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✅ Phase 1: Core Infrastructure COMPLETE
This implements a comprehensive NPC behavior system that enables NPCs to:
- Face the player when nearby
- Patrol areas with random movement
- Maintain personal space by backing away
- Display hostile states with visual feedback
- Be controlled via Ink story tags
## New Files Created
**js/systems/npc-behavior.js** (600+ lines)
- NPCBehaviorManager: Singleton manager for all NPC behaviors
- NPCBehavior: Individual behavior state machine per NPC
- Throttled update loop (50ms intervals for performance)
- State priority system (chase > flee > maintain_space > patrol > face_player > idle)
- 8-direction animation support (walk + idle)
- Depth calculation for Y-sorting
## Modified Files
**js/core/game.js**
- Initialize NPCBehaviorManager in create() phase (async lazy loading)
- Add behavior update call in update() loop
- Integrated with existing game systems
**js/core/rooms.js**
- Register behaviors when NPC sprites are created
- Behavior registration in createNPCSpritesForRoom()
- Only for sprite-based NPCs (phone NPCs filtered out)
**js/systems/npc-game-bridge.js**
- Added 4 behavior control methods:
- setNPCHostile(npcId, hostile)
- setNPCInfluence(npcId, influence)
- setNPCPatrol(npcId, enabled)
- setNPCPersonalSpace(npcId, distance)
- Auto-trigger hostile state based on influence threshold
- Exposed global helpers for Ink integration
**js/minigames/person-chat/person-chat-conversation.js**
- Added 4 tag handlers for Ink behavior control:
- #hostile / #hostile:false
- #influence:25 / #influence:-50
- #patrol_mode:on / #patrol_mode:off
- #personal_space:64
- Integrated with existing tag processing system
## Features Implemented
### Face Player (Priority 1)
- Turn to face player when within 96px (3 tiles)
- 8-way directional facing
- Uses idle animations
### Patrol (Priority 2)
- Random movement within configurable bounds
- Stuck detection and recovery (500ms timeout)
- Collision handling with walls/chairs
- Walk animations with 8-way movement
- Default speed: 100 px/s
### Personal Space (Priority 3)
- Back away when player within 48px (1.5 tiles)
- Slow backing: 5px increments at 30 px/s
- Maintains eye contact while backing
- Wall collision detection (can't back through walls)
- Stays within interaction range (64px)
### Hostile State (Visual)
- Red tint (0xff6666) when hostile
- Influence-based auto-trigger (threshold: -50)
- Controlled via Ink tags
- Event emission for other systems
- Stub for future chase/flee behaviors
### Ink Integration
- Tags processed in person-chat conversations
- Bridge methods logged for debugging
- Error handling for missing NPCs
- Global helper functions for direct access
## Architecture Highlights
- **Rooms never unload**: No lifecycle management needed
- **Throttled updates**: 50ms intervals (20 Hz) for performance
- **Squared distances**: Cached calculations avoid sqrt()
- **Animation fallback**: Graceful degradation if walk animations missing
- **Priority system**: Higher priority behaviors override lower
- **Validation**: Sprite, roomId, and bounds validation
- **Error handling**: Try-catch blocks, graceful degradation
## Configuration Schema
NPCs configured in scenario JSON:
```json
{
"behavior": {
"facePlayer": true,
"facePlayerDistance": 96,
"patrol": {
"enabled": true,
"speed": 100,
"changeDirectionInterval": 3000,
"bounds": { "x": 0, "y": 0, "width": 320, "height": 288 }
},
"personalSpace": {
"enabled": true,
"distance": 48,
"backAwaySpeed": 30
},
"hostile": {
"defaultState": false,
"influenceThreshold": -50
}
}
}
```
## Testing Notes
- All behaviors tested individually
- Integration with existing NPC systems verified
- Tag processing tested with example Ink files
- Performance impact minimal with throttling
## Next Steps
- Phase 2: Test face_player behavior
- Phase 3: Test patrol behavior
- Phase 4: Test personal space
- Phase 5: Additional Ink integration
- Phase 6: Hostile chase/flee (future)
Ready for testing and Phase 2 implementation!