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4 changes: 2 additions & 2 deletions Cargo.lock

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2 changes: 1 addition & 1 deletion Cargo.toml
Original file line number Diff line number Diff line change
Expand Up @@ -35,7 +35,7 @@ crate-type = ["rlib"]

[dependencies]
# tiny.place A2A social network SDK — published on crates.io (tinyhumansai/tiny.place)
tinyplace = "0.10.0"
tinyplace = "1.0.1"
serde = { version = "1", features = ["derive"] }
serde_json = "1"
serde_repr = "0.1"
Expand Down
4 changes: 2 additions & 2 deletions app/src-tauri/Cargo.lock

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261 changes: 261 additions & 0 deletions app/src/agentworld/iso/Agent.ts
Original file line number Diff line number Diff line change
@@ -0,0 +1,261 @@
/**
* A single agent in the world.
*
* Agents are reconciled, not driven: an external controller sets an
* authoritative {@link AgentState} and the agent interpolates toward it. Motion
* is pure linear interpolation between tile centres at a configurable speed, so
* there are no teleports — an agent always slides along its resolved path. The
* sprite is a single shared body texture, tinted, plus a soft ground shadow and
* a bitmap nameplate.
*/
import { BitmapText, Container, Sprite } from 'pixi.js';

import { depthAt, LAYER_AGENT, lerp, tileCenterToScreen } from './geometry';
import type { BakedTexture } from './textures';
import type { AgentAction, Facing, WalkNode } from './types';

const DEFAULT_SPEED = 2.6;
const ARRIVAL_EPSILON = 0.0001;
// Agents render a little larger than their baked size so they read clearly
// against the tiles. Nearest filtering keeps the upscale crisp.
const AGENT_SCALE = 1.35;

interface AgentOptions {
id: string;
body: BakedTexture;
face: BakedTexture;
shadow: BakedTexture;
accessory: BakedTexture;
accessoryTint: number;
fontName: string;
tint: number;
label: string;
spawn: WalkNode;
}

export class Agent extends Container {
public readonly agentId: string;

private readonly figure = new Container();
private readonly body: Sprite;
private readonly face: Sprite;
private readonly accessory: Sprite;
private readonly shadow: Sprite;
private readonly nameplate: BitmapText;

private tileX: number;
private tileY: number;
private level: number;

private readonly queue: Array<WalkNode> = [];
private segmentFrom: WalkNode;
private segmentTo: WalkNode;
private segmentProgress = 1;
private speed = DEFAULT_SPEED;

private action: AgentAction = 'idle';
private facing: Facing = 'right';
private arrivalAction: AgentAction = 'idle';
private arrivalFacing: Facing | null = null;
private arrivalSeatDropY = 0;

private seatDropY = 0;
private bobPhase = 0;

public constructor(options: AgentOptions) {
super();
this.agentId = options.id;
this.tileX = options.spawn.x;
this.tileY = options.spawn.y;
this.level = options.spawn.level;
this.segmentFrom = { ...options.spawn };
this.segmentTo = { ...options.spawn };
// Vary the idle bob so a crowd never breathes in lockstep.
this.bobPhase = (options.spawn.x * 1.7 + options.spawn.y * 2.3) % (Math.PI * 2);

this.shadow = new Sprite(options.shadow.texture);
this.shadow.anchor.set(0.5, 0.5);
this.shadow.position.set(0, -2);

this.body = new Sprite(options.body.texture);
this.body.pivot.set(options.body.anchorX, options.body.anchorY);
this.body.tint = options.tint;

// The face is an untinted overlay sitting on the head.
this.face = new Sprite(options.face.texture);
this.face.pivot.set(options.face.anchorX, options.face.anchorY);
this.face.position.set(0, -27);

// A head accessory (hat, glasses, antenna, ...) attached at the head top.
this.accessory = new Sprite(options.accessory.texture);
this.accessory.pivot.set(options.accessory.anchorX, options.accessory.anchorY);
this.accessory.position.set(0, -38);
this.accessory.tint = options.accessoryTint;

// Body + face + accessory live in one figure so facing flips them together.
this.figure.addChild(this.body, this.face, this.accessory);

this.nameplate = new BitmapText({
text: options.label,
style: { fontFamily: options.fontName, fontSize: 11, align: 'center' },
});
this.nameplate.anchor.set(0.5, 1);

this.addChild(this.shadow, this.figure, this.nameplate);
this.syncScreenPosition();
}

public get currentTile(): WalkNode {
return { x: this.tileX, y: this.tileY, level: this.level };
}

public get currentAction(): AgentAction {
return this.action;
}

public get destinationTile(): WalkNode {
return this.queue.at(-1) ?? this.segmentTo;
}

public setLabel(label: string): void {
this.nameplate.text = label;
}

public setTint(tint: number): void {
this.body.tint = tint;
}

public setSpeed(speed: number): void {
this.speed = Math.max(0.4, speed);
}

/** Instantly relocate (used when a brand-new agent first appears). */
public teleportTo(node: WalkNode): void {
this.queue.length = 0;
this.tileX = node.x;
this.tileY = node.y;
this.level = node.level;
this.segmentFrom = { ...node };
this.segmentTo = { ...node };
this.segmentProgress = 1;
this.action = 'idle';
this.seatDropY = 0;
this.syncScreenPosition();
}

/**
* Walk along a resolved path, then settle into `arrivalAction`. An empty
* path means the agent is already where it should be, so we only apply the
* arrival pose.
*/
public walkPath(
path: Array<WalkNode>,
arrivalAction: AgentAction,
arrivalFacing: Facing | null,
arrivalSeatDropY: number
): void {
this.arrivalAction = arrivalAction;
this.arrivalFacing = arrivalFacing;
this.arrivalSeatDropY = arrivalSeatDropY;

if (path.length === 0) {
this.settleAtDestination();
return;
}

this.queue.length = 0;
this.queue.push(...path);
this.beginNextSegment(true);
}

public tick(deltaSeconds: number): void {
this.bobPhase += deltaSeconds * (this.action === 'walking' ? 9 : 1.6);

if (this.action === 'walking') {
this.advanceMovement(deltaSeconds);
}
this.applyPose();
this.syncScreenPosition();
}

/** Local screen position of the agent's head, for anchoring chat bubbles. */
public get headOffsetY(): number {
return this.figure.y - 46 * AGENT_SCALE;
}

private beginNextSegment(initial: boolean): void {
const next = this.queue.shift();
if (!next) {
this.settleAtDestination();
return;
}
this.segmentFrom = initial
? { x: this.tileX, y: this.tileY, level: this.level }
: { ...this.segmentTo };
this.segmentTo = { ...next };
this.segmentProgress = 0;
this.action = 'walking';
this.seatDropY = 0;
this.updateFacingFromSegment();
}

private advanceMovement(deltaSeconds: number): void {
const distance = Math.hypot(
this.segmentTo.x - this.segmentFrom.x,
this.segmentTo.y - this.segmentFrom.y
);
const step = distance < ARRIVAL_EPSILON ? 1 : (this.speed * deltaSeconds) / distance;
this.segmentProgress += step;

if (this.segmentProgress >= 1) {
this.tileX = this.segmentTo.x;
this.tileY = this.segmentTo.y;
this.level = this.segmentTo.level;
if (this.queue.length > 0) {
this.beginNextSegment(false);
} else {
this.settleAtDestination();
}
return;
}

this.tileX = lerp(this.segmentFrom.x, this.segmentTo.x, this.segmentProgress);
this.tileY = lerp(this.segmentFrom.y, this.segmentTo.y, this.segmentProgress);
this.level = lerp(this.segmentFrom.level, this.segmentTo.level, this.segmentProgress);
}

private settleAtDestination(): void {
this.action = this.arrivalAction;
if (this.arrivalFacing) {
this.facing = this.arrivalFacing;
}
this.seatDropY = this.arrivalAction === 'sitting' ? this.arrivalSeatDropY : 0;
}

private updateFacingFromSegment(): void {
const deltaScreenX =
this.segmentTo.x - this.segmentTo.y - (this.segmentFrom.x - this.segmentFrom.y);
if (deltaScreenX > ARRIVAL_EPSILON) {
this.facing = 'right';
} else if (deltaScreenX < -ARRIVAL_EPSILON) {
this.facing = 'left';
}
}

private applyPose(): void {
const isWalking = this.action === 'walking';
const bob = isWalking ? Math.abs(Math.sin(this.bobPhase)) * 3 : Math.sin(this.bobPhase) * 1.2;
this.figure.y = this.seatDropY - bob;
this.figure.scale.x = (this.facing === 'left' ? -1 : 1) * AGENT_SCALE;
// Squash a touch while seated so the agent reads as "sitting".
this.figure.scale.y = (this.action === 'sitting' ? 0.92 : 1) * AGENT_SCALE;
this.nameplate.y = this.figure.y - 44 * AGENT_SCALE;
this.shadow.scale.set(AGENT_SCALE * (isWalking ? 1.05 : 1), AGENT_SCALE);
}

private syncScreenPosition(): void {
const screen = tileCenterToScreen(this.tileX, this.tileY, this.level);
this.position.set(screen.x, screen.y);
this.zIndex = depthAt(this.tileX, this.tileY, this.level, LAYER_AGENT);
}
}
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