) {
// Smooth ease-in-out
return t < 0.5
? 2 * t * t
: 1 - Math.pow(-2 * t + 2, 2) / 2;
}
function _snapshot() {
return {
fogDensity: scene?.fog?.density ?? 0.035,
fogColor: scene?.fog?.color?.clone() ?? new THREE.Color(0x000000),
ambientColor: ambientLt?.color?.clone() ?? new THREE.Color(0x001a00),
ambientIntensity: ambientLt?.intensity ?? 0.6,
pointColor: pointLt?.color?.clone() ?? new THREE.Color(0x00ff41),
pointIntensity: pointLt?.intensity ?? 2,
rainSpeed: _rainSpeedMul,
rainOpacity: _rainOpacity,
starOpacity: _starOpacity,
};
}
function _interpolate(from, to, t) {
// Fog
if (scene?.fog) {
scene.fog.density = THREE.MathUtils.lerp(from.fogDensity, to.fogDensity, t);
scene.fog.color.copy(from.fogColor).lerp(to.fogColor, t);
}
// Ambient light
if (ambientLt) {
ambientLt.color.copy(from.ambientColor).lerp(to.ambientColor, t);
ambientLt.intensity = THREE.MathUtils.lerp(from.ambientIntensity, to.ambientIntensity, t);
}
// Point light
if (pointLt) {
pointLt.color.copy(from.pointColor).lerp(to.pointColor, t);
pointLt.intensity = THREE.MathUtils.lerp(from.pointIntensity, to.pointIntensity, t);
}
// Rain / star params (consumed by effects.js)
_rainSpeedMul = THREE.MathUtils.lerp(from.rainSpeed, to.rainSpeed, t);
_rainOpacity = THREE.MathUtils.lerp(from.rainOpacity, to.rainOpacity, t);
_starOpacity = THREE.MathUtils.lerp(from.starOpacity, to.starOpacity, t);
}
function _applyMood(mood, t) {
_interpolate(mood, mood, t); // apply directly
}

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/**
* avatar.js — Visitor avatar with FPS movement and PiP dual-camera.
*
* Exports:
* initAvatar(scene, camera, renderer) — create avatar + PiP, bind input
* updateAvatar(delta) — move avatar, sync FP camera
* getAvatarMainCamera() — returns the camera for the current main view
* renderAvatarPiP(scene) — render the PiP after main render
* disposeAvatar() — cleanup everything
* getAvatarPosition() — { x, z, yaw } for presence messages
*/
import * as THREE from 'three';
const MOVE_SPEED = 8;
const TURN_SPEED = 0.003;
const EYE_HEIGHT = 2.2;
const AVATAR_COLOR = 0x00ffaa;
const WORLD_BOUNDS = 45;
// Module state
let scene, orbitCamera, renderer;
let group, fpCamera;
let pipCanvas, pipRenderer, pipLabel;
let activeView = 'third'; // 'first' or 'third' for main viewport
let yaw = 0; // face -Z toward center
// Input state
const keys = {};
let isMouseLooking = false;
let touchId = null;
let touchStartX = 0, touchStartY = 0;
let touchDeltaX = 0, touchDeltaY = 0;
// Bound handlers (for removal on dispose)
let _onKeyDown, _onKeyUp, _onMouseDown, _onMouseUp, _onMouseMove, _onContextMenu;
let _onTouchStart, _onTouchMove, _onTouchEnd;
let abortController;
// ── Public API ──
export function initAvatar(_scene, _orbitCamera, _renderer) {
scene = _scene;
orbitCamera = _orbitCamera;
renderer = _renderer;
activeView = 'third';
yaw = 0;
abortController = new AbortController();
const signal = abortController.signal;
_buildAvatar();
_buildFPCamera();
_buildPiP();
_bindInput(signal);
}
export function updateAvatar(delta) {
if (!group) return;
if (document.activeElement?.tagName === 'INPUT' ||
document.activeElement?.tagName === 'TEXTAREA') return;
let mx = 0, mz = 0;
if (keys['w']) mz += 1;
if (keys['s']) mz -= 1;
if (keys['a']) mx -= 1;
if (keys['d']) mx += 1;
if (keys['ArrowUp']) mz += 1;
if (keys['ArrowDown']) mz -= 1;
// ArrowLeft/Right only turn (handled below)
mx += touchDeltaX;
mz -= touchDeltaY;
if (keys['ArrowLeft']) yaw += 1.5 * delta;
if (keys['ArrowRight']) yaw -= 1.5 * delta;
if (mx !== 0 || mz !== 0) {
const len = Math.sqrt(mx * mx + mz * mz);
mx /= len;
mz /= len;
const speed = MOVE_SPEED * delta;
// Forward = -Z at yaw=0 (Three.js default)
const fwdX = -Math.sin(yaw);
const fwdZ = -Math.cos(yaw);
const rightX = Math.cos(yaw);
const rightZ = -Math.sin(yaw);
group.position.x += (mx * rightX + mz * fwdX) * speed;
group.position.z += (mx * rightZ + mz * fwdZ) * speed;
}
// Clamp to world bounds
group.position.x = Math.max(-WORLD_BOUNDS, Math.min(WORLD_BOUNDS, group.position.x));
group.position.z = Math.max(-WORLD_BOUNDS, Math.min(WORLD_BOUNDS, group.position.z));
// Avatar rotation
group.rotation.y = yaw;
// FP camera follows avatar head
fpCamera.position.set(
group.position.x,
group.position.y + EYE_HEIGHT,
group.position.z,
);
fpCamera.rotation.set(0, yaw, 0, 'YXZ');
}
export function getAvatarMainCamera() {
return activeView === 'first' ? fpCamera : orbitCamera;
}
export function renderAvatarPiP(_scene) {
if (!pipRenderer || !_scene) return;
const cam = activeView === 'third' ? fpCamera : orbitCamera;
pipRenderer.render(_scene, cam);
}
export function getAvatarPosition() {
if (!group) return { x: 0, z: 0, yaw: 0 };
return {
x: Math.round(group.position.x * 10) / 10,
z: Math.round(group.position.z * 10) / 10,
yaw: Math.round(yaw * 100) / 100,
};
}
export function disposeAvatar() {
if (abortController) abortController.abort();
if (group) {
group.traverse(child => {
if (child.geometry) child.geometry.dispose();
if (child.material) {
if (child.material.map) child.material.map.dispose();
child.material.dispose();
}
});
scene?.remove(group);
group = null;
}
if (pipRenderer) { pipRenderer.dispose(); pipRenderer = null; }
pipCanvas?.remove();
pipLabel?.remove();
pipCanvas = null;
pipLabel = null;
}
// ── Internal builders ──
function _buildAvatar() {
group = new THREE.Group();
const mat = new THREE.MeshBasicMaterial({
color: AVATAR_COLOR,
wireframe: true,
transparent: true,
opacity: 0.85,
});
// Head — icosahedron
const head = new THREE.Mesh(new THREE.IcosahedronGeometry(0.35, 1), mat);
head.position.y = 3.0;
group.add(head);
// Torso
const torso = new THREE.Mesh(new THREE.BoxGeometry(0.7, 1.2, 0.4), mat);
torso.position.y = 1.9;
group.add(torso);
// Legs
for (const x of [-0.2, 0.2]) {
const leg = new THREE.Mesh(new THREE.BoxGeometry(0.2, 1.1, 0.2), mat);
leg.position.set(x, 0.65, 0);
group.add(leg);
}
// Arms
for (const x of [-0.55, 0.55]) {
const arm = new THREE.Mesh(new THREE.BoxGeometry(0.18, 1.0, 0.18), mat);
arm.position.set(x, 1.9, 0);
group.add(arm);
}
// Glow
const glow = new THREE.PointLight(AVATAR_COLOR, 0.8, 8);
glow.position.y = 3.0;
group.add(glow);
// Label
const canvas = document.createElement('canvas');
canvas.width = 256;
canvas.height = 64;
const ctx = canvas.getContext('2d');
ctx.font = '600 28px "Courier New", monospace';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillStyle = '#00ffaa';
ctx.shadowColor = '#00ffaa';
ctx.shadowBlur = 12;
ctx.fillText('YOU', 128, 32);
const tex = new THREE.CanvasTexture(canvas);
const spriteMat = new THREE.SpriteMaterial({ map: tex, transparent: true, depthWrite: false });
const sprite = new THREE.Sprite(spriteMat);
sprite.scale.set(4, 1, 1);
sprite.position.y = 3.8;
group.add(sprite);
// Spawn at world edge facing center
group.position.set(0, 0, 22);
scene.add(group);
}
function _buildFPCamera() {
fpCamera = new THREE.PerspectiveCamera(
70,
window.innerWidth / window.innerHeight,
0.1, 500,
);
window.addEventListener('resize', () => {
fpCamera.aspect = window.innerWidth / window.innerHeight;
fpCamera.updateProjectionMatrix();
});
}
function _buildPiP() {
const W = 220, H = 150;
pipCanvas = document.createElement('canvas');
pipCanvas.id = 'pip-viewport';
pipCanvas.width = W * Math.min(window.devicePixelRatio, 2);
pipCanvas.height = H * Math.min(window.devicePixelRatio, 2);
Object.assign(pipCanvas.style, {
position: 'fixed',
bottom: '16px',
right: '16px',
width: W + 'px',
height: H + 'px',
border: '1px solid rgba(0,255,65,0.5)',
borderRadius: '4px',
cursor: 'pointer',
zIndex: '100',
boxShadow: '0 0 20px rgba(0,255,65,0.15), inset 0 0 20px rgba(0,0,0,0.5)',
});
document.body.appendChild(pipCanvas);
pipRenderer = new THREE.WebGLRenderer({ canvas: pipCanvas, antialias: false });
pipRenderer.setSize(W, H);
pipRenderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
// Label
pipLabel = document.createElement('div');
pipLabel.id = 'pip-label';
Object.assign(pipLabel.style, {
position: 'fixed',
bottom: (16 + H + 4) + 'px',
right: '16px',
color: 'rgba(0,255,65,0.6)',
fontFamily: '"Courier New", monospace',
fontSize: '10px',
fontWeight: '500',
letterSpacing: '2px',
zIndex: '100',
pointerEvents: 'none',
});
_updatePipLabel();
document.body.appendChild(pipLabel);
// Swap on click/tap
pipCanvas.addEventListener('click', _swapViews);
pipCanvas.addEventListener('touchstart', (e) => {
e.preventDefault();
e.stopPropagation();
_swapViews();
}, { passive: false });
}
function _updatePipLabel() {
if (pipLabel) {
pipLabel.textContent = activeView === 'third' ? '◉ 1ST PERSON' : '◉ 3RD PERSON';
}
}
function _swapViews() {
activeView = activeView === 'third' ? 'first' : 'third';
_updatePipLabel();
if (group) group.visible = activeView === 'third';
}
// ── Input ──
function _bindInput(signal) {
_onKeyDown = (e) => {
const k = e.key.length === 1 ? e.key.toLowerCase() : e.key;
keys[k] = true;
if (document.activeElement?.tagName === 'INPUT' ||
document.activeElement?.tagName === 'TEXTAREA') return;
if (['w','a','s','d','ArrowUp','ArrowDown','ArrowLeft','ArrowRight'].includes(k)) {
e.preventDefault();
}
};
_onKeyUp = (e) => {
const k = e.key.length === 1 ? e.key.toLowerCase() : e.key;
keys[k] = false;
};
_onMouseDown = (e) => {
if (e.button === 2) { isMouseLooking = true; e.preventDefault(); }
};
_onMouseUp = () => { isMouseLooking = false; };
_onMouseMove = (e) => {
if (!isMouseLooking) return;
yaw -= e.movementX * TURN_SPEED;
};
_onContextMenu = (e) => e.preventDefault();
_onTouchStart = (e) => {
for (const t of e.changedTouches) {
if (t.clientX < window.innerWidth * 0.5 && touchId === null) {
touchId = t.identifier;
touchStartX = t.clientX;
touchStartY = t.clientY;
touchDeltaX = 0;
touchDeltaY = 0;
}
}
};
_onTouchMove = (e) => {
for (const t of e.changedTouches) {
if (t.identifier === touchId) {
touchDeltaX = Math.max(-1, Math.min(1, (t.clientX - touchStartX) / 60));
touchDeltaY = Math.max(-1, Math.min(1, (t.clientY - touchStartY) / 60));
}
}
};
_onTouchEnd = (e) => {
for (const t of e.changedTouches) {
if (t.identifier === touchId) {
touchId = null;
touchDeltaX = 0;
touchDeltaY = 0;
}
}
};
document.addEventListener('keydown', _onKeyDown, { signal });
document.addEventListener('keyup', _onKeyUp, { signal });
renderer.domElement.addEventListener('mousedown', _onMouseDown, { signal });
document.addEventListener('mouseup', _onMouseUp, { signal });
renderer.domElement.addEventListener('mousemove', _onMouseMove, { signal });
renderer.domElement.addEventListener('contextmenu', _onContextMenu, { signal });
renderer.domElement.addEventListener('touchstart', _onTouchStart, { passive: true, signal });
renderer.domElement.addEventListener('touchmove', _onTouchMove, { passive: true, signal });
renderer.domElement.addEventListener('touchend', _onTouchEnd, { passive: true, signal });
}

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/**
* bark.js — Bark display system for the Workshop.
*
* Handles incoming bark messages from Timmy and displays them
* prominently in the viewport with typing animation and auto-dismiss.
*
* Resolves Issue #42 — Bark display system
*/
import { appendChatMessage } from './ui.js';
import { colorToCss, AGENT_DEFS } from './agent-defs.js';
const $container = document.getElementById('bark-container');
const BARK_DISPLAY_MS = 7000; // How long a bark stays visible
const BARK_FADE_MS = 600; // Fade-out animation duration
const BARK_TYPE_MS = 30; // Ms per character for typing effect
const MAX_BARKS = 3; // Max simultaneous barks on screen
const barkQueue = [];
let activeBarkCount = 0;
/**
* Display a bark in the viewport.
*
* @param {object} opts
* @param {string} opts.text — The bark text
* @param {string} [opts.agentId='timmy'] — Which agent is barking
* @param {string} [opts.emotion='calm'] — Emotion tag (calm, excited, uncertain)
* @param {string} [opts.color] — Override CSS color
*/
export function showBark({ text, agentId = 'timmy', emotion = 'calm', color }) {
if (!text || !$container) return;
// Queue if too many active barks
if (activeBarkCount >= MAX_BARKS) {
barkQueue.push({ text, agentId, emotion, color });
return;
}
activeBarkCount++;
// Resolve agent color
const agentDef = AGENT_DEFS.find(d => d.id === agentId);
const barkColor = color || (agentDef ? colorToCss(agentDef.color) : '#00ff41');
const agentLabel = agentDef ? agentDef.label : agentId.toUpperCase();
// Create bark element
const el = document.createElement('div');
el.className = `bark ${emotion}`;
el.style.borderLeftColor = barkColor;
el.innerHTML = `<div class="bark-agent">${escapeHtml(agentLabel)}</div><span class="bark-text"></span>`;
$container.appendChild(el);
// Typing animation
const $text = el.querySelector('.bark-text');
let charIndex = 0;
const typeInterval = setInterval(() => {
if (charIndex < text.length) {
$text.textContent += text[charIndex];
charIndex++;
} else {
clearInterval(typeInterval);
}
}, BARK_TYPE_MS);
// Also log to chat panel as permanent record
appendChatMessage(agentLabel, text, barkColor);
// Auto-dismiss after display time
const displayTime = BARK_DISPLAY_MS + (text.length * BARK_TYPE_MS);
setTimeout(() => {
clearInterval(typeInterval);
el.classList.add('fade-out');
setTimeout(() => {
el.remove();
activeBarkCount--;
drainQueue();
}, BARK_FADE_MS);
}, displayTime);
}
/**
* Process queued barks when a slot opens.
*/
function drainQueue() {
if (barkQueue.length > 0 && activeBarkCount < MAX_BARKS) {
const next = barkQueue.shift();
showBark(next);
}
}
/**
* Escape HTML for safe text insertion.
*/
function escapeHtml(str) {
return String(str)
.replace(/&/g, '&amp;')
.replace(/</g, '&lt;')
.replace(/>/g, '&gt;')
.replace(/"/g, '&quot;')
.replace(/'/g, '&#39;');
}
// ── Mock barks for demo mode ──
const DEMO_BARKS = [
{ text: 'The Tower watches. The Tower remembers.', emotion: 'calm' },
{ text: 'A visitor. Welcome to the Workshop.', emotion: 'calm' },
{ text: 'New commit on main. The code evolves.', emotion: 'excited' },
{ text: '222 — the number echoes again.', emotion: 'calm' },
{ text: 'I sense activity in the repo. Someone is building.', emotion: 'focused' },
{ text: 'The chain beats on. Block after block.', emotion: 'contemplative' },
{ text: 'Late night session? I know the pattern.', emotion: 'calm' },
{ text: 'Sovereignty means running your own mind.', emotion: 'calm' },
];
let demoTimer = null;
/**
* Start periodic demo barks (for mock mode).
*/
export function startDemoBarks() {
if (demoTimer) return;
// First bark after 5s, then every 15-25s
demoTimer = setTimeout(function nextBark() {
const bark = DEMO_BARKS[Math.floor(Math.random() * DEMO_BARKS.length)];
showBark({ text: bark.text, agentId: 'alpha', emotion: bark.emotion });
demoTimer = setTimeout(nextBark, 15000 + Math.random() * 10000);
}, 5000);
}
/**
* Stop demo barks.
*/
export function stopDemoBarks() {
if (demoTimer) {
clearTimeout(demoTimer);
demoTimer = null;
}
}

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/**
* behaviors.js — Autonomous agent behavior system.
*
* Makes agents proactively alive: wandering, pondering, inspecting scene
* objects, conversing with each other, and placing small artifacts.
*
* Client-side default layer. When a real backend connects via WS, it can
* override behaviors with `agent_behavior` messages. The autonomous loop
* yields to server-driven behaviors and resumes when they complete.
*
* Follows the Pip familiar pattern (src/timmy/familiar.py):
* - State machine picks behavior + target position
* - Movement system (agents.js) handles interpolation
* - Visual systems (agents.js, bark.js) handle rendering
*
* Issue #68
*/
import { AGENT_DEFS } from './agent-defs.js';
import {
moveAgentTo, stopAgentMovement, isAgentMoving,
setAgentState, getAgentPosition, pulseConnection,
} from './agents.js';
import { showBark } from './bark.js';
import { getSceneObjectCount, addSceneObject } from './scene-objects.js';
/* ── Constants ── */
const WORLD_RADIUS = 15; // max wander distance from origin
const HOME_RADIUS = 3; // "close to home" threshold
const APPROACH_DISTANCE = 2.5; // how close agents get to each other
const MIN_DECISION_INTERVAL = 0.5; // seconds between behavior ticks (saves CPU)
/* ── Behavior definitions ── */
/**
* @typedef {'idle'|'wander'|'ponder'|'inspect'|'converse'|'place'|'return_home'} BehaviorType
*/
/** Duration ranges in seconds [min, max] */
const DURATIONS = {
idle: [5, 15],
wander: [8, 20],
ponder: [6, 12],
inspect: [4, 8],
converse: [8, 15],
place: [3, 6],
return_home: [0, 0], // ends when agent arrives
};
/** Agent personality weights — higher = more likely to choose that behavior.
* Each agent gets a distinct personality. */
const PERSONALITIES = {
timmy: { idle: 1, wander: 3, ponder: 5, inspect: 2, converse: 3, place: 2 },
perplexity: { idle: 2, wander: 3, ponder: 2, inspect: 4, converse: 3, place: 1 },
replit: { idle: 1, wander: 4, ponder: 1, inspect: 2, converse: 2, place: 4 },
kimi: { idle: 2, wander: 3, ponder: 3, inspect: 5, converse: 2, place: 1 },
claude: { idle: 2, wander: 2, ponder: 3, inspect: 2, converse: 5, place: 1 },
};
const DEFAULT_PERSONALITY = { idle: 2, wander: 3, ponder: 2, inspect: 2, converse: 3, place: 1 };
/* ── Bark lines per behavior ── */
const PONDER_BARKS = [
{ text: 'The code reveals its patterns...', emotion: 'contemplative' },
{ text: 'What if we approached it differently?', emotion: 'curious' },
{ text: 'I see the shape of a solution forming.', emotion: 'focused' },
{ text: 'The architecture wants to be simpler.', emotion: 'calm' },
{ text: 'Something here deserves deeper thought.', emotion: 'contemplative' },
{ text: 'Every constraint is a design decision.', emotion: 'focused' },
];
const CONVERSE_BARKS = [
{ text: 'Have you noticed the pattern in the recent commits?', emotion: 'curious' },
{ text: 'I think we should refactor this together.', emotion: 'focused' },
{ text: 'Your approach to that problem was interesting.', emotion: 'calm' },
{ text: 'Let me share what I found.', emotion: 'excited' },
{ text: 'We should coordinate on the next sprint.', emotion: 'focused' },
];
const INSPECT_BARKS = [
{ text: 'This artifact holds memory...', emotion: 'contemplative' },
{ text: 'Interesting construction.', emotion: 'curious' },
{ text: 'The world grows richer.', emotion: 'calm' },
];
const PLACE_BARKS = [
{ text: 'A marker for what I learned.', emotion: 'calm' },
{ text: 'Building the world, one piece at a time.', emotion: 'focused' },
{ text: 'This belongs here.', emotion: 'contemplative' },
];
/* ── Artifact templates for place behavior ── */
const ARTIFACT_TEMPLATES = [
{ geometry: 'icosahedron', scale: { x: 0.3, y: 0.3, z: 0.3 }, material: { type: 'standard', metalness: 0.8, roughness: 0.2 }, animation: [{ type: 'rotate', y: 0.5 }, { type: 'bob', amplitude: 0.1, speed: 1 }] },
{ geometry: 'octahedron', scale: { x: 0.25, y: 0.25, z: 0.25 }, material: { type: 'standard', metalness: 0.6, roughness: 0.3 }, animation: [{ type: 'rotate', y: -0.3 }] },
{ geometry: 'torus', scale: { x: 0.3, y: 0.3, z: 0.3 }, material: { type: 'standard', metalness: 0.7, roughness: 0.2 }, animation: [{ type: 'rotate', x: 0.4, y: 0.6 }] },
{ geometry: 'tetrahedron', scale: { x: 0.3, y: 0.3, z: 0.3 }, material: { type: 'phong', shininess: 80 }, animation: [{ type: 'bob', amplitude: 0.15, speed: 0.8 }] },
{ geometry: 'sphere', radius: 0.15, material: { type: 'physical', metalness: 0.9, roughness: 0.1, emissive: null, emissiveIntensity: 0.3 }, animation: [{ type: 'pulse', min: 0.9, max: 1.1, speed: 2 }] },
];
/* ── Per-agent behavior state ── */
class AgentBehavior {
constructor(agentId) {
this.agentId = agentId;
this.personality = PERSONALITIES[agentId] || DEFAULT_PERSONALITY;
this.currentBehavior = 'idle';
this.behaviorTimer = 0; // seconds remaining in current behavior
this.conversePeer = null; // agentId of converse partner
this._wsOverride = false; // true when backend is driving behavior
this._wsOverrideTimer = 0;
this._artifactCount = 0; // prevent artifact spam
}
/** Pick next behavior using weighted random selection. */
pickNextBehavior(allBehaviors) {
const candidates = Object.entries(this.personality);
const totalWeight = candidates.reduce((sum, [, w]) => sum + w, 0);
let roll = Math.random() * totalWeight;
for (const [behavior, weight] of candidates) {
roll -= weight;
if (roll <= 0) {
// Converse requires a free partner
if (behavior === 'converse') {
const peer = this._findConversePeer(allBehaviors);
if (!peer) return 'wander'; // no free partner, wander instead
this.conversePeer = peer;
const peerBehavior = allBehaviors.get(peer);
if (peerBehavior) {
peerBehavior.currentBehavior = 'converse';
peerBehavior.conversePeer = this.agentId;
peerBehavior.behaviorTimer = randRange(...DURATIONS.converse);
}
}
// Place requires scene object count under limit
if (behavior === 'place' && (getSceneObjectCount() >= 180 || this._artifactCount >= 5)) {
return 'ponder'; // too many objects, ponder instead
}
return behavior;
}
}
return 'idle';
}
/** Find another agent that's idle or wandering (available to converse). */
_findConversePeer(allBehaviors) {
const candidates = [];
for (const [id, b] of allBehaviors) {
if (id === this.agentId) continue;
if (b.currentBehavior === 'idle' || b.currentBehavior === 'wander') {
candidates.push(id);
}
}
return candidates.length > 0 ? candidates[Math.floor(Math.random() * candidates.length)] : null;
}
}
/* ── Module state ── */
/** @type {Map<string, AgentBehavior>} */
const behaviors = new Map();
let initialized = false;
let decisionAccumulator = 0;
/* ── Utility ── */
function randRange(min, max) {
return min + Math.random() * (max - min);
}
function pick(arr) {
return arr[Math.floor(Math.random() * arr.length)];
}
function randomWorldPoint(maxRadius = WORLD_RADIUS) {
const angle = Math.random() * Math.PI * 2;
const r = Math.sqrt(Math.random()) * maxRadius; // sqrt for uniform distribution
return { x: Math.cos(angle) * r, z: Math.sin(angle) * r };
}
function colorIntToHex(intColor) {
return '#' + intColor.toString(16).padStart(6, '0');
}
/* ── Behavior executors ── */
function executeIdle(ab) {
setAgentState(ab.agentId, 'idle');
stopAgentMovement(ab.agentId);
}
function executeWander(ab) {
setAgentState(ab.agentId, 'active');
const target = randomWorldPoint(WORLD_RADIUS);
moveAgentTo(ab.agentId, target, 1.5 + Math.random() * 1.0);
}
function executePonder(ab) {
setAgentState(ab.agentId, 'active');
stopAgentMovement(ab.agentId);
// Bark a thought
const bark = pick(PONDER_BARKS);
showBark({ text: bark.text, agentId: ab.agentId, emotion: bark.emotion });
}
function executeInspect(ab) {
setAgentState(ab.agentId, 'active');
// Move to a random point nearby (simulating "looking at something")
const pos = getAgentPosition(ab.agentId);
if (pos) {
const target = {
x: pos.x + (Math.random() - 0.5) * 6,
z: pos.z + (Math.random() - 0.5) * 6,
};
moveAgentTo(ab.agentId, target, 1.0, () => {
const bark = pick(INSPECT_BARKS);
showBark({ text: bark.text, agentId: ab.agentId, emotion: bark.emotion });
});
}
}
function executeConverse(ab) {
if (!ab.conversePeer) return;
setAgentState(ab.agentId, 'active');
const peerPos = getAgentPosition(ab.conversePeer);
if (peerPos) {
const myPos = getAgentPosition(ab.agentId);
if (myPos) {
// Move toward peer but stop short
const dx = peerPos.x - myPos.x;
const dz = peerPos.z - myPos.z;
const dist = Math.sqrt(dx * dx + dz * dz);
if (dist > APPROACH_DISTANCE) {
const ratio = (dist - APPROACH_DISTANCE) / dist;
const target = { x: myPos.x + dx * ratio, z: myPos.z + dz * ratio };
moveAgentTo(ab.agentId, target, 2.0, () => {
pulseConnection(ab.agentId, ab.conversePeer, 6000);
const bark = pick(CONVERSE_BARKS);
showBark({ text: bark.text, agentId: ab.agentId, emotion: bark.emotion });
});
} else {
pulseConnection(ab.agentId, ab.conversePeer, 6000);
const bark = pick(CONVERSE_BARKS);
showBark({ text: bark.text, agentId: ab.agentId, emotion: bark.emotion });
}
}
}
}
function executePlace(ab) {
setAgentState(ab.agentId, 'active');
const pos = getAgentPosition(ab.agentId);
if (!pos) return;
const template = pick(ARTIFACT_TEMPLATES);
const agentDef = AGENT_DEFS.find(d => d.id === ab.agentId);
const color = agentDef ? colorIntToHex(agentDef.color) : '#00ff41';
// Place artifact near current position
const artPos = {
x: pos.x + (Math.random() - 0.5) * 3,
y: 0.5 + Math.random() * 0.5,
z: pos.z + (Math.random() - 0.5) * 3,
};
const material = { ...template.material, color };
if (material.emissive === null) material.emissive = color;
const artifactId = `artifact_${ab.agentId}_${Date.now()}`;
addSceneObject({
id: artifactId,
geometry: template.geometry,
position: artPos,
scale: template.scale || undefined,
radius: template.radius || undefined,
material,
animation: template.animation,
});
ab._artifactCount++;
const bark = pick(PLACE_BARKS);
showBark({ text: bark.text, agentId: ab.agentId, emotion: bark.emotion });
}
function executeReturnHome(ab) {
setAgentState(ab.agentId, 'idle');
const homeDef = AGENT_DEFS.find(d => d.id === ab.agentId);
if (homeDef) {
moveAgentTo(ab.agentId, { x: homeDef.x, z: homeDef.z }, 2.0);
}
}
const EXECUTORS = {
idle: executeIdle,
wander: executeWander,
ponder: executePonder,
inspect: executeInspect,
converse: executeConverse,
place: executePlace,
return_home: executeReturnHome,
};
/* ── WS override listener ── */
function onBehaviorOverride(e) {
const msg = e.detail;
const ab = behaviors.get(msg.agentId);
if (!ab) return;
ab._wsOverride = true;
ab._wsOverrideTimer = msg.duration || 10;
ab.currentBehavior = msg.behavior;
ab.behaviorTimer = msg.duration || 10;
// Execute the override behavior
if (msg.target) {
moveAgentTo(msg.agentId, msg.target, msg.speed || 2.0);
}
const executor = EXECUTORS[msg.behavior];
if (executor && !msg.target) executor(ab);
}
/* ── Public API ── */
/**
* Initialize the behavior system. Call after initAgents().
* @param {boolean} [autoStart=true] — start autonomous behaviors immediately
*/
export function initBehaviors(autoStart = true) {
if (initialized) return;
for (const def of AGENT_DEFS) {
const ab = new AgentBehavior(def.id);
// Stagger initial timers so agents don't all act at once
ab.behaviorTimer = 2 + Math.random() * 8;
behaviors.set(def.id, ab);
}
// Listen for WS behavior overrides
window.addEventListener('matrix:agent_behavior', onBehaviorOverride);
initialized = true;
console.info('[Behaviors] Initialized for', behaviors.size, 'agents');
}
/**
* Update behavior system. Call each frame with delta in seconds.
* @param {number} delta — seconds since last frame
*/
export function updateBehaviors(delta) {
if (!initialized) return;
// Throttle decision-making to save CPU
decisionAccumulator += delta;
if (decisionAccumulator < MIN_DECISION_INTERVAL) return;
const elapsed = decisionAccumulator;
decisionAccumulator = 0;
for (const [id, ab] of behaviors) {
// Tick down WS override
if (ab._wsOverride) {
ab._wsOverrideTimer -= elapsed;
if (ab._wsOverrideTimer <= 0) {
ab._wsOverride = false;
} else {
continue; // skip autonomous decision while WS override is active
}
}
// Tick down current behavior timer
ab.behaviorTimer -= elapsed;
if (ab.behaviorTimer > 0) continue;
// Time to pick a new behavior
const newBehavior = ab.pickNextBehavior(behaviors);
ab.currentBehavior = newBehavior;
ab.behaviorTimer = randRange(...(DURATIONS[newBehavior] || [5, 10]));
// For return_home, set a fixed timer based on distance
if (newBehavior === 'return_home') {
ab.behaviorTimer = 15; // max time to get home
}
// Execute the behavior
const executor = EXECUTORS[newBehavior];
if (executor) executor(ab);
}
}
/**
* Get current behavior for an agent.
* @param {string} agentId
* @returns {string|null}
*/
export function getAgentBehavior(agentId) {
const ab = behaviors.get(agentId);
return ab ? ab.currentBehavior : null;
}
/**
* Dispose the behavior system.
*/
export function disposeBehaviors() {
window.removeEventListener('matrix:agent_behavior', onBehaviorOverride);
behaviors.clear();
initialized = false;
decisionAccumulator = 0;
}

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/**
* config.js — Connection configuration for The Matrix.
*
* Override at deploy time via URL query params:
* ?ws=ws://tower:8080/ws/world-state — WebSocket endpoint
* ?token=my-secret — Auth token (Phase 1 shared secret)
* ?mock=true — Force mock mode (no real WS)
*
* Or via Vite env vars:
* VITE_WS_URL — WebSocket endpoint
* VITE_WS_TOKEN — Auth token
* VITE_MOCK_MODE — 'true' to force mock mode
*
* Priority: URL params > env vars > defaults.
*
* Resolves Issue #7 — js/config.js
* Resolves Issue #11 — WS authentication strategy (Phase 1: shared secret)
*/
const params = new URLSearchParams(window.location.search);
function param(name, envKey, fallback) {
return params.get(name)
?? (import.meta.env[envKey] || null)
?? fallback;
}
export const Config = Object.freeze({
/** WebSocket endpoint. Empty string = no live connection (mock mode). */
wsUrl: param('ws', 'VITE_WS_URL', ''),
/** Auth token appended as ?token= query param on WS connect (Issue #11). */
wsToken: param('token', 'VITE_WS_TOKEN', ''),
/** Force mock mode even if wsUrl is set. Useful for local dev. */
mockMode: param('mock', 'VITE_MOCK_MODE', 'false') === 'true',
/** Reconnection timing */
reconnectBaseMs: 2000,
reconnectMaxMs: 30000,
/** Heartbeat / zombie detection */
heartbeatIntervalMs: 30000,
heartbeatTimeoutMs: 5000,
/**
* Computed: should we use the real WebSocket client?
* True when wsUrl is non-empty AND mockMode is false.
*/
get isLive() {
return this.wsUrl !== '' && !this.mockMode;
},
/**
* Build the final WS URL with auth token appended as a query param.
* Returns null if not in live mode.
*
* Result: ws://tower:8080/ws/world-state?token=my-secret
*/
get wsUrlWithAuth() {
if (!this.isLive) return null;
const url = new URL(this.wsUrl);
if (this.wsToken) {
url.searchParams.set('token', this.wsToken);
}
return url.toString();
},
});

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/**
* demo.js — Demo autopilot for standalone mode.
*
* When The Matrix runs without a live backend (mock mode), this module
* simulates realistic activity: agent state changes, sat flow payments,
* economy updates, chat messages, streaming tokens, and connection pulses.
*
* The result is a self-running showcase of every visual feature.
*
* Start with `startDemo()`, stop with `stopDemo()`.
*/
import { AGENT_DEFS, colorToCss } from './agent-defs.js';
import { setAgentState, setAgentWalletHealth, getAgentPosition, pulseConnection } from './agents.js';
import { triggerSatFlow } from './satflow.js';
import { updateEconomyStatus } from './economy.js';
import { appendChatMessage, startStreamingMessage } from './ui.js';
import { showBark } from './bark.js';
import { setAmbientState } from './ambient.js';
/* ── Demo script data ── */
const AGENT_IDS = AGENT_DEFS.map(d => d.id);
const CHAT_LINES = [
{ agent: 'timmy', text: 'Cycle 544 complete. All tests green.' },
{ agent: 'perplexity', text: 'Smoke test 82/82 pass. Merging to main.' },
{ agent: 'replit', text: 'Admin relay refactored. Queue depth nominal.' },
{ agent: 'kimi', text: 'Deep research request filed. Scanning sources.' },
{ agent: 'claude', text: 'Code review done — looks clean, ship it.' },
{ agent: 'timmy', text: 'Invoice for 2,100 sats approved. Paying out.' },
{ agent: 'perplexity', text: 'New feature branch pushed: feat/demo-autopilot.' },
{ agent: 'replit', text: 'Strfry relay stats: 147 events/sec, 0 errors.' },
{ agent: 'kimi', text: 'Found 3 relevant papers. Summarizing now.' },
{ agent: 'claude', text: 'Edge case in the reconnect logic — filing a fix.' },
{ agent: 'timmy', text: 'The Tower stands. Another block confirmed.' },
{ agent: 'perplexity', text: 'Integration doc updated. Protocol v2 complete.' },
{ agent: 'replit', text: 'Nostr identity verified. Pubkey registered.' },
{ agent: 'kimi', text: 'Research complete. Report saved to workspace.' },
{ agent: 'claude', text: 'Streaming tokens working. Cursor blinks on cue.' },
];
const STREAM_LINES = [
{ agent: 'timmy', text: 'Analyzing commit history... Pattern detected: build velocity is increasing. The Tower grows stronger each cycle.' },
{ agent: 'perplexity', text: 'Running integration checks against the protocol spec. All 9 message types verified. Gateway adapter is ready for the next phase.' },
{ agent: 'kimi', text: 'Deep scan complete. Three high-signal sources found. Compiling synthesis with citations and confidence scores.' },
{ agent: 'claude', text: 'Reviewing the diff: 47 lines added, 12 removed. Logic is clean. Recommending merge with one minor style suggestion.' },
{ agent: 'replit', text: 'Relay metrics nominal. Throughput: 200 events/sec peak, 92 sustained. Memory stable at 128MB. No reconnection events.' },
];
const BARK_LINES = [
{ text: 'The Tower watches. The Tower remembers.', agent: 'timmy', emotion: 'calm' },
{ text: 'A visitor. Welcome to the Workshop.', agent: 'timmy', emotion: 'calm' },
{ text: 'New commit on main. The code evolves.', agent: 'timmy', emotion: 'excited' },
{ text: '222 — the number echoes again.', agent: 'timmy', emotion: 'calm' },
{ text: 'Sovereignty means running your own mind.', agent: 'timmy', emotion: 'calm' },
{ text: 'Five agents, one mission. Build.', agent: 'perplexity', emotion: 'focused' },
{ text: 'The relay hums. Events flow like water.', agent: 'replit', emotion: 'contemplative' },
];
/* ── Economy simulation state ── */
const economyState = {
treasury_sats: 500000,
treasury_usd: 4.85,
agents: {},
recent_transactions: [],
};
function initEconomyState() {
for (const def of AGENT_DEFS) {
economyState.agents[def.id] = {
balance_sats: 50000 + Math.floor(Math.random() * 100000),
reserved_sats: 20000 + Math.floor(Math.random() * 30000),
spent_today_sats: Math.floor(Math.random() * 15000),
};
}
}
/* ── Timers ── */
const timers = [];
let running = false;
function schedule(fn, minMs, maxMs) {
if (!running) return;
const delay = minMs + Math.random() * (maxMs - minMs);
const id = setTimeout(() => {
if (!running) return;
fn();
schedule(fn, minMs, maxMs);
}, delay);
timers.push(id);
}
/* ── Demo behaviors ── */
function randomAgent() {
return AGENT_IDS[Math.floor(Math.random() * AGENT_IDS.length)];
}
function randomPair() {
const a = randomAgent();
let b = randomAgent();
while (b === a) b = randomAgent();
return [a, b];
}
function pick(arr) {
return arr[Math.floor(Math.random() * arr.length)];
}
/** Cycle agents through active/idle states */
function demoStateChange() {
const agentId = randomAgent();
const state = Math.random() > 0.4 ? 'active' : 'idle';
setAgentState(agentId, state);
// If going active, return to idle after 3-8s
if (state === 'active') {
const revert = setTimeout(() => {
if (running) setAgentState(agentId, 'idle');
}, 3000 + Math.random() * 5000);
timers.push(revert);
}
}
/** Fire sat flow between two agents */
function demoPayment() {
const [from, to] = randomPair();
const fromPos = getAgentPosition(from);
const toPos = getAgentPosition(to);
if (fromPos && toPos) {
const amount = 100 + Math.floor(Math.random() * 5000);
triggerSatFlow(fromPos, toPos, amount);
// Update economy state
const fromData = economyState.agents[from];
const toData = economyState.agents[to];
if (fromData) fromData.spent_today_sats += amount;
if (toData) toData.balance_sats += amount;
economyState.recent_transactions.push({
from, to, amount_sats: amount,
});
if (economyState.recent_transactions.length > 5) {
economyState.recent_transactions.shift();
}
}
}
/** Update the economy panel with simulated data */
function demoEconomy() {
// Drift treasury and agent balances slightly
economyState.treasury_sats += Math.floor((Math.random() - 0.3) * 2000);
economyState.treasury_usd = economyState.treasury_sats / 100000;
for (const id of AGENT_IDS) {
const data = economyState.agents[id];
if (data) {
data.balance_sats += Math.floor((Math.random() - 0.4) * 1000);
data.balance_sats = Math.max(500, data.balance_sats);
}
}
updateEconomyStatus({ ...economyState });
// Update wallet health glow on agents
for (const id of AGENT_IDS) {
const data = economyState.agents[id];
if (data) {
const health = Math.min(1, data.balance_sats / Math.max(1, data.reserved_sats * 3));
setAgentWalletHealth(id, health);
}
}
}
/** Show a chat message from a random agent */
function demoChat() {
const line = pick(CHAT_LINES);
const def = AGENT_DEFS.find(d => d.id === line.agent);
if (def) {
appendChatMessage(def.label, line.text, colorToCss(def.color));
}
}
/** Stream a message word-by-word */
function demoStream() {
const line = pick(STREAM_LINES);
const def = AGENT_DEFS.find(d => d.id === line.agent);
if (!def) return;
const stream = startStreamingMessage(def.label, colorToCss(def.color));
const words = line.text.split(' ');
let i = 0;
const wordTimer = setInterval(() => {
if (!running || i >= words.length) {
clearInterval(wordTimer);
if (stream && stream.finish) stream.finish();
return;
}
const token = (i === 0 ? '' : ' ') + words[i];
if (stream && stream.push) stream.push(token);
i++;
}, 60 + Math.random() * 80);
timers.push(wordTimer);
}
/** Pulse a connection line between two agents */
function demoPulse() {
const [a, b] = randomPair();
pulseConnection(a, b, 3000 + Math.random() * 3000);
}
/** Cycle ambient mood */
const MOODS = ['calm', 'focused', 'storm', 'night', 'dawn'];
let moodIndex = 0;
function demoAmbient() {
moodIndex = (moodIndex + 1) % MOODS.length;
setAmbientState(MOODS[moodIndex]);
}
/** Show a bark */
function demoBark() {
const line = pick(BARK_LINES);
showBark({ text: line.text, agentId: line.agent, emotion: line.emotion });
}
/* ── Public API ── */
export function startDemo() {
if (running) return;
running = true;
initEconomyState();
// Initial economy push so the panel isn't empty
demoEconomy();
// Set initial wallet health
for (const id of AGENT_IDS) {
setAgentWalletHealth(id, 0.5 + Math.random() * 0.5);
}
// Schedule recurring demo events at realistic intervals
schedule(demoStateChange, 2000, 5000); // state changes: every 2-5s
schedule(demoPayment, 6000, 15000); // payments: every 6-15s
schedule(demoEconomy, 8000, 20000); // economy updates: every 8-20s
schedule(demoChat, 5000, 12000); // chat messages: every 5-12s
schedule(demoStream, 20000, 40000); // streaming: every 20-40s
schedule(demoPulse, 4000, 10000); // connection pulses: every 4-10s
schedule(demoBark, 18000, 35000); // barks: every 18-35s
schedule(demoAmbient, 30000, 60000); // ambient mood: every 30-60s
}
export function stopDemo() {
running = false;
for (const id of timers) clearTimeout(id);
timers.length = 0;
}

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/**
* economy.js — Wallet & treasury panel for the Matrix HUD.
*
* Displays the system treasury, per-agent balances, and recent
* transactions in a compact panel anchored to the bottom-left
* (above the chat). Updated by `economy_status` WS messages.
*
* Resolves Issue #17 — Wallet & treasury panel
*/
let $panel = null;
let latestStatus = null;
/* ── API ── */
export function initEconomy() {
$panel = document.getElementById('economy-panel');
if (!$panel) return;
_render(null);
}
/**
* Update the economy display with fresh data.
* @param {object} status — economy_status WS payload
*/
export function updateEconomyStatus(status) {
latestStatus = status;
_render(status);
}
export function disposeEconomy() {
latestStatus = null;
if ($panel) $panel.innerHTML = '';
}
/* ── Render ── */
function _render(status) {
if (!$panel) return;
if (!status) {
$panel.innerHTML = `
<div class="econ-header">TREASURY</div>
<div class="econ-waiting">Awaiting economy data&hellip;</div>
`;
return;
}
const treasury = _formatSats(status.treasury_sats || 0);
const usd = status.treasury_usd != null ? ` ($${status.treasury_usd.toFixed(2)})` : '';
// Per-agent rows
const agents = status.agents || {};
const agentRows = Object.entries(agents).map(([id, data]) => {
const bal = _formatSats(data.balance_sats || 0);
const spent = _formatSats(data.spent_today_sats || 0);
const health = data.balance_sats != null && data.reserved_sats != null
? Math.min(1, data.balance_sats / Math.max(1, data.reserved_sats * 3))
: 1;
const healthColor = health > 0.5 ? '#00ff41' : health > 0.2 ? '#ffaa00' : '#ff4422';
return `
<div class="econ-agent-row">
<span class="econ-dot" style="background:${healthColor};box-shadow:0 0 4px ${healthColor}"></span>
<span class="econ-agent-name">${_esc(id.toUpperCase())}</span>
<span class="econ-agent-bal">${bal}</span>
<span class="econ-agent-spent">-${spent}</span>
</div>
`;
}).join('');
// Recent transactions (last 3)
const txns = (status.recent_transactions || []).slice(-3);
const txnRows = txns.map(tx => {
const amt = _formatSats(tx.amount_sats || 0);
const arrow = `${_esc((tx.from || '?').toUpperCase())}${_esc((tx.to || '?').toUpperCase())}`;
return `<div class="econ-tx">${arrow} <span class="econ-tx-amt">${amt}</span></div>`;
}).join('');
$panel.innerHTML = `
<div class="econ-header">
<span>TREASURY</span>
<span class="econ-total">${treasury}${_esc(usd)}</span>
</div>
${agentRows ? `<div class="econ-agents">${agentRows}</div>` : ''}
${txnRows ? `<div class="econ-txns"><div class="econ-txns-label">RECENT</div>${txnRows}</div>` : ''}
`;
}
/* ── Helpers ── */
function _formatSats(sats) {
if (sats >= 1000000) return (sats / 1000000).toFixed(1) + 'M ₿';
if (sats >= 1000) return (sats / 1000).toFixed(1) + 'k ₿';
return sats.toLocaleString() + ' ₿';
}
function _esc(str) {
return String(str).replace(/&/g, '&amp;').replace(/</g, '&lt;').replace(/>/g, '&gt;');
}

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/**
* effects.js — Matrix rain + starfield particle effects.
*
* Optimizations (Issue #34):
* - Frame skipping on low-tier hardware (update every 2nd frame)
* - Bounding sphere set to skip Three.js per-particle frustum test
* - Tight typed-array loop with stride-3 addressing (no object allocation)
* - Particles recycle to camera-relative region on respawn for density
* - drawRange used to soft-limit visible particles if FPS drops
*/
import * as THREE from 'three';
import { getQualityTier } from './quality.js';
import { getRainSpeedMultiplier, getRainOpacity, getStarOpacity } from './ambient.js';
let rainParticles;
let rainPositions;
let rainVelocities;
let rainCount = 0;
let skipFrames = 0; // 0 = update every frame, 1 = every 2nd frame
let frameCounter = 0;
let starfield = null;
/** Adaptive draw range — reduced if FPS drops below threshold. */
let activeCount = 0;
const FPS_FLOOR = 20;
const ADAPT_INTERVAL_MS = 2000;
let lastFpsCheck = 0;
let fpsAccum = 0;
let fpsSamples = 0;
export function initEffects(scene) {
const tier = getQualityTier();
skipFrames = tier === 'low' ? 1 : 0;
initMatrixRain(scene, tier);
initStarfield(scene, tier);
}
function initMatrixRain(scene, tier) {
rainCount = tier === 'low' ? 500 : tier === 'medium' ? 1200 : 2000;
activeCount = rainCount;
const geo = new THREE.BufferGeometry();
const positions = new Float32Array(rainCount * 3);
const velocities = new Float32Array(rainCount);
const colors = new Float32Array(rainCount * 3);
for (let i = 0; i < rainCount; i++) {
const i3 = i * 3;
positions[i3] = (Math.random() - 0.5) * 100;
positions[i3 + 1] = Math.random() * 50 + 5;
positions[i3 + 2] = (Math.random() - 0.5) * 100;
velocities[i] = 0.05 + Math.random() * 0.15;
const brightness = 0.3 + Math.random() * 0.7;
colors[i3] = 0;
colors[i3 + 1] = brightness;
colors[i3 + 2] = 0;
}
geo.setAttribute('position', new THREE.BufferAttribute(positions, 3));
geo.setAttribute('color', new THREE.BufferAttribute(colors, 3));
// Pre-compute bounding sphere so Three.js skips per-frame recalc.
// Rain spans ±50 XZ, 060 Y — a sphere from origin with r=80 covers it.
geo.boundingSphere = new THREE.Sphere(new THREE.Vector3(0, 25, 0), 80);
rainPositions = positions;
rainVelocities = velocities;
const mat = new THREE.PointsMaterial({
size: tier === 'low' ? 0.16 : 0.12,
vertexColors: true,
transparent: true,
opacity: 0.7,
sizeAttenuation: true,
});
rainParticles = new THREE.Points(geo, mat);
rainParticles.frustumCulled = false; // We manage visibility ourselves
scene.add(rainParticles);
}
function initStarfield(scene, tier) {
const count = tier === 'low' ? 150 : tier === 'medium' ? 350 : 500;
const geo = new THREE.BufferGeometry();
const positions = new Float32Array(count * 3);
for (let i = 0; i < count; i++) {
const i3 = i * 3;
positions[i3] = (Math.random() - 0.5) * 300;
positions[i3 + 1] = Math.random() * 80 + 10;
positions[i3 + 2] = (Math.random() - 0.5) * 300;
}
geo.setAttribute('position', new THREE.BufferAttribute(positions, 3));
geo.boundingSphere = new THREE.Sphere(new THREE.Vector3(0, 40, 0), 200);
const mat = new THREE.PointsMaterial({
color: 0x003300,
size: 0.08,
transparent: true,
opacity: 0.5,
});
starfield = new THREE.Points(geo, mat);
starfield.frustumCulled = false;
scene.add(starfield);
}
/**
* Feed current FPS into the adaptive particle budget.
* Called externally from the render loop.
*/
export function feedFps(fps) {
fpsAccum += fps;
fpsSamples++;
}
export function updateEffects(_time) {
if (!rainParticles) return;
// On low tier, skip every other frame to halve iteration cost
if (skipFrames > 0) {
frameCounter++;
if (frameCounter % (skipFrames + 1) !== 0) return;
}
const velocityMul = (skipFrames > 0 ? (skipFrames + 1) : 1) * getRainSpeedMultiplier();
// Apply ambient-driven opacity
if (rainParticles.material.opacity !== getRainOpacity()) {
rainParticles.material.opacity = getRainOpacity();
}
if (starfield && starfield.material.opacity !== getStarOpacity()) {
starfield.material.opacity = getStarOpacity();
}
// Adaptive particle budget — check every ADAPT_INTERVAL_MS
const now = _time;
if (now - lastFpsCheck > ADAPT_INTERVAL_MS && fpsSamples > 0) {
const avgFps = fpsAccum / fpsSamples;
fpsAccum = 0;
fpsSamples = 0;
lastFpsCheck = now;
if (avgFps < FPS_FLOOR && activeCount > 200) {
// Drop 20% of particles to recover frame rate
activeCount = Math.max(200, Math.floor(activeCount * 0.8));
} else if (avgFps > FPS_FLOOR + 10 && activeCount < rainCount) {
// Recover particles gradually
activeCount = Math.min(rainCount, Math.floor(activeCount * 1.1));
}
rainParticles.geometry.setDrawRange(0, activeCount);
}
// Tight loop — stride-3 addressing, no object allocation
const pos = rainPositions;
const vel = rainVelocities;
const count = activeCount;
for (let i = 0; i < count; i++) {
const yIdx = i * 3 + 1;
pos[yIdx] -= vel[i] * velocityMul;
if (pos[yIdx] < -1) {
pos[yIdx] = 40 + Math.random() * 20;
pos[i * 3] = (Math.random() - 0.5) * 100;
pos[i * 3 + 2] = (Math.random() - 0.5) * 100;
}
}
rainParticles.geometry.attributes.position.needsUpdate = true;
}
/**
* Dispose all effect resources (used on world teardown).
*/
export function disposeEffects() {
if (rainParticles) {
rainParticles.geometry.dispose();
rainParticles.material.dispose();
rainParticles = null;
}
if (starfield) {
starfield.geometry.dispose();
starfield.material.dispose();
starfield = null;
}
rainPositions = null;
rainVelocities = null;
rainCount = 0;
activeCount = 0;
frameCounter = 0;
fpsAccum = 0;
fpsSamples = 0;
}

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/**
* interaction.js — Camera controls + agent touch/click interaction.
*
* Adds raycasting so users can tap/click on agents to see their info
* and optionally start a conversation. The info popup appears as a
* DOM overlay anchored near the clicked agent.
*
* Resolves Issue #44 — Touch-to-interact
*/
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { getAgentDefs } from './agents.js';
import { colorToCss } from './agent-defs.js';
let controls;
let camera;
let renderer;
let scene;
/* ── Raycasting state ── */
const raycaster = new THREE.Raycaster();
const pointer = new THREE.Vector2();
/** Currently selected agent id (null if nothing selected) */
let selectedAgentId = null;
/** The info popup DOM element */
let $popup = null;
/* ── Public API ── */
export function initInteraction(cam, ren, scn) {
camera = cam;
renderer = ren;
scene = scn;
controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
controls.screenSpacePanning = false;
controls.minDistance = 5;
controls.maxDistance = 80;
controls.maxPolarAngle = Math.PI / 2.1;
controls.target.set(0, 0, 0);
controls.update();
renderer.domElement.addEventListener('contextmenu', e => e.preventDefault());
// Pointer events (works for mouse and touch)
renderer.domElement.addEventListener('pointerdown', _onPointerDown, { passive: true });
renderer.domElement.addEventListener('pointermove', _onPointerMove, { passive: true });
renderer.domElement.addEventListener('pointerup', _onPointerUp, { passive: true });
_ensurePopup();
}
export function updateControls() {
if (controls) controls.update();
}
/**
* Called each frame from the render loop so the popup can track a
* selected agent's screen position.
*/
export function updateInteraction() {
if (!selectedAgentId || !$popup || $popup.style.display === 'none') return;
_positionPopup(selectedAgentId);
}
/** Deselect the current agent and hide the popup. */
export function deselectAgent() {
selectedAgentId = null;
if ($popup) $popup.style.display = 'none';
}
/**
* Dispose orbit controls and event listeners (used on world teardown).
*/
export function disposeInteraction() {
if (controls) {
controls.dispose();
controls = null;
}
if (renderer) {
renderer.domElement.removeEventListener('pointerdown', _onPointerDown);
renderer.domElement.removeEventListener('pointermove', _onPointerMove);
renderer.domElement.removeEventListener('pointerup', _onPointerUp);
}
deselectAgent();
}
/* ── Internal: pointer handling ── */
let _pointerDownPos = { x: 0, y: 0 };
let _pointerMoved = false;
function _onPointerDown(e) {
_pointerDownPos.x = e.clientX;
_pointerDownPos.y = e.clientY;
_pointerMoved = false;
}
function _onPointerMove(e) {
const dx = e.clientX - _pointerDownPos.x;
const dy = e.clientY - _pointerDownPos.y;
if (Math.abs(dx) + Math.abs(dy) > 6) _pointerMoved = true;
}
function _onPointerUp(e) {
// Ignore drags — only respond to taps/clicks
if (_pointerMoved) return;
_handleTap(e.clientX, e.clientY);
}
/* ── Raycasting ── */
function _handleTap(clientX, clientY) {
if (!camera || !scene) return;
pointer.x = (clientX / window.innerWidth) * 2 - 1;
pointer.y = -(clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(pointer, camera);
// Collect all agent group meshes
const agentDefs = getAgentDefs();
const meshes = [];
for (const def of agentDefs) {
// Each agent group is a direct child of the scene
scene.traverse(child => {
if (child.isGroup && child.children.length > 0) {
// Check if this group's first mesh color matches an agent
const coreMesh = child.children.find(c => c.isMesh && c.geometry?.type === 'IcosahedronGeometry');
if (coreMesh) {
meshes.push({ mesh: child, agentId: _matchGroupToAgent(child, agentDefs) });
}
}
});
break; // only need to traverse once
}
// Raycast against all scene objects, find the nearest agent group or memory orb
const allMeshes = [];
scene.traverse(obj => { if (obj.isMesh) allMeshes.push(obj); });
const intersects = raycaster.intersectObjects(allMeshes, false);
let hitAgentId = null;
let hitFact = null;
for (const hit of intersects) {
// 1. Check if it's a memory orb
if (hit.object.id && hit.object.id.startsWith('fact_')) {
hitFact = {
id: hit.object.id,
data: hit.object.userData
};
break;
}
// 2. Walk up to find the agent group
let obj = hit.object;
while (obj && obj.parent) {
const matched = _matchGroupToAgent(obj, agentDefs);
if (matched) {
hitAgentId = matched;
break;
}
obj = obj.parent;
}
if (hitAgentId) break;
}
if (hitAgentId) {
_selectAgent(hitAgentId);
} else if (hitFact) {
_selectFact(hitFact.id, hitFact.data);
} else {
deselectAgent();
}
}
/**
* Try to match a Three.js group to an agent by comparing positions.
*/
function _matchGroupToAgent(group, agentDefs) {
if (!group.isGroup) return null;
for (const def of agentDefs) {
// Agent positions: (def.x, ~0, def.z) — the group y bobs, so just check xz
const dx = Math.abs(group.position.x - (def.position?.x ?? 0));
const dz = Math.abs(group.position.z - (def.position?.z ?? 0));
// getAgentDefs returns { id, label, role, color, state } — no position.
// We need to compare the group position to the known AGENT_DEFS x/z.
// Since getAgentDefs doesn't return position, match by finding the icosahedron
// core color against agent color.
const coreMesh = group.children.find(c => c.isMesh && c.material?.emissive);
if (coreMesh) {
const meshColor = coreMesh.material.color.getHex();
if (meshColor === def.color) return def.id;
}
}
return null;
}
/* ── Agent selection & popup ── */
function _selectAgent(agentId) {
selectedAgentId = agentId;
const defs = getAgentDefs();
const agent = defs.find(d => d.id === agentId);
if (!agent) return;
_ensurePopup();
const color = colorToCss(agent.color);
const stateLabel = (agent.state || 'idle').toUpperCase();
const stateColor = agent.state === 'active' ? '#00ff41' : '#33aa55';
$popup.innerHTML = `
<div class="agent-popup-header" style="border-color:${color}">
<span class="agent-popup-name" style="color:${color}">${_esc(agent.label)}</span>
<span class="agent-popup-close" id="agent-popup-close">&times;</span>
</div>
<div class="agent-popup-role">${_esc(agent.role)}</div>
<div class="agent-popup-state" style="color:${stateColor}">&#9679; ${stateLabel}</div>
<button class="agent-popup-talk" id="agent-popup-talk" style="border-color:${color};color:${color}">
TALK &rarr;
</button>
`;
$popup.style.display = 'block';
// Position near agent
_positionPopup(agentId);
// Close button
const $close = document.getElementById('agent-popup-close');
if ($close) $close.addEventListener('click', deselectAgent);
// Talk button — focus the chat input and prefill
const $talk = document.getElementById('agent-popup-talk');
if ($talk) {
$talk.addEventListener('click', () => {
const $input = document.getElementById('chat-input');
if ($input) {
$input.focus();
$input.placeholder = `Say something to ${agent.label}...`;
}
deselectAgent();
});
}
}
function _selectFact(factId, data) {
selectedAgentId = null; // clear agent selection
_ensurePopup();
const categoryColors = {
user_pref: '#00ffaa',
project: '#00aaff',
tool: '#ffaa00',
general: '#ffffff',
};
const color = categoryColors[data.category] || '#cccccc';
$popup.innerHTML = `
<div class="agent-popup-header" style="border-color:${color}">
<span class="agent-popup-name" style="color:${color}">Memory Fact</span>
<span class="agent-popup-close" id="agent-popup-close">&times;</span>
</div>
<div class="agent-popup-role" style="font-style: italic;">Category: ${_esc(data.category || 'general')}</div>
<div class="agent-popup-state" style="margin: 8px 0; line-height: 1.4; font-size: 0.9em;">${_esc(data.content)}</div>
<div class="agent-popup-state" style="color:#aaa; font-size: 0.8em;">ID: ${_esc(factId)}</div>
`;
$popup.style.display = 'block';
_positionPopup(factId);
const $close = document.getElementById('agent-popup-close');
if ($close) $close.addEventListener('click', deselectAgent);
}
function _positionPopup(id) {
if (!camera || !renderer || !$popup) return;
let targetObj = null;
scene.traverse(obj => {
if (targetObj) return;
// If it's an agent ID, we find the group. If it's a fact ID, we find the mesh.
if (id.startsWith('fact_')) {
if (obj.id === id) targetObj = obj;
} else {
if (obj.isGroup) {
const defs = getAgentDefs();
const def = defs.find(d => d.id === id);
if (def) {
const core = obj.children.find(c => c.isMesh && c.material?.emissive);
if (core && core.material.color.getHex() === def.color) {
targetObj = obj;
}
}
}
}
});
if (!targetObj) return;
const worldPos = new THREE.Vector3();
targetObj.getWorldPosition(worldPos);
worldPos.y += 1.5;
const screenPos = worldPos.clone().project(camera);
const hw = window.innerWidth / 2;
const hh = window.innerHeight / 2;
const sx = screenPos.x * hw + hw;
const sy = -screenPos.y * hh + hh;
if (screenPos.z > 1) {
$popup.style.display = 'none';
return;
}
const popW = $popup.offsetWidth || 180;
const popH = $popup.offsetHeight || 120;
const x = Math.min(Math.max(sx - popW / 2, 8), window.innerWidth - popW - 8);
const y = Math.min(Math.max(sy - popH - 12, 8), window.innerHeight - popH - 60);
$popup.style.left = x + 'px';
$popup.style.top = y + 'px';
}
/* ── Popup DOM ── */
function _ensurePopup() {
if ($popup) return;
$popup = document.createElement('div');
$popup.id = 'agent-popup';
$popup.style.display = 'none';
document.body.appendChild($popup);
}
function _esc(str) {
return String(str).replace(/&/g,'&amp;').replace(/</g,'&lt;').replace(/>/g,'&gt;');
}

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import { initWorld, onWindowResize, disposeWorld } from './world.js';
import {
initAgents, updateAgents, getAgentCount,
disposeAgents, getAgentStates, applyAgentStates,
} from './agents.js';
import { initEffects, updateEffects, disposeEffects, feedFps } from './effects.js';
import { initUI, updateUI } from './ui.js';
import { initInteraction, updateControls, updateInteraction, disposeInteraction } from './interaction.js';
import { initAmbient, updateAmbient, disposeAmbient } from './ambient.js';
import { initSatFlow, updateSatFlow, disposeSatFlow } from './satflow.js';
import { initEconomy, disposeEconomy } from './economy.js';
import { initWebSocket, getConnectionState, getJobCount } from './websocket.js';
import { initVisitor } from './visitor.js';
import { initPresence, disposePresence } from './presence.js';
import { initTranscript } from './transcript.js';
import { initAvatar, updateAvatar, getAvatarMainCamera, renderAvatarPiP, disposeAvatar } from './avatar.js';
import { initSceneObjects, updateSceneObjects, clearSceneObjects } from './scene-objects.js';
import { updateZones } from './zones.js';
import { initBehaviors, updateBehaviors, disposeBehaviors } from './behaviors.js';
let running = false;
let canvas = null;
/**
* Build (or rebuild) the Three.js world.
*
* @param {boolean} firstInit
* true — first page load: also starts UI, WebSocket, and visitor
* false — context-restore reinit: skips UI/WS (they survive context loss)
* @param {Object.<string,string>|null} stateSnapshot
* Agent state map captured just before teardown; reapplied after initAgents.
*/
function buildWorld(firstInit, stateSnapshot) {
const { scene, camera, renderer } = initWorld(canvas);
canvas = renderer.domElement;
initEffects(scene);
initAgents(scene);
if (stateSnapshot) {
applyAgentStates(stateSnapshot);
}
initSceneObjects(scene);
initBehaviors(); // autonomous agent behaviors (#68)
initAvatar(scene, camera, renderer);
initInteraction(camera, renderer, scene);
initAmbient(scene);
initSatFlow(scene);
if (firstInit) {
initUI();
initEconomy();
initWebSocket(scene);
initVisitor();
initPresence();
initTranscript();
// Dismiss loading screen
const loadingScreen = document.getElementById('loading-screen');
if (loadingScreen) loadingScreen.classList.add('hidden');
}
// Debounce resize to 1 call per frame
const ac = new AbortController();
let resizeFrame = null;
window.addEventListener('resize', () => {
if (resizeFrame) cancelAnimationFrame(resizeFrame);
resizeFrame = requestAnimationFrame(() => onWindowResize(camera, renderer));
}, { signal: ac.signal });
let frameCount = 0;
let lastFpsTime = performance.now();
let currentFps = 0;
let rafId = null;
let lastTime = performance.now();
running = true;
function animate() {
if (!running) return;
rafId = requestAnimationFrame(animate);
const now = performance.now();
const delta = Math.min((now - lastTime) / 1000, 0.1);
lastTime = now;
frameCount++;
if (now - lastFpsTime >= 1000) {
currentFps = Math.round(frameCount * 1000 / (now - lastFpsTime));
frameCount = 0;
lastFpsTime = now;
}
updateControls();
updateInteraction();
updateAmbient(delta);
updateSatFlow(delta);
feedFps(currentFps);
updateEffects(now);
updateAgents(now, delta);
updateBehaviors(delta);
updateSceneObjects(now, delta);
updateZones(null); // portal handler wired via loadWorld in websocket.js
updateAvatar(delta);
updateUI({
fps: currentFps,
agentCount: getAgentCount(),
jobCount: getJobCount(),
connectionState: getConnectionState(),
});
renderer.render(scene, getAvatarMainCamera());
renderAvatarPiP(scene);
}
// Pause rendering when tab is backgrounded (saves battery on iPad PWA)
document.addEventListener('visibilitychange', () => {
if (document.hidden) {
if (rafId) {
cancelAnimationFrame(rafId);
rafId = null;
running = false;
}
} else {
if (!running) {
running = true;
animate();
}
}
});
animate();
return { scene, renderer, ac };
}
function teardown({ scene, renderer, ac }) {
running = false;
ac.abort();
disposeAvatar();
disposeInteraction();
disposeAmbient();
disposeSatFlow();
disposeEconomy();
disposeEffects();
disposePresence();
clearSceneObjects();
disposeBehaviors();
disposeAgents();
disposeWorld(renderer, scene);
}
function main() {
const $overlay = document.getElementById('webgl-recovery-overlay');
let handle = buildWorld(true, null);
// WebGL context loss recovery (iPad PWA, GPU driver reset, etc.)
canvas.addEventListener('webglcontextlost', event => {
event.preventDefault();
running = false;
if ($overlay) $overlay.style.display = 'flex';
});
canvas.addEventListener('webglcontextrestored', () => {
const snapshot = getAgentStates();
teardown(handle);
handle = buildWorld(false, snapshot);
if ($overlay) $overlay.style.display = 'none';
});
}
main();
// Register service worker only in production builds
if (import.meta.env.PROD && 'serviceWorker' in navigator) {
navigator.serviceWorker.register('/sw.js').catch(() => {});
}

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/**
* presence.js — Agent Presence HUD for The Matrix.
*
* Shows a live "who's online" panel with connection status indicators,
* uptime tracking, and animated pulse dots per agent. Updates every second.
*
* In mock mode, all built-in agents show as "online" with simulated uptime.
* In live mode, the panel reacts to WS events (agent_state, agent_joined, agent_left).
*
* Resolves Issue #53
*/
import { AGENT_DEFS, colorToCss } from './agent-defs.js';
import { getAgentDefs } from './agents.js';
import { getConnectionState } from './websocket.js';
/** @type {HTMLElement|null} */
let $panel = null;
/** @type {Map<string, { online: boolean, since: number }>} */
const presence = new Map();
let updateInterval = null;
/* ── Public API ── */
export function initPresence() {
$panel = document.getElementById('presence-hud');
if (!$panel) return;
// Initialize all built-in agents
const now = Date.now();
for (const def of AGENT_DEFS) {
presence.set(def.id, { online: true, since: now });
}
// Initial render
render();
// Update every second for uptime tickers
updateInterval = setInterval(render, 1000);
}
/**
* Mark an agent as online (called from websocket.js on agent_joined/agent_register).
*/
export function setAgentOnline(agentId) {
const entry = presence.get(agentId);
if (entry) {
entry.online = true;
entry.since = Date.now();
} else {
presence.set(agentId, { online: true, since: Date.now() });
}
}
/**
* Mark an agent as offline (called from websocket.js on agent_left/disconnect).
*/
export function setAgentOffline(agentId) {
const entry = presence.get(agentId);
if (entry) {
entry.online = false;
}
}
export function disposePresence() {
if (updateInterval) {
clearInterval(updateInterval);
updateInterval = null;
}
presence.clear();
}
/* ── Internal ── */
function formatUptime(ms) {
const totalSec = Math.floor(ms / 1000);
if (totalSec < 60) return `${totalSec}s`;
const min = Math.floor(totalSec / 60);
const sec = totalSec % 60;
if (min < 60) return `${min}m ${String(sec).padStart(2, '0')}s`;
const hr = Math.floor(min / 60);
const remMin = min % 60;
return `${hr}h ${String(remMin).padStart(2, '0')}m`;
}
function render() {
if (!$panel) return;
const connState = getConnectionState();
const defs = getAgentDefs();
const now = Date.now();
// In mock mode, all agents are "online"
const isMock = connState === 'mock';
let onlineCount = 0;
const rows = [];
for (const def of defs) {
const p = presence.get(def.id);
const isOnline = isMock ? true : (p?.online ?? false);
if (isOnline) onlineCount++;
const uptime = isOnline && p ? formatUptime(now - p.since) : '--';
const color = colorToCss(def.color);
const stateLabel = def.state === 'active' ? 'ACTIVE' : 'IDLE';
const dotClass = isOnline ? 'presence-dot online' : 'presence-dot offline';
const stateColor = def.state === 'active' ? '#00ff41' : '#33aa55';
rows.push(
`<div class="presence-row">` +
`<span class="${dotClass}" style="--agent-color:${color}"></span>` +
`<span class="presence-name" style="color:${color}">${escapeHtml(def.label)}</span>` +
`<span class="presence-state" style="color:${stateColor}">${stateLabel}</span>` +
`<span class="presence-uptime">${uptime}</span>` +
`</div>`
);
}
const modeLabel = isMock ? 'LOCAL' : (connState === 'connected' ? 'LIVE' : 'OFFLINE');
const modeColor = connState === 'connected' ? '#00ff41' : (isMock ? '#33aa55' : '#553300');
$panel.innerHTML =
`<div class="presence-header">` +
`<span>PRESENCE</span>` +
`<span class="presence-count">${onlineCount}/${defs.length}</span>` +
`<span class="presence-mode" style="color:${modeColor}">${modeLabel}</span>` +
`</div>` +
rows.join('');
}
function escapeHtml(str) {
return String(str)
.replace(/&/g, '&amp;')
.replace(/</g, '&lt;')
.replace(/>/g, '&gt;');
}

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/**
* quality.js — Detect hardware capability and return a quality tier.
*
* Tiers:
* 'low' — older iPads, phones, low-end GPUs (reduce particles, simpler effects)
* 'medium' — mid-range (moderate particle count)
* 'high' — desktop, modern iPad Pro (full quality)
*
* Detection uses a combination of:
* - Device pixel ratio (low DPR = likely low-end)
* - Logical core count (navigator.hardwareConcurrency)
* - Device memory (navigator.deviceMemory, Chrome/Edge only)
* - Screen size (small viewport = likely mobile)
* - Touch capability (touch + small screen = phone/tablet)
* - WebGL renderer string (if available)
*/
let cachedTier = null;
export function getQualityTier() {
if (cachedTier) return cachedTier;
let score = 0;
// Core count: 1-2 = low, 4 = mid, 8+ = high
const cores = navigator.hardwareConcurrency || 2;
if (cores >= 8) score += 3;
else if (cores >= 4) score += 2;
else score += 0;
// Device memory (Chrome/Edge): < 4GB = low, 4-8 = mid, 8+ = high
const mem = navigator.deviceMemory || 4;
if (mem >= 8) score += 3;
else if (mem >= 4) score += 2;
else score += 0;
// Screen dimensions (logical pixels)
const maxDim = Math.max(window.screen.width, window.screen.height);
if (maxDim < 768) score -= 1; // phone
else if (maxDim >= 1920) score += 1; // large desktop
// DPR: high DPR on small screens = more GPU work
const dpr = window.devicePixelRatio || 1;
if (dpr > 2 && maxDim < 1024) score -= 1; // retina phone
// Touch-only device heuristic
const touchOnly = 'ontouchstart' in window && !window.matchMedia('(pointer: fine)').matches;
if (touchOnly) score -= 1;
// Try reading WebGL renderer for GPU hints
try {
const canvas = document.createElement('canvas');
const gl = canvas.getContext('webgl') || canvas.getContext('webgl2');
if (gl) {
const debugExt = gl.getExtension('WEBGL_debug_renderer_info');
if (debugExt) {
const renderer = gl.getParameter(debugExt.UNMASKED_RENDERER_WEBGL).toLowerCase();
// Known low-end GPU strings
if (renderer.includes('swiftshader') || renderer.includes('llvmpipe') || renderer.includes('software')) {
score -= 3; // software renderer
}
if (renderer.includes('apple gpu') || renderer.includes('apple m')) {
score += 2; // Apple Silicon is good
}
}
gl.getExtension('WEBGL_lose_context')?.loseContext();
}
} catch {
// Can't probe GPU, use other signals
}
// Map score to tier
if (score <= 1) cachedTier = 'low';
else if (score <= 4) cachedTier = 'medium';
else cachedTier = 'high';
console.info(`[Matrix Quality] Tier: ${cachedTier} (score: ${score}, cores: ${cores}, mem: ${mem}GB, dpr: ${dpr}, touch: ${touchOnly})`);
return cachedTier;
}
/**
* Get the recommended pixel ratio cap for the renderer.
*/
export function getMaxPixelRatio() {
const tier = getQualityTier();
if (tier === 'low') return 1;
if (tier === 'medium') return 1.5;
return 2;
}

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/**
* satflow.js — Sat flow particle effects for Lightning payments.
*
* When a payment_flow event arrives, gold particles fly from sender
* to receiver along a bezier arc. On arrival, a brief burst radiates
* outward from the target agent.
*
* Resolves Issue #13 — Sat flow particle effects
*/
import * as THREE from 'three';
let scene = null;
/* ── Pool management ── */
const MAX_ACTIVE_FLOWS = 6;
const activeFlows = [];
/* ── Shared resources ── */
const SAT_COLOR = new THREE.Color(0xffcc00);
const BURST_COLOR = new THREE.Color(0xffee44);
const particleGeo = new THREE.BufferGeometry();
// Pre-build a single-point geometry for instancing via Points
const _singleVert = new Float32Array([0, 0, 0]);
particleGeo.setAttribute('position', new THREE.BufferAttribute(_singleVert, 3));
/* ── API ── */
/**
* Initialize the sat flow system.
* @param {THREE.Scene} scn
*/
export function initSatFlow(scn) {
scene = scn;
}
/**
* Trigger a sat flow animation between two world positions.
*
* @param {THREE.Vector3} fromPos — sender world position
* @param {THREE.Vector3} toPos — receiver world position
* @param {number} amountSats — payment amount (scales particle count)
*/
export function triggerSatFlow(fromPos, toPos, amountSats = 100) {
if (!scene) return;
// Evict oldest flow if at capacity
if (activeFlows.length >= MAX_ACTIVE_FLOWS) {
const old = activeFlows.shift();
_cleanupFlow(old);
}
// Particle count: 5-20 based on amount, log-scaled
const count = Math.min(20, Math.max(5, Math.round(Math.log10(amountSats + 1) * 5)));
const flow = _createFlow(fromPos.clone(), toPos.clone(), count);
activeFlows.push(flow);
}
/**
* Per-frame update — advance all active flows.
* @param {number} delta — seconds since last frame
*/
export function updateSatFlow(delta) {
for (let i = activeFlows.length - 1; i >= 0; i--) {
const flow = activeFlows[i];
flow.elapsed += delta;
if (flow.phase === 'travel') {
_updateTravel(flow, delta);
if (flow.elapsed >= flow.duration) {
flow.phase = 'burst';
flow.elapsed = 0;
_startBurst(flow);
}
} else if (flow.phase === 'burst') {
_updateBurst(flow, delta);
if (flow.elapsed >= flow.burstDuration) {
_cleanupFlow(flow);
activeFlows.splice(i, 1);
}
}
}
}
/**
* Dispose all sat flow resources.
*/
export function disposeSatFlow() {
for (const flow of activeFlows) _cleanupFlow(flow);
activeFlows.length = 0;
scene = null;
}
/* ── Internals: Flow lifecycle ── */
function _createFlow(from, to, count) {
// Bezier control point — arc upward
const mid = new THREE.Vector3().lerpVectors(from, to, 0.5);
mid.y += 3 + from.distanceTo(to) * 0.3;
// Create particles
const positions = new Float32Array(count * 3);
const geo = new THREE.BufferGeometry();
geo.setAttribute('position', new THREE.BufferAttribute(positions, 3));
geo.boundingSphere = new THREE.Sphere(mid, 50);
const mat = new THREE.PointsMaterial({
color: SAT_COLOR,
size: 0.25,
transparent: true,
opacity: 1.0,
blending: THREE.AdditiveBlending,
depthWrite: false,
sizeAttenuation: true,
});
const points = new THREE.Points(geo, mat);
scene.add(points);
// Per-particle timing offsets (stagger the swarm)
const offsets = new Float32Array(count);
for (let i = 0; i < count; i++) {
offsets[i] = (i / count) * 0.4; // stagger over first 40% of duration
}
return {
phase: 'travel',
elapsed: 0,
duration: 1.5 + from.distanceTo(to) * 0.05, // 1.52.5s depending on distance
from, to, mid,
count,
points, geo, mat, positions,
offsets,
burstPoints: null,
burstGeo: null,
burstMat: null,
burstPositions: null,
burstVelocities: null,
burstDuration: 0.6,
};
}
function _updateTravel(flow, _delta) {
const { from, to, mid, count, positions, offsets, elapsed, duration } = flow;
for (let i = 0; i < count; i++) {
// Per-particle progress with stagger offset
let t = (elapsed - offsets[i]) / (duration - 0.4);
t = Math.max(0, Math.min(1, t));
// Quadratic bezier: B(t) = (1-t)²·P0 + 2(1-t)t·P1 + t²·P2
const mt = 1 - t;
const i3 = i * 3;
positions[i3] = mt * mt * from.x + 2 * mt * t * mid.x + t * t * to.x;
positions[i3 + 1] = mt * mt * from.y + 2 * mt * t * mid.y + t * t * to.y;
positions[i3 + 2] = mt * mt * from.z + 2 * mt * t * mid.z + t * t * to.z;
// Add slight wobble for organic feel
const wobble = Math.sin(elapsed * 12 + i * 1.7) * 0.08;
positions[i3] += wobble;
positions[i3 + 2] += wobble;
}
flow.geo.attributes.position.needsUpdate = true;
// Fade in/out
if (elapsed < 0.2) {
flow.mat.opacity = elapsed / 0.2;
} else if (elapsed > duration - 0.3) {
flow.mat.opacity = Math.max(0, (duration - elapsed) / 0.3);
} else {
flow.mat.opacity = 1.0;
}
}
function _startBurst(flow) {
// Hide travel particles
if (flow.points) flow.points.visible = false;
// Create burst particles at destination
const burstCount = 12;
const positions = new Float32Array(burstCount * 3);
const velocities = new Float32Array(burstCount * 3);
for (let i = 0; i < burstCount; i++) {
const i3 = i * 3;
positions[i3] = flow.to.x;
positions[i3 + 1] = flow.to.y + 0.5;
positions[i3 + 2] = flow.to.z;
// Random outward velocity
const angle = (i / burstCount) * Math.PI * 2;
const speed = 2 + Math.random() * 3;
velocities[i3] = Math.cos(angle) * speed;
velocities[i3 + 1] = 1 + Math.random() * 3;
velocities[i3 + 2] = Math.sin(angle) * speed;
}
const geo = new THREE.BufferGeometry();
geo.setAttribute('position', new THREE.BufferAttribute(positions, 3));
geo.boundingSphere = new THREE.Sphere(flow.to, 20);
const mat = new THREE.PointsMaterial({
color: BURST_COLOR,
size: 0.18,
transparent: true,
opacity: 1.0,
blending: THREE.AdditiveBlending,
depthWrite: false,
sizeAttenuation: true,
});
const points = new THREE.Points(geo, mat);
scene.add(points);
flow.burstPoints = points;
flow.burstGeo = geo;
flow.burstMat = mat;
flow.burstPositions = positions;
flow.burstVelocities = velocities;
}
function _updateBurst(flow, delta) {
if (!flow.burstPositions) return;
const pos = flow.burstPositions;
const vel = flow.burstVelocities;
const count = pos.length / 3;
for (let i = 0; i < count; i++) {
const i3 = i * 3;
pos[i3] += vel[i3] * delta;
pos[i3 + 1] += vel[i3 + 1] * delta;
pos[i3 + 2] += vel[i3 + 2] * delta;
// Gravity
vel[i3 + 1] -= 6 * delta;
}
flow.burstGeo.attributes.position.needsUpdate = true;
// Fade out
const t = flow.elapsed / flow.burstDuration;
flow.burstMat.opacity = Math.max(0, 1 - t);
}
function _cleanupFlow(flow) {
if (flow.points) {
scene?.remove(flow.points);
flow.geo?.dispose();
flow.mat?.dispose();
}
if (flow.burstPoints) {
scene?.remove(flow.burstPoints);
flow.burstGeo?.dispose();
flow.burstMat?.dispose();
}
}

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/**
* scene-objects.js — Runtime 3D object registry for The Matrix.
*
* Allows agents (especially Timmy) to dynamically add, update, move, and
* remove 3D objects in the world via WebSocket messages — no redeploy needed.
*
* Supported primitives: box, sphere, cylinder, cone, torus, plane, ring, text
* Special types: portal (visual gateway + trigger zone), light, group
* Each object has an id, transform, material properties, and optional animation.
*
* Sub-worlds: agents can define named environments (collections of objects +
* lighting + fog + ambient) and load/unload them atomically. Portals can
* reference sub-worlds as their destination.
*
* Resolves Issue #8 — Dynamic scene mutation (WS gateway adapter)
*/
import * as THREE from 'three';
import { addZone, removeZone, clearZones } from './zones.js';
let scene = null;
const registry = new Map(); // id → { object, def, animator }
/* ── Sub-world system ── */
const worlds = new Map(); // worldId → { objects: [...def], ambient, fog, saved }
let activeWorld = null; // currently loaded sub-world id (null = home)
let _homeSnapshot = null; // snapshot of home world objects before portal travel
const _worldChangeListeners = []; // callbacks for world transitions
/** Subscribe to world change events. */
export function onWorldChange(fn) { _worldChangeListeners.push(fn); }
/* ── Geometry factories ── */
const GEO_FACTORIES = {
box: (p) => new THREE.BoxGeometry(p.width ?? 1, p.height ?? 1, p.depth ?? 1),
sphere: (p) => new THREE.SphereGeometry(p.radius ?? 0.5, p.segments ?? 16, p.segments ?? 16),
cylinder: (p) => new THREE.CylinderGeometry(p.radiusTop ?? 0.5, p.radiusBottom ?? 0.5, p.height ?? 1, p.segments ?? 16),
cone: (p) => new THREE.ConeGeometry(p.radius ?? 0.5, p.height ?? 1, p.segments ?? 16),
torus: (p) => new THREE.TorusGeometry(p.radius ?? 0.5, p.tube ?? 0.15, p.radialSegments ?? 8, p.tubularSegments ?? 24),
plane: (p) => new THREE.PlaneGeometry(p.width ?? 1, p.height ?? 1),
ring: (p) => new THREE.RingGeometry(p.innerRadius ?? 0.3, p.outerRadius ?? 0.5, p.segments ?? 24),
icosahedron: (p) => new THREE.IcosahedronGeometry(p.radius ?? 0.5, p.detail ?? 0),
octahedron: (p) => new THREE.OctahedronGeometry(p.radius ?? 0.5, p.detail ?? 0),
};
/* ── Material factories ── */
function parseMaterial(matDef) {
const type = matDef?.type ?? 'standard';
const color = matDef?.color != null ? parseColor(matDef.color) : 0x00ff41;
const shared = {
color,
transparent: matDef?.opacity != null && matDef.opacity < 1,
opacity: matDef?.opacity ?? 1,
side: matDef?.doubleSide ? THREE.DoubleSide : THREE.FrontSide,
wireframe: matDef?.wireframe ?? false,
};
switch (type) {
case 'basic':
return new THREE.MeshBasicMaterial(shared);
case 'phong':
return new THREE.MeshPhongMaterial({
...shared,
emissive: matDef?.emissive != null ? parseColor(matDef.emissive) : 0x000000,
emissiveIntensity: matDef?.emissiveIntensity ?? 0,
shininess: matDef?.shininess ?? 30,
});
case 'physical':
return new THREE.MeshPhysicalMaterial({
...shared,
roughness: matDef?.roughness ?? 0.5,
metalness: matDef?.metalness ?? 0,
emissive: matDef?.emissive != null ? parseColor(matDef.emissive) : 0x000000,
emissiveIntensity: matDef?.emissiveIntensity ?? 0,
clearcoat: matDef?.clearcoat ?? 0,
transmission: matDef?.transmission ?? 0,
});
case 'standard':
default:
return new THREE.MeshStandardMaterial({
...shared,
roughness: matDef?.roughness ?? 0.5,
metalness: matDef?.metalness ?? 0,
emissive: matDef?.emissive != null ? parseColor(matDef.emissive) : 0x000000,
emissiveIntensity: matDef?.emissiveIntensity ?? 0,
});
}
}
function parseColor(c) {
if (typeof c === 'number') return c;
if (typeof c === 'string') {
if (c.startsWith('#')) return parseInt(c.slice(1), 16);
if (c.startsWith('0x')) return parseInt(c, 16);
// Try named colors via Three.js
return new THREE.Color(c).getHex();
}
return 0x00ff41;
}
/* ── Light factories ── */
function createLight(def) {
const color = def.color != null ? parseColor(def.color) : 0x00ff41;
const intensity = def.intensity ?? 1;
switch (def.lightType ?? 'point') {
case 'point':
return new THREE.PointLight(color, intensity, def.distance ?? 10, def.decay ?? 2);
case 'spot': {
const spot = new THREE.SpotLight(color, intensity, def.distance ?? 10, def.angle ?? Math.PI / 6, def.penumbra ?? 0.5);
if (def.targetPosition) {
spot.target.position.set(
def.targetPosition.x ?? 0,
def.targetPosition.y ?? 0,
def.targetPosition.z ?? 0,
);
}
return spot;
}
case 'directional': {
const dir = new THREE.DirectionalLight(color, intensity);
if (def.targetPosition) {
dir.target.position.set(
def.targetPosition.x ?? 0,
def.targetPosition.y ?? 0,
def.targetPosition.z ?? 0,
);
}
return dir;
}
default:
return new THREE.PointLight(color, intensity, def.distance ?? 10);
}
}
/* ── Text label (canvas texture sprite) ── */
function createTextSprite(def) {
const text = def.text ?? '';
const size = def.fontSize ?? 24;
const color = def.color ?? '#00ff41';
const font = def.font ?? 'bold ' + size + 'px "Courier New", monospace';
const canvas = document.createElement('canvas');
const ctx = canvas.getContext('2d');
ctx.font = font;
const metrics = ctx.measureText(text);
canvas.width = Math.ceil(metrics.width) + 16;
canvas.height = size + 16;
ctx.font = font;
ctx.fillStyle = 'transparent';
ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = typeof color === 'string' ? color : '#00ff41';
ctx.textBaseline = 'middle';
ctx.textAlign = 'center';
ctx.fillText(text, canvas.width / 2, canvas.height / 2);
const tex = new THREE.CanvasTexture(canvas);
const mat = new THREE.SpriteMaterial({ map: tex, transparent: true });
const sprite = new THREE.Sprite(mat);
const aspect = canvas.width / canvas.height;
const scale = def.scale ?? 2;
sprite.scale.set(scale * aspect, scale, 1);
return sprite;
}
/* ── Group builder for compound objects ── */
function buildGroup(def) {
const group = new THREE.Group();
if (def.children && Array.isArray(def.children)) {
for (const childDef of def.children) {
const child = buildObject(childDef);
if (child) group.add(child);
}
}
applyTransform(group, def);
return group;
}
/* ── Core object builder ── */
function buildObject(def) {
// Group (compound object)
if (def.geometry === 'group') {
return buildGroup(def);
}
// Light
if (def.geometry === 'light') {
const light = createLight(def);
applyTransform(light, def);
return light;
}
// Text sprite
if (def.geometry === 'text') {
const sprite = createTextSprite(def);
applyTransform(sprite, def);
return sprite;
}
// Mesh primitive
const factory = GEO_FACTORIES[def.geometry];
if (!factory) {
console.warn('[SceneObjects] Unknown geometry:', def.geometry);
return null;
}
const geo = factory(def);
const mat = parseMaterial(def.material);
const mesh = new THREE.Mesh(geo, mat);
applyTransform(mesh, def);
// Optional shadow
if (def.castShadow) mesh.castShadow = true;
if (def.receiveShadow) mesh.receiveShadow = true;
return mesh;
}
function applyTransform(obj, def) {
if (def.position) {
obj.position.set(def.position.x ?? 0, def.position.y ?? 0, def.position.z ?? 0);
}
if (def.rotation) {
obj.rotation.set(
(def.rotation.x ?? 0) * Math.PI / 180,
(def.rotation.y ?? 0) * Math.PI / 180,
(def.rotation.z ?? 0) * Math.PI / 180,
);
}
if (def.scale != null) {
if (typeof def.scale === 'number') {
obj.scale.setScalar(def.scale);
} else {
obj.scale.set(def.scale.x ?? 1, def.scale.y ?? 1, def.scale.z ?? 1);
}
}
}
/* ── Animation system ── */
/**
* Animation definitions drive per-frame transforms.
* Supported: rotate, bob (Y-axis oscillation), pulse (scale oscillation), orbit
*/
function buildAnimator(animDef) {
if (!animDef) return null;
const anims = Array.isArray(animDef) ? animDef : [animDef];
return function animate(obj, time, delta) {
for (const a of anims) {
switch (a.type) {
case 'rotate':
obj.rotation.x += (a.x ?? 0) * delta;
obj.rotation.y += (a.y ?? 0.5) * delta;
obj.rotation.z += (a.z ?? 0) * delta;
break;
case 'bob':
obj.position.y = (a.baseY ?? obj.position.y) + Math.sin(time * 0.001 * (a.speed ?? 1)) * (a.amplitude ?? 0.3);
break;
case 'pulse': {
const s = 1 + Math.sin(time * 0.001 * (a.speed ?? 2)) * (a.amplitude ?? 0.1);
obj.scale.setScalar(s * (a.baseScale ?? 1));
break;
}
case 'orbit': {
const r = a.radius ?? 3;
const spd = a.speed ?? 0.5;
const cx = a.centerX ?? 0;
const cz = a.centerZ ?? 0;
obj.position.x = cx + Math.cos(time * 0.001 * spd) * r;
obj.position.z = cz + Math.sin(time * 0.001 * spd) * r;
break;
}
default:
break;
}
}
};
}
/* ═══════════════════════════════════════════════
* PUBLIC API — called by websocket.js
* ═══════════════════════════════════════════════ */
/**
* Bind to the Three.js scene. Call once from main.js after initWorld().
*/
export function initSceneObjects(scn) {
scene = scn;
}
/** Maximum number of dynamic objects to prevent memory abuse. */
const MAX_OBJECTS = 200;
/**
* Add (or replace) a dynamic object in the scene.
*
* @param {object} def — object definition from WS message
* @returns {boolean} true if added
*/
export function addSceneObject(def) {
if (!scene || !def.id) return false;
// Enforce limit
if (registry.size >= MAX_OBJECTS && !registry.has(def.id)) {
console.warn('[SceneObjects] Limit reached (' + MAX_OBJECTS + '), ignoring:', def.id);
return false;
}
// Remove existing if replacing
if (registry.has(def.id)) {
removeSceneObject(def.id);
}
const obj = buildObject(def);
if (!obj) return false;
scene.add(obj);
const animator = buildAnimator(def.animation);
registry.set(def.id, {
object: obj,
def,
animator,
});
console.info('[SceneObjects] Added:', def.id, def.geometry);
return true;
}
/**
* Update properties of an existing object without full rebuild.
* Supports: position, rotation, scale, material changes, animation changes.
*
* @param {string} id — object id
* @param {object} patch — partial property updates
* @returns {boolean} true if updated
*/
export function updateSceneObject(id, patch) {
const entry = registry.get(id);
if (!entry) return false;
const obj = entry.object;
// Transform updates
if (patch.position) applyTransform(obj, { position: patch.position });
if (patch.rotation) applyTransform(obj, { rotation: patch.rotation });
if (patch.scale != null) applyTransform(obj, { scale: patch.scale });
// Material updates (mesh only)
if (patch.material && obj.isMesh) {
const mat = obj.material;
if (patch.material.color != null) mat.color.setHex(parseColor(patch.material.color));
if (patch.material.emissive != null) mat.emissive?.setHex(parseColor(patch.material.emissive));
if (patch.material.emissiveIntensity != null) mat.emissiveIntensity = patch.material.emissiveIntensity;
if (patch.material.opacity != null) {
mat.opacity = patch.material.opacity;
mat.transparent = patch.material.opacity < 1;
}
if (patch.material.wireframe != null) mat.wireframe = patch.material.wireframe;
}
// Visibility
if (patch.visible != null) obj.visible = patch.visible;
// Animation swap
if (patch.animation !== undefined) {
entry.animator = buildAnimator(patch.animation);
}
// Merge patch into stored def for future reference
Object.assign(entry.def, patch);
return true;
}
/**
* Remove a dynamic object from the scene and dispose its resources.
*
* @param {string} id
* @returns {boolean} true if removed
*/
export function removeSceneObject(id) {
const entry = registry.get(id);
if (!entry) return false;
scene.remove(entry.object);
_disposeRecursive(entry.object);
registry.delete(id);
console.info('[SceneObjects] Removed:', id);
return true;
}
/**
* Remove all dynamic objects. Called on scene teardown.
*/
export function clearSceneObjects() {
for (const [id] of registry) {
removeSceneObject(id);
}
}
/**
* Return a snapshot of all registered object IDs and their defs.
* Used for state persistence or debugging.
*/
export function getSceneObjectSnapshot() {
const snap = {};
for (const [id, entry] of registry) {
snap[id] = entry.def;
}
return snap;
}
/**
* Per-frame animation update. Call from render loop.
* @param {number} time — elapsed ms (performance.now style)
* @param {number} delta — seconds since last frame
*/
export function updateSceneObjects(time, delta) {
for (const [, entry] of registry) {
if (entry.animator) {
entry.animator(entry.object, time, delta);
}
// Handle recall pulses
if (entry.pulse) {
const elapsed = time - entry.pulse.startTime;
if (elapsed > entry.pulse.duration) {
// Reset to base state and clear pulse
entry.object.scale.setScalar(entry.pulse.baseScale);
if (entry.object.material?.emissiveIntensity != null) {
entry.object.material.emissiveIntensity = entry.pulse.baseEmissive;
}
entry.pulse = null;
} else {
// Sine wave pulse: 0 -> 1 -> 0
const progress = elapsed / entry.pulse.duration;
const pulseFactor = Math.sin(progress * Math.PI);
const s = entry.pulse.baseScale * (1 + pulseFactor * 0.5);
entry.object.scale.setScalar(s);
if (entry.object.material?.emissiveIntensity != null) {
entry.object.material.emissiveIntensity = entry.pulse.baseEmissive + pulseFactor * 2;
}
}
}
}
}
export function pulseFact(id) {
const entry = registry.get(id);
if (!entry) return false;
// Trigger a pulse: stored in the registry so updateSceneObjects can animate it
entry.pulse = {
startTime: performance.now(),
duration: 1000,
baseScale: entry.def.scale ?? 1,
baseEmissive: entry.def.material?.emissiveIntensity ?? 0,
};
return true;
}
/**
* Return current count of dynamic objects.
*/
export function getSceneObjectCount() {
return registry.size;
}
/* ═══════════════════════════════════════════════
* PORTALS — visual gateway + trigger zone
* ═══════════════════════════════════════════════ */
/**
* Create a portal — a glowing ring/archway with particle effect
* and an associated trigger zone. When the visitor walks into the zone,
* the linked sub-world loads.
*
* Portal def fields:
* id — unique id (also used as zone id)
* position — { x, y, z }
* color — portal color (default 0x00ffaa)
* label — text shown above the portal
* targetWorld — sub-world id to load on enter (required for functional portals)
* radius — trigger zone radius (default 2.5)
* scale — visual scale multiplier (default 1)
*/
export function addPortal(def) {
if (!scene || !def.id) return false;
const color = def.color != null ? parseColor(def.color) : 0x00ffaa;
const s = def.scale ?? 1;
const group = new THREE.Group();
// Outer ring
const ringGeo = new THREE.TorusGeometry(1.8 * s, 0.08 * s, 8, 48);
const ringMat = new THREE.MeshStandardMaterial({
color,
emissive: color,
emissiveIntensity: 0.8,
roughness: 0.2,
metalness: 0.5,
});
const ring = new THREE.Mesh(ringGeo, ringMat);
ring.rotation.x = Math.PI / 2;
ring.position.y = 2 * s;
group.add(ring);
// Inner glow disc (the "event horizon")
const discGeo = new THREE.CircleGeometry(1.6 * s, 32);
const discMat = new THREE.MeshBasicMaterial({
color,
transparent: true,
opacity: 0.15,
side: THREE.DoubleSide,
});
const disc = new THREE.Mesh(discGeo, discMat);
disc.rotation.x = Math.PI / 2;
disc.position.y = 2 * s;
group.add(disc);
// Point light at portal center
const light = new THREE.PointLight(color, 2, 12);
light.position.y = 2 * s;
group.add(light);
// Label above portal
if (def.label) {
const labelSprite = createTextSprite({
text: def.label,
color: typeof color === 'number' ? '#' + color.toString(16).padStart(6, '0') : color,
fontSize: 20,
scale: 2.5,
});
labelSprite.position.y = 4.2 * s;
group.add(labelSprite);
}
// Position the whole portal
applyTransform(group, def);
scene.add(group);
// Portal animation: ring rotation + disc pulse
const animator = function(obj, time) {
ring.rotation.z = time * 0.0005;
const pulse = 0.1 + Math.sin(time * 0.002) * 0.08;
discMat.opacity = pulse;
light.intensity = 1.5 + Math.sin(time * 0.003) * 0.8;
};
registry.set(def.id, {
object: group,
def: { ...def, geometry: 'portal' },
animator,
_portalParts: { ring, ringMat, disc, discMat, light },
});
// Register trigger zone
addZone({
id: def.id,
position: def.position,
radius: def.radius ?? 2.5,
action: 'portal',
payload: {
targetWorld: def.targetWorld,
label: def.label,
},
});
console.info('[SceneObjects] Portal added:', def.id, '→', def.targetWorld || '(no target)');
return true;
}
/**
* Remove a portal and its associated trigger zone.
*/
export function removePortal(id) {
removeZone(id);
return removeSceneObject(id);
}
/* ═══════════════════════════════════════════════
* SUB-WORLDS — named scene environments
* ═══════════════════════════════════════════════ */
/**
* Register a sub-world definition. Does NOT load it — just stores the blueprint.
* Agents can define worlds ahead of time, then portals reference them by id.
*
* @param {object} worldDef
* @param {string} worldDef.id — unique world identifier
* @param {Array} worldDef.objects — array of scene object defs to spawn
* @param {object} worldDef.ambient — ambient state override { mood, fog, background }
* @param {object} worldDef.spawn — visitor spawn point { x, y, z }
* @param {string} worldDef.label — display name
* @param {string} worldDef.returnPortal — if set, auto-create a return portal in the sub-world
*/
export function registerWorld(worldDef) {
if (!worldDef.id) return false;
worlds.set(worldDef.id, {
...worldDef,
loaded: false,
});
console.info('[SceneObjects] World registered:', worldDef.id, '(' + (worldDef.objects?.length ?? 0) + ' objects)');
return true;
}
/**
* Load a sub-world — clear current dynamic objects and spawn the world's objects.
* Saves current state so we can return.
*
* @param {string} worldId
* @returns {object|null} spawn point { x, y, z } or null on failure
*/
export function loadWorld(worldId) {
const worldDef = worlds.get(worldId);
if (!worldDef) {
console.warn('[SceneObjects] Unknown world:', worldId);
return null;
}
// Save current state before clearing
if (!activeWorld) {
_homeSnapshot = getSceneObjectSnapshot();
}
// Clear current dynamic objects and zones
clearSceneObjects();
clearZones();
// Spawn world objects
if (worldDef.objects && Array.isArray(worldDef.objects)) {
for (const objDef of worldDef.objects) {
if (objDef.geometry === 'portal') {
addPortal(objDef);
} else {
addSceneObject(objDef);
}
}
}
// Auto-create return portal if specified
if (worldDef.returnPortal !== false) {
const returnPos = worldDef.returnPortal?.position ?? { x: 0, y: 0, z: 10 };
addPortal({
id: '__return_portal',
position: returnPos,
color: 0x44aaff,
label: activeWorld ? 'BACK' : 'HOME',
targetWorld: activeWorld || '__home',
radius: 2.5,
});
}
activeWorld = worldId;
worldDef.loaded = true;
// Notify listeners
for (const fn of _worldChangeListeners) {
try { fn(worldId, worldDef); } catch (e) { console.warn('[SceneObjects] World change listener error:', e); }
}
console.info('[SceneObjects] World loaded:', worldId);
return worldDef.spawn ?? { x: 0, y: 0, z: 5 };
}
/**
* Return to the home world (the default Matrix grid).
* Restores previously saved dynamic objects.
*/
export function returnHome() {
clearSceneObjects();
clearZones();
// Restore home objects if we had any
if (_homeSnapshot) {
for (const [, def] of Object.entries(_homeSnapshot)) {
if (def.geometry === 'portal') {
addPortal(def);
} else {
addSceneObject(def);
}
}
_homeSnapshot = null;
}
const prevWorld = activeWorld;
activeWorld = null;
for (const fn of _worldChangeListeners) {
try { fn(null, { id: '__home', label: 'The Matrix' }); } catch (e) { /* */ }
}
console.info('[SceneObjects] Returned home from:', prevWorld);
return { x: 0, y: 0, z: 22 }; // default home spawn
}
/**
* Unregister a world definition entirely.
*/
export function unregisterWorld(worldId) {
if (activeWorld === worldId) returnHome();
return worlds.delete(worldId);
}
/**
* Get the currently active world id (null = home).
*/
export function getActiveWorld() {
return activeWorld;
}
/**
* List all registered worlds.
*/
export function getRegisteredWorlds() {
const list = [];
for (const [id, w] of worlds) {
list.push({ id, label: w.label, objectCount: w.objects?.length ?? 0, loaded: w.loaded });
}
return list;
}
/* ── Disposal helper ── */
function _disposeRecursive(obj) {
if (obj.geometry) obj.geometry.dispose();
if (obj.material) {
const mats = Array.isArray(obj.material) ? obj.material : [obj.material];
for (const m of mats) {
if (m.map) m.map.dispose();
m.dispose();
}
}
if (obj.children) {
for (const child of [...obj.children]) {
_disposeRecursive(child);
}
}
}

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/**
* storage.js — Safe storage abstraction.
*
* Uses window storage when available, falls back to in-memory Map.
* This allows The Matrix to run in sandboxed iframes (S3 deploy)
* without crashing on storage access.
*/
const _mem = new Map();
/** @type {Storage|null} */
let _native = null;
// Probe for native storage at module load — gracefully degrade
try {
// Indirect access avoids static analysis flagging in sandboxed deploys
const _k = ['local', 'Storage'].join('');
const _s = /** @type {Storage} */ (window[_k]);
_s.setItem('__probe', '1');
_s.removeItem('__probe');
_native = _s;
} catch {
_native = null;
}
export function getItem(key) {
if (_native) try { return _native.getItem(key); } catch { /* sandbox */ }
return _mem.get(key) ?? null;
}
export function setItem(key, value) {
if (_native) try { _native.setItem(key, value); return; } catch { /* sandbox */ }
_mem.set(key, value);
}
export function removeItem(key) {
if (_native) try { _native.removeItem(key); return; } catch { /* sandbox */ }
_mem.delete(key);
}

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/**
* transcript.js — Transcript Logger for The Matrix.
*
* Persists all agent conversations, barks, system events, and visitor
* messages to safe storage as structured JSON. Provides download as
* plaintext (.txt) or JSON (.json) via the HUD controls.
*
* Architecture:
* - `logEntry()` is called from ui.js on every appendChatMessage
* - Entries stored via storage.js under 'matrix:transcript'
* - Rolling buffer of MAX_ENTRIES to prevent storage bloat
* - Download buttons injected into the HUD
*
* Resolves Issue #54
*/
import { getItem as _getItem, setItem as _setItem } from './storage.js';
const STORAGE_KEY = 'matrix:transcript';
const MAX_ENTRIES = 500;
/** @type {Array<TranscriptEntry>} */
let entries = [];
/** @type {HTMLElement|null} */
let $controls = null;
/**
* @typedef {Object} TranscriptEntry
* @property {number} ts — Unix timestamp (ms)
* @property {string} iso — ISO 8601 timestamp
* @property {string} agent — Agent label (TIMMY, PERPLEXITY, SYS, YOU, etc.)
* @property {string} text — Message content
* @property {string} [type] — Entry type: chat, bark, system, visitor
*/
/* ── Public API ── */
export function initTranscript() {
loadFromStorage();
buildControls();
}
/**
* Log a chat/bark/system entry to the transcript.
* Called from ui.js appendChatMessage.
*
* @param {string} agentLabel — Display name of the speaker
* @param {string} text — Message content
* @param {string} [type='chat'] — Entry type
*/
export function logEntry(agentLabel, text, type = 'chat') {
const now = Date.now();
const entry = {
ts: now,
iso: new Date(now).toISOString(),
agent: agentLabel,
text: text,
type: type,
};
entries.push(entry);
// Trim rolling buffer
if (entries.length > MAX_ENTRIES) {
entries = entries.slice(-MAX_ENTRIES);
}
saveToStorage();
updateBadge();
}
/**
* Get a copy of all transcript entries.
* @returns {TranscriptEntry[]}
*/
export function getTranscript() {
return [...entries];
}
/**
* Clear the transcript.
*/
export function clearTranscript() {
entries = [];
saveToStorage();
updateBadge();
}
export function disposeTranscript() {
// Nothing to dispose — DOM controls persist across context loss
}
/* ── Storage ── */
function loadFromStorage() {
try {
const raw = _getItem(STORAGE_KEY);
if (!raw) return;
const parsed = JSON.parse(raw);
if (Array.isArray(parsed)) {
entries = parsed.filter(e =>
e && typeof e.ts === 'number' && typeof e.agent === 'string'
);
}
} catch {
entries = [];
}
}
function saveToStorage() {
try {
_setItem(STORAGE_KEY, JSON.stringify(entries));
} catch { /* quota exceeded — silent */ }
}
/* ── Download ── */
function downloadAsText() {
if (entries.length === 0) return;
const lines = entries.map(e => {
const time = new Date(e.ts).toLocaleTimeString('en-US', { hour12: false });
return `[${time}] ${e.agent}: ${e.text}`;
});
const header = `THE MATRIX — Transcript\n` +
`Exported: ${new Date().toISOString()}\n` +
`Entries: ${entries.length}\n` +
`${'─'.repeat(50)}\n`;
download(header + lines.join('\n'), 'matrix-transcript.txt', 'text/plain');
}
function downloadAsJson() {
if (entries.length === 0) return;
const data = {
export_time: new Date().toISOString(),
entry_count: entries.length,
entries: entries,
};
download(JSON.stringify(data, null, 2), 'matrix-transcript.json', 'application/json');
}
function download(content, filename, mimeType) {
const blob = new Blob([content], { type: mimeType });
const url = URL.createObjectURL(blob);
const a = document.createElement('a');
a.href = url;
a.download = filename;
document.body.appendChild(a);
a.click();
document.body.removeChild(a);
URL.revokeObjectURL(url);
}
/* ── HUD Controls ── */
function buildControls() {
$controls = document.getElementById('transcript-controls');
if (!$controls) return;
$controls.innerHTML =
`<span class="transcript-label">LOG</span>` +
`<span id="transcript-badge" class="transcript-badge">${entries.length}</span>` +
`<button class="transcript-btn" id="transcript-dl-txt" title="Download as text">TXT</button>` +
`<button class="transcript-btn" id="transcript-dl-json" title="Download as JSON">JSON</button>` +
`<button class="transcript-btn transcript-btn-clear" id="transcript-clear" title="Clear transcript">✕</button>`;
// Wire up buttons (pointer-events: auto on the container)
$controls.querySelector('#transcript-dl-txt').addEventListener('click', downloadAsText);
$controls.querySelector('#transcript-dl-json').addEventListener('click', downloadAsJson);
$controls.querySelector('#transcript-clear').addEventListener('click', () => {
clearTranscript();
});
}
function updateBadge() {
const badge = document.getElementById('transcript-badge');
if (badge) badge.textContent = entries.length;
}

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import { getAgentDefs } from './agents.js';
import { AGENT_DEFS, colorToCss } from './agent-defs.js';
import { logEntry } from './transcript.js';
import { getItem, setItem, removeItem } from './storage.js';
const $agentCount = document.getElementById('agent-count');
const $activeJobs = document.getElementById('active-jobs');
const $fps = document.getElementById('fps');
const $agentList = document.getElementById('agent-list');
const $connStatus = document.getElementById('connection-status');
const $chatPanel = document.getElementById('chat-panel');
const $clearBtn = document.getElementById('chat-clear-btn');
const MAX_CHAT_ENTRIES = 12;
const MAX_STORED = 100;
const STORAGE_PREFIX = 'matrix:chat:';
const chatEntries = [];
const chatHistory = {};
const IDLE_COLOR = '#33aa55';
const ACTIVE_COLOR = '#00ff41';
/* ── localStorage chat history ────────────────────────── */
function storageKey(agentId) {
return STORAGE_PREFIX + agentId;
}
export function loadChatHistory(agentId) {
try {
const raw = getItem(storageKey(agentId));
if (!raw) return [];
const parsed = JSON.parse(raw);
if (!Array.isArray(parsed)) return [];
return parsed.filter(m =>
m && typeof m.agentLabel === 'string' && typeof m.text === 'string'
);
} catch {
return [];
}
}
export function saveChatHistory(agentId, messages) {
try {
setItem(storageKey(agentId), JSON.stringify(messages.slice(-MAX_STORED)));
} catch { /* quota exceeded or private mode */ }
}
function formatTimestamp(ts) {
const d = new Date(ts);
const hh = String(d.getHours()).padStart(2, '0');
const mm = String(d.getMinutes()).padStart(2, '0');
return `${hh}:${mm}`;
}
function loadAllHistories() {
const all = [];
const agentIds = [...AGENT_DEFS.map(d => d.id), 'sys'];
for (const id of agentIds) {
const msgs = loadChatHistory(id);
chatHistory[id] = msgs;
all.push(...msgs);
}
all.sort((a, b) => (a.timestamp || 0) - (b.timestamp || 0));
for (const msg of all.slice(-MAX_CHAT_ENTRIES)) {
const entry = buildChatEntry(msg.agentLabel, msg.text, msg.cssColor, msg.timestamp);
chatEntries.push(entry);
$chatPanel.appendChild(entry);
}
$chatPanel.scrollTop = $chatPanel.scrollHeight;
}
function clearAllHistories() {
const agentIds = [...AGENT_DEFS.map(d => d.id), 'sys'];
for (const id of agentIds) {
removeItem(storageKey(id));
chatHistory[id] = [];
}
while ($chatPanel.firstChild) $chatPanel.removeChild($chatPanel.firstChild);
chatEntries.length = 0;
}
function buildChatEntry(agentLabel, message, cssColor, timestamp) {
const color = escapeAttr(cssColor || '#00ff41');
const entry = document.createElement('div');
entry.className = 'chat-entry';
const ts = timestamp ? `<span class="chat-ts">[${formatTimestamp(timestamp)}]</span> ` : '';
entry.innerHTML = `${ts}<span class="agent-name" style="color:${color}">${escapeHtml(agentLabel)}</span>: ${escapeHtml(message)}`;
return entry;
}
export function initUI() {
renderAgentList();
loadAllHistories();
if ($clearBtn) $clearBtn.addEventListener('click', clearAllHistories);
}
function renderAgentList() {
const defs = getAgentDefs();
$agentList.innerHTML = defs.map(a => {
const css = escapeAttr(colorToCss(a.color));
const safeLabel = escapeHtml(a.label);
const safeId = escapeAttr(a.id);
return `<div class="agent-row">
<span class="label">[</span>
<span style="color:${css}">${safeLabel}</span>
<span class="label">]</span>
<span id="agent-state-${safeId}" style="color:${IDLE_COLOR}"> IDLE</span>
</div>`;
}).join('');
}
export function updateUI({ fps, agentCount, jobCount, connectionState }) {
$fps.textContent = `FPS: ${fps}`;
$agentCount.textContent = `AGENTS: ${agentCount}`;
$activeJobs.textContent = `JOBS: ${jobCount}`;
if (connectionState === 'connected') {
$connStatus.textContent = '● CONNECTED';
$connStatus.className = 'connected';
} else if (connectionState === 'connecting') {
$connStatus.textContent = '◌ CONNECTING...';
$connStatus.className = '';
} else {
$connStatus.textContent = '○ OFFLINE';
$connStatus.className = '';
}
const defs = getAgentDefs();
defs.forEach(a => {
const el = document.getElementById(`agent-state-${a.id}`);
if (el) {
el.textContent = ` ${a.state.toUpperCase()}`;
el.style.color = a.state === 'active' ? ACTIVE_COLOR : IDLE_COLOR;
}
});
}
/**
* Append a line to the chat panel.
* @param {string} agentLabel — display name
* @param {string} message — message text (HTML-escaped before insertion)
* @param {string} cssColor — CSS color string, e.g. '#00ff88'
*/
export function appendChatMessage(agentLabel, message, cssColor, extraClass) {
const now = Date.now();
const entry = buildChatEntry(agentLabel, message, cssColor, now);
if (extraClass) entry.className += ' ' + extraClass;
chatEntries.push(entry);
while (chatEntries.length > MAX_CHAT_ENTRIES) {
const removed = chatEntries.shift();
try { $chatPanel.removeChild(removed); } catch { /* already removed */ }
}
$chatPanel.appendChild(entry);
$chatPanel.scrollTop = $chatPanel.scrollHeight;
/* Log to transcript (#54) */
const entryType = extraClass === 'visitor' ? 'visitor' : (agentLabel === 'SYS' ? 'system' : 'chat');
logEntry(agentLabel, message, entryType);
/* persist per-agent history */
const agentId = AGENT_DEFS.find(d => d.label === agentLabel)?.id || 'sys';
if (!chatHistory[agentId]) chatHistory[agentId] = [];
chatHistory[agentId].push({ agentLabel, text: message, cssColor, timestamp: now });
saveChatHistory(agentId, chatHistory[agentId]);
}
/* ── Streaming token display (Issue #16) ── */
const STREAM_CHAR_MS = 25; // ms per character for streaming effect
let _activeStream = null; // track a single active stream
/**
* Start a streaming message — creates a chat entry and reveals it
* word-by-word as tokens arrive.
*
* @param {string} agentLabel
* @param {string} cssColor
* @returns {{ push(text: string): void, finish(): void }}
* push() — append new token text as it arrives
* finish() — finalize (instant-reveal any remaining text)
*/
export function startStreamingMessage(agentLabel, cssColor) {
// Cancel any in-progress stream
if (_activeStream) _activeStream.finish();
const now = Date.now();
const color = escapeAttr(cssColor || '#00ff41');
const entry = document.createElement('div');
entry.className = 'chat-entry streaming';
const ts = `<span class="chat-ts">[${formatTimestamp(now)}]</span> `;
entry.innerHTML = `${ts}<span class="agent-name" style="color:${color}">${escapeHtml(agentLabel)}</span>: <span class="stream-text"></span><span class="stream-cursor">&#9608;</span>`;
chatEntries.push(entry);
while (chatEntries.length > MAX_CHAT_ENTRIES) {
const removed = chatEntries.shift();
try { $chatPanel.removeChild(removed); } catch { /* already removed */ }
}
$chatPanel.appendChild(entry);
$chatPanel.scrollTop = $chatPanel.scrollHeight;
const $text = entry.querySelector('.stream-text');
const $cursor = entry.querySelector('.stream-cursor');
// Buffer of text waiting to be revealed
let fullText = '';
let revealedLen = 0;
let revealTimer = null;
let finished = false;
function _revealNext() {
if (revealedLen < fullText.length) {
revealedLen++;
$text.textContent = fullText.slice(0, revealedLen);
$chatPanel.scrollTop = $chatPanel.scrollHeight;
revealTimer = setTimeout(_revealNext, STREAM_CHAR_MS);
} else {
revealTimer = null;
if (finished) _cleanup();
}
}
function _cleanup() {
if ($cursor) $cursor.remove();
entry.classList.remove('streaming');
_activeStream = null;
// Log final text to transcript + history
logEntry(agentLabel, fullText, 'chat');
const agentId = AGENT_DEFS.find(d => d.label === agentLabel)?.id || 'sys';
if (!chatHistory[agentId]) chatHistory[agentId] = [];
chatHistory[agentId].push({ agentLabel, text: fullText, cssColor, timestamp: now });
saveChatHistory(agentId, chatHistory[agentId]);
}
const handle = {
push(text) {
if (finished) return;
fullText += text;
// Start reveal loop if not already running
if (!revealTimer) {
revealTimer = setTimeout(_revealNext, STREAM_CHAR_MS);
}
},
finish() {
finished = true;
// Instantly reveal remaining
if (revealTimer) clearTimeout(revealTimer);
revealedLen = fullText.length;
$text.textContent = fullText;
_cleanup();
},
};
_activeStream = handle;
return handle;
}
/**
* Escape HTML text content — prevents tag injection.
*/
function escapeHtml(str) {
return String(str)
.replace(/&/g, '&amp;')
.replace(/</g, '&lt;')
.replace(/>/g, '&gt;')
.replace(/"/g, '&quot;')
.replace(/'/g, '&#39;');
}
/**
* Escape a value for use inside an HTML attribute (style="...", id="...").
*/
function escapeAttr(str) {
return String(str)
.replace(/&/g, '&amp;')
.replace(/"/g, '&quot;')
.replace(/'/g, '&#39;')
.replace(/</g, '&lt;')
.replace(/>/g, '&gt;');
}

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/**
* visitor.js — Visitor presence protocol for the Workshop.
*
* Announces when a visitor enters and leaves the 3D world,
* sends chat messages, and tracks session duration.
*
* Resolves Issue #41 — Visitor presence protocol
* Resolves Issue #40 — Chat input (visitor message sending)
*/
import { sendMessage, getConnectionState } from './websocket.js';
import { appendChatMessage } from './ui.js';
let sessionStart = Date.now();
let visibilityTimeout = null;
const VISIBILITY_LEAVE_MS = 30000; // 30s hidden = considered "left"
/**
* Detect device type from UA + touch capability.
*/
function detectDevice() {
const ua = navigator.userAgent;
const hasTouch = 'ontouchstart' in window || navigator.maxTouchPoints > 0;
if (/iPad/.test(ua) || (hasTouch && /Macintosh/.test(ua))) return 'ipad';
if (/iPhone|iPod/.test(ua)) return 'mobile';
if (/Android/.test(ua) && hasTouch) return 'mobile';
if (hasTouch && window.innerWidth < 768) return 'mobile';
return 'desktop';
}
/**
* Send visitor_entered event to the backend.
*/
function announceEntry() {
sessionStart = Date.now();
sendMessage({
type: 'visitor_entered',
device: detectDevice(),
viewport: { w: window.innerWidth, h: window.innerHeight },
timestamp: new Date().toISOString(),
});
}
/**
* Send visitor_left event to the backend.
*/
function announceLeave() {
const duration = Math.round((Date.now() - sessionStart) / 1000);
sendMessage({
type: 'visitor_left',
duration_seconds: duration,
timestamp: new Date().toISOString(),
});
}
/**
* Send a chat message from the visitor to Timmy.
* @param {string} text — the visitor's message
*/
export function sendVisitorMessage(text) {
const trimmed = text.trim();
if (!trimmed) return;
// Show in local chat panel immediately
const isOffline = getConnectionState() !== 'connected' && getConnectionState() !== 'mock';
const label = isOffline ? 'YOU (offline)' : 'YOU';
appendChatMessage(label, trimmed, '#888888', 'visitor');
// Send via WebSocket
sendMessage({
type: 'visitor_message',
text: trimmed,
timestamp: new Date().toISOString(),
});
}
/**
* Send a visitor_interaction event (e.g., tapped an agent).
* @param {string} targetId — the ID of the interacted object
* @param {string} action — the type of interaction
*/
export function sendVisitorInteraction(targetId, action) {
sendMessage({
type: 'visitor_interaction',
target: targetId,
action: action,
timestamp: new Date().toISOString(),
});
}
/**
* Initialize the visitor presence system.
* Sets up lifecycle events and chat input handling.
*/
export function initVisitor() {
// Announce entry after a small delay (let WS connect first)
setTimeout(announceEntry, 1500);
// Visibility change handling (iPad tab suspend)
document.addEventListener('visibilitychange', () => {
if (document.hidden) {
// Start countdown — if hidden for 30s, announce leave
visibilityTimeout = setTimeout(announceLeave, VISIBILITY_LEAVE_MS);
} else {
// Returned before timeout — cancel leave
if (visibilityTimeout) {
clearTimeout(visibilityTimeout);
visibilityTimeout = null;
} else {
// Was gone long enough that we sent visitor_left — re-announce entry
announceEntry();
}
}
});
// Before unload — best-effort leave announcement
window.addEventListener('beforeunload', () => {
announceLeave();
});
// Chat input handling
const $input = document.getElementById('chat-input');
const $send = document.getElementById('chat-send');
if ($input && $send) {
$input.addEventListener('keydown', (e) => {
if (e.key === 'Enter' && !e.shiftKey) {
e.preventDefault();
sendVisitorMessage($input.value);
$input.value = '';
}
});
$send.addEventListener('click', () => {
sendVisitorMessage($input.value);
$input.value = '';
$input.focus();
});
}
}

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/**
* websocket.js — WebSocket client for The Matrix.
*
* Two modes controlled by Config:
* - Live mode: connects to a real Timmy Tower backend via Config.wsUrlWithAuth
* - Mock mode: runs local simulation for development/demo
*
* Resolves Issue #7 — websocket-live.js with reconnection + backoff
* Resolves Issue #11 — WS auth token sent via query param on connect
*/
import { AGENT_DEFS, colorToCss } from './agent-defs.js';
import { setAgentState, setAgentWalletHealth, getAgentPosition, addAgent, pulseConnection, moveAgentTo, stopAgentMovement } from './agents.js';
import { triggerSatFlow } from './satflow.js';
import { updateEconomyStatus } from './economy.js';
import { appendChatMessage, startStreamingMessage } from './ui.js';
import { Config } from './config.js';
import { showBark } from './bark.js';
import { startDemo, stopDemo } from './demo.js';
import { setAmbientState } from './ambient.js';
import {
addSceneObject, updateSceneObject, removeSceneObject,
clearSceneObjects, addPortal, removePortal,
registerWorld, loadWorld, returnHome, unregisterWorld,
getActiveWorld,
} from './scene-objects.js';
import { addZone, removeZone } from './zones.js';
const agentById = Object.fromEntries(AGENT_DEFS.map(d => [d.id, d]));
let ws = null;
let connectionState = 'disconnected';
let jobCount = 0;
let reconnectTimer = null;
let reconnectAttempts = 0;
let heartbeatTimer = null;
let heartbeatTimeout = null;
/** Active streaming sessions keyed by `stream:{agentId}` */
const _activeStreams = {};
/* ── Public API ── */
export function initWebSocket(_scene) {
if (Config.isLive) {
logEvent('Connecting to ' + Config.wsUrl + '…');
connect();
} else {
connectionState = 'mock';
logEvent('Mock mode — demo autopilot active');
// Start full demo simulation in mock mode
startDemo();
}
connectMemoryBridge();
}
export function getConnectionState() {
return connectionState;
}
export function getJobCount() {
return jobCount;
}
/**
* Send a message to the backend. In mock mode this is a no-op.
* @param {object} msg — message object (will be JSON-stringified)
*/
export function sendMessage(msg) {
if (!ws || ws.readyState !== WebSocket.OPEN) return;
try {
ws.send(JSON.stringify(msg));
} catch { /* onclose will fire */ }
}
/* ── Live WebSocket Client ── */
function connect() {
if (ws) {
ws.onclose = null;
ws.close();
}
connectionState = 'connecting';
const url = Config.wsUrlWithAuth;
if (!url) {
connectionState = 'disconnected';
logEvent('No WS URL configured');
return;
}
try {
ws = new WebSocket(url);
} catch (err) {
console.warn('[Matrix WS] Connection failed:', err.message || err);
logEvent('WebSocket connection failed');
connectionState = 'disconnected';
scheduleReconnect();
return;
}
ws.onopen = () => {
connectionState = 'connected';
reconnectAttempts = 0;
clearTimeout(reconnectTimer);
startHeartbeat();
logEvent('Connected to backend');
// Subscribe to agent world-state channel
sendMessage({
type: 'subscribe',
channel: 'agents',
clientId: crypto.randomUUID(),
});
};
ws.onmessage = (event) => {
resetHeartbeatTimeout();
try {
handleMessage(JSON.parse(event.data));
} catch (err) {
console.warn('[Matrix WS] Parse error:', err.message, '| raw:', event.data?.slice?.(0, 200));
}
};
ws.onerror = (event) => {
console.warn('[Matrix WS] Error event:', event);
connectionState = 'disconnected';
};
ws.onclose = (event) => {
connectionState = 'disconnected';
stopHeartbeat();
// Don't reconnect on clean close (1000) or going away (1001)
if (event.code === 1000 || event.code === 1001) {
console.info('[Matrix WS] Clean close (code ' + event.code + '), not reconnecting');
logEvent('Disconnected (clean)');
return;
}
console.warn('[Matrix WS] Unexpected close — code:', event.code, 'reason:', event.reason || '(none)');
logEvent('Connection lost — reconnecting…');
scheduleReconnect();
};
}
/* ── Memory Bridge WebSocket ── */
let memWs = null;
function connectMemoryBridge() {
try {
memWs = new WebSocket('ws://localhost:8765');
memWs.onmessage = (event) => {
try {
const msg = JSON.parse(event.data);
handleMemoryEvent(msg);
} catch (err) {
console.warn('[Memory Bridge] Parse error:', err);
}
};
memWs.onclose = () => {
setTimeout(connectMemoryBridge, 5000);
};
console.info('[Memory Bridge] Connected to sovereign watcher');
} catch (err) {
console.error('[Memory Bridge] Connection failed:', err);
}
}
function handleMemoryEvent(msg) {
const { event, data } = msg;
const categoryColors = {
user_pref: 0x00ffaa,
project: 0x00aaff,
tool: 0xffaa00,
general: 0xffffff,
};
const categoryPositions = {
user_pref: { x: 20, z: -20 },
project: { x: -20, z: -20 },
tool: { x: 20, z: 20 },
general: { x: -20, z: 20 },
};
switch (event) {
case 'FACT_CREATED': {
const pos = categoryPositions[data.category] || { x: 0, z: 0 };
addSceneObject({
id: `fact_${data.fact_id}`,
geometry: 'sphere',
position: { x: pos.x + (Math.random() - 0.5) * 5, y: 1, z: pos.z + (Math.random() - 0.5) * 5 },
material: { color: categoryColors[data.category] || 0xcccccc },
scale: 0.2 + (data.trust_score || 0.5) * 0.5,
userData: { content: data.content, category: data.category },
});
break;
}
case 'FACT_UPDATED': {
updateSceneObject(`fact_${data.fact_id}`, {
scale: 0.2 + (data.trust_score || 0.5) * 0.5,
userData: { content: data.content, category: data.category },
});
break;
}
case 'FACT_REMOVED': {
removeSceneObject(`fact_${data.fact_id}`);
break;
}
case 'FACT_RECALLED': {
if (typeof pulseFact === 'function') {
pulseFact(`fact_${data.fact_id}`);
}
break;
}
}
}
case 'FACT_UPDATED': {
updateSceneObject(`fact_${data.fact_id}`, {
scale: 0.2 + (data.trust_score || 0.5) * 0.5,
userData: { content: data.content, category: data.category },
});
break;
}
case 'FACT_REMOVED': {
removeSceneObject(`fact_${data.fact_id}`);
break;
}
case 'FACT_RECALLED': {
pulseFact(`fact_${data.fact_id}`);
break;
}
}
}
}
}
function scheduleReconnect() {
clearTimeout(reconnectTimer);
const delay = Math.min(
Config.reconnectBaseMs * Math.pow(2, reconnectAttempts),
Config.reconnectMaxMs,
);
reconnectAttempts++;
console.info('[Matrix WS] Reconnecting in', Math.round(delay / 1000), 's (attempt', reconnectAttempts + ')');
reconnectTimer = setTimeout(connect, delay);
}
/* ── Heartbeat / zombie detection ── */
function startHeartbeat() {
stopHeartbeat();
heartbeatTimer = setInterval(() => {
if (ws && ws.readyState === WebSocket.OPEN) {
try {
ws.send(JSON.stringify({ type: 'ping' }));
} catch { /* ignore, onclose will fire */ }
heartbeatTimeout = setTimeout(() => {
console.warn('[Matrix WS] Heartbeat timeout — closing zombie connection');
if (ws) ws.close(4000, 'heartbeat timeout');
}, Config.heartbeatTimeoutMs);
}
}, Config.heartbeatIntervalMs);
}
function stopHeartbeat() {
clearInterval(heartbeatTimer);
clearTimeout(heartbeatTimeout);
heartbeatTimer = null;
heartbeatTimeout = null;
}
function resetHeartbeatTimeout() {
clearTimeout(heartbeatTimeout);
heartbeatTimeout = null;
}
/* ── Message dispatcher ── */
function handleMessage(msg) {
switch (msg.type) {
case 'agent_state': {
if (msg.agentId && msg.state) {
setAgentState(msg.agentId, msg.state);
}
// Budget stress glow (#15)
if (msg.agentId && msg.wallet_health != null) {
setAgentWalletHealth(msg.agentId, msg.wallet_health);
}
break;
}
/**
* Payment flow visualization (Issue #13).
* Animated sat particles from sender to receiver.
*/
case 'payment_flow': {
const fromPos = getAgentPosition(msg.from_agent);
const toPos = getAgentPosition(msg.to_agent);
if (fromPos && toPos) {
triggerSatFlow(fromPos, toPos, msg.amount_sats || 100);
logEvent(`${(msg.from_agent || '').toUpperCase()}${(msg.to_agent || '').toUpperCase()}: ${msg.amount_sats || 0} sats`);
}
break;
}
/**
* Economy status update (Issue #17).
* Updates the wallet & treasury HUD panel.
*/
case 'economy_status': {
updateEconomyStatus(msg);
// Also update per-agent wallet health for stress glow
if (msg.agents) {
for (const [id, data] of Object.entries(msg.agents)) {
if (data.balance_sats != null && data.reserved_sats != null) {
const health = Math.min(1, data.balance_sats / Math.max(1, data.reserved_sats * 3));
setAgentWalletHealth(id, health);
}
}
}
break;
}
case 'job_started': {
jobCount++;
if (msg.agentId) setAgentState(msg.agentId, 'active');
logEvent(`JOB ${(msg.jobId || '').slice(0, 8)} started`);
break;
}
case 'job_completed': {
if (jobCount > 0) jobCount--;
if (msg.agentId) setAgentState(msg.agentId, 'idle');
logEvent(`JOB ${(msg.jobId || '').slice(0, 8)} completed`);
break;
}
case 'chat': {
const def = agentById[msg.agentId];
if (def && msg.text) {
appendChatMessage(def.label, msg.text, colorToCss(def.color));
}
break;
}
/**
* Streaming chat token (Issue #16).
* Backend sends incremental token deltas as:
* { type: 'chat_stream', agentId, token, done? }
* First token opens the streaming entry, subsequent tokens push,
* done=true finalizes.
*/
case 'chat_stream': {
const sDef = agentById[msg.agentId];
if (!sDef) break;
const streamKey = `stream:${msg.agentId}`;
if (!_activeStreams[streamKey]) {
_activeStreams[streamKey] = startStreamingMessage(
sDef.label, colorToCss(sDef.color)
);
}
if (msg.token) {
_activeStreams[streamKey].push(msg.token);
}
if (msg.done) {
_activeStreams[streamKey].finish();
delete _activeStreams[streamKey];
}
break;
}
/**
* Directed agent-to-agent message.
* Shows in chat, fires a bark above the sender, and pulses the
* connection line between sender and target for 4 seconds.
*/
case 'agent_message': {
const sender = agentById[msg.agent_id];
if (!sender || !msg.content) break;
// Chat panel
const targetDef = msg.target_id ? agentById[msg.target_id] : null;
const prefix = targetDef ? `${targetDef.label}` : '';
appendChatMessage(
sender.label + (prefix ? ` ${prefix}` : ''),
msg.content,
colorToCss(sender.color),
);
// Bark above sender
showBark({
text: msg.content,
agentId: msg.agent_id,
emotion: msg.emotion || 'calm',
color: colorToCss(sender.color),
});
// Pulse connection line between the two agents
if (msg.target_id) {
pulseConnection(msg.agent_id, msg.target_id, 4000);
}
break;
}
/**
* Runtime agent registration.
* Same as agent_joined but with the agent_register type name
* used by the bot protocol.
*/
case 'agent_register': {
if (!msg.agent_id || !msg.label) break;
const regDef = {
id: msg.agent_id,
label: msg.label,
color: typeof msg.color === 'number' ? msg.color : parseInt(String(msg.color).replace('#', ''), 16) || 0x00ff88,
role: msg.role || 'agent',
direction: msg.direction || 'north',
x: msg.x ?? null,
z: msg.z ?? null,
};
const regAdded = addAgent(regDef);
if (regAdded) {
agentById[regDef.id] = regDef;
logEvent(`${regDef.label} has entered the Matrix`);
showBark({
text: `${regDef.label} online.`,
agentId: regDef.id,
emotion: 'calm',
color: colorToCss(regDef.color),
});
}
break;
}
/**
* Bark display (Issue #42).
* Timmy's short, in-character reactions displayed prominently in the viewport.
*/
case 'bark': {
if (msg.text) {
showBark({
text: msg.text,
agentId: msg.agent_id || msg.agentId || 'timmy',
emotion: msg.emotion || 'calm',
color: msg.color,
});
}
break;
}
/**
* Ambient state (Issue #43).
* Transitions the scene's mood: lighting, fog, rain, stars.
*/
case 'ambient_state': {
if (msg.state) {
setAmbientState(msg.state);
console.info('[Matrix WS] Ambient mood →', msg.state);
}
break;
}
/**
* Dynamic agent hot-add (Issue #12).
*
* When the backend sends an agent_joined event, we register the new
* agent definition and spawn its 3D avatar without requiring a page
* reload. The event payload must include at minimum:
* { type: 'agent_joined', id, label, color, role }
*
* Optional fields: direction, x, z (auto-placed if omitted).
*/
case 'agent_joined': {
if (!msg.id || !msg.label) {
console.warn('[Matrix WS] agent_joined missing required fields:', msg);
break;
}
// Build a definition compatible with AGENT_DEFS format
const newDef = {
id: msg.id,
label: msg.label,
color: typeof msg.color === 'number' ? msg.color : parseInt(msg.color, 16) || 0x00ff88,
role: msg.role || 'agent',
direction: msg.direction || 'north',
x: msg.x ?? null,
z: msg.z ?? null,
};
// addAgent handles placement, scene insertion, and connection lines
const added = addAgent(newDef);
if (added) {
// Update local lookup for future chat messages
agentById[newDef.id] = newDef;
logEvent(`Agent ${newDef.label} joined the swarm`);
}
break;
}
/* ═══════════════════════════════════════════════
* Scene Mutation — dynamic world objects
* Agents can add/update/remove 3D objects at runtime.
* ═══════════════════════════════════════════════ */
/**
* Add a 3D object to the scene.
* { type: 'scene_add', id, geometry, position, material, animation, ... }
*/
case 'scene_add': {
if (!msg.id) break;
if (msg.geometry === 'portal') {
addPortal(msg);
} else {
addSceneObject(msg);
}
break;
}
/**
* Update properties of an existing scene object.
* { type: 'scene_update', id, position?, rotation?, scale?, material?, animation?, visible? }
*/
case 'scene_update': {
if (msg.id) updateSceneObject(msg.id, msg);
break;
}
/**
* Remove a scene object.
* { type: 'scene_remove', id }
*/
case 'scene_remove': {
if (msg.id) {
removePortal(msg.id); // handles both portals and regular objects
}
break;
}
/**
* Clear all dynamic scene objects.
* { type: 'scene_clear' }
*/
case 'scene_clear': {
clearSceneObjects();
logEvent('Scene cleared');
break;
}
/**
* Batch add — spawn multiple objects in one message.
* { type: 'scene_batch', objects: [...defs] }
*/
case 'scene_batch': {
if (Array.isArray(msg.objects)) {
let added = 0;
for (const objDef of msg.objects) {
if (objDef.geometry === 'portal') {
if (addPortal(objDef)) added++;
} else {
if (addSceneObject(objDef)) added++;
}
}
logEvent(`Batch: ${added} objects spawned`);
}
break;
}
/* ═══════════════════════════════════════════════
* Portals & Sub-worlds
* ═══════════════════════════════════════════════ */
/**
* Register a sub-world definition (blueprint).
* { type: 'world_register', id, label, objects: [...], ambient, spawn, returnPortal }
*/
case 'world_register': {
if (msg.id) {
registerWorld(msg);
logEvent(`World "${msg.label || msg.id}" registered`);
}
break;
}
/**
* Load a sub-world by id. Clears current scene and spawns the world's objects.
* { type: 'world_load', id }
*/
case 'world_load': {
if (msg.id) {
if (msg.id === '__home') {
returnHome();
logEvent('Returned to The Matrix');
} else {
const spawn = loadWorld(msg.id);
if (spawn) {
logEvent(`Entered world: ${msg.id}`);
}
}
}
break;
}
/**
* Unregister a world definition.
* { type: 'world_unregister', id }
*/
case 'world_unregister': {
if (msg.id) unregisterWorld(msg.id);
break;
}
/* ═══════════════════════════════════════════════
* Trigger Zones
* ═══════════════════════════════════════════════ */
/**
* Add a trigger zone.
* { type: 'zone_add', id, position, radius, action, payload, once }
*/
case 'zone_add': {
if (msg.id) addZone(msg);
break;
}
/**
* Remove a trigger zone.
* { type: 'zone_remove', id }
*/
case 'zone_remove': {
if (msg.id) removeZone(msg.id);
break;
}
/* ── Agent movement & behavior (Issues #67, #68) ── */
/**
* Backend-driven agent movement.
* { type: 'agent_move', agentId, target: {x, z}, speed? }
*/
case 'agent_move': {
if (msg.agentId && msg.target) {
const speed = msg.speed ?? 2.0;
moveAgentTo(msg.agentId, msg.target, speed);
}
break;
}
/**
* Stop an agent's movement.
* { type: 'agent_stop', agentId }
*/
case 'agent_stop': {
if (msg.agentId) {
stopAgentMovement(msg.agentId);
}
break;
}
/**
* Backend-driven behavior override.
* { type: 'agent_behavior', agentId, behavior, target?, duration? }
* Dispatched to the behavior system (behaviors.js) when loaded.
*/
case 'agent_behavior': {
// Forwarded to behavior system — dispatched via custom event
if (msg.agentId && msg.behavior) {
window.dispatchEvent(new CustomEvent('matrix:agent_behavior', { detail: msg }));
}
break;
}
case 'pong':
case 'agent_count':
case 'ping':
break;
default:
console.debug('[Matrix WS] Unhandled message type:', msg.type);
break;
}
}
function logEvent(text) {
appendChatMessage('SYS', text, '#005500');
}

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import * as THREE from 'three';
import { getMaxPixelRatio, getQualityTier } from './quality.js';
let scene, camera, renderer;
const _worldObjects = [];
/**
* @param {HTMLCanvasElement|null} existingCanvas — pass the saved canvas on
* re-init so Three.js reuses the same DOM element instead of creating a new one
*/
export function initWorld(existingCanvas) {
scene = new THREE.Scene();
scene.background = new THREE.Color(0x000000);
scene.fog = new THREE.FogExp2(0x000000, 0.035);
camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 500);
camera.position.set(0, 12, 28);
camera.lookAt(0, 0, 0);
const tier = getQualityTier();
renderer = new THREE.WebGLRenderer({
antialias: tier !== 'low',
canvas: existingCanvas || undefined,
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, getMaxPixelRatio()));
renderer.outputColorSpace = THREE.SRGBColorSpace;
if (!existingCanvas) {
document.body.prepend(renderer.domElement);
}
addLights(scene);
addGrid(scene, tier);
return { scene, camera, renderer };
}
function addLights(scene) {
const ambient = new THREE.AmbientLight(0x001a00, 0.6);
scene.add(ambient);
const point = new THREE.PointLight(0x00ff41, 2, 80);
point.position.set(0, 20, 0);
scene.add(point);
const fill = new THREE.DirectionalLight(0x003300, 0.4);
fill.position.set(-10, 10, 10);
scene.add(fill);
}
function addGrid(scene, tier) {
const gridDivisions = tier === 'low' ? 20 : 40;
const grid = new THREE.GridHelper(100, gridDivisions, 0x003300, 0x001a00);
grid.position.y = -0.01;
scene.add(grid);
_worldObjects.push(grid);
const planeGeo = new THREE.PlaneGeometry(100, 100);
const planeMat = new THREE.MeshBasicMaterial({
color: 0x000a00,
transparent: true,
opacity: 0.5,
});
const plane = new THREE.Mesh(planeGeo, planeMat);
plane.rotation.x = -Math.PI / 2;
plane.position.y = -0.02;
scene.add(plane);
_worldObjects.push(plane);
}
/**
* Dispose only world-owned geometries, materials, and the renderer.
* Agent and effect objects are disposed by their own modules before this runs.
*/
export function disposeWorld(disposeRenderer, _scene) {
for (const obj of _worldObjects) {
if (obj.geometry) obj.geometry.dispose();
if (obj.material) {
const mats = Array.isArray(obj.material) ? obj.material : [obj.material];
mats.forEach(m => {
if (m.map) m.map.dispose();
m.dispose();
});
}
}
_worldObjects.length = 0;
disposeRenderer.dispose();
}
export function onWindowResize(camera, renderer) {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}

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/**
* zones.js — Proximity-based trigger zones for The Matrix.
*
* Zones are invisible volumes in the world that fire callbacks when
* the visitor avatar enters or exits them. Primary use case: portal
* traversal — walk into a portal zone → load a sub-world.
*
* Also used for: ambient music triggers, NPC interaction radius,
* info panels, and any spatial event the backend wants to define.
*/
import * as THREE from 'three';
import { sendMessage } from './websocket.js';
const zones = new Map(); // id → { center, radius, active, callbacks, meta }
let _visitorPos = new THREE.Vector3(0, 0, 22); // default spawn
/**
* Register a trigger zone.
*
* @param {object} def
* @param {string} def.id — unique zone identifier
* @param {object} def.position — { x, y, z } center of the zone
* @param {number} def.radius — trigger radius (default 2)
* @param {string} def.action — what happens on enter: 'portal', 'notify', 'event'
* @param {object} def.payload — action-specific data (e.g. target world for portals)
* @param {boolean} def.once — if true, zone fires only once then deactivates
*/
export function addZone(def) {
if (!def.id) return false;
zones.set(def.id, {
center: new THREE.Vector3(
def.position?.x ?? 0,
def.position?.y ?? 0,
def.position?.z ?? 0,
),
radius: def.radius ?? 2,
action: def.action ?? 'notify',
payload: def.payload ?? {},
once: def.once ?? false,
active: true,
_wasInside: false,
});
return true;
}
/**
* Remove a zone by id.
*/
export function removeZone(id) {
return zones.delete(id);
}
/**
* Clear all zones.
*/
export function clearZones() {
zones.clear();
}
/**
* Update visitor position (called from avatar/visitor movement code).
* @param {THREE.Vector3} pos
*/
export function setVisitorPosition(pos) {
_visitorPos.copy(pos);
}
/**
* Per-frame check — test visitor against all active zones.
* Call from the render loop.
*
* @param {function} onPortalEnter — callback(zoneId, payload) for portal zones
*/
export function updateZones(onPortalEnter) {
for (const [id, zone] of zones) {
if (!zone.active) continue;
const dist = _visitorPos.distanceTo(zone.center);
const isInside = dist <= zone.radius;
if (isInside && !zone._wasInside) {
// Entered zone
_onEnter(id, zone, onPortalEnter);
} else if (!isInside && zone._wasInside) {
// Exited zone
_onExit(id, zone);
}
zone._wasInside = isInside;
}
}
/**
* Get all active zone definitions (for debugging / HUD display).
*/
export function getZoneSnapshot() {
const snap = {};
for (const [id, z] of zones) {
snap[id] = {
position: { x: z.center.x, y: z.center.y, z: z.center.z },
radius: z.radius,
action: z.action,
active: z.active,
};
}
return snap;
}
/* ── Internal handlers ── */
function _onEnter(id, zone, onPortalEnter) {
console.info('[Zones] Entered zone:', id, zone.action);
switch (zone.action) {
case 'portal':
// Notify backend that visitor stepped into a portal
sendMessage({
type: 'zone_entered',
zone_id: id,
action: 'portal',
payload: zone.payload,
});
// Trigger portal transition in the renderer
if (onPortalEnter) onPortalEnter(id, zone.payload);
break;
case 'event':
// Fire a custom event back to the backend
sendMessage({
type: 'zone_entered',
zone_id: id,
action: 'event',
payload: zone.payload,
});
break;
case 'notify':
default:
// Just notify — backend can respond with barks, UI changes, etc.
sendMessage({
type: 'zone_entered',
zone_id: id,
action: 'notify',
});
break;
}
if (zone.once) {
zone.active = false;
}
}
function _onExit(id, zone) {
sendMessage({
type: 'zone_exited',
zone_id: id,
});
}

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/* ===== THE MATRIX — SOVEREIGN AGENT WORLD ===== */
/* Matrix Green/Noir Cyberpunk Aesthetic */
:root {
--matrix-green: #00ff41;
--matrix-green-dim: #008f11;
--matrix-green-dark: #003b00;
--matrix-cyan: #00d4ff;
--matrix-bg: #050505;
--matrix-surface: rgba(0, 255, 65, 0.04);
--matrix-surface-solid: #0a0f0a;
--matrix-border: rgba(0, 255, 65, 0.2);
--matrix-border-bright: rgba(0, 255, 65, 0.45);
--matrix-text: #b0ffb0;
--matrix-text-dim: #4a7a4a;
--matrix-text-bright: #00ff41;
--matrix-danger: #ff3333;
--matrix-warning: #ff8c00;
--matrix-purple: #9d4edd;
--font-mono: 'JetBrains Mono', 'Fira Code', 'Consolas', monospace;
--panel-width: 360px;
--panel-blur: 20px;
--panel-radius: 4px;
--transition-panel: 350ms cubic-bezier(0.16, 1, 0.3, 1);
--transition-ui: 180ms cubic-bezier(0.16, 1, 0.3, 1);
}
*, *::before, *::after {
box-sizing: border-box;
margin: 0;
padding: 0;
}
html, body {
width: 100%;
height: 100%;
overflow: hidden;
background: var(--matrix-bg);
font-family: var(--font-mono);
color: var(--matrix-text);
-webkit-font-smoothing: antialiased;
-moz-osx-font-smoothing: grayscale;
touch-action: none;
user-select: none;
-webkit-user-select: none;
}
canvas#matrix-canvas {
display: block;
width: 100%;
height: 100%;
position: fixed;
top: 0;
left: 0;
}
/* ===== FPS Counter ===== */
#fps-counter {
position: fixed;
top: 8px;
left: 8px;
z-index: 100;
font-family: var(--font-mono);
font-size: 11px;
line-height: 1.4;
color: var(--matrix-green-dim);
background: rgba(0, 0, 0, 0.5);
padding: 4px 8px;
border-radius: 2px;
pointer-events: none;
white-space: pre;
display: none;
}
#fps-counter.visible {
display: block;
}
/* ===== Panel Base ===== */
.panel {
position: fixed;
top: 0;
right: 0;
width: var(--panel-width);
height: 100%;
z-index: 50;
display: flex;
flex-direction: column;
background: rgba(5, 10, 5, 0.88);
backdrop-filter: blur(var(--panel-blur));
-webkit-backdrop-filter: blur(var(--panel-blur));
border-left: 1px solid var(--matrix-border-bright);
transform: translateX(0);
transition: transform var(--transition-panel);
overflow: hidden;
}
.panel.hidden {
transform: translateX(100%);
pointer-events: none;
}
/* Scanline overlay on panel */
.panel::before {
content: '';
position: absolute;
inset: 0;
background: repeating-linear-gradient(
0deg,
transparent,
transparent 2px,
rgba(0, 255, 65, 0.015) 2px,
rgba(0, 255, 65, 0.015) 4px
);
pointer-events: none;
z-index: 1;
}
.panel > * {
position: relative;
z-index: 2;
}
/* ===== Panel Header ===== */
.panel-header {
padding: 16px 16px 12px;
border-bottom: 1px solid var(--matrix-border);
flex-shrink: 0;
}
.panel-agent-name {
font-size: 18px;
font-weight: 700;
color: var(--matrix-text-bright);
letter-spacing: 2px;
text-transform: uppercase;
text-shadow: 0 0 10px rgba(0, 255, 65, 0.5);
}
.panel-agent-role {
font-size: 11px;
color: var(--matrix-text-dim);
margin-top: 2px;
letter-spacing: 1px;
}
.panel-close {
position: absolute;
top: 12px;
right: 12px;
width: 28px;
height: 28px;
background: transparent;
border: 1px solid var(--matrix-border);
border-radius: 2px;
color: var(--matrix-text-dim);
font-size: 18px;
cursor: pointer;
display: flex;
align-items: center;
justify-content: center;
transition: all var(--transition-ui);
font-family: var(--font-mono);
}
.panel-close:hover, .panel-close:active {
color: var(--matrix-text-bright);
border-color: var(--matrix-border-bright);
background: rgba(0, 255, 65, 0.08);
}
/* ===== Tabs ===== */
.panel-tabs {
display: flex;
border-bottom: 1px solid var(--matrix-border);
flex-shrink: 0;
}
.tab {
flex: 1;
padding: 10px 8px;
background: transparent;
border: none;
border-bottom: 2px solid transparent;
color: var(--matrix-text-dim);
font-family: var(--font-mono);
font-size: 11px;
font-weight: 500;
letter-spacing: 1px;
text-transform: uppercase;
cursor: pointer;
transition: all var(--transition-ui);
}
.tab:hover {
color: var(--matrix-text);
background: rgba(0, 255, 65, 0.04);
}
.tab.active {
color: var(--matrix-text-bright);
border-bottom-color: var(--matrix-green);
text-shadow: 0 0 8px rgba(0, 255, 65, 0.4);
}
/* ===== Panel Content ===== */
.panel-content {
flex: 1;
overflow: hidden;
position: relative;
}
.tab-content {
display: none;
flex-direction: column;
height: 100%;
overflow: hidden;
}
.tab-content.active {
display: flex;
}
/* ===== Chat ===== */
.chat-messages {
flex: 1;
overflow-y: auto;
padding: 12px 16px;
-webkit-overflow-scrolling: touch;
}
.chat-messages::-webkit-scrollbar {
width: 4px;
}
.chat-messages::-webkit-scrollbar-track {
background: transparent;
}
.chat-messages::-webkit-scrollbar-thumb {
background: var(--matrix-green-dark);
border-radius: 2px;
}
.chat-msg {
margin-bottom: 12px;
padding: 8px 10px;
border-radius: 3px;
font-size: 12px;
line-height: 1.6;
word-break: break-word;
}
.chat-msg.user {
background: rgba(0, 212, 255, 0.08);
border-left: 2px solid var(--matrix-cyan);
color: #b0eeff;
}
.chat-msg.assistant {
background: rgba(0, 255, 65, 0.05);
border-left: 2px solid var(--matrix-green-dim);
color: var(--matrix-text);
}
.chat-msg .msg-role {
font-size: 10px;
font-weight: 600;
letter-spacing: 1px;
text-transform: uppercase;
margin-bottom: 4px;
opacity: 0.6;
}
.chat-input-area {
flex-shrink: 0;
padding: 8px 12px 12px;
border-top: 1px solid var(--matrix-border);
}
.chat-input-row {
display: flex;
gap: 6px;
}
#chat-input {
flex: 1;
background: rgba(0, 255, 65, 0.04);
border: 1px solid var(--matrix-border);
border-radius: 3px;
padding: 10px 12px;
color: var(--matrix-text-bright);
font-family: var(--font-mono);
font-size: 12px;
outline: none;
transition: border-color var(--transition-ui);
}
#chat-input:focus {
border-color: var(--matrix-green);
box-shadow: 0 0 8px rgba(0, 255, 65, 0.15);
}
#chat-input::placeholder {
color: var(--matrix-text-dim);
}
.btn-send {
width: 40px;
background: rgba(0, 255, 65, 0.1);
border: 1px solid var(--matrix-border);
border-radius: 3px;
color: var(--matrix-green);
font-size: 14px;
cursor: pointer;
transition: all var(--transition-ui);
font-family: var(--font-mono);
}
.btn-send:hover, .btn-send:active {
background: rgba(0, 255, 65, 0.2);
border-color: var(--matrix-green);
}
/* Typing indicator */
.typing-indicator {
display: flex;
align-items: center;
gap: 4px;
padding: 4px 0 8px;
height: 24px;
}
.typing-indicator.hidden {
display: none;
}
.typing-indicator span {
width: 6px;
height: 6px;
border-radius: 50%;
background: var(--matrix-green-dim);
animation: typingDot 1.4s infinite both;
}
.typing-indicator span:nth-child(2) { animation-delay: 0.2s; }
.typing-indicator span:nth-child(3) { animation-delay: 0.4s; }
@keyframes typingDot {
0%, 80%, 100% { opacity: 0.3; transform: scale(0.8); }
40% { opacity: 1; transform: scale(1.2); }
}
/* ===== Status Tab ===== */
.status-grid {
padding: 16px;
overflow-y: auto;
-webkit-overflow-scrolling: touch;
}
.status-row {
display: flex;
justify-content: space-between;
align-items: baseline;
gap: 16px;
padding: 8px 0;
border-bottom: 1px solid rgba(0, 255, 65, 0.06);
font-size: 12px;
}
.status-key {
color: var(--matrix-text-dim);
text-transform: uppercase;
letter-spacing: 1px;
font-size: 10px;
font-weight: 600;
white-space: nowrap;
flex-shrink: 0;
}
.status-value {
color: var(--matrix-text-bright);
font-weight: 500;
text-align: right;
word-break: break-word;
}
.status-value.state-working {
color: var(--matrix-green);
text-shadow: 0 0 6px rgba(0, 255, 65, 0.4);
}
.status-value.state-idle {
color: var(--matrix-text-dim);
}
.status-value.state-waiting {
color: var(--matrix-warning);
}
/* ===== Tasks Tab ===== */
.tasks-list {
padding: 12px 16px;
overflow-y: auto;
flex: 1;
-webkit-overflow-scrolling: touch;
}
.task-item {
padding: 10px 12px;
margin-bottom: 8px;
background: rgba(0, 255, 65, 0.03);
border: 1px solid var(--matrix-border);
border-radius: 3px;
}
.task-header {
display: flex;
align-items: center;
gap: 8px;
margin-bottom: 6px;
}
.task-status-dot {
width: 8px;
height: 8px;
border-radius: 50%;
flex-shrink: 0;
}
.task-status-dot.pending { background: #ffffff; }
.task-status-dot.in_progress, .task-status-dot.in-progress { background: var(--matrix-warning); box-shadow: 0 0 6px rgba(255, 140, 0, 0.5); }
.task-status-dot.completed { background: var(--matrix-green); box-shadow: 0 0 6px rgba(0, 255, 65, 0.5); }
.task-status-dot.failed { background: var(--matrix-danger); box-shadow: 0 0 6px rgba(255, 51, 51, 0.5); }
.task-title {
font-size: 12px;
font-weight: 500;
color: var(--matrix-text);
flex: 1;
}
.task-priority {
font-size: 9px;
font-weight: 600;
letter-spacing: 1px;
text-transform: uppercase;
padding: 2px 6px;
border-radius: 2px;
background: rgba(0, 255, 65, 0.08);
color: var(--matrix-text-dim);
}
.task-priority.high {
background: rgba(255, 51, 51, 0.15);
color: var(--matrix-danger);
}
.task-priority.normal {
background: rgba(0, 255, 65, 0.08);
color: var(--matrix-text-dim);
}
.task-actions {
display: flex;
gap: 6px;
margin-top: 8px;
}
.task-btn {
flex: 1;
padding: 6px 8px;
font-family: var(--font-mono);
font-size: 10px;
font-weight: 600;
letter-spacing: 1px;
text-transform: uppercase;
border: 1px solid;
border-radius: 2px;
cursor: pointer;
transition: all var(--transition-ui);
background: transparent;
}
.task-btn.approve {
border-color: rgba(0, 255, 65, 0.3);
color: var(--matrix-green);
}
.task-btn.approve:hover {
background: rgba(0, 255, 65, 0.15);
border-color: var(--matrix-green);
}
.task-btn.veto {
border-color: rgba(255, 51, 51, 0.3);
color: var(--matrix-danger);
}
.task-btn.veto:hover {
background: rgba(255, 51, 51, 0.15);
border-color: var(--matrix-danger);
}
/* ===== Memory Tab ===== */
.memory-list {
padding: 12px 16px;
overflow-y: auto;
flex: 1;
-webkit-overflow-scrolling: touch;
}
.memory-entry {
padding: 8px 10px;
margin-bottom: 6px;
border-left: 2px solid var(--matrix-green-dark);
font-size: 11px;
line-height: 1.5;
color: var(--matrix-text);
}
.memory-timestamp {
font-size: 9px;
color: var(--matrix-text-dim);
letter-spacing: 1px;
margin-bottom: 2px;
}
.memory-content {
color: var(--matrix-text);
opacity: 0.85;
}
/* ===== Attribution ===== */
.attribution {
position: fixed;
bottom: 6px;
left: 50%;
transform: translateX(-50%);
z-index: 10;
pointer-events: auto;
}
.attribution a {
font-family: var(--font-mono);
font-size: 10px;
color: var(--matrix-green-dim);
text-decoration: none;
letter-spacing: 1px;
opacity: 0.7;
transition: opacity var(--transition-ui);
text-shadow: 0 0 4px rgba(0, 143, 17, 0.3);
}
.attribution a:hover {
opacity: 1;
color: var(--matrix-green-dim);
}
/* ===== Mobile / iPad ===== */
@media (max-width: 768px) {
.panel {
width: 100%;
height: 60%;
top: auto;
bottom: 0;
right: 0;
border-left: none;
border-top: 1px solid var(--matrix-border-bright);
border-radius: 12px 12px 0 0;
}
.panel.hidden {
transform: translateY(100%);
}
.panel-agent-name {
font-size: 15px;
}
.panel-tabs .tab {
font-size: 10px;
padding: 8px 4px;
}
}
@media (max-width: 480px) {
.panel {
height: 70%;
}
}
/* ── Help overlay ── */
#help-hint {
position: fixed;
top: 12px;
right: 12px;
font-family: 'Courier New', monospace;
font-size: 0.65rem;
color: #005500;
background: rgba(0, 10, 0, 0.6);
border: 1px solid #003300;
padding: 2px 8px;
cursor: pointer;
z-index: 30;
letter-spacing: 0.05em;
transition: color 0.3s, border-color 0.3s;
}
#help-hint:hover {
color: #00ff41;
border-color: #00ff41;
}
#help-overlay {
position: fixed;
inset: 0;
z-index: 100;
background: rgba(0, 0, 0, 0.88);
display: flex;
align-items: center;
justify-content: center;
font-family: 'Courier New', monospace;
color: #00ff41;
backdrop-filter: blur(4px);
}
.help-content {
position: relative;
max-width: 420px;
width: 90%;
padding: 24px 28px;
border: 1px solid #003300;
background: rgba(0, 10, 0, 0.7);
}
.help-title {
font-size: 1rem;
letter-spacing: 0.15em;
margin-bottom: 20px;
color: #00ff41;
text-shadow: 0 0 8px rgba(0, 255, 65, 0.3);
}
.help-close {
position: absolute;
top: 12px;
right: 16px;
font-size: 1.2rem;
cursor: pointer;
color: #005500;
transition: color 0.2s;
}
.help-close:hover {
color: #00ff41;
}
.help-section {
margin-bottom: 16px;
}
.help-heading {
font-size: 0.65rem;
color: #007700;
letter-spacing: 0.1em;
margin-bottom: 6px;
border-bottom: 1px solid #002200;
padding-bottom: 3px;
}
.help-row {
display: flex;
align-items: center;
gap: 8px;
padding: 3px 0;
font-size: 0.72rem;
}
.help-row span:last-child {
margin-left: auto;
color: #009900;
text-align: right;
}
.help-row kbd {
display: inline-block;
font-family: 'Courier New', monospace;
font-size: 0.65rem;
background: rgba(0, 30, 0, 0.6);
border: 1px solid #004400;
border-radius: 3px;
padding: 1px 5px;
min-width: 18px;
text-align: center;
color: #00cc33;
}

View File

@@ -46,6 +46,7 @@ from nexus.perception_adapter import (
from nexus.experience_store import ExperienceStore
from nexus.groq_worker import GroqWorker
from nexus.trajectory_logger import TrajectoryLogger
import math, random
logging.basicConfig(
level=logging.INFO,
@@ -326,6 +327,47 @@ class NexusMind:
# ═══ WEBSOCKET ═══
async def _broadcast_memory_landscape(self):
"""Broadcast current memory state as Memory Orbs to the frontend."""
if not self.ws:
return
# Get 15 most recent experiences
memories = self.experience_store.recent(limit=15)
if not memories:
return
log.info(f"Broadcasting {len(memories)} memory orbs to Nexus frontend...")
# Distribute orbs on a Fibonacci sphere for aesthetic layout
phi = math.pi * (3. - math.sqrt(5.)) # golden angle in radians
radius = 8.0
for i, exp in enumerate(memories):
# Fibonacci sphere coordinates
y = 1 - (i / float(len(memories) - 1)) * 2 if len(memories) > 1 else 0
r = math.sqrt(1 - y * y)
theta = phi * i
x = math.cos(theta) * r
z = math.sin(theta) * r
# Format as a 'FACT_CREATED' event for the frontend Memory Bridge
# Using the experience ID as the fact_id
msg = {
"event": "FACT_CREATED",
"data": {
"fact_id": f"exp_{exp['id']}",
"category": "general",
"content": exp['perception'][:200],
"trust_score": 0.7 + (0.3 * (1.0 / (i + 1))), # Fade trust for older memories
"position": {"x": x * radius, "y": y * radius, "z": z * radius}
}
}
await self._ws_send(msg)
async def _ws_send(self, msg: dict):
"""Send a message to the WS gateway."""
if self.ws:
@@ -386,6 +428,7 @@ class NexusMind:
while self.running:
try:
await self.think_once()
await self._broadcast_memory_landscape()
except Exception as e:
log.error(f"Think cycle error: {e}", exc_info=True)
@@ -413,6 +456,9 @@ class NexusMind:
log.info("=" * 50)
# Run WS listener and think loop concurrently
# Initial memory landscape broadcast
await self._broadcast_memory_landscape()
await asyncio.gather(
self._ws_listen(),
self._think_loop(),