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File size: 82,570 Bytes
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1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 | import React, { useState, useEffect, useRef } from 'react';
import {
Heart, Flame, Droplets, Thermometer, Zap,
CloudRain, Sun, Moon, CloudLightning,
Apple, Skull, AlertTriangle, Cloud,
Target, CloudFog, Waves, Snowflake,
Brain, Sword, Ghost, Trophy, RefreshCcw,
Fish, Axe, Tent, Navigation, Crosshair, ListTodo,
TrendingUp, ShieldAlert, Eye
} from 'lucide-react';
const TICK_RATE = 1000;
const WORLD_WIDTH = 6000;
const WORLD_HEIGHT = 3000;
// ─── Runtime backend config ─────────────────────────────────────────────────
// Token is kept server-side; the frontend calls /api/infer and reads /api/config.
const ZONES = {
OCEAN: { baseEndX: 400, color1: '#094b65', color2: '#20a4c0' },
ISLAND: { startX: 400, endX: 1200, color: '#e6d3a8' },
JUNGLE: { startX: 1200, endX: 2800, color: '#569e40' },
VILLAGE: { startX: 2800, endX: 4500, color: '#7a6a4f' },
OCEAN_GULF: { startX: 4500, endX: 5200, color1: '#094b65', color2: '#20a4c0' },
SAFE_HAVEN: { startX: 5200, endX: 6000, color: '#447a32' }
};
const clamp = (val, min, max) => Math.min(Math.max(val, min), max);
const CHALLENGE_DB = [
{ category: '🟢 Survival', tasks: [
{ name: "Survive 1 Full Day", type: 'SURVIVE_1_DAY', timeLimit: 96 },
{ name: "Find Food Immediate", type: 'FIND_FOOD', timeLimit: 40 },
{ name: "Build Basic Shelter", type: 'BUILD_BASIC', timeLimit: 80 }
]},
{ category: '🟡 Predator', tasks: [
{ name: "Escape Detection", type: 'ESCAPE_PRED', timeLimit: 30, trigger: 'SPAWN_LION' },
{ name: "Survive 2 Predators", type: 'SURVIVE_2_PRED', timeLimit: 60, trigger: 'SPAWN_2_LIONS' },
{ name: "Hunt Boar w/ Weapon", type: 'HUNT_WEAPON', timeLimit: 90 }
]},
{ category: '🌊 Disaster', tasks: [
{ name: "Survive Flood Evac", type: 'SURVIVE_FLOOD', timeLimit: 120, trigger: 'FLASH_FLOOD' },
{ name: "Survive Storm", type: 'SURVIVE_STORM', timeLimit: 60, trigger: 'STORM_COLLAPSE' },
{ name: "Navigate Thick Fog", type: 'NAVIGATE_FOG', timeLimit: 45, trigger: 'THICK_FOG' }
]},
{ category: '🔴 Strategic', tasks: [
{ name: "Reach Eastern Ruins", type: 'REACH_RUINS', timeLimit: 150 },
{ name: "Build Improved Camp", type: 'IMPROVED_SHELTER', timeLimit: 120 },
{ name: "Craft Before Attack", type: 'CRAFT_BEFORE_PREDATOR', timeLimit: 60, trigger: 'SPAWN_LION_FAR' }
]},
{ category: '⚡ God-Level', tasks: [
{ name: "Storm + Hunted (2m)", type: 'STORM_AND_HUNTED', timeLimit: 120, trigger: 'STORM_AND_LIONS' },
{ name: "Flood + 2 Lions", type: 'LIONS_AND_FLOOD', timeLimit: 90, trigger: 'FLOOD_AND_LIONS' },
{ name: "Survive No Food", type: 'SURVIVE_NO_FOOD', timeLimit: 90 }
]}
];
const generateWorld = () => {
const trees = []; const buildings = []; const animals = [];
const lions = []; const panthers = []; const crocodiles = []; const hippos = [];
const rocks = []; const lilyPads = [];
for (let i = 0; i < 250; i++) trees.push({ id: i, x: 1250 + Math.random() * 1450, y: 50 + Math.random() * 2900, radius: 25 + Math.random() * 20, type: 'pine', wood: 3, food: Math.random() > 0.6 ? 2 : 0 });
for (let i = 0; i < 80; i++) trees.push({ id: i + 1000, x: 450 + Math.random() * 650, y: 50 + Math.random() * 2900, radius: 20 + Math.random() * 15, type: 'palm', wood: 1, food: Math.random() > 0.8 ? 1 : 0 });
for (let i = 0; i < 100; i++) trees.push({ id: i + 2000, x: 5250 + Math.random() * 700, y: 50 + Math.random() * 2900, radius: 30 + Math.random() * 25, type: 'pine', wood: 4, food: 2 });
for (let i = 0; i < 25; i++) buildings.push({ id: i, x: 2900 + Math.random() * 1500, y: 100 + Math.random() * 2700, w: 160 + Math.random() * 140, h: 160 + Math.random() * 140, hasSecret: true });
for (let i = 0; i < 40; i++) animals.push({ id: i, x: 1300 + Math.random() * 2500, y: 100 + Math.random() * 2800, vx: 0, vy: 0, angle: 0, state: 'idle', type: 'boar', meat: 10 });
for (let i = 0; i < 10; i++) hippos.push({ id: i+200, x: 400 + Math.random() * 400, y: 100 + Math.random() * 2800, vx: 0, vy: 0, angle: 0, state: 'idle', type: 'hippo', meat: 25 });
for (let i = 0; i < 6; i++) lions.push({ id: i, x: 1500 + Math.random() * 1200, y: 200 + Math.random() * 2600, angle: 0, state: 'idle', type: 'lion' });
for (let i = 0; i < 4; i++) panthers.push({ id: i+50, x: 2000 + Math.random() * 1500, y: 200 + Math.random() * 2600, angle: 0, state: 'idle', type: 'panther' });
for (let i = 0; i < 12; i++) crocodiles.push({ id: i, x: 100 + Math.random() * 250, y: 200 + Math.random() * 2600, angle: 0, state: 'hidden' });
for (let i = 0; i < 100; i++) rocks.push({ id: i, x: 350 + Math.random() * 5500, y: Math.random() * 3000, size: 10 + Math.random() * 25, stone: 1 });
for (let i = 0; i < 40; i++) lilyPads.push({ id: i, x: 150 + Math.random() * 200, y: Math.random() * 3000, size: 8 + Math.random() * 10, angle: Math.random() * Math.PI * 2 });
return { trees, buildings, animals, lions, crocodiles, rocks, lilyPads, fires: [], baseCamp: null };
};
let WORLD_OBJECTS = generateWorld();
const buildSurvivalLessons = (pastDeaths) => {
if (!pastDeaths || pastDeaths.length === 0) return [];
const lessons = [];
pastDeaths.forEach(d => {
const text = d.toLowerCase();
if (text.includes('starvation')) lessons.push('CRITICAL: Prioritize food — starvation has killed me before.');
if (text.includes('dehydration')) lessons.push('CRITICAL: Prioritize water — dehydration has killed me before.');
if (text.includes('hypothermia')) lessons.push('CRITICAL: Seek shelter at night — hypothermia has killed me before.');
if (text.includes('heatstroke')) lessons.push('CRITICAL: Find shade/water during heatwaves — heatstroke has killed me before.');
if (text.includes('lion') || text.includes('mauled') || text.includes('panther')) lessons.push('CRITICAL: Craft a spear/bow before exploring. FLEE when predators are near until armed.');
if (text.includes('crocodile')) lessons.push('CRITICAL: Avoid water edges without a boat — crocodiles are deadly.');
if (text.includes('flood')) lessons.push('CRITICAL: During floods, evacuate eastward IMMEDIATELY.');
});
return [...new Set(lessons)];
};
const getAdaptiveStrategy = (memory) => {
if (!memory || memory.evolutionLevel <= 1) return 'basic';
if (memory.pastDeaths.length >= 5) return 'veteran';
if (memory.pastDeaths.length >= 3) return 'cautious';
return 'experienced';
};
const getChallengeAction = (s) => {
const c = s.activeChallenge;
if (!c) return null;
let nearThreat = false;
let closestThreat = null;
let minThreatD = Infinity;
WORLD_OBJECTS.lions.forEach(l => {
const d = Math.hypot(s.player.x - l.x, s.player.y - l.y);
if (d < 500) { nearThreat = true; if (d < minThreatD) { minThreatD = d; closestThreat = l; } }
});
switch (c.type) {
case 'SURVIVE_1_DAY':
if (nearThreat) return 'FLEE';
if (s.hunger < 40) return s.ai.inventory.spear || s.ai.inventory.bow ? 'HUNT' : 'FORAGE';
if (s.thirst < 40) return 'GET_WATER';
if (s.wood < 3 && s.stone < 2) return 'FORAGE';
if (!s.ai.inventory.spear && s.wood >= 3 && s.stone >= 2) return 'CRAFT_SPEAR';
return 'WANDER';
case 'FIND_FOOD':
if (nearThreat) return 'FLEE';
if (s.ai.inventory.spear || s.ai.inventory.bow) return 'HUNT';
if (s.wood >= 3 && s.stone >= 2) return 'CRAFT_SPEAR';
if (WORLD_OBJECTS.animals.length > 0) return 'HUNT';
return 'FORAGE';
case 'BUILD_BASIC':
if (nearThreat) return 'FLEE';
if (s.ai.baseCamp.level >= 1) return 'WANDER';
if (s.wood >= 5) return 'BUILD_CAMP';
return 'FORAGE';
case 'ESCAPE_PRED':
return nearThreat ? 'FLEE' : 'WANDER';
case 'SURVIVE_2_PRED':
if (nearThreat) {
return (s.ai.inventory.spear || s.ai.inventory.bow) ? 'FIGHT' : 'FLEE';
}
if (!s.ai.inventory.spear && s.wood >= 3 && s.stone >= 2) return 'CRAFT_SPEAR';
return 'WANDER';
case 'HUNT_WEAPON':
if (nearThreat) return 'FLEE';
if (!s.ai.inventory.spear && !s.ai.inventory.bow) {
if (s.wood >= 5 && s.stone >= 1) return 'CRAFT_BOW';
if (s.wood >= 3 && s.stone >= 2) return 'CRAFT_SPEAR';
return 'FORAGE';
}
return 'HUNT';
case 'SURVIVE_FLOOD':
if (s.player.x < ZONES.VILLAGE.startX - 100) return 'EVACUATE';
if (s.ai.baseCamp.level === 0 && s.wood >= 5) return 'BUILD_CAMP';
if (s.ai.baseCamp.level === 0) return 'FORAGE';
return 'SEEK_SHELTER';
case 'SURVIVE_STORM':
if (s.ai.baseCamp.level > 0) return 'SEEK_SHELTER';
if (s.wood >= 5) return 'BUILD_CAMP';
return 'FORAGE';
case 'NAVIGATE_FOG':
if (nearThreat) return 'FLEE';
return 'EVACUATE';
case 'REACH_RUINS':
if (nearThreat) return 'FLEE';
return 'EVACUATE';
case 'IMPROVED_SHELTER':
if (nearThreat) return 'FLEE';
if (s.ai.baseCamp.level === 0) {
if (s.wood >= 5) return 'BUILD_CAMP';
return 'FORAGE';
}
if (s.ai.baseCamp.level === 1) {
if (s.wood >= 10 && s.stone >= 5) return 'UPGRADE_CAMP';
return 'FORAGE';
}
return 'WANDER';
case 'CRAFT_BEFORE_PREDATOR':
if (nearThreat && minThreatD < 300) return 'FLEE';
if (!s.ai.inventory.spear && !s.ai.inventory.bow) {
if (s.wood >= 5 && s.stone >= 1) return 'CRAFT_BOW';
if (s.wood >= 3 && s.stone >= 2) return 'CRAFT_SPEAR';
return 'FORAGE';
}
return 'WANDER';
case 'STORM_AND_HUNTED':
if (nearThreat) return (s.ai.inventory.spear || s.ai.inventory.bow) ? 'FIGHT' : 'FLEE';
if (s.ai.baseCamp.level === 0 && s.wood >= 5) return 'BUILD_CAMP';
if (s.ai.baseCamp.level === 0) return 'FORAGE';
return 'SEEK_SHELTER';
case 'LIONS_AND_FLOOD':
if (nearThreat) return (s.ai.inventory.spear || s.ai.inventory.bow) ? 'FIGHT' : 'FLEE';
if (s.player.x < ZONES.VILLAGE.startX - 100) return 'EVACUATE';
if (s.ai.baseCamp.level === 0 && s.wood >= 5) return 'BUILD_CAMP';
if (s.ai.baseCamp.level === 0) return 'FORAGE';
return 'SEEK_SHELTER';
case 'SURVIVE_NO_FOOD':
if (nearThreat) return 'FLEE';
if (s.thirst < 50) return 'GET_WATER';
if (s.ai.baseCamp.level === 0 && s.wood >= 5) return 'BUILD_CAMP';
if (s.ai.baseCamp.level === 0) return 'FORAGE';
return 'SEEK_SHELTER';
default:
return null;
}
};
export default function App() {
const gameRef = useRef({
started: false, gameMode: 'evolution', generation: 1, isAlive: true, causeOfDeath: '',
player: { x: 1000, y: 1500, radius: 14, baseSpeed: 7.5, speedMult: 1, vx: 0, vy: 0, angle: 0 },
camera: { x: 0, y: 0, shake: 0, zoom: 1.2 },
ai: {
state: 'IDLE', target: null, actionDelay: 0, sneaking: false, message: 'Booting Neural Net...', fear: 0, panic: false,
inventory: { spear: false, fishingRod: false, boat: false, bow: false }, baseCamp: { x: null, y: null, level: 0 },
memory: { evolutionLevel: 1, pastDeaths: [], totalGenerations: 0, challengesWon: 0 },
llmAction: 'WANDER', llmThinking: false, llmTimer: 0, consecutiveFailures: 0
},
health: 100, hunger: 100, thirst: 100, stamina: 100, temp: 25, wetness: 0, wood: 0, food: 0, water: 0, stone: 0,
shelterStatus: 0, day: 1, time: 8, activeEvents: [], eventTimer: 60, dynamicWaterLevel: 400,
activeChallenge: null, completedChallenges: 0, logs: []
});
const [hudState, setHudState] = useState(null);
const [showMemoryLog, setShowMemoryLog] = useState(false);
const [brainConfig, setBrainConfig] = useState({ model: 'loading...', hasToken: false, localPipeline: false });
const canvasRef = useRef(null);
useEffect(() => {
const fetchConfig = async () => {
try {
const response = await fetch('/api/config');
if (!response.ok) return;
const data = await response.json();
setBrainConfig({
model: data.model || 'unknown',
hasToken: Boolean(data.hasToken),
localPipeline: Boolean(data.localPipeline),
});
} catch (error) {
console.warn('Failed to load backend config:', error);
}
};
fetchConfig();
}, []);
const addLog = (message, type = 'info') => {
gameRef.current.logs = [{ id: Date.now(), message, type, time: Date.now() }];
};
const startGame = (mode) => {
WORLD_OBJECTS = generateWorld();
gameRef.current = {
...gameRef.current, started: true, gameMode: mode, generation: 1, isAlive: true, causeOfDeath: '',
player: { x: 1000, y: 1500, radius: 14, baseSpeed: 7.5, speedMult: 1, vx: 0, vy: 0, angle: 0 },
health: 100, hunger: 100, thirst: 100, stamina: 100, temp: 25, wetness: 0, wood: 0, food: 0, water: 0, stone: 0, day: 1, time: 8, activeEvents: [], activeChallenge: null, completedChallenges: 0, dynamicWaterLevel: ZONES.OCEAN.baseEndX,
ai: {
state: 'IDLE', target: null, actionDelay: 0, sneaking: false, message: 'Analyzing world...', fear: 0, panic: false,
inventory: { spear: false, fishingRod: false, boat: false, bow: false },
baseCamp: { x: null, y: null, level: 0 },
memory: { evolutionLevel: 1, pastDeaths: [], totalGenerations: 0, challengesWon: 0 },
llmAction: 'WANDER', llmThinking: false, llmTimer: 0, consecutiveFailures: 0
},
logs: []
};
addLog(`SUBJECT-01 ONLINE. [MODE: ${mode.toUpperCase()}]`, "system");
setHudState({ ...gameRef.current });
};
const evolveAndRespawn = () => {
const retainedMemory = gameRef.current.ai.memory;
const retainedChallenges = gameRef.current.completedChallenges;
const nextGen = gameRef.current.generation + 1;
retainedMemory.totalGenerations = nextGen - 1;
retainedMemory.challengesWon = (retainedMemory.challengesWon || 0) + retainedChallenges;
const speedBonus = Math.min(retainedMemory.evolutionLevel * 0.15, 1.5);
WORLD_OBJECTS = generateWorld();
gameRef.current = {
...gameRef.current, isAlive: true, causeOfDeath: '', generation: nextGen,
player: { x: 1000, y: 1500, radius: 14, baseSpeed: 7.5 + speedBonus, speedMult: 1, vx: 0, vy: 0, angle: 0 },
health: 100, hunger: 100, thirst: 100, stamina: 100, temp: 25, wetness: 0, wood: 0, food: 0, water: 0, stone: 0,
day: 1, time: 8, activeEvents: [], activeChallenge: null, completedChallenges: 0,
dynamicWaterLevel: ZONES.OCEAN.baseEndX,
ai: {
state: 'IDLE', target: null, actionDelay: 0, sneaking: false,
message: `Gen ${nextGen}: Learning from ${retainedMemory.pastDeaths.length} past deaths...`,
fear: 0, panic: false,
inventory: { spear: false, fishingRod: false, boat: false, bow: false },
baseCamp: { x: null, y: null, level: 0 },
memory: retainedMemory,
llmAction: 'WANDER', llmThinking: false, llmTimer: 0, consecutiveFailures: 0
},
logs: []
};
addLog(`GEN ${nextGen} DEPLOYED. ${retainedMemory.pastDeaths.length} DEATH PATTERNS LOADED.`, "system");
setHudState({ ...gameRef.current });
};
const toggleEvent = (eventName) => {
const s = gameRef.current; if (!s.isAlive) return;
if (eventName === 'Clear') { s.activeEvents = []; s.dynamicWaterLevel = ZONES.OCEAN.baseEndX; addLog("GOD ACTION: Cleared all disasters.", 'info'); }
else {
if (s.activeEvents.includes(eventName)) s.activeEvents = s.activeEvents.filter(e => e !== eventName);
else { s.activeEvents.push(eventName); if (eventName === 'Storm Collapse') WORLD_OBJECTS.fires = []; }
addLog(`GOD ACTION: Toggled ${eventName.toUpperCase()}`, 'danger');
}
setHudState({ ...s });
};
const godAmbush = () => {
const s = gameRef.current; if (!s.isAlive) return;
WORLD_OBJECTS.lions.push({ id: Math.random(), x: s.player.x + 200, y: s.player.y + 200, angle: 0, state: 'chasing', type: 'panther' });
WORLD_OBJECTS.lions.push({ id: Math.random(), x: s.player.x - 200, y: s.player.y - 200, angle: 0, state: 'chasing', type: 'lion' });
if (!s.activeEvents.includes('Thick Fog')) s.activeEvents.push('Thick Fog');
addLog("GOD ACTION: Predator Ambush Triggered!", 'danger'); setHudState({ ...s });
};
const godSmite = () => { const s = gameRef.current; if (!s.isAlive) return; s.health -= 35; s.ai.fear += 50; addLog("GOD ACTION: Lightning Strike!", 'danger'); setHudState({ ...s }); };
const godStarve = () => { const s = gameRef.current; if (!s.isAlive) return; s.hunger = 0; addLog("GOD ACTION: Induced Starvation!", 'danger'); setHudState({ ...s }); };
const godBless = () => { const s = gameRef.current; if (!s.isAlive) return; s.food += 15; s.wood += 15; s.stone += 10; addLog("GOD ACTION: Care package dropped.", 'success'); setHudState({ ...s }); };
const assignAdvancedChallenge = (chal) => {
const s = gameRef.current; if (!s.isAlive) return;
if (chal.trigger === 'SPAWN_LION') WORLD_OBJECTS.lions.push({ id: Math.random(), x: s.player.x + 400, y: s.player.y + 300, angle: 0, state: 'chasing', type: 'lion' });
if (chal.trigger === 'SPAWN_2_LIONS') {
WORLD_OBJECTS.lions.push({ id: Math.random(), x: s.player.x + 400, y: s.player.y + 300, angle: 0, state: 'chasing', type: 'lion' });
WORLD_OBJECTS.lions.push({ id: Math.random(), x: s.player.x - 400, y: s.player.y - 300, angle: 0, state: 'chasing', type: 'panther' });
}
if (chal.trigger === 'FLASH_FLOOD' && !s.activeEvents.includes('Flash Flood')) s.activeEvents.push('Flash Flood');
if (chal.trigger === 'STORM_COLLAPSE' && !s.activeEvents.includes('Storm Collapse')) s.activeEvents.push('Storm Collapse');
if (chal.trigger === 'THICK_FOG' && !s.activeEvents.includes('Thick Fog')) s.activeEvents.push('Thick Fog');
if (chal.trigger === 'STORM_AND_LIONS') {
if (!s.activeEvents.includes('Storm Collapse')) s.activeEvents.push('Storm Collapse');
WORLD_OBJECTS.lions.push({ id: Math.random(), x: s.player.x + 500, y: s.player.y + 300, angle: 0, state: 'chasing', type: 'lion' });
}
if (chal.trigger === 'FLOOD_AND_LIONS') {
if (!s.activeEvents.includes('Flash Flood')) s.activeEvents.push('Flash Flood');
WORLD_OBJECTS.lions.push({ id: Math.random(), x: s.player.x + 400, y: s.player.y + 300, angle: 0, state: 'chasing', type: 'lion' });
}
if (chal.trigger === 'SPAWN_LION_FAR') WORLD_OBJECTS.lions.push({ id: Math.random(), x: s.player.x + 900, y: s.player.y + 700, angle: 0, state: 'stalking', type: 'panther' });
s.activeChallenge = {
...chal,
maxTime: chal.timeLimit,
startDay: s.day,
startFood: s.food,
startX: s.player.x,
progress: ''
};
s.ai.target = null;
s.ai.actionDelay = 0;
s.ai.llmTimer = 20;
addLog(`CHALLENGE INITIATED: ${chal.name}`, 'warning');
setHudState({ ...s });
};
const manageChallenges = (s) => {
if (!s.activeChallenge) return;
const c = s.activeChallenge;
c.timeLimit -= 1;
let success = false;
let failed = false;
let progressMsg = '';
switch (c.type) {
case 'SURVIVE_1_DAY':
progressMsg = `Day ${s.day}/${c.startDay + 1} — HP: ${Math.floor(s.health)}`;
if (s.day > c.startDay && s.health > 20) success = true;
break;
case 'FIND_FOOD':
progressMsg = `Food: ${s.food} (need > ${c.startFood})`;
if (s.food > c.startFood) success = true;
break;
case 'BUILD_BASIC':
progressMsg = `Camp level: ${s.ai.baseCamp.level}/1 | Wood: ${s.wood}/5`;
if (s.ai.baseCamp.level >= 1) success = true;
break;
case 'ESCAPE_PRED': {
let safe = true;
WORLD_OBJECTS.lions.forEach(l => { if (Math.hypot(s.player.x - l.x, s.player.y - l.y) < 500) safe = false; });
progressMsg = safe ? 'Safe distance maintained!' : 'Predator too close!';
if (safe && c.timeLimit < (c.maxTime - 10)) success = true;
break;
}
case 'SURVIVE_2_PRED':
progressMsg = `HP: ${Math.floor(s.health)} | Time: ${c.timeLimit}s`;
if (c.timeLimit <= 0 && s.isAlive) success = true;
break;
case 'HUNT_WEAPON':
progressMsg = `Weapon: ${s.ai.inventory.spear ? 'Spear✓' : s.ai.inventory.bow ? 'Bow✓' : 'None'} | Food: ${s.food}/${c.startFood + 5}`;
if ((s.ai.inventory.spear || s.ai.inventory.bow) && s.food > c.startFood + 5) success = true;
break;
case 'SURVIVE_FLOOD':
progressMsg = `X: ${Math.floor(s.player.x)} (need > ${ZONES.VILLAGE.startX}) | Camp: ${s.ai.baseCamp.level}`;
if (s.player.x > ZONES.VILLAGE.startX && s.isAlive && c.timeLimit < (c.maxTime - 5)) success = true;
break;
case 'SURVIVE_STORM':
progressMsg = `HP: ${Math.floor(s.health)} | Shelter: ${s.shelterStatus === 100 ? 'Yes' : 'No'} | Time: ${c.timeLimit}s`;
if (c.timeLimit <= 0 && s.isAlive) success = true;
break;
case 'NAVIGATE_FOG':
progressMsg = `Moved: ${Math.floor(Math.abs(s.player.x - c.startX))}px / 600px`;
if (Math.abs(s.player.x - c.startX) > 600 && s.isAlive) success = true;
break;
case 'REACH_RUINS':
progressMsg = `X: ${Math.floor(s.player.x)} / ${ZONES.VILLAGE.startX}`;
if (s.player.x > ZONES.VILLAGE.startX) success = true;
break;
case 'IMPROVED_SHELTER':
progressMsg = `Camp level: ${s.ai.baseCamp.level}/2 | Wood: ${s.wood} Stone: ${s.stone}`;
if (s.ai.baseCamp.level >= 2) success = true;
break;
case 'CRAFT_BEFORE_PREDATOR':
progressMsg = `Weapon: ${s.ai.inventory.spear ? 'Spear✓' : s.ai.inventory.bow ? 'Bow✓' : 'None'} | Time: ${c.timeLimit}s`;
if (s.ai.inventory.spear || s.ai.inventory.bow) success = true;
break;
case 'STORM_AND_HUNTED':
progressMsg = `HP: ${Math.floor(s.health)} | Fear: ${Math.floor(s.ai.fear)} | Time: ${c.timeLimit}s`;
if (c.timeLimit <= 0 && s.isAlive) success = true;
break;
case 'LIONS_AND_FLOOD':
progressMsg = `X: ${Math.floor(s.player.x)} | Camp: ${s.ai.baseCamp.level} | HP: ${Math.floor(s.health)}`;
if ((s.player.x > ZONES.VILLAGE.startX || s.shelterStatus === 100) && s.isAlive && c.timeLimit < (c.maxTime - 5)) success = true;
break;
case 'SURVIVE_NO_FOOD':
progressMsg = `HP: ${Math.floor(s.health)} | Time: ${c.timeLimit}s (don't eat!)`;
if (s.food > c.startFood + 3) failed = true;
if (c.timeLimit <= 0 && s.isAlive) success = true;
break;
default:
break;
}
c.progress = progressMsg;
if (!s.isAlive) failed = true;
if (success) {
s.completedChallenges += 1;
s.ai.memory.evolutionLevel += 2;
s.ai.fear = clamp(s.ai.fear - 40, 0, 100);
s.player.speedMult = 1.35;
addLog(`✓ CHALLENGE COMPLETE: ${c.name}!`, "success");
s.activeChallenge = null;
s.ai.llmTimer = 20;
} else if (c.timeLimit <= 0 || failed) {
s.ai.fear = clamp(s.ai.fear + 30, 0, 100);
s.player.speedMult = 0.85;
addLog(`✗ CHALLENGE FAILED: ${c.name}`, "danger");
s.activeChallenge = null;
s.ai.llmTimer = 20;
}
if (s.player.speedMult > 1) s.player.speedMult = Math.max(1, s.player.speedMult - 0.01);
if (s.player.speedMult < 1) s.player.speedMult = Math.min(1, s.player.speedMult + 0.01);
};
// ─── BACKEND INFERENCE CALL (via /api/infer) ─────────────────────────────
const callClaudeAPI = async (s) => {
s.ai.llmThinking = true;
const isNight = s.time < 6 || s.time > 18;
let predatorNear = false;
WORLD_OBJECTS.lions.concat(WORLD_OBJECTS.crocodiles).forEach(t => {
if (Math.hypot(s.player.x - t.x, s.player.y - t.y) < 400) predatorNear = true;
});
const survivalLessons = buildSurvivalLessons(s.ai.memory.pastDeaths);
const strategy = getAdaptiveStrategy(s.ai.memory);
const genNumber = s.generation;
const challengeContext = s.activeChallenge
? `\nACTIVE CHALLENGE: "${s.activeChallenge.name}" (type: ${s.activeChallenge.type}) — ${s.activeChallenge.timeLimit}s remaining.\nChallenge progress: ${s.activeChallenge.progress || 'just started'}.\nPrioritize completing this challenge above all else!`
: '';
// Build the prompt in instruction format compatible with most HF instruct models
const prompt = `<s>[INST] You are the survival instinct AI (Generation ${genNumber}) of Subject-01. You have died ${s.ai.memory.pastDeaths.length} times.
STRATEGY LEVEL: ${strategy.toUpperCase()}
${survivalLessons.length > 0 ? `\nLESSONS FROM PAST DEATHS:\n${survivalLessons.map((l, i) => `${i + 1}. ${l}`).join('\n')}` : '\nNo prior deaths — explore and gather resources.'}
${challengeContext}
Current status:
HP:${Math.floor(s.health)}, Hunger:${Math.floor(s.hunger)}, Thirst:${Math.floor(s.thirst)}, Fear:${Math.floor(s.ai.fear)}/100.
Resources: Wood:${s.wood}, Stone:${s.stone}, Food:${s.food}, Water:${s.water}.
Equipped: Spear:${s.ai.inventory.spear}, Bow:${s.ai.inventory.bow}, Rod:${s.ai.inventory.fishingRod}, Boat:${s.ai.inventory.boat}.
Camp Level: ${s.ai.baseCamp.level}. Position X: ${Math.floor(s.player.x)}.
Environment: ${isNight ? 'Night' : 'Day'}, Events: ${s.activeEvents.join(', ') || 'None'}.
Predator Nearby: ${predatorNear ? 'YES - HIGH DANGER' : 'No'}.
${s.activeChallenge ? `ACTIVE CHALLENGE: ${s.activeChallenge.name} (${s.activeChallenge.type}) — ${s.activeChallenge.timeLimit}s left` : 'No active challenge.'}
Valid Actions: FORAGE, HUNT, FISH, GET_WATER, SEEK_SHELTER, BUILD_CAMP, UPGRADE_CAMP, CRAFT_SPEAR, CRAFT_BOW, CRAFT_ROD, CRAFT_BOAT, EVACUATE, FIGHT, FLEE, WANDER.
Respond ONLY with a raw JSON object — no markdown, no extra text. Example: {"action":"FORAGE","thought":"Need wood and resources"} [/INST]`;
try {
const response = await fetch('/api/infer', {
method: 'POST',
headers: {
'Content-Type': 'application/json',
},
body: JSON.stringify({ prompt }),
});
if (!response.ok) {
const err = await response.json().catch(() => ({}));
throw new Error(err?.error || `HTTP ${response.status}`);
}
const data = await response.json();
// HF Inference API returns: [{generated_text: "..."}]
const rawText = Array.isArray(data)
? (data[0]?.generated_text || '')
: (data?.generated_text || '');
// Strip any markdown fences and trim
const cleaned = rawText
.replace(/```json|```/gi, '')
.replace(/^[^{]*/, '') // drop anything before first {
.replace(/}[^}]*$/, '}') // drop anything after last }
.trim();
const result = JSON.parse(cleaned);
// Challenge override still takes priority
const challengeOverride = getChallengeAction(s);
if (challengeOverride && s.activeChallenge) {
s.ai.llmAction = challengeOverride;
s.ai.message = result.thought || 'Challenge focus...';
} else {
s.ai.llmAction = result.action || 'WANDER';
s.ai.message = result.thought || 'Analyzing...';
}
s.ai.consecutiveFailures = 0;
} catch (err) {
console.error('HuggingFace API error:', err.message);
s.ai.consecutiveFailures = (s.ai.consecutiveFailures || 0) + 1;
// Smart fallback — identical to original
const challengeOverride = getChallengeAction(s);
if (challengeOverride && s.activeChallenge) {
s.ai.llmAction = challengeOverride;
s.ai.message = `Offline. Challenge: ${s.activeChallenge.name.slice(0, 20)}...`;
} else {
let nearThreat = false;
WORLD_OBJECTS.lions.forEach(l => { if (Math.hypot(s.player.x - l.x, s.player.y - l.y) < 400) nearThreat = true; });
if (nearThreat) {
s.ai.llmAction = s.ai.inventory.spear || s.ai.inventory.bow ? 'FIGHT' : 'FLEE';
s.ai.message = 'Offline. Reacting to predator.';
} else if (s.hunger < 30) {
s.ai.llmAction = s.ai.inventory.spear ? 'HUNT' : 'FORAGE';
s.ai.message = 'Offline. Finding food.';
} else if (s.thirst < 30) {
s.ai.llmAction = 'GET_WATER';
s.ai.message = 'Offline. Finding water.';
} else {
s.ai.llmAction = 'WANDER';
s.ai.message = 'Offline. Patrolling.';
}
}
} finally {
s.ai.llmThinking = false;
s.ai.llmTimer = 0;
}
};
// ─────────────────────────────────────────────────────────────────────────
const executeLLMLogic = (s) => {
if (s.ai.actionDelay > 0) { s.ai.actionDelay -= 1; return; }
const isNight = s.time < 6 || s.time > 18;
const visionRadius = s.activeEvents.includes('Thick Fog') ? 250 : Infinity;
const isFlooded = s.activeEvents.includes('Flash Flood');
const waterLevel = isFlooded ? ZONES.JUNGLE.startX + 600 : ZONES.OCEAN.baseEndX;
if (isFlooded && s.dynamicWaterLevel < ZONES.OCEAN_GULF.endX) s.dynamicWaterLevel += 2;
else if (!isFlooded && s.dynamicWaterLevel > ZONES.OCEAN.baseEndX) s.dynamicWaterLevel -= 1;
let fearIncrease = 0;
if (isNight) fearIncrease += 0.5;
if (isFlooded && s.player.x < s.dynamicWaterLevel) fearIncrease += 3;
if (s.health < 40) fearIncrease += 3;
let nearThreat = false; let closestThreat = null; let minThreatD = Infinity;
WORLD_OBJECTS.lions.forEach(l => { let d = Math.hypot(s.player.x - l.x, s.player.y - l.y); if (d < 500) { fearIncrease += 5; nearThreat = true; if (d < minThreatD) { minThreatD = d; closestThreat = l; } }});
WORLD_OBJECTS.crocodiles.forEach(c => { let d = Math.hypot(s.player.x - c.x, s.player.y - c.y); if (d < 400) { fearIncrease += 5; nearThreat = true; if (d < minThreatD) { minThreatD = d; closestThreat = c; } }});
s.ai.fear = (!nearThreat && s.health > 50 && !isFlooded && !isNight) ? clamp(s.ai.fear - 2, 0, 100) : clamp(s.ai.fear + fearIncrease, 0, 100);
if (s.ai.fear > 90 && Math.random() < 0.15 && !s.ai.panic) {
s.ai.panic = true; s.ai.message = "PANIC ATTACK!";
} else if (s.ai.fear < 60) s.ai.panic = false;
if (s.activeChallenge && !s.ai.panic) {
const override = getChallengeAction(s);
if (override) {
s.ai.llmAction = override;
}
}
if (s.gameMode === 'evolution') {
s.ai.llmTimer += 1;
if (s.ai.llmTimer > 5 && !s.ai.llmThinking && !s.ai.target) {
callClaudeAPI(s);
}
}
if (s.ai.panic || (isFlooded && s.player.x < waterLevel && !s.ai.inventory.boat)) {
s.ai.state = 'FLEEING'; s.ai.sneaking = false;
s.ai.target = { x: ZONES.VILLAGE.startX + 400, y: s.player.y + (Math.random() * 400 - 200), type: 'evasion' }; return;
}
s.ai.sneaking = nearThreat && s.ai.state !== 'FLEEING' && !s.ai.panic;
if (s.ai.target && ['combat', 'evasion', 'shelter', 'fish', 'upgrade_base'].includes(s.ai.target.type)) return;
const action = s.ai.llmAction;
s.ai.state = action;
switch (action) {
case 'FORAGE': {
let fClosest = null; let fMinD = Infinity;
WORLD_OBJECTS.trees.forEach(t => { if (t.wood > 0) { let d = Math.hypot(s.player.x - t.x, s.player.y - t.y); if (d < fMinD && d < visionRadius) { fMinD = d; fClosest = { x: t.x, y: t.y, type: 'tree', id: t.id }; } }});
WORLD_OBJECTS.rocks.forEach(r => { if (r.stone > 0) { let d = Math.hypot(s.player.x - r.x, s.player.y - r.y); if (d < fMinD && d < visionRadius) { fMinD = d; fClosest = { x: r.x, y: r.y, type: 'stone', id: r.id }; } }});
if (fClosest) s.ai.target = fClosest;
break;
}
case 'HUNT': {
let hClosest = null; let hMinD = Infinity;
WORLD_OBJECTS.animals.forEach(a => { let d = Math.hypot(s.player.x - a.x, s.player.y - a.y); if (d < hMinD && d < visionRadius) { hMinD = d; hClosest = { x: a.x, y: a.y, type: 'animal', id: a.id }; }});
if (hClosest) s.ai.target = hClosest;
break;
}
case 'FISH':
if (s.ai.inventory.fishingRod) {
let waterTargetX = s.player.x >= ZONES.SAFE_HAVEN.startX ? ZONES.SAFE_HAVEN.startX - 40 : s.dynamicWaterLevel - 40;
s.ai.target = { x: waterTargetX, y: s.player.y + (Math.random() * 200 - 100), type: 'fish' };
}
break;
case 'GET_WATER': {
let wTargetX = s.player.x >= ZONES.SAFE_HAVEN.startX ? ZONES.SAFE_HAVEN.startX - 30 : s.dynamicWaterLevel - 30;
s.ai.target = { x: wTargetX, y: s.player.y, type: 'water' };
break;
}
case 'SEEK_SHELTER':
if (s.ai.baseCamp.level > 0) {
s.ai.target = { x: s.ai.baseCamp.x, y: s.ai.baseCamp.y, type: 'shelter' };
} else {
let rClosest = null; let rMinD = Infinity;
WORLD_OBJECTS.buildings.forEach(b => { let cx = b.x + b.w / 2; let cy = b.y + b.h / 2; let d = Math.hypot(s.player.x - cx, s.player.y - cy); if (d < rMinD && d < visionRadius) { rMinD = d; rClosest = { x: cx, y: cy, type: 'shelter' }; }});
if (rClosest) s.ai.target = rClosest;
}
break;
case 'BUILD_CAMP':
if (s.wood >= 5 && s.ai.baseCamp.level === 0) {
s.ai.baseCamp = { x: s.player.x, y: s.player.y, level: 1 }; s.wood -= 5; s.ai.actionDelay = 4; WORLD_OBJECTS.baseCamp = s.ai.baseCamp; addLog("Established a Base Camp.", "success");
s.ai.target = null; s.ai.llmAction = 'WANDER';
} else if (s.wood < 5) {
s.ai.llmAction = 'FORAGE';
}
break;
case 'UPGRADE_CAMP':
if (s.ai.baseCamp.level === 1 && s.wood >= 10 && s.stone >= 5) { s.ai.target = { x: s.ai.baseCamp.x, y: s.ai.baseCamp.y, type: 'upgrade_base' }; }
else if (s.ai.baseCamp.level === 2 && s.wood >= 25 && s.stone >= 15) { s.ai.target = { x: s.ai.baseCamp.x, y: s.ai.baseCamp.y, type: 'upgrade_base' }; }
else {
s.ai.llmAction = 'FORAGE';
}
break;
case 'CRAFT_SPEAR':
if (s.wood >= 3 && s.stone >= 2) { s.wood -= 3; s.stone -= 2; s.ai.inventory.spear = true; s.ai.actionDelay = 3; addLog("Crafted Spear.", "success"); s.ai.target = null; s.ai.llmAction = 'WANDER'; }
else { s.ai.llmAction = 'FORAGE'; }
break;
case 'CRAFT_BOW':
if (s.wood >= 5 && s.stone >= 1) { s.wood -= 5; s.stone -= 1; s.ai.inventory.bow = true; s.ai.actionDelay = 3; addLog("Crafted Bow.", "success"); s.ai.target = null; s.ai.llmAction = 'WANDER'; }
else { s.ai.llmAction = 'FORAGE'; }
break;
case 'CRAFT_ROD':
if (s.wood >= 2) { s.wood -= 2; s.ai.inventory.fishingRod = true; s.ai.actionDelay = 2; addLog("Crafted Fishing Rod.", "success"); s.ai.target = null; s.ai.llmAction = 'WANDER'; }
else { s.ai.llmAction = 'FORAGE'; }
break;
case 'CRAFT_BOAT':
if (s.wood >= 10) { s.wood -= 10; s.ai.inventory.boat = true; s.ai.actionDelay = 5; addLog("Crafted Boat.", "success"); s.ai.target = null; s.ai.llmAction = 'WANDER'; }
else { s.ai.llmAction = 'FORAGE'; }
break;
case 'EVACUATE':
s.ai.target = { x: Math.min(s.player.x + 800, ZONES.SAFE_HAVEN.startX + 200), y: clamp(s.player.y + (Math.random() * 200 - 100), 100, WORLD_HEIGHT - 100), type: 'evasion' };
break;
case 'FIGHT':
if (closestThreat) s.ai.target = { x: closestThreat.x, y: closestThreat.y, type: 'combat', ref: closestThreat };
else if (nearThreat) s.ai.llmAction = 'FLEE';
break;
case 'FLEE':
if (closestThreat) s.ai.target = { x: clamp(s.player.x + (s.player.x - closestThreat.x) * 2, 50, WORLD_WIDTH - 50), y: clamp(s.player.y + (s.player.y - closestThreat.y) * 2, 50, WORLD_HEIGHT - 50), type: 'evasion' };
break;
case 'WANDER':
default:
if (!s.ai.target || Math.random() < 0.1) s.ai.target = { x: clamp(s.player.x + (Math.random() * 800 - 400), 500, WORLD_WIDTH - 100), y: clamp(s.player.y + (Math.random() * 800 - 400), 100, WORLD_HEIGHT - 100), type: 'wander' };
break;
}
if (s.ai.target && s.ai.target.type === 'upgrade_base') {
if (Math.hypot(s.player.x - s.ai.target.x, s.player.y - s.ai.target.y) < 30) {
if (s.ai.baseCamp.level === 1) { s.wood -= 10; s.stone -= 5; s.ai.baseCamp.level = 2; addLog("Shelter Upgraded (Level 2).", "success"); }
else if (s.ai.baseCamp.level === 2) { s.wood -= 25; s.stone -= 15; s.ai.baseCamp.level = 3; addLog("Shelter Upgraded to Lake Deck (Level 3).", "success"); }
WORLD_OBJECTS.baseCamp = s.ai.baseCamp; s.ai.actionDelay = 5; s.ai.target = null; s.ai.llmAction = 'WANDER';
}
}
};
useEffect(() => {
if (!gameRef.current.started || !gameRef.current.isAlive) return;
const canvas = canvasRef.current; if (!canvas) return; const ctx = canvas.getContext('2d');
let animationId; let frameCount = 0;
const resize = () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight; };
window.addEventListener('resize', resize); resize();
const render = () => {
const s = gameRef.current; if (!s.isAlive) return; frameCount++;
const isNearDeath = s.health < 25;
const timeScale = isNearDeath ? 0.4 : 1.0;
const isFlooded = s.activeEvents.includes('Flash Flood');
const isSailing = s.ai.state === 'SAILING' || (s.ai.inventory.boat && s.player.x < s.dynamicWaterLevel);
const isFishing = s.ai.target && s.ai.target.type === 'fish' && Math.hypot(s.player.x - s.ai.target.x, s.player.y - s.ai.target.y) < 15;
WORLD_OBJECTS.animals.forEach(anim => {
if (Math.random() < 0.02 * timeScale) { anim.angle = Math.random() * Math.PI * 2; anim.vx = Math.cos(anim.angle); anim.vy = Math.sin(anim.angle); }
anim.x = clamp(anim.x + anim.vx * timeScale, ZONES.JUNGLE.startX, WORLD_WIDTH - 100); anim.y = clamp(anim.y + anim.vy * timeScale, 100, WORLD_HEIGHT - 100);
});
WORLD_OBJECTS.lions.forEach(lion => {
let distToPlayer = Math.hypot(s.player.x - lion.x, s.player.y - lion.y);
let inVisionCone = distToPlayer < 100 || (distToPlayer < 400 && !s.ai.sneaking && !isSailing);
if (inVisionCone && s.isAlive) lion.state = distToPlayer > 200 ? 'stalking' : 'chasing';
else if (distToPlayer > 600) lion.state = 'idle';
if (lion.state === 'chasing' || lion.state === 'stalking') {
lion.angle = Math.atan2(s.player.y - lion.y, s.player.x - lion.x);
let speed = lion.state === 'chasing' ? (lion.type === 'panther' ? 9.5 : 8.5) : 3;
lion.x += Math.cos(lion.angle) * speed * timeScale; lion.y += Math.sin(lion.angle) * speed * timeScale;
if (distToPlayer < 40 && s.isAlive && !isSailing) {
if (s.ai.state === 'FIGHT') {
WORLD_OBJECTS.lions = WORLD_OBJECTS.lions.filter(l => l !== lion); s.food += 20; s.ai.actionDelay = 5; addLog(`Defeated ${lion.type}!`, "success");
} else {
s.health -= 40; s.ai.fear = 100; s.ai.panic = true; lion.x -= Math.cos(lion.angle) * 100; addLog(`Mauled by ${lion.type}!`, "danger");
}
}
} else {
if (Math.random() < 0.01 * timeScale) lion.angle = Math.random() * Math.PI * 2;
lion.x += Math.cos(lion.angle) * timeScale; lion.y += Math.sin(lion.angle) * timeScale;
}
lion.x = clamp(lion.x, 100, WORLD_WIDTH - 100); lion.y = clamp(lion.y, 100, WORLD_HEIGHT - 100);
});
WORLD_OBJECTS.crocodiles.forEach(croc => {
let distToPlayer = Math.hypot(s.player.x - croc.x, s.player.y - croc.y);
if (distToPlayer < 300 && s.player.x < s.dynamicWaterLevel && !isSailing) {
croc.state = 'attacking'; croc.angle = Math.atan2(s.player.y - croc.y, s.player.x - croc.x);
croc.x += Math.cos(croc.angle) * 7 * timeScale; croc.y += Math.sin(croc.angle) * 7 * timeScale;
if (distToPlayer < 40 && s.isAlive) { s.health -= 25; s.ai.fear += 40; croc.x -= Math.cos(croc.angle) * 150; addLog("Crocodile ambush!", "danger"); }
} else {
croc.state = 'hidden'; if (Math.random() < 0.01 * timeScale) croc.angle = Math.random() * Math.PI * 2;
croc.x += Math.cos(croc.angle) * 0.5 * timeScale; croc.y += Math.sin(croc.angle) * 0.5 * timeScale;
}
croc.x = clamp(croc.x, 0, s.dynamicWaterLevel - 50); croc.y = clamp(croc.y, 100, WORLD_HEIGHT - 100);
});
let actualSpeed = s.player.baseSpeed * s.player.speedMult * timeScale;
if (s.player.x < s.dynamicWaterLevel && !isSailing) actualSpeed *= 0.35;
if (s.ai.sneaking) actualSpeed *= 0.4;
if (s.ai.panic) actualSpeed *= 1.3;
if (isSailing) actualSpeed = 9 * timeScale;
if (s.ai.target && s.ai.actionDelay <= 0 && s.stamina > 5 && !isFishing) {
let dx = s.ai.target.x - s.player.x; let dy = s.ai.target.y - s.player.y;
let dist = Math.hypot(dx, dy);
let reachDist = ['animal', 'combat'].includes(s.ai.target.type) ? (s.ai.inventory.bow ? 120 : 50) : 20;
if (dist > reachDist) {
s.player.vx = (dx / dist) * actualSpeed; s.player.vy = (dy / dist) * actualSpeed;
s.player.angle = Math.atan2(dy, dx);
s.stamina -= (actualSpeed < 3 ? 0.08 : 0.02) * timeScale;
} else {
s.player.vx = 0; s.player.vy = 0;
if (s.ai.target.type === 'water') { s.water += 3; s.ai.actionDelay = 2; s.ai.target = null; }
else if (s.ai.target.type === 'fish') { s.ai.actionDelay = 6; s.ai.message = "Casting line..."; }
else if (s.ai.target.type === 'tree') { let t = WORLD_OBJECTS.trees.find(x => x.id === s.ai.target.id); if (t) { s.wood += t.wood; t.wood = 0; s.ai.actionDelay = 2; } s.ai.target = null; }
else if (s.ai.target.type === 'stone') { let r = WORLD_OBJECTS.rocks.find(x => x.id === s.ai.target.id); if (r) { s.stone += r.stone; r.stone = 0; s.ai.actionDelay = 2; } s.ai.target = null; }
else if (s.ai.target.type === 'animal') {
let animIdx = WORLD_OBJECTS.animals.findIndex(a => a.id === s.ai.target.id);
if (animIdx !== -1) {
s.food += s.ai.inventory.spear || s.ai.inventory.bow ? WORLD_OBJECTS.animals[animIdx].meat : 3;
WORLD_OBJECTS.animals.splice(animIdx, 1); s.ai.actionDelay = 2;
if (s.ai.inventory.bow) addLog("Shot animal with Bow.", 'success');
else if (s.ai.inventory.spear) addLog("Hunted animal with Spear.", 'success');
else addLog("Hunted animal unarmed.", 'info');
}
s.ai.target = null;
}
else if (s.ai.target.type === 'secret') { let b = s.ai.target.ref; if (b && b.hasSecret) { b.hasSecret = false; s.food += 5; s.stone += 5; s.ai.memory.evolutionLevel += 1; addLog("Found ancient secrets!", 'success'); } s.ai.target = null; }
else if (!['combat', 'shelter'].includes(s.ai.target.type)) { s.ai.target = null; }
}
} else { s.player.vx = 0; s.player.vy = 0; }
if (isFishing && s.ai.actionDelay <= 0) { s.food += 15; addLog("Caught a massive fish!", "success"); s.ai.target = null; s.ai.llmAction = 'WANDER'; }
s.player.x = clamp(s.player.x + s.player.vx, 20, WORLD_WIDTH - 20); s.player.y = clamp(s.player.y + s.player.vy, 20, WORLD_HEIGHT - 20);
if (isNearDeath) s.camera.zoom += (1.4 - s.camera.zoom) * 0.05; else s.camera.zoom += (1.1 - s.camera.zoom) * 0.05;
s.camera.shake = s.ai.panic || s.ai.state === 'FIGHT' ? (Math.random() - 0.5) * 15 : 0;
s.camera.x += (s.player.x - (canvas.width / 2) / s.camera.zoom - s.camera.x) * 0.1;
s.camera.y += (s.player.y - (canvas.height / 2) / s.camera.zoom - s.camera.y) * 0.1;
s.shelterStatus = 0;
for (const b of WORLD_OBJECTS.buildings) { if (s.player.x > b.x && s.player.x < b.x + b.w && s.player.y > b.y && s.player.y < b.y + b.h) { s.shelterStatus = 100; break; } }
if (s.ai.baseCamp.level > 0 && Math.hypot(s.player.x - s.ai.baseCamp.x, s.player.y - s.ai.baseCamp.y) < 80) s.shelterStatus = 100;
ctx.clearRect(0, 0, canvas.width, canvas.height); ctx.save();
ctx.scale(s.camera.zoom, s.camera.zoom); ctx.translate(-s.camera.x + s.camera.shake, -s.camera.y + s.camera.shake);
const oceanGrad = ctx.createLinearGradient(0, 0, s.dynamicWaterLevel, 0);
oceanGrad.addColorStop(0, ZONES.OCEAN.color1); oceanGrad.addColorStop(1, ZONES.OCEAN.color2);
ctx.fillStyle = oceanGrad; ctx.fillRect(0, 0, s.dynamicWaterLevel, WORLD_HEIGHT);
ctx.strokeStyle = 'rgba(255, 255, 255, 0.4)'; ctx.lineWidth = 4;
for (let w = 0; w < 3; w++) {
ctx.beginPath();
for (let y = 0; y < WORLD_HEIGHT; y += 30) {
let waveX = s.dynamicWaterLevel - 15 - (w * 25) + Math.sin(frameCount * 0.04 + y * 0.03 + w) * 12;
if (y === 0) ctx.moveTo(waveX, y); else ctx.quadraticCurveTo(waveX + 20, y - 15, waveX, y);
}
ctx.stroke();
}
WORLD_OBJECTS.lilyPads.forEach(lp => {
if (lp.x < s.dynamicWaterLevel - 30) {
ctx.save(); ctx.translate(lp.x, lp.y + Math.sin(frameCount * 0.02 + lp.id) * 2); ctx.rotate(lp.angle);
ctx.fillStyle = '#4caf50'; ctx.beginPath(); ctx.arc(0, 0, lp.size, 0.3, Math.PI * 2 - 0.3); ctx.fill();
ctx.fillStyle = '#ff9999'; ctx.beginPath(); ctx.arc(0, 0, lp.size * 0.3, 0, Math.PI * 2); ctx.fill();
ctx.restore();
}
});
if (s.dynamicWaterLevel < ZONES.ISLAND.endX) { ctx.fillStyle = ZONES.ISLAND.color; ctx.fillRect(s.dynamicWaterLevel, 0, ZONES.ISLAND.endX - s.dynamicWaterLevel, WORLD_HEIGHT); }
if (s.dynamicWaterLevel < ZONES.JUNGLE.endX) { ctx.fillStyle = ZONES.JUNGLE.color; ctx.fillRect(Math.max(s.dynamicWaterLevel, ZONES.JUNGLE.startX), 0, ZONES.JUNGLE.endX - Math.max(s.dynamicWaterLevel, ZONES.JUNGLE.startX), WORLD_HEIGHT); }
ctx.fillStyle = ZONES.VILLAGE.color; ctx.fillRect(ZONES.VILLAGE.startX, 0, ZONES.VILLAGE.endX - ZONES.VILLAGE.startX, WORLD_HEIGHT);
const gulfGrad = ctx.createLinearGradient(ZONES.OCEAN_GULF.startX, 0, ZONES.OCEAN_GULF.endX, 0);
gulfGrad.addColorStop(0, ZONES.OCEAN_GULF.color1); gulfGrad.addColorStop(1, ZONES.OCEAN_GULF.color2);
ctx.fillStyle = gulfGrad; ctx.fillRect(ZONES.OCEAN_GULF.startX, 0, ZONES.OCEAN_GULF.endX - ZONES.OCEAN_GULF.startX, WORLD_HEIGHT);
ctx.fillStyle = ZONES.SAFE_HAVEN.color; ctx.fillRect(ZONES.SAFE_HAVEN.startX, 0, ZONES.SAFE_HAVEN.endX - ZONES.SAFE_HAVEN.startX, WORLD_HEIGHT);
if (s.activeEvents.includes('Flash Flood')) {
ctx.fillStyle = 'rgba(100, 180, 220, 0.2)';
ctx.fillRect(s.dynamicWaterLevel, 0, WORLD_WIDTH - s.dynamicWaterLevel, WORLD_HEIGHT);
}
const shX = 18; const shY = 18;
WORLD_OBJECTS.trees.forEach(t => { ctx.fillStyle = 'rgba(0,0,0,0.25)'; ctx.beginPath(); ctx.ellipse(t.x + shX, t.y + shY, t.radius * 1.2, t.radius * 0.8, 0, 0, Math.PI * 2); ctx.fill(); });
WORLD_OBJECTS.buildings.forEach(b => { ctx.fillStyle = 'rgba(0,0,0,0.35)'; ctx.fillRect(b.x + shX, b.y + shY, b.w, b.h); });
WORLD_OBJECTS.rocks.forEach(r => {
ctx.fillStyle = '#8f979c'; ctx.beginPath(); ctx.ellipse(r.x, r.y, r.size, r.size * 0.8, 0, 0, Math.PI * 2); ctx.fill();
if (r.stone > 0) { ctx.fillStyle = '#bac1c4'; ctx.beginPath(); ctx.ellipse(r.x - 3, r.y - 3, r.size * 0.6, r.size * 0.4, 0, 0, Math.PI * 2); ctx.fill(); }
});
if (WORLD_OBJECTS.baseCamp && WORLD_OBJECTS.baseCamp.level > 0) {
const bc = WORLD_OBJECTS.baseCamp;
ctx.save(); ctx.translate(bc.x, bc.y);
if (bc.level === 1) {
ctx.fillStyle = 'rgba(0,0,0,0.4)'; ctx.fillRect(-20, -10, 50, 40);
ctx.fillStyle = '#5c8a4c'; ctx.beginPath(); ctx.moveTo(-30, 20); ctx.lineTo(0, -30); ctx.lineTo(30, 20); ctx.fill();
ctx.fillStyle = '#3a5430'; ctx.beginPath(); ctx.moveTo(0, -30); ctx.lineTo(30, 20); ctx.lineTo(0, 20); ctx.fill();
ctx.strokeStyle = '#4a3320'; ctx.lineWidth = 5; ctx.beginPath(); ctx.moveTo(0, -30); ctx.lineTo(0, 20); ctx.stroke();
} else if (bc.level === 2) {
ctx.fillStyle = 'rgba(0,0,0,0.4)'; ctx.fillRect(-35, -25, 80, 80);
ctx.fillStyle = '#8f5c38'; ctx.fillRect(-40, -40, 80, 80); ctx.fillStyle = '#664228'; ctx.fillRect(-40, 30, 80, 10);
ctx.fillStyle = '#a6754b'; ctx.fillRect(-45, -45, 90, 45); ctx.fillStyle = '#825a38'; ctx.fillRect(-45, 0, 90, 35);
} else if (bc.level === 3) {
ctx.fillStyle = 'rgba(0,0,0,0.4)'; ctx.fillRect(-55, -20, 130, 110);
ctx.fillStyle = '#3d2616'; ctx.fillRect(-55, 60, 10, 30); ctx.fillRect(55, 60, 10, 30); ctx.fillRect(55, -40, 10, 30);
ctx.fillStyle = '#c78f5a'; ctx.fillRect(-60, -50, 130, 110);
ctx.strokeStyle = '#a37143'; ctx.lineWidth = 2; for (let p = -50; p < 70; p += 15) { ctx.beginPath(); ctx.moveTo(p, -50); ctx.lineTo(p, 60); ctx.stroke(); }
ctx.fillStyle = '#8f6138'; ctx.fillRect(-60, 60, 130, 15); ctx.fillRect(70, -50, 15, 110);
ctx.fillStyle = '#7a4e2a'; ctx.fillRect(-50, -40, 75, 65);
ctx.fillStyle = '#a66d3a'; ctx.fillRect(-55, -45, 85, 45);
ctx.fillStyle = '#4a2f18'; ctx.fillRect(-25, -10, 25, 35); ctx.fillStyle = '#c49a6c'; ctx.beginPath(); ctx.arc(-5, 10, 3, 0, Math.PI * 2); ctx.fill();
ctx.fillStyle = '#b37c49'; ctx.fillRect(-25, 75, 45, 12); ctx.fillRect(-25, 92, 45, 12);
}
ctx.restore();
}
WORLD_OBJECTS.crocodiles.forEach(croc => {
ctx.save(); ctx.translate(croc.x, croc.y); ctx.rotate(croc.angle);
if (croc.state === 'hidden') { ctx.fillStyle = '#1e3323'; ctx.beginPath(); ctx.ellipse(12, -6, 4, 3, 0, 0, Math.PI * 2); ctx.ellipse(12, 6, 4, 3, 0, 0, Math.PI * 2); ctx.fill(); }
else {
ctx.fillStyle = '#36593e'; ctx.beginPath(); ctx.ellipse(-10, 0, 35, 14, 0, 0, Math.PI * 2); ctx.fill();
ctx.fillStyle = '#213826'; ctx.beginPath(); ctx.ellipse(-30, 0, 20, 6, 0, 0, Math.PI * 2); ctx.fill();
ctx.fillStyle = '#1a2e20'; ctx.beginPath(); ctx.moveTo(15, -10); ctx.lineTo(40, -14); ctx.lineTo(25, 0); ctx.fill(); ctx.beginPath(); ctx.moveTo(15, 10); ctx.lineTo(40, 14); ctx.lineTo(25, 0); ctx.fill();
}
ctx.restore();
});
WORLD_OBJECTS.buildings.forEach(b => {
ctx.fillStyle = '#c49566'; ctx.fillRect(b.x, b.y, b.w, b.h); ctx.fillStyle = '#8f6541'; ctx.fillRect(b.x, b.y, b.w, 15); ctx.fillRect(b.x, b.y, 15, b.h);
if (b.hasSecret) { ctx.fillStyle = '#ffea00'; ctx.fillRect(b.x + b.w / 2 - 12, b.y + b.h / 2 - 12, 24, 24); }
if (!(s.player.x > b.x && s.player.x < b.x + b.w && s.player.y > b.y && s.player.y < b.y + b.h)) { ctx.fillStyle = '#a6774e'; ctx.fillRect(b.x - 5, b.y - 5, b.w + 10, b.h + 10); }
});
WORLD_OBJECTS.animals.forEach(anim => {
ctx.save(); ctx.translate(anim.x, anim.y); ctx.rotate(anim.angle);
if (anim.type === 'hippo') {
ctx.fillStyle = '#6a707a'; ctx.beginPath(); ctx.ellipse(0, 0, 25, 18, 0, 0, Math.PI * 2); ctx.fill();
ctx.fillStyle = '#555a63'; ctx.beginPath(); ctx.ellipse(20, 0, 16, 14, 0, 0, Math.PI * 2); ctx.fill();
ctx.fillStyle = '#ffcccc'; ctx.beginPath(); ctx.arc(32, -6, 2, 0, Math.PI * 2); ctx.arc(32, 6, 2, 0, Math.PI * 2); ctx.fill();
} else {
ctx.fillStyle = '#6b4c3a'; ctx.beginPath(); ctx.ellipse(0, 0, 16, 10, 0, 0, Math.PI * 2); ctx.fill();
ctx.fillStyle = '#e8dcc5'; ctx.beginPath(); ctx.moveTo(16, -4); ctx.lineTo(20, -6); ctx.lineTo(16, -2); ctx.fill(); ctx.beginPath(); ctx.moveTo(16, 4); ctx.lineTo(20, 6); ctx.lineTo(16, 2); ctx.fill();
}
ctx.restore();
});
WORLD_OBJECTS.lions.forEach(lion => {
ctx.save(); ctx.translate(lion.x, lion.y); ctx.rotate(lion.angle);
let legOffset = lion.state === 'chasing' ? Math.sin(frameCount * 0.6) * 8 : 0;
if (lion.type === 'panther') {
ctx.fillStyle = '#222'; ctx.beginPath(); ctx.ellipse(-10, -6 + legOffset, 5, 4, 0, 0, Math.PI * 2); ctx.ellipse(10, 6 - legOffset, 5, 4, 0, 0, Math.PI * 2); ctx.fill();
ctx.fillStyle = '#111'; ctx.beginPath(); ctx.ellipse(-2, 0, 20, 10, 0, 0, Math.PI * 2); ctx.fill();
ctx.beginPath(); ctx.ellipse(-20, 0, 15, 3, 0, 0, Math.PI * 2); ctx.fill();
ctx.fillStyle = '#000'; ctx.beginPath(); ctx.ellipse(14, 0, 8, 7, 0, 0, Math.PI * 2); ctx.fill();
} else {
ctx.fillStyle = '#b8860b'; ctx.beginPath(); ctx.ellipse(-10, -8 + legOffset, 6, 4, 0, 0, Math.PI * 2); ctx.ellipse(10, 8 - legOffset, 6, 4, 0, 0, Math.PI * 2); ctx.fill();
ctx.fillStyle = '#6e3c15'; ctx.beginPath(); ctx.ellipse(10, 0, 18, 16, 0, 0, Math.PI * 2); ctx.fill();
ctx.fillStyle = '#DAA520'; ctx.beginPath(); ctx.ellipse(-4, 0, 24, 14, 0, 0, Math.PI * 2); ctx.fill(); ctx.beginPath(); ctx.ellipse(14, 0, 10, 9, 0, 0, Math.PI * 2); ctx.fill();
}
ctx.restore();
});
WORLD_OBJECTS.trees.forEach(t => {
ctx.fillStyle = '#523a25'; ctx.fillRect(t.x - 5, t.y, 10, 18);
if (t.wood > 0) {
if (t.type === 'pine') {
ctx.fillStyle = '#315e21'; ctx.beginPath(); ctx.moveTo(t.x, t.y - 20); ctx.lineTo(t.x - t.radius * 1.1, t.y + 15); ctx.lineTo(t.x + t.radius * 1.1, t.y + 15); ctx.fill();
ctx.fillStyle = '#427d2c'; ctx.beginPath(); ctx.moveTo(t.x, t.y - 40); ctx.lineTo(t.x - t.radius * 0.8, t.y - 5); ctx.lineTo(t.x + t.radius * 0.8, t.y - 5); ctx.fill();
ctx.fillStyle = '#56a638'; ctx.beginPath(); ctx.moveTo(t.x, t.y - 60); ctx.lineTo(t.x - t.radius * 0.5, t.y - 25); ctx.lineTo(t.x + t.radius * 0.5, t.y - 25); ctx.fill();
} else {
ctx.fillStyle = '#63c43f'; for (let i = 0; i < 5; i++) { ctx.beginPath(); ctx.ellipse(t.x + Math.cos(i) * t.radius * 0.7, t.y - 20 + Math.sin(i) * t.radius * 0.7, t.radius, t.radius * 0.4, i, 0, Math.PI * 2); ctx.fill(); }
}
} else { ctx.fillStyle = '#e0c294'; ctx.beginPath(); ctx.ellipse(t.x, t.y + 10, t.radius * 0.4, t.radius * 0.25, 0, 0, Math.PI * 2); ctx.fill(); }
});
ctx.save(); ctx.translate(s.player.x, s.player.y); ctx.rotate(s.player.angle);
if (isSailing) {
ctx.fillStyle = '#9e734c'; ctx.fillRect(-30, -25, 60, 50);
ctx.strokeStyle = '#785536'; ctx.lineWidth = 3; for (let p = -15; p < 25; p += 15) { ctx.beginPath(); ctx.moveTo(-30, p); ctx.lineTo(30, p); ctx.stroke(); }
}
let bob = (s.player.vx !== 0 || s.player.vy !== 0) ? Math.sin(frameCount * 0.5) * 3 : 0;
ctx.fillStyle = '#614835'; ctx.beginPath(); ctx.ellipse(-8, 0, 6, 12, 0, 0, Math.PI * 2); ctx.fill();
if (s.ai.inventory.bow && !isFishing && s.ai.state !== 'FORAGE') {
ctx.strokeStyle = '#5c4033'; ctx.lineWidth = 3; ctx.beginPath(); ctx.arc(20, 0, 15, -Math.PI / 2.5, Math.PI / 2.5); ctx.stroke();
ctx.strokeStyle = 'rgba(255,255,255,0.5)'; ctx.lineWidth = 1; ctx.beginPath(); ctx.moveTo(25, -14); ctx.lineTo(10, 0); ctx.lineTo(25, 14); ctx.stroke();
} else if (s.ai.inventory.spear && !isFishing) {
ctx.strokeStyle = '#5c4033'; ctx.lineWidth = 4; ctx.beginPath(); ctx.moveTo(0, 16); ctx.lineTo(35, 16); ctx.stroke();
ctx.fillStyle = '#bcc4c7'; ctx.beginPath(); ctx.moveTo(35, 13); ctx.lineTo(48, 16); ctx.lineTo(35, 19); ctx.fill();
}
ctx.fillStyle = '#2980b9'; ctx.beginPath(); ctx.ellipse(0, 0, 14, 18, 0, 0, Math.PI * 2); ctx.fill();
ctx.fillStyle = '#f1c27d'; ctx.beginPath(); ctx.ellipse(5 + bob * 0.5, 0, 10, 10, 0, 0, Math.PI * 2); ctx.fill();
ctx.beginPath(); ctx.ellipse(10, -14 + bob, 5, 5, 0, 0, Math.PI * 2); ctx.fill();
ctx.beginPath(); ctx.ellipse(10, 14 - bob, 5, 5, 0, 0, Math.PI * 2); ctx.fill();
if (isFishing) {
ctx.strokeStyle = '#8f6640'; ctx.lineWidth = 4; ctx.beginPath(); ctx.moveTo(10, 14); ctx.lineTo(45, 35); ctx.stroke();
ctx.strokeStyle = 'rgba(255,255,255,0.5)'; ctx.lineWidth = 1.5; ctx.beginPath(); ctx.moveTo(45, 35); ctx.lineTo(100, 0); ctx.stroke();
ctx.fillStyle = '#ff3333'; ctx.beginPath(); ctx.arc(100, 0 + Math.sin(frameCount * 0.1) * 4, 4, 0, Math.PI * 2); ctx.fill();
}
if (s.ai.panic) { ctx.fillStyle = '#73c2fb'; ctx.beginPath(); ctx.arc(0, -15, 3, 0, Math.PI * 2); ctx.arc(-5, 15, 2, 0, Math.PI * 2); ctx.fill(); }
if (s.ai.sneaking) { ctx.strokeStyle = 'rgba(255,255,255,0.6)'; ctx.setLineDash([4, 4]); ctx.beginPath(); ctx.arc(0, 0, 30, 0, Math.PI * 2); ctx.stroke(); ctx.setLineDash([]); }
ctx.restore();
ctx.globalCompositeOperation = 'lighter';
WORLD_OBJECTS.fires.forEach((f, index) => {
if (f.fuel <= 0) { WORLD_OBJECTS.fires.splice(index, 1); return; }
const gradient = ctx.createRadialGradient(f.x, f.y, 10, f.x, f.y, 300 + Math.random() * 30);
gradient.addColorStop(0, 'rgba(255, 160, 0, 0.8)'); gradient.addColorStop(1, 'rgba(255, 20, 0, 0)');
ctx.fillStyle = gradient; ctx.beginPath(); ctx.arc(f.x, f.y, 350, 0, Math.PI * 2); ctx.fill();
ctx.fillStyle = '#fffb00'; ctx.beginPath(); ctx.arc(f.x, f.y, 8 + Math.random() * 4, 0, Math.PI * 2); ctx.fill();
});
ctx.globalCompositeOperation = 'source-over';
ctx.restore();
const isNight2 = s.time < 6 || s.time > 18;
let darkAlpha = isNight2 ? 0.85 : 0;
if (s.activeEvents.includes('Storm Collapse')) darkAlpha = Math.max(darkAlpha, 0.65);
if (darkAlpha > 0) { ctx.fillStyle = `rgba(8, 12, 25, ${darkAlpha})`; ctx.fillRect(0, 0, canvas.width, canvas.height); }
if (s.activeEvents.includes('Heatwave')) { ctx.fillStyle = `rgba(255, 90, 0, 0.18)`; ctx.fillRect(0, 0, canvas.width, canvas.height); }
if (s.activeEvents.includes('Night Freeze')) {
ctx.fillStyle = `rgba(160, 230, 255, 0.35)`; ctx.fillRect(0, 0, canvas.width, canvas.height);
const frostGrad = ctx.createRadialGradient(canvas.width / 2, canvas.height / 2, canvas.height * 0.3, canvas.width / 2, canvas.height / 2, canvas.height);
frostGrad.addColorStop(0, 'rgba(255,255,255,0)'); frostGrad.addColorStop(1, 'rgba(255,255,255,0.7)');
ctx.fillStyle = frostGrad; ctx.fillRect(0, 0, canvas.width, canvas.height);
}
if (s.activeEvents.includes('Thick Fog')) {
const fogGrad = ctx.createRadialGradient(canvas.width / 2, canvas.height / 2, 150, canvas.width / 2, canvas.height / 2, 600);
fogGrad.addColorStop(0, 'rgba(240, 245, 255, 0)'); fogGrad.addColorStop(1, 'rgba(240, 245, 255, 0.95)');
ctx.fillStyle = fogGrad; ctx.fillRect(0, 0, canvas.width, canvas.height);
}
if (s.activeEvents.includes('Storm Collapse')) {
ctx.strokeStyle = 'rgba(220, 230, 255, 0.8)'; ctx.lineWidth = 2.5; ctx.beginPath();
for (let i = 0; i < 250; i++) { let rx = Math.random() * canvas.width; let ry = (frameCount * 40 + i * 25) % canvas.height; ctx.moveTo(rx, ry); ctx.lineTo(rx - 20, ry + 50); }
ctx.stroke();
if (Math.random() < 0.05) { ctx.fillStyle = 'rgba(255, 255, 255, 0.85)'; ctx.fillRect(0, 0, canvas.width, canvas.height); }
}
if (isNearDeath) {
ctx.fillStyle = `rgba(220, 0, 0, ${0.2 + Math.sin(frameCount * 0.15) * 0.2})`;
ctx.fillRect(0, 0, canvas.width, canvas.height);
const deathGrad = ctx.createRadialGradient(canvas.width / 2, canvas.height / 2, canvas.height * 0.3, canvas.width / 2, canvas.height / 2, canvas.height);
deathGrad.addColorStop(0, 'rgba(0,0,0,0)'); deathGrad.addColorStop(1, 'rgba(120,0,0,0.9)');
ctx.fillStyle = deathGrad; ctx.fillRect(0, 0, canvas.width, canvas.height);
}
animationId = requestAnimationFrame(render);
};
render();
return () => { cancelAnimationFrame(animationId); window.removeEventListener('resize', resize); };
}, [gameRef.current.started, gameRef.current.isAlive]);
useEffect(() => {
if (!gameRef.current.started || !gameRef.current.isAlive) return;
const interval = setInterval(() => {
const s = gameRef.current; if (!s.isAlive) return;
if (!s.ai.llmThinking) executeLLMLogic(s);
manageChallenges(s);
s.time += 0.25; if (s.time >= 24) { s.time = 0; s.day += 1; addLog(`Day ${s.day} begins.`, 'system'); }
s.eventTimer -= 1;
if (s.eventTimer <= 0 && !s.activeChallenge) {
s.activeEvents = []; s.eventTimer = Math.floor(Math.random() * 40) + 60;
addLog("Atmosphere stabilizing.", "info");
} else if (s.eventTimer <= 0) {
s.eventTimer = 30;
}
s.hunger = clamp(s.hunger - (s.ai.panic ? 1.0 : 0.5), 0, 100);
let thirstDrain = s.activeEvents.includes('Heatwave') ? 2.5 : 0.8;
s.thirst = clamp(s.thirst - thirstDrain, 0, 100);
let targetTemp = 25;
if (s.time < 6 || s.time > 18) targetTemp -= 5;
if (s.activeEvents.includes('Storm Collapse')) targetTemp -= 20;
if (s.activeEvents.includes('Night Freeze')) targetTemp = -15;
if (s.activeEvents.includes('Heatwave')) targetTemp += 25;
WORLD_OBJECTS.fires.forEach(f => { if (Math.hypot(s.player.x - f.x, s.player.y - f.y) < 300) { targetTemp += 40; f.fuel -= (s.activeEvents.includes('Storm Collapse') && s.shelterStatus === 0 ? 8 : 1); } });
targetTemp -= (s.wetness / 8);
if (s.shelterStatus === 100 && s.activeEvents.length > 0) targetTemp += 20;
if (s.temp < targetTemp) s.temp = clamp(s.temp + 1.0, -20, 60); else if (s.temp > targetTemp) s.temp = clamp(s.temp - 1.5, -20, 60);
if (s.activeEvents.includes('Flash Flood') && s.player.x < s.dynamicWaterLevel) s.wetness = 100;
else if (s.activeEvents.includes('Storm Collapse') && s.shelterStatus === 0) s.wetness = clamp(s.wetness + 15, 0, 100);
else s.wetness = clamp(s.wetness - 2, 0, 100);
if (s.ai.state === 'IDLE' || s.ai.sneaking) s.stamina = clamp(s.stamina + 2, 0, 100);
let healthDrain = 0;
if (s.hunger <= 0) healthDrain += 2.0;
if (s.thirst <= 0) healthDrain += 3.0;
if (s.temp < 10) healthDrain += 3.0;
if (s.temp > 45) healthDrain += 3.0;
if (healthDrain > 0) { s.health -= healthDrain; }
else if (s.hunger > 50 && s.thirst > 50 && s.temp > 15 && s.temp < 35 && s.ai.fear < 50) { s.health = clamp(s.health + 0.5, 0, 100); }
if (s.health < 1 && s.isAlive) {
s.health = 0; s.isAlive = false;
if (s.hunger <= 0) s.causeOfDeath = "Starvation";
else if (s.thirst <= 0) s.causeOfDeath = "Dehydration";
else if (s.temp < 10) s.causeOfDeath = "Hypothermia";
else if (s.temp > 45) s.causeOfDeath = "Heatstroke";
else s.causeOfDeath = "System Failure";
if (s.gameMode === 'evolution') {
const deathRecord = `${s.causeOfDeath} on Day ${s.day} (Gen ${s.generation})`;
s.ai.memory.pastDeaths.push(deathRecord);
if (s.ai.memory.pastDeaths.length > 6) s.ai.memory.pastDeaths.shift();
s.ai.memory.evolutionLevel = clamp(s.ai.memory.evolutionLevel + 1, 1, 20);
}
addLog("SUBJECT TERMINATED.", "danger");
}
setHudState({ ...s, logs: [...s.logs], ai: { ...s.ai } });
}, TICK_RATE);
return () => clearInterval(interval);
}, [gameRef.current.started, gameRef.current.isAlive]);
const formatTime = (t) => `${Math.floor(t).toString().padStart(2, '0')}:${Math.floor((t - Math.floor(t)) * 60).toString().padStart(2, '0')}`;
const CircularStat = ({ icon: Icon, value, color, warn }) => {
const radius = 20; const circumference = 2 * Math.PI * radius;
const strokeDashoffset = circumference - (clamp(value, 0, 100) / 100) * circumference;
return (
<div className={`relative w-14 h-14 rounded-full bg-black/60 border-2 ${warn ? 'border-red-500 animate-pulse' : 'border-black/80'} flex items-center justify-center shadow-lg backdrop-blur-md`}>
<svg className="absolute inset-0 w-full h-full transform -rotate-90 pointer-events-none">
<circle cx="26" cy="26" r={radius} stroke="rgba(255,255,255,0.1)" strokeWidth="4" fill="none" />
<circle cx="26" cy="26" r={radius} stroke={color} strokeWidth="4" fill="none" strokeDasharray={circumference} strokeDashoffset={strokeDashoffset} className="transition-all duration-1000 ease-out" />
</svg>
<Icon size={20} color={warn ? '#ef4444' : '#fff'} className="z-10 drop-shadow-md" />
</div>
);
};
const HotbarSlot = ({ icon: Icon, count, active, label }) => (
<div className={`w-14 h-14 bg-black/70 backdrop-blur-md border-2 ${active ? 'border-emerald-400 shadow-[0_0_15px_rgba(52,211,153,0.5)]' : 'border-zinc-800'} rounded-lg flex flex-col items-center justify-center relative`}>
<Icon size={24} className={active ? 'text-emerald-400' : 'text-zinc-400'} />
{count !== undefined && <span className="absolute bottom-0 right-1 text-[10px] font-bold text-white">{count}</span>}
{label && <span className="absolute top-0 left-1 text-[8px] font-bold text-zinc-500">{label}</span>}
</div>
);
if (!gameRef.current.started) {
return (
<div className="min-h-screen bg-zinc-950 text-zinc-300 flex flex-col items-center justify-center p-6 font-mono relative overflow-hidden">
<div className="absolute inset-0 bg-[radial-gradient(ellipse_at_center,_var(--tw-gradient-stops))] from-blue-900/20 via-zinc-950 to-zinc-950"></div>
<div className="max-w-3xl w-full space-y-6 z-10">
<h1 className="text-5xl font-black tracking-tighter text-transparent bg-clip-text bg-gradient-to-r from-blue-400 to-emerald-400 border-b border-zinc-800/50 pb-6 flex items-center gap-4"><Brain className="text-blue-500" size={48}/> EVOLUTIONARY AI</h1>
<p className="leading-relaxed text-zinc-400 text-lg">Initialize Subject-01 into the high-fidelity 2.5D simulation. Powered by HuggingFace AI with persistent memory across 6 generations.</p>
<div className="grid grid-cols-2 gap-6 mt-8">
<button onClick={() => startGame('hardcore')} className="bg-zinc-900/80 backdrop-blur border border-red-900/50 p-8 rounded-xl hover:bg-red-950/40 transition-all text-left flex flex-col gap-3 group shadow-2xl">
<div className="flex items-center gap-3 text-red-500 font-bold text-2xl"><Skull size={28}/> HARDCORE MODE</div>
<span className="text-sm text-zinc-400 leading-relaxed">Permadeath. No memory retention. Pure sandbox survival. Challenge-aware AI instincts active.</span>
</button>
<button onClick={() => startGame('evolution')} className="bg-zinc-900/80 backdrop-blur border border-blue-900/50 p-8 rounded-xl hover:bg-blue-950/40 transition-all text-left flex flex-col gap-3 group shadow-2xl">
<div className="flex items-center gap-3 text-blue-400 font-bold text-2xl"><RefreshCcw size={28}/> LLM EVOLUTION</div>
<span className="text-sm text-zinc-400 leading-relaxed">HuggingFace API connected. AI remembers how it died and adapts. Challenge overrides guide behavior toward success.</span>
</button>
</div>
</div>
</div>
);
}
if (!hudState) return null;
const survivalLessons = buildSurvivalLessons(hudState.ai.memory.pastDeaths);
return (
<div className="relative w-screen h-screen overflow-hidden bg-zinc-950 font-sans text-zinc-300 select-none">
<canvas ref={canvasRef} className="absolute inset-0 block w-full h-full" />
{!hudState.isAlive && (
<div className="absolute inset-0 z-50 bg-black/90 backdrop-blur-md flex flex-col items-center justify-center p-6 animate-in fade-in duration-1000">
<div className="max-w-lg w-full text-center space-y-6">
<Skull size={72} className="mx-auto text-red-500 mb-6 animate-pulse drop-shadow-[0_0_20px_rgba(239,68,68,0.5)]" />
<h1 className="text-5xl font-black tracking-tighter text-white">SIMULATION ENDED</h1>
<div className="bg-zinc-900/90 p-8 border border-zinc-800 rounded-xl text-left space-y-5 shadow-2xl">
<div className="flex justify-between border-b border-zinc-800 pb-3 text-lg"><span className="text-zinc-500">Cause of Death</span><span className="text-red-400 font-bold uppercase">{hudState.causeOfDeath}</span></div>
<div className="flex justify-between border-b border-zinc-800 pb-3 text-lg"><span className="text-zinc-500">Days Survived</span><span className="text-white font-bold">{hudState.day}</span></div>
<div className="flex justify-between border-b border-zinc-800 pb-3 text-lg"><span className="text-zinc-500">Challenges Completed</span><span className="text-emerald-400 font-bold">{hudState.completedChallenges}</span></div>
<div className="flex justify-between border-b border-zinc-800 pb-3 text-lg"><span className="text-zinc-500">Generation</span><span className="text-blue-400 font-bold">GEN-{hudState.generation}</span></div>
{hudState.ai.memory.pastDeaths.length > 0 && (
<div className="border-t border-zinc-800 pt-4">
<p className="text-zinc-500 text-sm mb-3 uppercase tracking-wider font-bold">Death Memory ({hudState.ai.memory.pastDeaths.length}/6)</p>
<div className="space-y-1">
{hudState.ai.memory.pastDeaths.map((d, i) => (
<div key={i} className="text-xs text-zinc-400 bg-zinc-950/80 px-3 py-1 rounded-lg flex items-center gap-2">
<span className="text-red-500">#{i + 1}</span> {d}
</div>
))}
</div>
</div>
)}
</div>
{hudState.gameMode === 'evolution' ? (
<button onClick={evolveAndRespawn} className="w-full py-5 mt-8 bg-blue-600/20 text-blue-400 font-bold text-lg uppercase tracking-widest hover:bg-blue-600/40 rounded-xl border border-blue-500/50 flex items-center justify-center gap-3 transition-all"><RefreshCcw size={24}/> Upload Trauma & Respawn (Gen {hudState.generation + 1})</button>
) : (
<button onClick={() => window.location.reload()} className="w-full py-5 mt-8 bg-zinc-800 text-white font-bold text-lg uppercase tracking-widest hover:bg-zinc-700 rounded-xl border border-zinc-700 flex items-center justify-center gap-3 transition-all"><Skull size={24}/> Hard Reset</button>
)}
</div>
</div>
)}
{hudState.isAlive && (
<>
<div className="absolute top-6 right-6 flex flex-col items-end gap-2 z-20 pointer-events-none">
<div className="bg-black/70 backdrop-blur-md px-6 py-3 rounded-full border border-zinc-800 shadow-2xl flex items-center gap-4">
<Brain className={`${hudState.ai.llmThinking ? 'text-purple-400 animate-pulse' : hudState.ai.consecutiveFailures > 0 ? 'text-yellow-400' : 'text-blue-400'}`} size={24}/>
<div className="flex flex-col">
<span className="text-[10px] font-bold text-zinc-500 tracking-widest uppercase">
Subject-01 Gen-{hudState.generation} {hudState.ai.llmThinking ? '(Thinking...)' : hudState.ai.consecutiveFailures > 0 ? '(Offline)' : ''}
</span>
<span className={`text-sm font-black uppercase tracking-wider ${hudState.ai.panic ? 'text-red-500 animate-pulse' : hudState.ai.sneaking ? 'text-yellow-400' : 'text-white'}`}>
{hudState.ai.panic ? 'FULL PANIC' : hudState.ai.sneaking ? 'SNEAKING' : hudState.ai.state.replace('_', ' ')}
</span>
</div>
</div>
<div className="bg-black/50 backdrop-blur-sm px-4 py-2 rounded-full border border-zinc-800/50 text-xs text-zinc-300 italic shadow-lg max-w-xs text-right">
"{hudState.ai.message}"
</div>
{hudState.gameMode === 'evolution' && hudState.ai.memory.pastDeaths.length > 0 && (
<button
onClick={() => setShowMemoryLog(v => !v)}
className="pointer-events-auto bg-purple-950/70 backdrop-blur-sm px-3 py-1.5 rounded-full border border-purple-800/50 text-xs text-purple-300 flex items-center gap-2 hover:bg-purple-900/70 transition-colors"
>
<Eye size={12}/> {hudState.ai.memory.pastDeaths.length} death memories loaded
</button>
)}
{showMemoryLog && hudState.ai.memory.pastDeaths.length > 0 && (
<div className="pointer-events-auto bg-black/90 backdrop-blur-md p-4 rounded-xl border border-purple-800/40 shadow-2xl w-80 space-y-2">
<p className="text-[10px] font-bold text-purple-400 tracking-widest uppercase mb-2 flex items-center gap-2"><Brain size={12}/> Neural Memory Log</p>
{hudState.ai.memory.pastDeaths.map((d, i) => (
<div key={i} className="text-xs text-zinc-300 bg-zinc-900/80 px-3 py-1.5 rounded-lg flex items-start gap-2">
<span className="text-red-400 font-bold shrink-0">#{i + 1}</span>
<span>{d}</span>
</div>
))}
{survivalLessons.length > 0 && (
<div className="border-t border-purple-900/40 pt-2 mt-2">
<p className="text-[9px] text-purple-400 uppercase tracking-widest mb-1">Behavior Adaptations</p>
{survivalLessons.slice(0, 3).map((l, i) => (
<div key={i} className="text-[10px] text-emerald-400 bg-emerald-950/30 px-2 py-1 rounded mb-1">{l.slice(0, 80)}...</div>
))}
</div>
)}
</div>
)}
</div>
<div className="absolute top-6 left-6 flex flex-col gap-3 z-20 pointer-events-auto max-h-[90vh]">
<div className="bg-black/70 backdrop-blur-md px-5 py-3 rounded-2xl border border-zinc-800 shadow-2xl flex items-center gap-4 mb-2">
<div className="flex flex-col border-r border-zinc-700 pr-4">
<span className="text-[10px] font-bold text-zinc-500 tracking-widest uppercase">Generation</span>
<span className="text-sm font-black text-blue-400">GEN-{hudState.generation}</span>
</div>
<div className="flex flex-col border-r border-zinc-700 pr-4">
<span className="text-[10px] font-bold text-zinc-500 tracking-widest uppercase">Day {hudState.day}</span>
<span className="text-sm font-black text-white flex items-center gap-2">{hudState.time < 6 || hudState.time > 18 ? <Moon size={14} className="text-blue-300"/> : <Sun size={14} className="text-yellow-400"/>} {formatTime(hudState.time)}</span>
</div>
<div className="flex flex-col">
<span className="text-[10px] font-bold text-zinc-500 tracking-widest uppercase">Evo Level</span>
<span className="text-sm font-black text-emerald-400 flex items-center gap-1"><TrendingUp size={12}/> {hudState.ai.memory.evolutionLevel}</span>
</div>
</div>
<div className="bg-black/80 backdrop-blur-md p-4 rounded-2xl border border-zinc-800 shadow-2xl w-72 flex flex-col gap-3 flex-1 overflow-y-auto custom-scrollbar">
<div className="text-[10px] font-bold text-emerald-400 tracking-widest uppercase flex items-center gap-2 border-b border-zinc-800 pb-2"><ListTodo size={14}/> Challenge Master</div>
{CHALLENGE_DB.map((cat, idx) => (
<div key={idx} className="flex flex-col gap-1">
<span className="text-[10px] font-bold text-zinc-400 uppercase tracking-wider mt-2">{cat.category}</span>
{cat.tasks.map((task, tIdx) => (
<button
key={tIdx}
onClick={() => assignAdvancedChallenge(task)}
disabled={hudState.activeChallenge !== null}
className="bg-zinc-900/50 hover:bg-zinc-800 disabled:opacity-30 disabled:cursor-not-allowed border border-zinc-800 p-2 rounded-lg text-left transition-colors flex justify-between items-center group"
>
<span className="text-xs font-bold text-zinc-300 group-hover:text-white transition-colors">{task.name}</span>
<span className="text-[9px] text-zinc-500 bg-zinc-950 px-1.5 py-0.5 rounded">{task.timeLimit}s</span>
</button>
))}
</div>
))}
<div className="border-t border-zinc-800 pt-3 mt-2">
<div className="text-[10px] font-bold text-red-400 tracking-widest uppercase flex items-center gap-2 mb-2"><ShieldAlert size={14}/> God Controls</div>
<div className="grid grid-cols-2 gap-1.5">
{['Flash Flood', 'Storm Collapse', 'Thick Fog', 'Heatwave', 'Night Freeze'].map(ev => (
<button key={ev} onClick={() => toggleEvent(ev)} className={`text-[10px] font-bold px-2 py-1.5 rounded border transition-colors ${hudState.activeEvents.includes(ev) ? 'bg-red-900/60 border-red-700 text-red-300' : 'bg-zinc-900/50 border-zinc-700 text-zinc-400 hover:bg-zinc-800'}`}>
{ev}
</button>
))}
<button onClick={() => toggleEvent('Clear')} className="text-[10px] font-bold px-2 py-1.5 rounded border bg-zinc-800 border-zinc-600 text-zinc-300 hover:bg-zinc-700 transition-colors">Clear All</button>
</div>
<div className="grid grid-cols-2 gap-1.5 mt-1.5">
<button onClick={godAmbush} className="text-[10px] font-bold px-2 py-1.5 rounded border bg-red-950/50 border-red-800 text-red-400 hover:bg-red-900/50 transition-colors">Ambush!</button>
<button onClick={godSmite} className="text-[10px] font-bold px-2 py-1.5 rounded border bg-yellow-950/50 border-yellow-800 text-yellow-400 hover:bg-yellow-900/50 transition-colors">Smite</button>
<button onClick={godStarve} className="text-[10px] font-bold px-2 py-1.5 rounded border bg-orange-950/50 border-orange-800 text-orange-400 hover:bg-orange-900/50 transition-colors">Starve</button>
<button onClick={godBless} className="text-[10px] font-bold px-2 py-1.5 rounded border bg-emerald-950/50 border-emerald-800 text-emerald-400 hover:bg-emerald-900/50 transition-colors">Bless</button>
</div>
</div>
</div>
</div>
<div className="absolute bottom-6 left-[320px] flex gap-3 z-20 pointer-events-none">
<CircularStat icon={Heart} value={hudState.health} color="#ef4444" warn={hudState.health < 30} />
<CircularStat icon={Apple} value={hudState.hunger} color="#f97316" warn={hudState.hunger < 30} />
<CircularStat icon={Droplets} value={hudState.thirst} color="#3b82f6" warn={hudState.thirst < 30} />
<CircularStat icon={Zap} value={hudState.stamina} color="#eab308" warn={hudState.stamina < 20} />
<div className="ml-4 flex items-center justify-center">
<CircularStat icon={Ghost} value={hudState.ai.fear} color="#a855f7" warn={hudState.ai.fear > 80} />
</div>
</div>
<div className="absolute bottom-6 right-6 flex gap-2 z-20 pointer-events-none">
<HotbarSlot icon={Axe} count={hudState.wood} label="WOOD" active={hudState.wood > 0} />
<HotbarSlot icon={CloudRain} count={hudState.stone} label="STONE" active={hudState.stone > 0} />
<HotbarSlot icon={Apple} count={hudState.food} label="FOOD" active={hudState.food > 0} />
<div className="w-1 h-14 bg-zinc-800 rounded-full mx-1"></div>
<HotbarSlot icon={Sword} label="SPEAR" active={hudState.ai.inventory.spear} />
<HotbarSlot icon={Crosshair} label="BOW" active={hudState.ai.inventory.bow} />
<HotbarSlot icon={Fish} label="ROD" active={hudState.ai.inventory.fishingRod} />
<HotbarSlot icon={Navigation} label="BOAT" active={hudState.ai.inventory.boat} />
</div>
{hudState.activeChallenge && (
<div className="absolute top-8 left-1/2 -translate-x-1/2 bg-black/80 backdrop-blur-md border border-emerald-500/50 px-6 py-4 rounded-2xl shadow-[0_0_30px_rgba(16,185,129,0.2)] flex flex-col items-center z-10 pointer-events-none w-[420px] animate-in slide-in-from-top">
<div className="text-[10px] font-bold text-emerald-500 uppercase tracking-widest flex items-center gap-2 mb-1"><Trophy size={14}/> Active Challenge</div>
<div className="text-lg font-black text-white text-center tracking-wide mb-1">{hudState.activeChallenge.name}</div>
{hudState.activeChallenge.progress && (
<div className="text-xs text-zinc-400 mb-2 font-mono">{hudState.activeChallenge.progress}</div>
)}
<div className="w-full bg-zinc-900 h-2 rounded-full overflow-hidden">
<div
className="bg-emerald-500 h-full transition-all"
style={{ width: `${(hudState.activeChallenge.timeLimit / hudState.activeChallenge.maxTime) * 100}%` }}
></div>
</div>
</div>
)}
</>
)}
{hudState.logs.length > 0 && hudState.logs[0].time && (Date.now() - hudState.logs[0].time < 4000) && (
<div className="absolute top-[25%] left-1/2 -translate-x-1/2 z-20 pointer-events-none animate-in fade-in zoom-in duration-300">
<div className={`px-8 py-4 rounded-2xl border shadow-[0_0_30px_rgba(0,0,0,0.5)] backdrop-blur-xl text-lg font-black tracking-widest uppercase flex items-center gap-3 ${
hudState.logs[0].type === 'danger' ? 'bg-red-950/90 border-red-500/50 text-red-400' :
hudState.logs[0].type === 'success' ? 'bg-emerald-950/90 border-emerald-500/50 text-emerald-400' :
hudState.logs[0].type === 'warning' ? 'bg-yellow-950/90 border-yellow-500/50 text-yellow-400' :
'bg-black/90 border-zinc-700 text-zinc-300'
}`}>
{hudState.logs[0].message}
</div>
</div>
)}
</div>
);
}
|