16 Commits

Author SHA1 Message Date
0e1696bc62 [claude] Kimi & Perplexity as Visible Workshop Agents (#11) (#111) 2026-03-24 02:39:39 +00:00
cbeaa61083 [claude] Timmy slap / ragdoll physics — spring wobble + Pip startle (#43) (#85)
Co-authored-by: Claude (Opus 4.6) <claude@hermes.local>
Co-committed-by: Claude (Opus 4.6) <claude@hermes.local>
2026-03-23 20:14:36 +00:00
4c747aa331 [claude] Derive agentStates from AGENT_DEFS (#59) (#73) 2026-03-23 01:41:13 +00:00
alexpaynex
9ef27bec9f Add new FPS-style navigation and AR label features
Rebuilds the Tower project with Vite, introduces first-person navigation controls for desktop and mobile, and adds AR floating labels for agent information.

Replit-Commit-Author: Agent
Replit-Commit-Session-Id: 90c7a60b-2c61-4699-b5c6-6a1ac7469a4d
Replit-Commit-Checkpoint-Type: full_checkpoint
Replit-Commit-Event-Id: 07379049-28ff-4b1c-aeeb-17e250821a43
Replit-Commit-Screenshot-Url: https://storage.googleapis.com/screenshot-production-us-central1/9f85e954-647c-46a5-90a7-396e495a805a/90c7a60b-2c61-4699-b5c6-6a1ac7469a4d/hoGhXo5
Replit-Helium-Checkpoint-Created: true
2026-03-20 01:01:03 +00:00
Replit Agent
af3c938c6e task-28: edge intelligence — Transformers.js triage, Nostr signing, cost preview, sentiment moods
- js/edge-worker.js: new — browser-side classify() + sentiment() via Transformers.js
- js/nostr-identity.js: new — NIP-07 extension + localStorage keypair fallback,
  challenge→sign→verify flow, token caching
- js/agents.js: export setMood() for sentiment-driven face expressions
- js/ui.js: local triage badge, cost preview via /api/estimate, sentiment on send
- js/payment.js: X-Nostr-Token injection on POST /jobs
- js/session.js: X-Nostr-Token injection on session create + request, sentiment mood
- js/main.js: initNostrIdentity() + warmupEdgeWorker() on firstInit
- vite.config.js: optimizeDeps.exclude @xenova/transformers
2026-03-19 18:09:44 +00:00
alexpaynex
0419ada6e2 Add ragdoll physics and reactive camera shake for satisfying slaps
Implement ragdoll physics for agent interactions, including a state machine for falling, getting up, and counter-attacks. Introduce camera shake based on slap impact and export camera shake strength from agents.js. Update main.js to apply camera shake around the renderer.

Replit-Commit-Author: Agent
Replit-Commit-Session-Id: 418bf6f8-212b-4bb0-a7a5-8231a061da4e
Replit-Commit-Checkpoint-Type: full_checkpoint
Replit-Commit-Event-Id: b80e7d8c-b272-408c-8f8f-e4edd67ca534
Replit-Commit-Screenshot-Url: https://storage.googleapis.com/screenshot-production-us-central1/9f85e954-647c-46a5-90a7-396e495a805a/418bf6f8-212b-4bb0-a7a5-8231a061da4e/Q83Uqvu
Replit-Helium-Checkpoint-Created: true
2026-03-19 03:40:41 +00:00
alexpaynex
35babd2400 Task #22: Slap/ragdoll physics on Timmy
## What was done
- agents.js: spring physics (stiffness=7, damping=0.8, clamp ±0.44 rad) on
  timmy.group.rotation.x/z via slapOffset/slapVelocity integrated per-frame with
  proper dt (capped at 50ms for tab-background safety)
- agents.js: applySlap(hitPoint) — computes XZ impulse direction from hit point
  relative to TIMMY_POS, adds angular velocity, triggers pip startle + crystal flash
- agents.js: _playBoing() — lazy AudioContext, sine oscillator 260→90 Hz with
  exponential gain decay (0.38s)
- agents.js: Pip startle — 3s decay timer, random scatter direction offset, 4x
  spin speed while startled, boosted pip light intensity
- agents.js: Crystal ball hit flash — hitFlashTimer=0.5s, intensity spikes to 10
  and fades; normal crystalLight/cbMat logic when not flashing
- agents.js: getTimmyGroup() export for raycaster target
- interaction.js: registerSlapTarget(group, applyFn) — stores targets
- interaction.js: _onPointerDown capture-phase listener — raycasts against
  timmyGroup recursively, calls applySlap on hit, suppresses OrbitControls drag
  for 220ms via stopImmediatePropagation + controls.enabled toggle
- main.js: imports getTimmyGroup, applySlap, registerSlapTarget; wires
  registerSlapTarget(getTimmyGroup(), applySlap) after initInteraction

## Verification
- Vite build: clean, 14 modules, 0 errors
- /tower HTTP 200
- Testkit: 27/27 PASS
2026-03-19 03:31:01 +00:00
alexpaynex
2956cc07b2 Update character's appearance to include a long grey wizard beard
Modify the `agents.js` file to replace the existing beard and moustache geometry with a new, longer grey beard model.

Replit-Commit-Author: Agent
Replit-Commit-Session-Id: 418bf6f8-212b-4bb0-a7a5-8231a061da4e
Replit-Commit-Checkpoint-Type: full_checkpoint
Replit-Commit-Event-Id: 1df11cd3-4638-4860-9c27-dd3c2040f00f
Replit-Commit-Screenshot-Url: https://storage.googleapis.com/screenshot-production-us-central1/9f85e954-647c-46a5-90a7-396e495a805a/418bf6f8-212b-4bb0-a7a5-8231a061da4e/Q83Uqvu
Replit-Helium-Checkpoint-Created: true
2026-03-19 03:24:31 +00:00
alexpaynex
93bd48f8ea Update Timmy's appearance to match reference with new colors and details
Refactors the `buildTimmy` function to update Timmy's robe color to royal purple, add celestial gold star decorations, and implement a silver beard and hair, along with a pulsing orange magic orb effect.

Replit-Commit-Author: Agent
Replit-Commit-Session-Id: 418bf6f8-212b-4bb0-a7a5-8231a061da4e
Replit-Commit-Checkpoint-Type: full_checkpoint
Replit-Commit-Event-Id: 7cc95df8-ef94-4761-8b47-9c13fedbba9a
Replit-Commit-Screenshot-Url: https://storage.googleapis.com/screenshot-production-us-central1/9f85e954-647c-46a5-90a7-396e495a805a/418bf6f8-212b-4bb0-a7a5-8231a061da4e/Q83Uqvu
Replit-Helium-Checkpoint-Created: true
2026-03-19 03:23:28 +00:00
alexpaynex
6e982ff772 Improve mouth geometry performance by precomputing all shapes
Optimize mouth geometry generation by precomputing a cache of shapes, eliminating runtime allocations and reducing garbage collection pressure during animations.

Replit-Commit-Author: Agent
Replit-Commit-Session-Id: 418bf6f8-212b-4bb0-a7a5-8231a061da4e
Replit-Commit-Checkpoint-Type: full_checkpoint
Replit-Commit-Event-Id: 92d6d2fb-91ca-4dea-98b6-ff5053cb5ac7
Replit-Commit-Screenshot-Url: https://storage.googleapis.com/screenshot-production-us-central1/9f85e954-647c-46a5-90a7-396e495a805a/418bf6f8-212b-4bb0-a7a5-8231a061da4e/Q83Uqvu
Replit-Helium-Checkpoint-Created: true
2026-03-19 03:18:20 +00:00
alexpaynex
8d48eb06b3 feat(task-21): Timmy face expressions + emotion engine
## What changed
- the-matrix/js/agents.js — complete face expression system on Timmy wizard

## Face geometry (all parented to head — follow head.rotation.z tilt)
- White sclera eyes (MeshStandardMaterial f5f2e8, emissive 0x777777@0.10)
  replace old flat dark-blue eye spheres
- Dark pupil spheres (MeshBasicMaterial 0x07070f) as children of each sclera;
  they scale with the parent eye for squint + animate independently for dilation
- Mouth arc: TubeGeometry via QuadraticBezierCurve3; ctrlY = -smileAmount*0.065;
  rebuilt only when |smileDelta| > 0.016 (throttled, not per-frame GC)
- All face meshes are children of `head` mesh — head.rotation.z carries every
  face feature naturally with the existing head-tilt animation

## FACE_TARGETS table (lidScale, pupilScale, smileAmount)
- idle  (contemplative): 0.44 / 0.90 /  0.08 — half-lid, neutral
- active (curious):      0.92 / 1.25 /  0.38 — wide open + dilated pupils, smile
- thinking (focused):    0.30 / 0.72 /  0.00 — narrow squint + constrict, flat mouth
- working (attentive):   0.75 / 1.05 /  0.18 — alert/open eyes, slight grin

## setFaceEmotion(mood) — authoritative public API
- Accepts task-spec names (contemplative|curious|focused|attentive) and internal
  names (idle|active|thinking|working) via MOOD_ALIASES
- Sets timmy._overrideMood; persists across frames, takes precedence over
  deriveTimmyState() in updateAgents()
- Call with null to clear override and return to automatic state-driven expressions

## Per-frame lerp (rate 0.055/frame) in updateAgents
- Uses _overrideMood ?? deriveTimmyState() as effective mood
- lidScale → eyeL.scale.y / eyeR.scale.y (squash for squint/wide-open)
- pupilScale → pupilL/R.scale.setScalar() (uniform dilation)
- smileAmount → drives thresholded TubeGeometry rebuild

## Lip-sync while speaking (1 Hz, range 0.20–0.60)
- speechTimer > 0: smileTarget = 0.40 + sin(t*6.283)*0.20
- Returns to mood expression when timer expires

## Validation
- Vite build: clean (14 modules, no errors)
- testkit: 27/27 PASS (server restarted to clear rate-limit counters between runs)
2026-03-19 03:13:51 +00:00
alexpaynex
9ff5ef683d feat(task-21): Timmy face expressions + emotion engine
## What changed
- the-matrix/js/agents.js — face expression system added to Timmy wizard

## Face geometry (all parented to head — follow head.rotation.z tilt)
- White sclera eyes (MeshStandardMaterial f5f2e8, emissive 0x777777@0.10)
  replace the old flat dark-blue spheres
- Dark pupils (MeshBasicMaterial 0x07070f) as child meshes of each sclera;
  they scale with the parent eye for squint effect
- Mouth arc: TubeGeometry built from QuadraticBezierCurve3; control point
  moves ±0.065 on Y for smile/frown; rebuilt via _buildMouthGeo() only when
  |smileDelta| > 0.016 (throttled to avoid per-frame GC pressure)
- All face meshes are children of `head` — head.rotation.z carries every
  face component naturally with the existing head-tilt animation

## FACE_TARGETS lookup table (lidScale, pupilScale, smileAmount)
- idle  (contemplative): 0.44 / 0.90 / 0.08  — half-lid, neutral
- active (curious):      0.92 / 1.25 / 0.38  — wide eyes + dilated pupils, smile
- thinking (focused):    0.30 / 0.72 / -0.06 — squint + constricted pupils, flat
- working (attentive):   0.22 / 0.80 / 0.18  — very squint, slight grin

## setFaceEmotion(mood) exported API
- Accepts both task-spec names (contemplative|curious|focused|attentive)
  and internal state names (idle|active|thinking|working) via MOOD_ALIASES
- Immediately sets faceTarget; lerp in updateAgents() handles the smooth transition

## Per-frame lerp (rate 0.055/frame) in updateAgents
- lidScale → eyeL.scale.y / eyeR.scale.y (squash for squint)
- pupilScale → pupilL.scale / pupilR.scale (uniform dilation)
- smileAmount → drives TubeGeometry rebuild when drift > 0.016

## Lip-sync while speaking (~1 Hz)
- speechTimer > 0: smileTarget = 0.28 + sin(t*6.283)*0.22
- Returns to mood target when timer expires

## Validation
- Vite build: clean (14 modules, 542 kB, no errors)
- testkit: 27/27 PASS (after server restart to clear rate-limit counters)
2026-03-19 03:09:45 +00:00
alexpaynex
7f402c5c7f feat(task-21): Timmy face expressions + emotion engine
## What changed
- the-matrix/js/agents.js fully rewritten with face expression system

## Face geometry
- Replaced flat dark-blue eye spheres with white sclera (MeshStandardMaterial,
  emissive 0x777777@0.10, roughness 0.55) + dark pupils (MeshBasicMaterial 0x07070f)
  as child meshes of sclera
- Eyes are now children of the head mesh (not the group) so they naturally
  follow head.rotation.z tilts driven by the existing animation loop
- Mouth added as a canvas Sprite (128x32, always faces camera) parented to the
  group so it bobs with Timmy's body; drawn via quadraticCurveTo bezier arc

## Emotion → face parameter mapping (FACE_TARGETS table)
- idle (contemplative): lidScale=0.44, smileAmount=0.08  — half-lid, neutral
- active (curious):     lidScale=0.92, smileAmount=0.38  — wide eyes, smile
- thinking (focused):   lidScale=0.30, smileAmount=-0.06 — squint, flat mouth
- working (attentive):  lidScale=0.22, smileAmount=0.18  — very squint, slight grin

## Per-frame lerp (updateAgents)
- faceParams lerped toward faceTarget at rate 0.055/frame (smooth, no snap)
- eyeL.scale.y / eyeR.scale.y driven by faceParams.lidScale (squash = squint)
- Mouth canvas redrawn only when |smileDelta| > 0.016 or speakingChanged
  (avoids unnecessary texture uploads every frame)

## Lip-sync while speaking
- While speechTimer > 0: smileTarget = 0.28 + sin(t*6.283)*0.22 (~1 Hz)
- _drawMouth() renders two-lip "open mouth" shape when speaking=true
- Returns to mood expression when speechTimer expires

## Validation
- Vite build: clean (14 modules, 529 kB bundle, no errors)
- testkit: 27/27 PASS (no regressions)
- No out-of-scope changes (backend untouched)
2026-03-19 03:04:17 +00:00
a70898e939 feat(epic222): Workshop — Timmy as wizard presence, world state, WS bootstrap (#31) 2026-03-18 22:15:46 -04:00
e088ca4cd8 feat(integration): WS bridge + Tower + payment panel + E2E test [10/10 PASS] (#26) 2026-03-18 21:20:51 -04:00
83a2ec19e2 fix(testkit): macOS compat + fix test 8c ordering (#24) 2026-03-18 21:01:13 -04:00